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will be deleted. After that date, no build articles may be posted
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new policy is decided on. Find the reasoning and the details behind
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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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The object of this build is to stay alive in an Alliance Battle
and use Death
Blossom to deal massive amounts of damage to multiple targets,
or pick out an individual target and take them out for the benefit
of the team. This build uses skills like Critical
Defenses and Vigorous Spirit to remove the majority of
melee threats so the Assassin can worry about taking out casters
for the benefit of the team.
[edit] Attributes and Skills
- It is not suggested you use any variables of this build, unless
there is a better replacement for Vigorous Spirit, because this build
depends on all the aspects provided.
- If you feel it necesary, you can replace Wild Strike with
another fast recharging Off-Hand Attack.
[edit] Equipment
- Armor
- Dagger Mastery Headpiece
- Nightstalkers Armor works fairly well with this build.
- Valkyries armor, I have found, works much better.
- Runes
- 1 Superior Critical Stikes Rune
- 1 Minor Dagger Mastery Rune
- 1 Vigor Rune (Minor, Major, or Superior works fine)
- 2 Runes of Attunement
- Weapons
- Start out by using and maintaining the skill Critical Eye and the
spell Vigorous Spirit. Keep these up at all
times.
- Pick a target and immediately cast Critical
Defenses and cast AoD to shadow step to the target foe. This
will keep all melee and physical damage out of your way.
- If your target was running, like many will probably be,
immediately after AoD use the attack skill Leaping
Mantis Sting. If they were not running, don't waste your energy
and use Golden Lotus Strike to make up for your
lack of energy.
- If they are crippled attack them until they are dead, using
your other attack skills and just circulating through them while
maintaining Vigorous Spirit and Critical Eye in hopes
that your Critical Defenses will stay up, which they
should.
- Repeat as necessary on multiple targets and do not be afraid to
dive into a large group of enemies. Critical
Defenses should stay up, and if not recast it as it will be
recharged after 30 seconds.
[edit] Counters
- Massive Degen (caused my Necromancers or Mesmers)
- 2 or more enchantment removal skills
- Blind
[edit] Variants
- It would be possible to replace Aura of
Displacement with such skills as Moebius Strike or even Way of the
Assassin if you're desperate. However, that would take out one
of your major defenses, so as I said, it may not be the best idea
to alter very many things in the build.
- Make sure Vigorous Spirit is cast after Critical Defenses if
you do cast CD later in the battle. This will make sure that any
enchantment removal skills will only remove Vigorous Spirit
and not leave you vulnerable to melee damage in the middle of a
mob.
- The way this build is set up, Critical Defenses should stay up (as
stated above) for a very long time. You have a 28% chance for a
critical hit with the combination of your Critical
Strikes attribute and the skill Critical Eye.
This build is not perfect; however when I used it, I stayed
alive longer than anyone else (especially other Assassins) as long
as I wasn't receiving massive amounts of degen. This build also
takes out the major threat I used to experience with degen,
Condition Rangers, as you can block their shots and not have to
worry about their degen taking you out. Degeneration Mesmers and
Necros are going to take this build out fairly fast if they focus
on it constantly, but I have yet to take a whole lot of damage from
SSor Insiduous Parasite Necromancers and Empathy Mesmers because of
Vigorous Spirit.