May 16, 2006, 04:21 AM // 04:21
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: DKA
Profession: Mo/Me
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A great A/W Build--Thanks to Galrath Slash
Galrath Slash of MH has been kind enough to fill me in with this build he uses in the pvp arena's. The build consist of all Assasin skills. I saw him use it in a pvp area, and i relized how effective it was..It is well constructed and had to be thought out. Here it is.
Aura of Displacement(Elite),Golden pheonix,Horn of Ox,Twisting Fangs,Falling Spider, Shadow refuge,Dark escape, Res Sig.
Ty much Galrath
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May 16, 2006, 05:32 AM // 05:32
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#2
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Academy Page
Join Date: Mar 2006
Profession: R/
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Quote:
Originally Posted by Endymius
Aura of Displacement(Elite),Golden pheonix,Horn of Ox,Twisting Fangs,Falling Spider, Shadow refuge,Dark escape, Res Sig.
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I usually run with dash instead of dark escape for GvG, so I drop shadow refuge for heal breeze since I can't think of anything better for the spot.
Just wondering what everyone runs as far as attributes/weapons, I've been going 16 dagger, 10 critical strikes, 9 healing prayers. Zealous/Fortidude daggers and vamp/fort daggers.
Its a pretty popular assassin build from what I've seen so far.
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May 16, 2006, 05:59 AM // 05:59
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#3
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Dark escape over dash because dash is...useless.
Shadow refuge over breeze for spammability, energy cost, and spec priorities. Keep attributes in shadow arts that way.
And, from what I've seen, most teams run 16 in dagger mastery, for better damage and skill boosts.
**EDIT = Being dumb, as usual.
Last edited by Byron; May 16, 2006 at 06:11 AM // 06:11..
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May 16, 2006, 06:09 AM // 06:09
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#4
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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No team I have seen runs anything close to 16 in critical strikes.
1. Having 16 in dagger mastery gives you more criticals, a lot more, then 16 in critical strike.
2. Having 16 in dagger does more dmg.
3. Getting 3+ energy for each critical isnt needed, they don't have energy problems only having 8 in critical strikes.
Most teams seem to use 15-16 on dagger mastery and more like 8 in critical strikes.
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May 16, 2006, 07:35 AM // 07:35
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#5
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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My assassin runs 15 crit and 16 dagger... (I have a problem with overspecializing...then doing really well with it)
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May 16, 2006, 07:40 AM // 07:40
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#6
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Quote:
Originally Posted by Endymius
Galrath Slash of MH has been kind enough to fill me in with this build he uses in the pvp arena's. The build consist of all Assasin skills. I saw him use it in a pvp area, and i relized how effective it was..It is well constructed and had to be thought out. Here it is.
Aura of Displacement(Elite),Golden pheonix,Horn of Ox,Twisting Fangs,Falling Spider, Shadow refuge,Dark escape, Res Sig.
Ty much Galrath
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The basic core of this build is:
Aura of Displacement
Golden Phoenix
Horns of the Ox
Falling Spider
Twisting fangs
It hasn't spread around too much yet, but will grow in popularity. Golden Phoenix strike is an incredibly powerful skill as it is an off-hand that doesn't need to follow a lead. Aura of displacement will meet the requirement that you need to be enchanted.
Important to note is that Twisting Fangs is under critical strikes and a key component of the build (the deepwound.) Thus you want to run at least 10 in critical strikes for the deep wound to stick as long as possible. You also want to run dagger mastery as high as possible, usually at 16.
The weakness of this build is that the core skillset requires 5 skills and thus is somewhat rigid. It excels in a quick strike at isolated foes.
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May 16, 2006, 11:20 AM // 11:20
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#7
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by Warskull
It hasn't spread around too much yet, but will grow in popularity.
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Its already quite popular, nearly every assassin I see is running this skill set.
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May 16, 2006, 12:50 PM // 12:50
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#8
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Academy Page
Join Date: Feb 2006
Guild: HoA
Profession: W/
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i saw a The Last Pride assasin use shadow refuge+CoP, great idea
Last edited by MirageCloud; May 16, 2006 at 01:53 PM // 13:53..
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May 16, 2006, 03:49 PM // 15:49
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#9
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Pre-Searing Cadet
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Purge Signet would work for when you are retreating too, in 4v4 hexes/conditions are what really hurt sin builds in my experience.
