Update:
Link to build on Guild Wiki
Variants Added
Attributes
Dagger Mastery: 12+3+1
Critical Strikes: 9+1
Deadly Arts:9+1 or 6+1
Shadow Arts: 0 or 6+1
Equipment
A Full +Energy Set of armor
Zealous Daggers of Fortitude
Vampric/Sundering Daggers of Fortitude
Skills
Shadow Prison {Elite}
Black Lotus Strike
Horns of the Ox
Black Spider Strike
Twisting Fangs
Burst of Aggression
Dash/Recall/Feigned Neutrality
Ressurection Signet
Usage
This build is simple, quick to kill, quick to die.
-Cast Shadow Prison and trigger Burst of Aggression
-Use the chain in the order listed: Black Lotus->Horns->Black Spider->Fangs
Additional Notes
I came up with this on my own, but i have no doubt someone else is using something similar. This build is similar to the Golden Phoenix combo build, with a few deviations.
1) It has limited Healing
2) Energy Supply is larger
3) No means of escape other than dash or recall
4) Horns of the Ox is not necessary to finish the entire combo, unlike Falling Spider, Black Spider Strike has a hex requirment not a knockdown.
This build is very fragile and only should be used when a potent healer is present.
So what do you all think, I love Black Spider strike to tell you the truth.
http://gw.gamewikis.org/wiki/Build:A...serking_Shadow
A/W NightFall Spike Assassin
1 pages • Page 1
s
Burst of Aggression would deff's be a preferance... seeing ass sins already have a low AL for a melee class frenzy wouldnt make things any better. I agree that HoTo is not necessary, i would reccomend blades of steal as the finisher.
In order i reckon: Shadow Prism, black lotus, Twisted Fangs, Black Spider, BoS. = gg
In order i reckon: Shadow Prism, black lotus, Twisted Fangs, Black Spider, BoS. = gg

n
this bar is just ridiculous in random arenas. you can run in, spike someone, and run out... it's amazing.
i run burst of aggression instead of frenzy, and blades of steel instead of horns of the ox. if you do:
shadow prison - black lotus - twisting - black spider - blades of steel
blades of steel will trigger for the full +50 x 2 damage, hitting for 88ish on each attack on a soft target.
since you don't need a cancel stance for burst of aggression, i put 7 points into shadow arts and take feigned neutrality, which is the skill that saves your ass while waiting for shadow prison to recharge for your next spike. it's got enough healing/armor to not need a monk to heal you after spiking.
but any monk who is prepared for such a spike can just remove shadow prison before the second offhand attack can land.
i run burst of aggression instead of frenzy, and blades of steel instead of horns of the ox. if you do:
shadow prison - black lotus - twisting - black spider - blades of steel
blades of steel will trigger for the full +50 x 2 damage, hitting for 88ish on each attack on a soft target.
since you don't need a cancel stance for burst of aggression, i put 7 points into shadow arts and take feigned neutrality, which is the skill that saves your ass while waiting for shadow prison to recharge for your next spike. it's got enough healing/armor to not need a monk to heal you after spiking.
but any monk who is prepared for such a spike can just remove shadow prison before the second offhand attack can land.
f
Quote:
Originally Posted by Zuranthium
That's why Horns of the Ox is much better than Blades of Steel.
yep - HotO + Twisting > Twisting & Steel
it also helps a lot more if you face assasins that run the same build - else its; the one with more HP wins. (usually both die from degen)
Shadow Prison
Burst of Agression
Black Spider Strike
Horns of the Ox
Black Lotus Strike
Twisting Fangs
Dash
Rez Signet
it also helps a lot more if you face assasins that run the same build - else its; the one with more HP wins. (usually both die from degen)
Shadow Prison
Burst of Agression
Black Spider Strike
Horns of the Ox
Black Lotus Strike
Twisting Fangs
Dash
Rez Signet
T
G
Been using a similar build as well, main difference is the attribute division (chain is changed as well, dual attacks have been switched).
It's good enough in RA, i keep getting compliments from mainly necro's (don't know why, but they seem to notice it the most, monks are second)
As for support... meh, Feigned Neutrality is decent, some morons just keep pounding me for naught... don't need sup or major runes, so I have loads of hp... oh, and really.. don't need that much support, I've gotten plenty of glad points with the build, 1/3 of which with hardly any healing in the team.
