User:Harry138/builds/sin/pveonly

From GuildWiki

Jump to: navigation, search
test

Contents

[edit] A/D Dark Shadow Forge Runner

This build enables an Assassin to solo run from Beacon's Perch to Droknar's Forge, and with some modification is suitable for running other areas. Agility and protection skills from the Shadow Arts line, plus the Dervish's anti-knockdown Fleeting Stability enchantment, make this a fragile yet efficient Droknar's Forge runner. This build is even more efficient since the last game update that fixed the "enemies following you forever" bug.

The build takes practice, timing, and knowledge of the whole Droknar's Forge run, particularly Lornar's Pass, in order to successfully complete the run. Overall run times are at least on par with Warrior or Dervish runners. Ultimately, if nothing else, this is a challenging and fun alternative to experienced Drok's runners.

[edit] Attributes and Skills

AssassinDervishAssassin / Dervish Attribute Rank
Shadow Arts 12 + 1 + 3
Earth Prayers 12
Deadly Arts 3
Fleeting Stability

Fleeting Stability

Deadly Paradox

Deadly Paradox

Shadow Form

Shadow Form

Death's Charge

Death's Charge

Dark Escape

Dark Escape

Dash

Dash

Signet of Pious Light

Signet of Pious Light

Heart of Shadow

Heart of Shadow

  • Runes can be used to boost Deadly Arts, although it is not necessary.

[edit] Equipment

[edit] Template

image:skillsdisk.jpg
The Skills Template for this build is:
AnOi38xr8oe5R6McXDcCqfRg


[edit] Usage

The skill bar above is laid out from left to right in the general order in which to use skills, depending on the situation. Deadly Paradox plus Death's Charge and Dark Escape are the main movement skills. Dark Escape can and should be kept up constantly for 1/2 damage and +25% speed. Dash should be used when Dark Escape fades out to gain as much distance from any enemies following you, especially if you need some extra time to use Signet of Pious Light to end Shadow Form. Death's Charge can be a massive overall speed buff (and self heal) if used efficiently. Almost all healing during the run can be accomplished while still moving.

Normal running sequence:

  • Deadly Paradox -> Death's Charge -> Dark Escape -> Dash -> Deadly Paradox -> Dark Escape.

Anti-knockdown sequence (for wurms and giants):

  • Fleeting Stability -> Deadly Paradox -> Shadow Form -> Death's Charge -> Dark Escape -> Dash -> Deadly Paradox -> Dark Escape.

Healing sequence when Shadow Form begins to fade out:

  • Deadly Paradox -> Signet of Pious Light -> Heart of Shadow -> Dark Escape

Healing sequence when you have a place to rest with no aggro:

  • Fleeting Stability or Heart of Shadow -> Signet of Pious Light -> Signet of Pious Light
    • Repeatedly cast an enchantment and Signet of Pious Light as many times as needed to immediately recharge Signet of Pious Light after each use.

When to use Deadly Paradox:

  • Always before: Dark Escape and Shadow Form.
  • Preferably before: Death's Charge.

When to use Shadow Form:

  • To prevent Ice Imps and Ice Golems from slowing you down with hexes.
  • Near Wurms and Avicara, use Fleeting Stability followed by Shadow Form, to prevent the Avicara from stripping Fleeting Stability.
  • To nullify damage from enemies through intense parts of the run (Tundra Giants, Stone Summit, Avicara), although you can also tank through some enemies with Dark Escape, Heart of Shadow, and Death's Charge.
  • Shadow Form should only be kept up as long as necessary. Disable it with Signet of Pious Light before you encounter Grawl Crones.

[edit] Counters

  • Enchantment stripping, mainly from Grawl Crones casting Chilblains. Simply stay out of their range.
  • Conditions will severely hinder your chances of survival in most situations. Try to avoid Pinesoul traps -- NEVER use Death's Charge on a Pinesoul as you will likely teleport into a trap.
    • Dash can also be used to run through Pinesoul traps without triggering them.

[edit] Variants

[edit] See also

  • Google video of a successful run: Media

[edit] A/D Dark Shadow Forge Runner

This build works with the high damage generated from a critical hit by a scythe and the fact a scythe can hit multiple targets. It gives the user a near total condition removal (except blind), plus a cheap damage and Deep Wound inflictor without its usual drawbacks and a constant heal.

