User:Endamir/Builds/Build:A/any Leaping Temple Strike

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The Leaping Temple Strike build is designed for taking out spell casters of almost all types, especially support monks. It uses Shadow of Haste to keep up not only a constant speed buff, but as a means of escape used in conjunction with Dash. It uses Temple Strike to disable spell casters via Dazed, and other low cost attack skills to finish them off. It also keeps in mind that most players will run when inflicted with dazed, and has the appropriate counters.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Dagger Mastery 12 + 1 + 3
Shadow Arts 9 + 1
Critical Strikes 9 + 1
Shadow Refuge

Shadow Refuge

Leaping Mantis Sting

Leaping Mantis Sting

Jungle Strike

Jungle Strike

Temple Strike

Temple Strike

Critical Strike

Critical Strike

Shadow of Haste

Shadow of Haste

Dash

Dash

Death's Charge

Death's Charge

[edit] Equipment

  • Silencing Daggers of Fortitude with +15% while in a stance
  • Shrouded Armor

[edit] Usage

  • Always keep Shadow of Haste on. This way you have a constant speed buff and in the long run will always outrun your target, it also allows you to fully utilized Leaping Mantis Sting.
  • Use Death's Charge as the best means of surprising your target, giving them little to no time to react before you've hit them with Temple Strike.
  • Critical Strike is used as the dual attack due to its energy mangement, you gain 3 energy at Critical Strikes 10, making up for the costly use of Temple Strike.
  • If your target runs, you'll already have a speed buff with Shadow of Haste to catch up to them and cripple them with Leaping Mantis Sting - which will in turn allow you to inflict even greater damage with Jungle Strike.
  • With Dagger Mastery at 16, you can keep reapplying the crippling as the recharge of Leaping Mantis Sting is only 8 seconds, and its duration is 16 seconds.
  • Use Dash to cancel Shadow of Haste to get yourself out of trouble.
  • Try to reactivate Shadow of Haste before going after a target if you figure that the time left on its duration is almost up, so that you can keep an escape point further back, because it doesn't help you as much if you have to activate again during combat.

[edit] Counters

  • Casters with a significant number of anti-melee skills.
  • Skills like Wild Blow or Wild Strike can mess you up.
  • Not built to go toe to toe with Warriors (but you can shut them down).
  • Plague Touch

[edit] Variants

Replace Death's Charge with one of these two skills:

  • Signet of Malice for quick and easy condition removal, works well with this build due to the 3 conditions you can inflict - greatly increases survivabilty without having to retreat.
  • Signet of Shadows for an extra burst of damage after your combo, drawback is having to move points to Deadly Arts by pulling some out of Dagger Mastery, which loses you some duration on Temple Strike's conditions.

Replace Critical Strike for Twisting Fangs to cover the effect of Temple Strike, making it harder to heal.

[edit] Notes

  • Recent skill update made this build much more viable.
  • Have been using to great effect in Aspenwood and AB.
  • A recent skill update reduced the duration of Shadow of Haste below its recharge time, so the combination of it with Dash is not nearly as useful.

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
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