I've been running around in RA/TA as an assassin for a while, trying to come up with an effective build that didn't require AoD+GPS+etc and that would make me an asset rather than a liability (as far as the healers are concerned). Finally, I came up with this:
A/X
Name: Something intimidating and mysterious...maybe "Bloodshadowdeathskull"
Skills:
Iron Palm
Falling Spider
Twisting Fangs
Siphon Speed
Shroud of Silence [elite]
(optional)-I usually take dark escape or a shadow stepping skill
Shadow Refuge
Res Sig
Attributes:
not quite sure what I have here, but it goes something to the effect of
Dagger: 12
Deadly: 15 or 16
Shadow: 6?
Critical: 8
Equipment:
Shrouded Armor
+5 energy dagger
Zealous Tangs
+5 Armor handle
How it works:
I've found that, as most successful assassin players have, that the key strength of the assassin (more than its mobility, which I think is also a major strength) is its ability to quickly disable/kill a single key player of the opposing team. Usually this player is a spell caster of some kind so I decided to give a shroud of silence build a whirl.
The strategy is to wait a few seconds after everyone locks on to their targets, then find the key support player. My list of priorities goes something like (Mo/X, Me/Mo, E/Mo, Me/X, other spell casters, melee). Next, hit them with Siphon Speed to slow them down and set up the iron palm combo. Now you have to do some strategic thinking: either lead off with shroud of silence then go into the iron palm combo, or use IP+FS as an interrupt then immediately cast shroud of silence followed by TF (the target should still be under siphon speed so kiting shouldn't be a problem). If the situation allows, you can stick around to smack the target. Usually by this time you'll have some heat on you so it would be best to high tail it out of there and let someone else on your team finish the job, if all the degen doesn't. Another strategy is to cast siphon speed on a target that probably won't die too quickly (e.g. a ranger) for a solid ~20 sec speed boost -regardless if your main target goes down - allowing you to gracefully exit the fray.
This build freaks out pure casters almost to the point of hilarity. A lot will just stand there, wondering why their spells don't work. This build will also make short work of unsupported wammos by disabling their healing spells (i've been called "gay" and "lame" on multiple occasions by angry wammos.) The down side is that it relies on marginal competence from the rest of your team (i.e. pouncing on that Mo/Me while his spells are disabled) and good kiting skills. There's room for some condition/hex removal in that optional slot, but you will sacrifice mobility for it. Also, there is a lot of down time between shrouds so you need to make sure that each one counts.
Try it out, tell me what you think. Or just flame me.
n


Why give people builds that are actually pretty useless? Unless you don't want critques and are just playing around, in which case say so or don't get so defensive when someone says it sucks.