Build:A/Me Shadow Inspire

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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.

Contents

  • This build is an effective Assassin build used for attacking a single foe or groups of foes. The build works well with tanks, who can body block as you dash out ot heal. The build has pretty enegy efficient attacks and is fairly self efficient. (this build is not intended for soloing and shouldn't be tested/used for soloing)


[edit] Attributes and Skills

AssassinMesmerAssassin / Mesmer Attribute Rank
Dagger Mastery 10 + 1 + 2
Shadow Arts 10 + 1
Inspiration Magic 11
  • (note: the leftover attribute point can be used on Critical Strikes just to have a slightly higher chance of landing a critical hit, but don't expect that much of a critical hit advantage.)


Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Energy Drain

Energy Drain

Ether Feast

Ether Feast

Viper's Defense

Viper's Defense

Dash

Dash

Shadow Refuge

Shadow Refuge


  • Blinding Powder or Caltrops can be used in place of Viper's Defense if preferred.
  • Shadow of Haste or Dark Escape can be used in place of Dash.

[edit] Equipment

  • No specific equipment needed, however high energy equipment may be beneficial in the end.


[edit] Usage

  • As a battle begins activate Viper's Defense, any foe that strikes you will now become poisoned for 16 seconds (you may not want to use this when attempting to pull a small group of foes, seeing as you may be randomly teleported too close to some foes you weren't ready to aggro yet.)
  • Throughout the duration of the battle, use Dash to move in and out from the bulk of the conflict to give yourself time to heal and regain energy.
  • Whenever in the battle, use Jagged Strike, Wild Strike, and Death Blossom a couple times in a row. Since they all have relativly fast recharge rates and low energy costs, they can be chained a couple times in a row.
  • If you become low on energy use Energy Tap, and whenever your health is below a desired level use Ether Feast. Use dash to move away from conflict before attemting these, so that you aren't the center of attention for many foes if any.
  • When suffering from multiple conditions use Shadow Refuge to partially counter the conditions and the health bonus at the end of Shadow Refuge is used to somewhat make up for whatever health loss the conditions inflicted on you.


[edit] Counters

  • Spiker Builds can be deadly and Builds that try to Neutralize dmg the character receives tend to cause long drawn out battles.


[edit] Variants

  • Skills such as Death's Charge and Death's Retreat in place of dash may be useful for better health management, but their recharge rates may make it more difficult to quickly move in and out of battle throughout the entire battle.
  • If the Death's Charge/Retreat is desired, it is suggested that you use both, and replace Viper's Defense and Dash with them; however Dash and Viper's Defense seems it would work better together.Media:Example.ogg
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