[edit] Attributes and Skills

AssassinDervishAssassin / Dervish Attribute Rank
Critical Strikes 12 + 1 + 3
Scythe Mastery 12
Reap Impurities

Reap Impurities

Wearying Strike

Wearying Strike

Malicious Strike

Malicious Strike

Optional

Optional

Sharpen Daggers

Sharpen Daggers

Assassin's Remedy

Assassin's Remedy

Way of the Assassin

Way of the Assassin

Resurrection Signet

Resurrection Signet

[edit] Optional Slot

[edit] Variants

[edit] Equipment

[edit] Usage

[edit] Counters

  • Anything that takes off enchantments.
  • Evasions, if people do use these against you it is recommended to choose a different target.
  • Being blinded.
  • Stone Sheath and Dulled Weapon both remove your ability to critical, destroying this build.

[edit] Notes

  • With all the skills in place you will have a 70% chance of causing a critical hit.
  • You will be able to make up to 4 hits while Critical Defenses lasts.
  • The chance of getting at least 1 critical hit while attacking one person after 4 strikes is 99.2%.
  • Weakness is applied after Wearying Strike hits and is taken away after the next Critical Hit is registered.
image:skillsdisk.jpg
The Skills Template for this build is:
AnKyInyjn7MPAjzO3AcYWAA

[edit] A/D Fox's Scythe

The Fox's Scythe is a PvE oriented build that focuses on quick scythe attacks along with critical strikes to deal a fair amount of damage to a group while using the enchantment Fox's Promise to insure the scythe attacks will land

[edit] Attributes and Skills

AssassinDervishAssassin / Dervish Attribute Rank
Scythe Mastery 12
Critical Strikes 10 + 1 + 3
Earth Prayers 8
Mystic Sweep

Mystic Sweep

Eremite's Attack

Eremite's Attack

Victorious Sweep

Victorious Sweep

Fox's Promise

Fox's Promise

Critical Defenses

Critical Defenses

Critical Eye

Critical Eye

Mystic Regeneration

Mystic Regeneration

Vital Boon

Vital Boon

[edit] Equipment

  • Radiant/Shrouded Armor
    • Place runes of attunement on any empty armor pieces
  • Zealous Scythe of Enchanting

[edit] Usage

  • Before Battle cast Fox's Promise and Critical eye, maintain these as necessary
  • Before enemy encounter begins cast critical defenses for protection
    • Follow Critical Defenses up with Mystic Regeneration and Conviction
  • Use the scythe attacks in order

[edit] Counters

  • Enchantment Removal
  • Heavy Energy Denial
  • Basic Anti melee counters

[edit] Variants

  • The last scythe attack is variable and can be switched (Crippling Sweep if against human characters)
  • Conviction to increase defenses if entering a magic damage heavy area
  • Vital Boon can be replaced with a resurrection for PuG's or death heavy areas
  • Assassin's Remedy if you're going into a condition heavy area


image:skillsdisk.jpg
The Skills Template for this build is:
AnOyKmyj6wcbuQX08AU/xeFvA

[edit] A/E Gloom Farmer

This build uses high damage PBAoE spells, with the added damage bonus from the Lightbringer title, to farm selected groups in Ravenheart Gloom for Torment Gemstones.

[edit] Attributes and Skills

AssassinElementalistAssassin / Elementalist Attribute Rank
Fire Magic 12
Shadow Arts 12 + 1 + 3
Shadow Form

Shadow Form

Shadow Walk

Shadow Walk

Glyph of Lesser Energy

Glyph of Lesser Energy

Phoenix

Phoenix

Meteor Shower

Meteor Shower

Bed of Coals

Bed of Coals

Lava Font

Lava Font

Dark Escape

Dark Escape

[edit] Necessities

  • Radiant or Shrouded Armor.
  • 20% enchanting, +5 energy weapon, such as a Totem Axe.
  • +12 energy rec. fire, +15 energy -1 regeneration, +30 health second hand item, such as those exchanged for Jade Bracelets.
  • Lightbringer level 2 or above has been proven to work, Higher is better.

[edit] Usage

  • Enter Ravenheart Gloom from the Gate of Anguish. Receive the bounty from the Whispers Informant.
  • Run past the first group of foes with Shadow Form and Dark Escape.
  • Now, near your position is a mob made entirely of spellcasters, lacking a Heart tormentor.
  • Wait for combat between the Shadow Army and the Order of Whispers ends. Get closer to the mixed group.
  • Cast Shadow Form and get into the middle of the enemy group with Shadow Walk.
  • Now, cast Pheonix, Meteor Shower, Bed of Coals, Lava Font, Phoenix and finally Lava Font in that order.
  • Once Shadow Form is about to expire (blinking slowly / quickly) use Dark Escape and run to safety.
  • Once the mixed group has been cleared, repeat the above tactics for the group of six Curse of Darknesses.
  • After that, you may want to attempt an attack on the group containing two Wind of Darknesses and one Scourge of Darkness.
  • If a torment gemstone drops at any time, making a clean escape and retrieving it is always an option.

