Build:A/any Triple Threat
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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 Triple Threat Assassin is designed primarily for ABs and CMs. It is also effective in PvE. This build's title refers to the opportunity to knock your foe down three separate times in about five seconds, while doing substantial damage. Knock-down itself provides three benefits: interruption, flight prevention (so you can do damage to your opponent), and protection (through prevention of your foe from harming you or your group). This build will effectively remove most casters from the fight, and is useful to render warriors ineffective for a few seconds.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Dagger Mastery | 11 + 1 + 1 |
Deadly Arts | 8 + 2 |
Critical Strikes | 11 + 2 |
[edit] Equipment
- Any type of armor will work. You may choose the set with health bonuses, or the set with armor bonuses.
- Weapons which lengthen the duration of enchantments and vampiric mods will be most effective with this build.
[edit] Usage
- Cast Way of the Empty Palm so that most of your attacks will be free. Energy management will now be unnecessary for about 15 seconds. Shadow Refuge may be used as a short-term cover enchantment. Most times if an enchantment is going to be stripped it will be stripped early on, such as when closing in on your target.
- Pick your target and cast Mark of Instability on them as you close the distance.
- Once in range use Iron Palm to knock them down (because they are hexed).
- Follow this with Falling Spider and Twisting Fangs. Your opponent is now suffering from Poison, Deep Wound, and Bleeding; Twisting Fangs has triggered Mark of Instability, and your opponent has once again been knocked down.
- Follow with Golden Phoenix Strike and finish the combo with Horns of the Ox. Your opponent is now knocked down for the third time, as it is probable that they will be trying to run (and therefore distancing themselves from their group).
- If your opponent is still alive, they shouldn't be for much longer. An extra hit or two, coupled with the degen induced from previous skills will be all that is needed for any caster to fall without direct intervention.
- For prolonged fights, your initial skills and chain will not recharge for 20 seconds. You still have the ability to use Golden Phoenix Strike and Horns of the Ox, which are on a faster cooldown timer. Make sure to use Shadow Refuge first so that you are covered with an enchantment, or Golden Phoenix Strike will miss.
- Use Shadow Refuge as needed.
[edit] Counters
- Blind and Weakness will stop your combos. You have no way to rid yourself of these conditions.
- Since this build is meant for spike damage and knock downs, Protection Prayers skills like Reversal of Fortune or Guardian and defensive stances will greatly reduce its effectiveness because it will significantly reduce or avoid damage altogether. You can't damage what you can't hit. **note** With the advent of Nightfall and the new skill Lift Enchantment assassins may find a deadly skill to use against protection-built monks.
- While coming with some defense from Shadow Refuge, you are not a tank and should not try to linger in a losing situation. Thankfully, alliance battles are chaotic enough for you to disappear into the crowd or get a safe enough distance away that others will focus on another player.
- Again, this build is lacking somewhat in defense. If a player has issues with finding when to go in and when to hang back for a few seconds, this build will find itself in trouble quickly.
- It takes time to get this build prepared for the attack chain. An alert player may notice you and move to safety.
[edit] Variants
- One could choose to use Recall or Dash rather than Shadow Refuge. This may give some extra utility, but comes at the cost of self-reliance.
- For the Random or Team Arenas, you could include the Resurrection Signet, but you're left with no defense. This build is not recommended for such instances.
- Way of the Lotus could be used as a substitue for Way of the Empty Palm, as it provides some additional energy that may help push the full attack chain through.
- Siphon Speed may be used as a replacement for Mark of Instability to ensure that if they survive your entire chain you will have a few seconds to finish them off, or to close the distance more quickly. This does sacrifice one knockdown but against certain foes that you do not expect to immediately eliminate, it allows you and your group to keep pressure on them.
- Enduring Toxin is another good hex to use rather than Mark of Instability; again, you will lose a knockdown, but it may be effective for runners. The primary drawback to this hex is that it only lasts 3 seconds unless they're moving at the very second it woud expire.
- Entangling Asp could be incorporated instead of Falling Spider for a stunning four knockdowns; however, it inflicts poison and no direct bonus damage, while the latter has bonus damage. While degen is very helpful, this build prefers to kill them while they're being incapacitated, not wait for them to die after they've run off (and Falling Spider Poisons them anyway).
- The second half of the attack chain (Golden Phoenix Strike and Horns of the Ox) are not critical. These slots are not being made optional because they make this build what it is. It could be acceptable to replace these skills with additional defensive skills and remove Way of the Empty Palm to be replaced with another elite, since the build would not be as energy-intensive; this, however, would make the build into another type of build and not simply a variant.
[edit] Notes
- Again, this is primarily an AB and CM build, so I haven't included the Resurrection Signet.
- This build is effective in other arenas, but is not recommended unless you have an understanding with your team and have a specific purpose for including this character.
- There is often debate about whether a Resurrection Signet should be included in PvE builds. It is left out intentionally for this build with the understanding that one will be running with other players aware of the situation and that find it acceptable.
- One reason some players may find this build enjoyable is that it opens up more possibilities for armor and weapon selection. In many builds the user is forced to stick with Shrouded Armor and Zealous dagger tangs. While these are a great boon, they take away from additional protection or damage-dealing capabilities like those found with the +15 armor (while attacking) and reduced condition length mods, and vampiric, sundering, or elemental damage tangs.
- Feel free to experiment with or customize the attribute point and rune selection. As this build is still being tested, the optimal setup may not have yet been found.
- The ability to knock down your opponent three times ensures that you will interrupt most of their spells before they die. For any player who does not precast their protection or regen spells this means you will most likely prevent them from using those spells. It is not guaranteed that you will interrupt all their spells or skills, but with a sharp eye and good timing you can shut that character down for all practical purposes. This may help prevent the other player from using defensive stances or spells, as well as prohibiting the use of skills like blindness that will render you useless. You must attack them quickly and catch them off guard, and preferrably players who get too involved in what they were previously doing to bother using their instant spells or skills on you. Overly-aggressive elementalists and monks too involved in healing others come to mind.
- As mentioned above, this build requires a good sense of timing as well as good reflexes to master. Once you have done so, you should expect a lot of hate coming your way. That's what you wanted, right? :)