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Old Apr 06, 2006, 09:42 AM // 09:42   #1
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Default Critical Strikes Assasin

I was thinking, what would happen if an assasin would land a crit each hit, or at least once for 2 hits. Heres what came out of it:



Assassin/X
Level: 20

Critical Strikes: 16 (12+4)
Dagger Mastery: 13 (12+1)


- Critical Defenses (Critical Strikes)
For 4 seconds, you have 52% chance to block. Critical Defenses refreshes every time you land a critical hit.
Energy:10 Cast:1 Recharge:30

- Critical Eye (Critical Strikes)
For 37 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

- Locusts' Fury [Elite] (Critical Strikes)
For 37 seconds, you have an additional 20% chance to double strike.
Energy:10 Cast:2 Recharge:30

- Desperate Strike (Dagger Mastery)
If you have less than 58% Health, you deal +38 damage.
Energy:5 Cast:0 Recharge:10

- Unsuspecting Strike (Critical Strikes)
If this attack hits, you strike for +33 damage. If your target was above 90% Health you deal an additional 42 damage.
Energy:10 Cast:0 Recharge:10

- Repeating Strike (Dagger Mastery)
Must follow an off-hand attack. If it hits, this attack strikes for +16 damage. If it misses, it takes an additional 15 seconds to recharge.
Energy:5 Cast:0 Recharge:0

- Critical Strike (Critical Strikes)
Must follow an off-hand attack. If it hits, this attack strikes for +11 damage and resuslts in a critical hit.
Energy:5 Cast:0 Recharge:12

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



2nd Build
Assassin/X
Level: 20

Critical Strikes: 16 (12+4)
Dagger Mastery: 11 (10+1)
Shadow Arts: 9 (8+1)

- Critical Defenses (Critical Strikes)
For 4 seconds, you have 52% chance to block. Critical Defenses refreshes every time you land a critical hit.
Energy:10 Cast:1 Recharge:30

- Critical Eye (Critical Strikes)
For 37 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

- Way of the Lotus (Shadow Arts)
For 25 seconds, the next time you hit target foe with a dual attack skill, you gain 11 Energy.
Energy:5 Cast:1 Recharge:20

- Desperate Strike (Dagger Mastery)
If you have less than 58% Health, you deal +38 damage.
Energy:5 Cast:0 Recharge:10

- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 9 seconds.
Energy:5 Cast:0 Recharge:15

- Palm Strike [Elite] (Critical Strikes)
Target touched foe is strick for 69 shadow damage. This skill counts as an off hand attack.
Energy:10 Cast:0.75 Recharge:12

- Exhausting Failure (Dagger Mastery)
Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from exhaustion.
Energy:5 Cast:0 Recharge:10

- Way of Perfection (Shadow Arts)
For 25 seconds, whenever you successfully make a critical hit you gain 25 health.
Energy:5 Cast:1 Recharge:30



The first one is kind of Fully offensive, the 2nd one is a bane of casters, + some self healing. I hope u like them . Lots of constructive criticism is always welcome.
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Old Apr 06, 2006, 06:52 PM // 18:52   #2
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I can't wait until people can actually test these builds, because then they could take their 'sins to Isle of the Nameless and find out that putting more points into Dagger Mastery rather than Critical Strikes will actualy give them more critical hits.

Just remember that:

- your base level of chance to critical hit is based upon your weapon attribute.
- higher Dagger Mastery increases your effective attack rate (higher chance to double strike), so you have more hits to have a chance of being criticals.

As for skills, well, it's getting hard to comment when I see the same semi-random collection of Assassin skills turning up in every other build posted. I definitely prefer the interrupt focus of the second build, but the one thing that sticks out to me is that neither has a speed boost or snare. When using a skill such as Critical Defence, you have to consider that you can easily go 4 seconds (did I see that it got changed to 6?) without even swinging a single attack whilst chasing a kitting opponent. You can't get critical hits if you're not hitting at all, and that side of your build(s) is lacking.
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Old Apr 06, 2006, 06:58 PM // 18:58   #3
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I see what u mean. Well if u cant get to kit a enemy, replace one of the skills u dont like, for u itll probably be crit defenses, for Dash / recall / return, or any other skill u think might help u get to the enemy faster.
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Old Apr 07, 2006, 02:27 PM // 14:27   #4
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Dash doesn't really seem like the answer to kiting, since it only lasts 3sec and has a 15sec recharge. It's more useful rushing into enemy lines or making a quick getaway. The advantage is that you can run faster than any other class, but you can't sustain that speed.

You'd probably be better of playing as /W or /R for Sprint or Storm Chaser, or maybe even Rush.
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Old Apr 07, 2006, 02:29 PM // 14:29   #5
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I'd recommend going 16 dagger, 9 crit, 10 secondary stat from your secondary, unless you're using no atb skills, which is great, then u can go 16 dagger, 9 crit, 9 deadly arts, 8 shadow, or 16, 9, 11 in all assassin stats...
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Old Apr 07, 2006, 04:04 PM // 16:04   #6
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Cool by me, Eff.
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