[edit] Counters

  • Heart and Earth tormentors can severely damage, or kill you.

[edit] Variants

See Build:A/E UW Farmer for an underworld variant.

[edit] Notes

  • This build works in other areas with tight grouping mobs.

[edit] See also

[edit] A/E Solo Green Farmer

This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items.

[edit] Attributes and skills

AssassinElementalistAssassin / Elementalist Attribute Rank
Shadow Arts 12 + 1 + 3
Earth Magic 12
Air Magic 3
Shadow Form

Shadow Form

Glyph of Elemental Power

Glyph of Elemental Power

Sliver Armor

Sliver Armor

Shock

Shock

Aftershock

Aftershock

Death's Charge

Death's Charge

Dark Escape

Dark Escape

Dash

Dash

[edit] Equipment

[edit] Usage

[edit] Counters

  • When Sliver Armor deals only half damage to bosses will also end your run.

[edit] Variants

[edit] Notes

  • This build was originally posted at GuildWars Guru and GWOnline.
  • Sometimes the skill Sliver Armor may start hitting other enemies instead of the boss.
  • Ranger bosses often cannot be killed because of their elemental resistance.

[edit] List of soloable bosses

Total Number of Soloable Bosses: 107

  • Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard) also add the location where the boss is, for easier preview.

[edit] Prophecies

2 Current Bosses

[edit] Factions

47 Current Bosses

[edit] Nightfall

57 Current Bosses

  • Kourna
    • Sunward Marches:(Consider getting the +1 earth magic blessing from the Melandru's shrine outside Dajkah Inlet. Although it is not necessary.)
    • Marga Coast:
      • WarriorChor the Bladed - Very Easy/Easy (Just aggro the group of Mirage Ibogas near him and try not to be interrupted while casting shadow form. Cast Sliver Armor when he uses Frenzy)
      • AssassinLunto Sharpfoot - Medium/Hard (You must pull him towards the mirage ilbogas and then usually only 1 of his monks will come and then its easy. but you want to be beside the monk when you activate sliver so when he uses shadowmeld sliver armor is still targeting him. then it will be Easy/Medium)
      • ElementalistBosun Mohrti - Medium/Hard (Aggro the insects nearby and Frigid skales and snare with Caltrops.)
      • DervishBubahl Icehands - Medium (Aggro nearby insects, snare with Caltrops, and heal with Feigned Neutrality)
      • MonkChidehkir, Light of the Blind - Easy/Medium (Aggro nearby Kournan patrol)
      • MesmerNeoli the Contagious - Hard/Very Hard (Clear out Kuskale lashers first with sliver armour, this may take quite a few runs, high dp.)
    • The Floodplain of Mahnkelon:
    • Arkjok Ward:
      • WarriorOnwan, Lord of the Ntouka - Medium (Leave from command post and follow river into lake),(bring fiegned nurality as a cover over slither armor and shadow form)
      • NecromancerModti Darkflower - Easy/Medium (Killing him is Very Easy, but the run is a bit heavy)
      • RitualistLieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in roughly 10 seconds)
      • Paragon Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him. Rezone if that party has a Mandragor Imp in it.)
      • Mesmer Captain Chichor - Easy/Medium (Approach the small base from the north, and wait for him to patrol outwards.)
    • Dejarin Estate:
    • Barbarous Shore:
      • Paragon Lieutenant Shagu: - Medium (You must aggro nearby enemies. If you do this, and silver armor keep targeting him, he will be down in few seconds.)
    • Bahdok Caverns:
      • ParagonWandalz the Angry - Medium/Hard (The hardest part about this boss is getting to him. You need to learn the hiding spots on the map, as the spawns in this particular area are quite massive to be running around by yourself. You'll want to keep the original build intact, and use speed buffs across the bridge. Once across, glyph, death's charge, and sliver armor, he goes down rather quick. Throw a shock and aftershock in there to see it go a little faster.)
    • Jahai Bluffs:
      • To Be Added...
    • Turai's Procession:
      • ElementalistKorr, Living Flame - Medium/Hard (Don't lure the nearby water djinn, Sliver armor will target them instead)
      • MonkChiossen, Soothing Breeze - Medium/Hard (The Rampaging Ntouka make this hard, use Feigned Neutrality as the Rampaging Ntouka run towards you and it will strip Feign Neutrality instead of Sliver Armor or even worse, Shadow Form. Aggro the nearby hekets to the north of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing.)
  • Realm of Torment - (Lightbringer title in this area will alter effectiveness.)
    • Nightfallen Jahai
    • Domain of Pain
      • DervishFahralon the Zealous - Easy/Medium (Before entering battle, try using Dark Escape to minimize the damage taken from AoE and Dreadful Pain.)
    • Domain of Fear
      • ParagonShrieker of Dread - Hard (you'll need to aggro several (ideally 3) patrols to take him down; wait for them to converge). Also watch out for the Death Nova when killed.
      • ElementalistStorm of Anguish - Medium (Difficult to get to, try to slip between the two first mobs, lure another mob for easy kill)
    • Depths of Madness
      • WarriorReaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
      • AssassinRavager of Dreams - Very Hard (Approach from the north, and pull 2-3 groups along with the boss group, 4+ Lightbringer rank reccomended.)
      • MonkTopo the Protector - Hard/Very Hard (Aggro once, run, and wait for him to fully summon his army, (about a minute), then shadow form in for a rather easy kill, due to the surronding groups of graven monoliths.)
      • NecromancerMaster of Misery - Hard/Very Hard (Pull together groups, beware of scythe attacks and death novas, armor of earth, obsidian flame, feigned neutrality all are good to have.)
      • RitualistConsort of Ruin - Hard/Very Hard (Pull groups, and make sure it targets him and it will be easy, minions and blades of torment make this tough.)

