Those of you who play in HoH have probably run into your share of dual smite teams that run the w/e shock warrior and the r/w bunnythumper as their frontline fighters. The most devastating dual smite build I had fought was a W/A with assassin teleports so that they could immediately start dealing damage to the team and catch the team off guard at the same time. I examined some of the dual smite builds and found that the reason that some of them were failing was simply that people would just kite away from the damage. So I had an idea for a different front-line fighter. This build is to be used in conjunction with another KD assassin, Shock warrior, or a bunnythumper:
A/E
10 + 1 + 1 = 12 Dagger Mastery
7 + 1 = 8 Shadow Arts
9 + 1 = 10 Deadly Arts
9 + 1 = 10 Critical Strikes
Rest in Air Magic
Weapons: A pair of 15^50 Zealous daggers of defense or fortitude.
1.) Iron Palm
2.) Entangling Asp
3.) Horns of the Ox
4.) Shock
5.) Gale
6.) Dark Prison
7.) Shadow Refuge/Recall
8.) Res Signet
Basically you have your smiter cast Balth Aura on you, pick a target, and:
Dark Prison-->Iron Palm-->Entangling Asp-->HotO (optional)-->Shock--> Gale
It should not be a chain that you spam as fast as you can hit the buttons. Iron Palm is your initial knockdown; when your target is getting up --> Asp, then once they are standing again you can either use Horns of the Ox or skip directly to Shock. If your target does not have any adjacent allies, use HotO because it will knock them down and grant you a damage boost. As soon as they are up again, use Shock, then finish the combo with Gale for another knockdown. In between knockdowns you should be able to get in a hit or two with your daggers for an extra little bit of damage. This build should work wonders for taking down an sb/infuser, or any monk build for that matter. If you have 2 of these (maybe even 3 if you feel like running a very unusual smiting build) you should be able to completely immobilize any target. Of course, every build has its weakspot and this build's weakspot happens to be the not-often-used Ward of Stability.
This build does not have to be used in dual smite hoh builds and can be used in almost any pvp build in order to remove a target from play for a prolonged amount of time.
A modification that could be made is to remove Gale and instead run Assassin's Promise. I haven't tested AP yet, it's just a thought that you might be able to use it on a target before your team finishes them in order to replenish a chunk of your energy. If you find that you're taking too much damage, you can also substitute Gale for Recall.
Good Luck and Happy Assassinating.
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