Build:A/E KD/Shutdown Sin
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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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This RA/TA build focuses on knocking down or shutting down your opponents while dealing significant damage and inflicting conditions with combo attack skills. (Note - an update changed the way Impale worked, effectively making the chain unusable.)
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Dagger Mastery | 11 + 3 + 1 |
Deadly Arts | 9 + 1 |
Critical Strikes | 8 + 1 |
Air Magic | 8 |
[edit] Usage
At the start of the match, depending on the other team's make-up:
- If there is only one soft target (i.e., a spell-casting class with AL 60), cast Impale on him and knock him down with Iron Palm. If the target is in range after being knocked down, follow-up with Falling Spider and Twisting Fangs. If not, chase him and use Shock to initiate the combo. Cast Shroud of Silence after the combo to prevent him from casting self-heals.
- If there are two or more soft targets, cast Shroud of Silence on one, then cast Shock followed by Falling Spider and Twisting Fangs on the other. If one of the targets is a monk, cast Shroud of Silence on the other target and try to reach the monk quickly enough to interrupt his hex removal spell with Shock.
Other notes:
- After finishing the combo, if the target is a few seconds away from death, use a knockdown skill again as they're getting up to stop them from healing or kiting.
- Shroud of Silence can only be removed by another player, or by Contemplation of Purity or Holy Veil (other non-spell hex removers exist but are rarely used). It should only be used on monks that aren't enchanted, or if Contemplation of Purity was recently used because it has a 10 second recharge.
- If you are suffering from too much Exhaustion, only use Impale followed by Iron Palm to initiate your combo. Be sure to have enough energy to follow-up Iron Palm with Falling Spider. If the target already has a condition or a hex, you don't need to cast Impale on him for Iron Palm to work.
The optional spot on the skill bar can be Signet of Malice for condition removal, Siphon Speed, Dash, or Dark Escape for kiting, or Horns of the Ox for a cheaper dual attack alternative to Twisting Fangs.
[edit] Counters
- There're no self-healing skills in this build, but there is offensive shutdown, so most 1-on-1 battles should be in your favor if you play it right. If you were a called target and have several attackers, kite away from the battle and try to pull one person away from the group to duel with.
- General anti-melee counters--blinds, Clumsiness, Ineptitude, Ward Against Melee.
- Good kiting makes the knockdown-Falling Spider combo difficult to use.
[edit] Equipment
- Fortitude and Zealous dagger mods, 15% over 50% health damage
mod.
- Vampiric mod on switch is optional.
- Shrouded Armor with Vanguard's Armor on the chest for waiting out blinds.
[edit] Variants
- Conjure Lightning with Shocking Dagger Tangs is a suitable variant for RA battles.
- Siphon Speed in place of Impale allows the assassin to catch kiters and makes triggering Iron Palm easier, but decreases overall damage output.