It's good enough in RA, i keep getting compliments from mainly necro's (don't know why, but they seem to notice it the most, monks are second)
As for support... meh, Feigned Neutrality is decent, some morons just keep pounding me for naught... don't need sup or major runes, so I have loads of hp... oh, and really.. don't need that much support, I've gotten plenty of glad points with the build, 1/3 of which with hardly any healing in the team.
=
Same here, this build was around already during the previews as soon as people saw the potential combinations.
15 DM
13 CS
4 Deadly (no need for anything higher)
Vamp Daggers during spike
Shadow Prison
Burst of Aggression
Black Spider Strike
Horns of The Ox
Black Lotus Strike
Twisting Fangs
Wild Blow/Iron Palm/Expose Defenses
Rez
Horns as the first Dual is a must otherwise they have too much time to react and ofc when jumping/being jumped by another similar spiker the HotO can interrupt nicely and save you. Iron Palm at the end has interrupted a Zealous Benediction or such spike saver countless times for me. Wild Blow is pretty nice against touchers and all sorts of stance users. I keep changing between the two. ^^
Self-heal is a waste of slot imo in this build. Better leave that to a monk and make sure you have a utility skill that helps you get more kills.
I eat shadow prison spikers for breakfast on my RA farming Necro though. It's a bit too predictable and Spoil Victor + Insiduous Parasite doesn't forgive.
15 DM
13 CS
4 Deadly (no need for anything higher)
Vamp Daggers during spike
Shadow Prison
Burst of Aggression
Black Spider Strike
Horns of The Ox
Black Lotus Strike
Twisting Fangs
Wild Blow/Iron Palm/Expose Defenses
Rez
Horns as the first Dual is a must otherwise they have too much time to react and ofc when jumping/being jumped by another similar spiker the HotO can interrupt nicely and save you. Iron Palm at the end has interrupted a Zealous Benediction or such spike saver countless times for me. Wild Blow is pretty nice against touchers and all sorts of stance users. I keep changing between the two. ^^
Self-heal is a waste of slot imo in this build. Better leave that to a monk and make sure you have a utility skill that helps you get more kills.
I eat shadow prison spikers for breakfast on my RA farming Necro though. It's a bit too predictable and Spoil Victor + Insiduous Parasite doesn't forgive.
X
horns makes the combo half-assed, if you're gonna spike go for extreme overkill damage!
shadow prison
burst of aggresion
black lotus strike - so you only need 20 energy to start the full combo, if this is the 2nd offhand, you need 30.
twisting fangs - apply deep wound as soon as possible!
black spider strike - cover deep wound! good damage too
death blossom - the most powerful dual while target is degening and deeply wounded = sure kill
malicious strike - if it's not dead yet
rez
2 dagger sets: vampiric(for everything else) and elemental(for warriors)
you should be the last to go in. let your allies engage in combat a bit. then dont pick a damaged target, pick a full health one and kill it. this combo has power to kill harder and faster than a monk can click on his ally and heal and they wont have a full health one preselected.
blindbots, monks, and targets with stances are last priority. of course they're gonna react. pick a target that cant do shit against you and spike the hell out of it. if you must target one of these just make sure they are distracted by something and dont see u coming.
as for other shadow prison spikers, let them attack first. if he targeted my ally since this combo is more damaging he will die before my ally. if he targeted me, i let him do his silly horns first then do my combo. he has a head start and he even casts feigned after, but i still win.
shadow prison
burst of aggresion
black lotus strike - so you only need 20 energy to start the full combo, if this is the 2nd offhand, you need 30.
twisting fangs - apply deep wound as soon as possible!
black spider strike - cover deep wound! good damage too
death blossom - the most powerful dual while target is degening and deeply wounded = sure kill
malicious strike - if it's not dead yet
rez
2 dagger sets: vampiric(for everything else) and elemental(for warriors)
you should be the last to go in. let your allies engage in combat a bit. then dont pick a damaged target, pick a full health one and kill it. this combo has power to kill harder and faster than a monk can click on his ally and heal and they wont have a full health one preselected.
blindbots, monks, and targets with stances are last priority. of course they're gonna react. pick a target that cant do shit against you and spike the hell out of it. if you must target one of these just make sure they are distracted by something and dont see u coming.
as for other shadow prison spikers, let them attack first. if he targeted my ally since this combo is more damaging he will die before my ally. if he targeted me, i let him do his silly horns first then do my combo. he has a head start and he even casts feigned after, but i still win.
=
If you're going for "extreme overkill damage!" why are you using Death Blossom instead of Blades of Steel and why are you using BLS before BSS? The later also doesn't make sense in terms of energy management either.
