Build:A/E Knock it Off

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • Inneffective at survival.
  • Slow kills.
  • Not much of a killer, than an annoyance.

Contents

The Knock it Off assassin specializes in knocking down his foes and poisoning them with Falling Spider. This build was mainly designed for the Random Arenas, but has been successful in the Team Arenas as well.

[edit] Attributes and Skills

AssassinElementalistAssassin / Elementalist Attribute Rank
Dagger Mastery 11 + (1,2)
Deadly Arts 8 + 1
Critical Strikes 11 + 1 + 3
Air Magic 3
Shock

Shock

Falling Spider

Falling Spider

Twisting Fangs

Twisting Fangs

Iron Palm

Iron Palm

Entangling Asp

Entangling Asp

Critical Eye

Critical Eye

Scorpion Wire

Scorpion Wire

Resurrection Signet

Resurrection Signet

[edit] Equipment

[edit] Usage

  • Cast Critical Eye right before engaging foes and recast it as soon as it recharges.
  • Close in on your target and cast Shock, followed quickly by Falling Spider and Twisting Fangs.
  • Use Iron Palm for a second knockdown, but time it to disrupt their self heals.
  • Use Entangling Asp once they recover from the second knockdown.
  • If your foe is still alive, use Falling Spider on him again before he gets up.
  • Use Scorpion Wire to prevent foes from kiting away. Use Falling Spider as soon as Scorpion Wire triggers.

[edit] Counters

[edit] Variants

Scorpion Wire is the wildcard in this build.

  • Lower the Deadly Arts rank for ranks in Shadow Arts, and replace Scorpion Wire with Shadow Refuge for a self heal.
  • Replace Scorpion Wire with Mark of Instability for a more practical knockdown when you use Twisting Fangs. Make sure to allow your target to stand before attacking and keep in mind that Mark of Instability has a 10 energy cost.
  • Replace Scorpion Wire with Critical Defenses to block incoming attacks. Keep in mind that Critical Defenses requires a steady stream of critical hits to be effective.

[edit] Related Builds


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