Build:A/E Deadly Arts Spiker
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this build is not viable. |
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The main thing of this build is using Deadly Arts signets for armor ignoring spiking in PvE It is not different from other deadly arts assassin builds,but this one don't have energy problems or problems with recharging skills. Elementalist's skill Ash Blast saves Elite skill Blinding Surge for other Elite skill Assassin's Promise. This 2 skills are main thing in this build so it can works.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Deadly Arts | 12+1+3 |
Earth Magic | 9 |
Shadow Arts | 9 |
[edit] Equipment
You need Earth Staff/Wand or/and off-hand for energy For Armor you can have what you want,but maybe is best to have some runes of attument for energy
[edit] Usage
It is simple. Cast Dancing Daggers, Entangling Asp quickly followed by Ash Blast to hit your foe while he is on the ground. You can now cast Assassin's Promise but maybe the best time to cast it is while your target is near death. Cast your two Signets for Armor-Ignoring Damage.If your target is not dead, finish it with Dancing Daggers. For healing use Deadly Paradox (you can cast it at the begining so you can have it the whole time) followed by Feigned Neutrality, which can save you in places where there are Afflicted and many Afflicted Soul Explosions.
[edit] Counters
few, perhaps Daze, interrupts, and hex removal spells.
[edit] Variants
The last two skills are Optional skills. Because Assassin's Promise I think this two are best because Assassin's Promise will recharge them. Another skills they can be would be Resurrect,Shadow Refuge or maybe other deadly art hexes,like Siphon Speed.