And I fail to see how you can win 1v1 against someone using the horns version, moreso if you wait for him and then attack, you will be dead before you get to the second part of your combo. If you use your combo to jump someone spiking your teamate, you cannot stop them attacking so at best each team loses someone.
Worse: when I monk for an A/W assassin I aways put PS, Guardian and SoA on them before they call their initial spike. With PS and SoA, even if you hit all hits through Guardian (good luck with that) you can only do max (5+50)*(10/2) + 100(DW) = 375dmg, which leaves them 10 seconds degening at -7 while all your hits are hitting for 0 damage. With horns, you would also have failed to kill but you would have been able to save your teamate.
I also fail to see how your combo which lasts 3.5 seconds but without a single interrupt can kill anyone with a brain. What about a monk that Guardians? What about if they use CoP? It's all good to leave "blindbots, monks, and targets with stances" for last but are they going to stand still while you pound on their teamates (unless they are under very heavy pressure)? They must really have poor awareness. When I play anything with any sort of melee hate (even SF ele with Steam) A/W is my priority target because of the popularity of this build. And what makes it a killer build is the fact that Horns disrupts. 3.5 seconds is quite long for a spike and if they are free to react then you will fail against anyone half-awake.
The 40 (20+20) damage you lose with Horns instead of Blades of Steel is worth it because of the KD imo.
And I fail to see how you can win 1v1 against someone using the horns version, moreso if you wait for him and then attack, you will be dead before you get to the second part of your combo. If you use your combo to jump someone spiking your teamate, you cannot stop them attacking so at best each team loses someone.
Worse: when I monk for an A/W assassin I aways put PS, Guardian and SoA on them before they call their initial spike. With PS and SoA, even if you hit all hits through Guardian (good luck with that) you can only do max (5+50)*(10/2) + 100(DW) = 375dmg, which leaves them 10 seconds degening at -7 while all your hits are hitting for 0 damage. With horns, you would also have failed to kill but you would have been able to save your teamate.
I also fail to see how your combo which lasts 3.5 seconds but without a single interrupt can kill anyone with a brain. What about a monk that Guardians? What about if they use CoP? It's all good to leave "blindbots, monks, and targets with stances" for last but are they going to stand still while you pound on their teamates (unless they are under very heavy pressure)? They must really have poor awareness. When I play anything with any sort of melee hate (even SF ele with Steam) A/W is my priority target because of the popularity of this build. And what makes it a killer build is the fact that Horns disrupts. 3.5 seconds is quite long for a spike and if they are free to react then you will fail against anyone half-awake.
The 40 (20+20) damage you lose with Horns instead of Blades of Steel is worth it because of the KD imo.
X
i stand corrected, BOS indeed does more damage.. i just realised it counts itself as one of the recharging dagger attacks.
i hit BSS 2nd cuz wound > poison. BLS first because prison+burst+BLS costs 20 and then you get 17 back, thus guaranteed you do full combo (..TF,BSS,BOS). if BLS was 2nd you need to shadow prison at almost 30 energy(more inefficient waiting around) or you wont do the full combo.
the same monk will survive the horns version and CoP or BL afterwards, same shit. and wound will be the first condition removed. unless he was already dying. but then i dont hit dying targets.. and if i did, why kd, i'd just kill it.
my pve char is 505H, 29E and she does survive the full horns version cuz its damage is mediocre. most things other than 60AL can take it, actually. my combo can insta-kill most 70AL and some 80AL(after additional normal hits).
you dont only lose 40 damage, you're wasting a low damage conditional kd dual on a non-deepwounded target. why do warriors eviscerate before executioner? same concept! that spells the difference between a kill and a half-assed attempt.
i hit BSS 2nd cuz wound > poison. BLS first because prison+burst+BLS costs 20 and then you get 17 back, thus guaranteed you do full combo (..TF,BSS,BOS). if BLS was 2nd you need to shadow prison at almost 30 energy(more inefficient waiting around) or you wont do the full combo.
the same monk will survive the horns version and CoP or BL afterwards, same shit. and wound will be the first condition removed. unless he was already dying. but then i dont hit dying targets.. and if i did, why kd, i'd just kill it.
my pve char is 505H, 29E and she does survive the full horns version cuz its damage is mediocre. most things other than 60AL can take it, actually. my combo can insta-kill most 70AL and some 80AL(after additional normal hits).
you dont only lose 40 damage, you're wasting a low damage conditional kd dual on a non-deepwounded target. why do warriors eviscerate before executioner? same concept! that spells the difference between a kill and a half-assed attempt.