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May 16, 2006, 05:33 PM // 17:33
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#10
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Ascalonian Squire
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Purge sig is too slow for in 4v4. A warrior can (sometimes) get away with it by virtue of having the extra armor that an assassain doesn't.
They're frail to the point that I don't even like sticking 2s skills/spells on them.
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May 17, 2006, 12:11 AM // 00:11
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#11
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Pre-Searing Cadet
Join Date: Mar 2006
Profession: W/
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Lol, I thought the topic meant the A/W build was good because Galrath Slash was one of the skills used. I guess this build is better than anything with Galrath Slash in it, but definitely less interesting.
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May 17, 2006, 01:18 AM // 01:18
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#12
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Ascalonian Squire
Join Date: Mar 2006
Location: PA
Guild: none
Profession: Mo/W
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horns of the ox sucks
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May 17, 2006, 06:14 AM // 06:14
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#13
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by getchoo
horns of the ox sucks
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Care to explain why it sucks ?
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May 17, 2006, 12:33 PM // 12:33
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#14
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Pre-Searing Cadet
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This is the same exact build from War Machine[WM] Fairy Queen was using this build except no res sig...
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May 17, 2006, 06:26 PM // 18:26
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#15
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Ascalonian Squire
Join Date: Aug 2005
Guild: Shameful Spirits [SsP]
Profession: Me/
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I like horns of the ox, and have been watching people in obs mode and seeing what is effective. Do you guys think it is necessary to run 15-16 in dagger mastery? Just thinking that sup rune hurts more than it helps, but havent played around with it enough to know.
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May 18, 2006, 05:15 AM // 05:15
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#16
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Frost Gate Guardian
Join Date: Dec 2005
Location: I'm the guy right behind you staring through your head . . . .
Profession: W/
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Yes, it is necessary. In fact, in PvP, if you DON'T, you will probably be laughed at. This is a general guideline for any of the current melee attackers, and will be true for any more that Anet decides to create.
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May 18, 2006, 05:25 AM // 05:25
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#17
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Lion's Arch Merchant
Join Date: Apr 2006
Location: GvG go go!
Guild: Fail Less [noU]
Profession: R/Mo
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Quote:
Originally Posted by MirageCloud
i saw a The Last Pride assasin use shadow refuge+CoP, great idea
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lich necros have been using this trick for ages now with blood renewal. Anyways, I've yet to see many worthwhile assassin builds, but the class is amazing. Try a shove assassin with falling spider in your combo. I have a shove assassin that can run a dual chain and string the second chain off the first one or visa versa...very versatile. 2 knock downs, an interrupt and loads of conditions including deep wound.
and PS, dash is NOT useless, the person who said that is completely ignorant.
PPS dont use self heals in TA, it's a complete waste of a skill slot. Instead get a good monk.
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May 18, 2006, 06:46 AM // 06:46
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#18
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Quote:
Originally Posted by Van Goghs Ear
I have a shove assassin that can run a dual chain and string the second chain off the first one or visa versa...very versatile. 2 knock downs, an interrupt and loads of conditions including deep wound.
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I was messing around with a Shove build in the FPE, IIRC it was an ordinary skill chain with Horns + Falling + Twisting with Shove as both an alternative to Horns in the chain and as unconditional knockdown in other situations. Is this what you use ?
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May 18, 2006, 05:38 PM // 17:38
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#19
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Ascalonian Squire
Join Date: Aug 2005
Guild: Shameful Spirits [SsP]
Profession: Me/
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I was playing with my assassin and ran 15 dagger and you guys are right, such a huge difference. Also the skill chains are very effective to when done right and not getting blinded or evaded. Definitely having alot more fun with the assassin.
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May 31, 2006, 07:55 AM // 07:55
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#20
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Ascalonian Squire
Join Date: Mar 2006
Location: Australia
Guild: Pirates of the Searing [YoHo]
Profession: R/
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I've been running:
- Aura of Displacement {E}
- Golden Phoenix Strike
- Horns of the Ox
- Falling Spider
- Critical Strike
- Critical Eye
- Shadow Refuge
- Resurrection Signet
Aura of Displacement first then Critical Eye, therefore it boosts my chance of a critical and acts as a cover enchantment. Shadow Refuge when needed, usually cancelling Aura first to (hopefully) get to safety. Once I reach my target I just let the combo go in the order presented.
I've been running 15 Critical Strikes, but I will try out 15 in Dagger Mastery instead for the higher chance to doublestrike. Critical Eye and 8 in Critical Strikes should be more than enough energy management especially when running Critical Strike in the combo.
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