Build:A/Me Black Shroud

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

Contents

The Black Shroud takes advantage of the limited synergy between Illusion of Weakness and Golden Phoenix Strike to fire off two partial attack chains, thus loading up its target with degeneration and conditions, while preventing the target's use of skills (and/or, in major variants, Spells and enchantments) for up to 13 seconds.

[edit] Attributes and Skills

AssassinMesmerAssassin / Mesmer Attribute Rank
Dagger Mastery 11 + 1 + 2
Critical Strikes 9 + 1
Domination Magic 10
Illusion Magic 4
Golden Phoenix Strike

Golden Phoenix Strike

Horns of the Ox

Horns of the Ox

Falling Spider

Falling Spider

Twisting Fangs

Twisting Fangs

Blackout

Blackout

Aura of Displacement

Aura of Displacement

Illusion of Weakness

Illusion of Weakness

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Shrouded Armor since first attack chain is EN intensive.
  • Weapon 1: Cruel Daggers of Fortitude or Defense to leverage the Deep Wound.
  • Weapon 2: Zealous or Vampiric Daggers of Fortitude or Defense, for optional use while the Shrouder and the target is under Blackout.

[edit] Usage

  • Choose target. Ideal targets are support characters whose skills and spells keep the group safe, rather than offensive characters, in general.
  • Approach target and start attack chain. Apply Blackout, then decide whether to evacuate or continue attack.
  • See Variants and Notes for suggestions for replacements for Aura of Displacement and Illusion of Weakness.

[edit] Counters

  • Melee hate counters work well vs. this build, though you can still apply Blackout and the Shroud of their choice even if Blinded or under other significant melee counter hex.
  • There are no significant self-heal skills in the bar, though there are options for minor heals such as Illusion of Weakness or Shadow Refuge.
  • If not interrupted, skills such as Vengeful Was Khanhei or Healing Hands can prevent the Black Shrouder from leveraging the advantages versus the target gained by applying Blackout or Shroud of Silence. Evasion or blocking skills such as Guardian or Sliver Armor have a similar effect.
  • All of the skills in the standard Black Shrouder's bar require melee range, and there is no movement reduction skill, so the Shrouder will frequently be giving chase.
  • If Illusion of Weakness is removed or is triggered, then unless the user has brought Aura of Displacement as well, this Assassin cannot begin an attack chain until it is replaced, so stripping is annoying.
  • If the target is adjacent to allies, then Horns of the Ox will not provide knockdown. This is a problem, but if the target is a support character, the Black Shrouder can still disrupt support by using Blackout and the Shroud of their choice. Frequently, people pressured by assassins run away from allies a little bit in order to have running room, and that is enough for Ox to work.
  • If there is an enchantment stripper, then the Black Shrouder can be sent away from combat before getting the chance to put the nail in someone's coffin. This is not necessarily as much of a problem for the Shrouder, though, because in the major Variant, two enchantments must be stripped or activated before the Shrouder is unable to begin a combo.

[edit] Variants

  • Shadow Refuge should be used in split or gank situations in a GvG, allowing for faster recovery. It is recommended to decrease Critical Strikes to free up more points.
  • Recommendations for Elite slot: Aura of Displacement, Shadow Shroud, or Shroud of Silence. If carrying either Shroud, then it's best to decrease Critical Strikes to 7 or 8 to maximize duration of Shrouds when applied. If you choose to use a Shroud, you must either bring Illusion of Weakness or swap out Golden Phoenix Strike, because otherwise you will not have an enchantment, and you will be unable to start your combo.
  • Wastrel's Worry could replace Illusion of Weakness for more damage.
  • Another tested variant uses no elite, and carries Wastrel's and Illusion of Weakness. This variant was not as successful as the above variants, however.
  • A Beguiling Haze variant was tried, and found to in general be less effective because it required better timing. It synergized well with Blackout when it succesfully landed.
  • A Power Block variant was tried and found to be too energy intensive as well as difficult to use.
  • A Dagger Mastery variant built around Temple Strike had more limited success due to the longer recharge; it takes longer time for the build to recover from misses, evasions, and blocks.
  • Another variant used Mark of Instability for KD, using Dual Attack Twisting Fangs (and leaving out Horns of the Ox), but this variant provided lower spike damage even if it did more reliably apply conditions.
  • A suggested variant swaps Twisting Fangs for Blades of Steel (or another high-damage Dagger Mastery-based Dual Attack), since this build does not have particularly high Critical Strikes. This variant proved less efficient at making kills because the combination of Bleeding and Deep Wound is hard to replace even with a large raw damage spike.

[edit] Notes

  • The name Black Shroud refers to original core concept of this build, which was to deal out degeneration and conditions and then follow up with Blackout and Shadow Shroud or Shroud of Silence, while continuing to attack the target with high melee damage. The name was retained even though the build's major variant now includes Aura of Displacement, because it's a cool name for an Assassin build.
  • The Black Shroud build is intended to shut down and kill squishies of various types, though it was originally intended to make the lives of Monks more difficult. It is capable of very quick kills versus most opponents if not properly countered, however.
  • The build contains two flex slots, including the elite, because several major variants were tried during testing, with reasonable success. Users can choose to augment offensive or defensive capabilities of the Black Shrouder, by choosing either to carry a Shroud elite or Aura, and by choosing Wastrel's or Illusion of Weakness. Other options are discussed briefly in the Variants section.
  • Note that carrying Illusion of Weakness does three things for the Shrouder. First, it provides insurance that the Shrouder will be able to initiate an attack combo, and it does so without claiming a pip of EN regen. Second, it provides a small emergency heal. Third, it enables the Shrouder to use both Shadow Step points of Aura offensively, since the Shrouder will be enchanted at both ends.


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