Ok so I recently deleted my A/Mo which I am greatly regretting right now and am planning on remaking my assassin tonight...I was run by an A/W and used one with an Axe in PvP.
If I made one I would probably use daggers but has anyone ever used one and could tell me how they are?
A/W's?
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I've seen people use Cyclone Axe combined with Critical Defenses and whatnot before, but the main reason that people use A/W is for IAS skills. Frenzy, Flurry, Flail, and of course, Burst of Aggression are some examples. Assassins already spike hard and fast, but with an IAS skill, they can be faster.
Doing so limits your choice of shadow step skills, though. Shadow of Haste and other nice skills become off limits to you. A/W is a good choice, and so is A/Mo for a hard res or ganking abilities. (Mending Touch)
Doing so limits your choice of shadow step skills, though. Shadow of Haste and other nice skills become off limits to you. A/W is a good choice, and so is A/Mo for a hard res or ganking abilities. (Mending Touch)
A
Shuuda - I disagree about the Shadow Prison spike builds. Although counters are becoming more common for it, it is a very effective build. It does precisely what an Assassin is commonly trying to do; lots of unexpected damage in a short time period.
AuraofMana - Deadly Arts only needs to be at level 2 (3 attr points spent) for Shadow Prison to last 5 seconds. That is more than enough time to get off your chain. If you bring Wild Blow, it is also enough time to do half the chain, see them put up a stance, Wild Blow the stance off, and then finish your chain.
Dutch - This is only true if you're using Falling. If you use the BLS>Hoto>BSS>TF chain (or BLS>TF>BSS>BoS), you can still do pretty good damage and degen, even if BLS is blocked.
As to the OP - The most common reason for using /W as a secondary is for attack speed buffs. Also the ability to carry Wild Blow is useful at times. I don't PvE myself, but I imagine PvE'rs might also use /W for defensive stances.
AuraofMana - Deadly Arts only needs to be at level 2 (3 attr points spent) for Shadow Prison to last 5 seconds. That is more than enough time to get off your chain. If you bring Wild Blow, it is also enough time to do half the chain, see them put up a stance, Wild Blow the stance off, and then finish your chain.
Dutch - This is only true if you're using Falling. If you use the BLS>Hoto>BSS>TF chain (or BLS>TF>BSS>BoS), you can still do pretty good damage and degen, even if BLS is blocked.
As to the OP - The most common reason for using /W as a secondary is for attack speed buffs. Also the ability to carry Wild Blow is useful at times. I don't PvE myself, but I imagine PvE'rs might also use /W for defensive stances.
Im very pleased with my A/W!I personaly use some tactic stances like "bonetti's defence".Its great!Yes i regain energy via the primary attribute wich i have set to 10 coz i you get 1.4% crit chance by using dagger mastery(14),but with 2 tactics u have 6 seconds of 75% block chanse and 5 energy for every strike blocked.I dont see why you dont like the A/W 

S
I'm with Yanman on this one. It's really easy to just run at somebody and run your combo. It's a lot more difficult to decide who should be the unfortunate recipient of the aforementioned combo.
If you've got a halfway-decent group with you, I always like to go after monks and/or mesmers (for obvious reasons). Then mop up whatever other casters there might be, then knock out the melee guys. Makes things a lot easier when the guy you're fighting isn't constantly getting healed while your monks get interrupted.
If you've got a halfway-decent group with you, I always like to go after monks and/or mesmers (for obvious reasons). Then mop up whatever other casters there might be, then knock out the melee guys. Makes things a lot easier when the guy you're fighting isn't constantly getting healed while your monks get interrupted.
Quote:
Originally Posted by Yanman.be
Shuuda, you could also just spike the targets you know are vulnerable. This is also one of the requirements of being a good sin: picking your targets.
QFT.
I love it when I spike someone down and not even 2 monks in the team can't save his puny buttocks. (Their hp's were low anyways so they focussed on healing eachother, go go team pressure in RA)
Also, don't forget 'timing', of course.
I love it when I spike someone down and not even 2 monks in the team can't save his puny buttocks. (Their hp's were low anyways so they focussed on healing eachother, go go team pressure in RA)
Also, don't forget 'timing', of course.
Quote:
Originally Posted by Yanman.be
Shuuda, you could also just spike the targets you know are vulnerable. This is also one of the requirements of being a good sin: picking your targets.
That maybe true, but I still stand by my ideas, I've been using hidden caltrops lately and have been finding nice nicer, the recharge time, longer snare are lasting for 20 seconds makes it nicer than shadow prison. Personally I try not to go for monks as they counter assassins far to easily, I prefer to go for other soft target that will cause problems for my party (like SF ele's and anti caster mesmers) Thumpers and mesmers are better for handling the monks.
In the end any "good" monk could counter an assassin spike.
In the end any "good" monk could counter an assassin spike.

