Build:A/any Shadow Blossom
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This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
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This is a build designed for fun, as well as PvE damage dealing. It uses degeneration and area-of-effect attacks to take down foes while making use of the Assassin's unique ability to Shadow Step to move in and out of combat.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Dagger Mastery | 11 + 1 + 2 |
Critical Strikes | 11 + 2 |
Shadow Arts | 8 + 1 |
- Users with Nightfall should replace Return with Death's Retreat for added healing.
- As this is a PvE build, Rebirth would be a good way to fill the 8th slot but non-Monk secondaries can use the Resurrection Signet just fine.
[edit] Equipment
- Nightstalker's Armor for extra protection.
- Any Daggers would work, but since Assassins tend to be fragile,
consider:
- Extra Armor, with daggers of Defense or of Shelter
- Extra Health, with daggers of Fortitude
- For extra damage, you can use Vampiric or Sundering daggers. I prefer Sundering because I don't like to deal with the pip of health degen, which can get worrisome.
- The best Vigor rune you can afford, a Rune of Major Dagger Mastery, a Rune of Major Critical Strikes, a Rune of Minor Shadow Arts and any other rune you like. I use Vitae.
[edit] Usage
This is a fairly easy build to use. Early on, identify a party member who will likely be staying away from melee (like a Ranger). Remember his location on your party window, since he's going to be the one you shadow step back to when things get nasty.
Let your warriors charge in first, since they're good at it and it makes them happy. It also helps keep the heat off your much more fragile self.
If possible, position yourself so that Death Blossom's AoE will hit several foes. When you can, use Moebius Strike to hit a target with Death Blossom several times.
Keep pressure off your monks by using Shadow Refuge whenever your health begins to get low. You can also use Death's Charge on a healthy foe for an emergency burst of healing.
You are not a tank. Don't be afraid to Return to the back line, heal yourself, and pop right back into combat. Not only does this help keep you alive, but it helps take the pressure off your monks. With practice, you can be a fully self-sufficient damage dealer: use this to your advantage, because if the Monk has to choose between healing you and the tank, he will likely choose the tank.
If you want to be a little more creative and save Death's Charge for when you need healing, you can wait for a Warrior to engage, then use Return on him to enter melee. This lets you save Death's Charge for when you need a quick heal, or for more critical targets.
[edit] Counters
Blindness and spike damage can really hurt this build. A target using a defensive Stance such as Shield Stance can make your attacks hard to chain. Also, keep a watchful eye out for enemies who like to use spells that punish melee attackers.