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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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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.
This build was voted unfavored for the following reasons:
- Inneffective at survival.
- Slow kills.
- Not much of a killer, than an annoyance.
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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
[edit] Equipment
- 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