[edit] See also

[edit] A/E UW Farmer

This build uses high damage PBAoE spells combined with the immunity given by Shadow Form in order to accomplish the smites run/farm in UW.

[edit] Attributes and Skills

AssassinElementalistAssassin / Elementalist Attribute Rank
Fire Magic 12
Shadow Arts 12 + 1 + 3
Fire Attunement

Fire Attunement

Flame Djinn's Haste

Flame Djinn's Haste

Shadow Form

Shadow Form

Glyph of Elemental Power

Glyph of Elemental Power

Meteor Shower

Meteor Shower

Bed of Coals

Bed of Coals

Lava Font

Lava Font

Feigned Neutrality

Feigned Neutrality

[edit] Necessities

  • Radiant or Shrouded Armor.
  • 20% enchanting, +5 energy weapon, such as a Totem Axe. Wand or Staff, max damage rec. fire to deal with Dying Nightmares.
  • +12 energy rec. fire focus.

[edit] Usage

Walk up and take the quest from the Lost Soul. Watch out for any Dying Nightmare popping up.

Then cast in this order:

wait to get max energy back...

Then quickly grab one or two groups of graspings and run back. Then cast skills in this order:

There should be no survivors amongst the graspings. If they are any graspings remaining, they are at this time fleeing from your AoE damage, so Feigned Neutrality should give you sufficient defense and life back to stay alive in order to recast one or two offensive spells to finish them or wanding them. You have a 24s invulnerability with Shadow Form on for the pull and the killing, so you can take your time to insure your AoE spike.

Another option for the bravest, is to cast Fire Attunement + Shadow Form and to go straight ahead into the big group of graspings, Bladed Aatxes and an eventual Dying Nightmare, and then unleash hell on them, finishing the graspings off with Flame Djinn's Haste and running away with the speed boost after the spike (because the Bladed Aatxes are not really friendy!).

Once all the graspings have been eliminated, do the typical run to the smites using Flame Djinn's Haste. You can make a stop just before passing the arch if you have misjudged the path of Bladed Aatxes or graspings and Dying Nightmare patrol. If a Dying Nightmare pops up while you run and follow you, just pull him in a safe place and while going close kill him with a Flame Djinn's Haste burst. Anytime during the run you can use Shadow Form if you find yourself in danger (remind that you should be far from danger at the end of Shadow Form), with a 24s duration time (with a +20% enchanting) you should have plenty of time to reach the smites area.

In order to pull large groups of smites or while waiting before they are all balled up around you, you can start by using Feigned Neutrality to assure some good defense and survival. Then cast the skills:

If any smites survives, do the same tactics as stated above for graspings or if anything goes really bad, you still can run away with Flame Djinn's Haste. Keep Fire Attunement up while casting fire spells as it's your only energy management.

For the Coldfire Nights, your best solution is to avoid them, but if you get caught, this build is safer than any other one, cast Shadow Form and stay far as they use Frozen Burst, the only spell that can hit you through Shadow Form and slow you down. Then hit your running enchantment and go out of their reach.

[edit] Counters

  • Bad timing is the only real counter here.
  • Energy Degen
  • Knockdown/Interrupts by grasping

[edit] Notes


http://www.youtube.com/watch?v=WyjhpGdhsys

[edit] A/Me Fever Outbreak

The Fever Outbreak assassin is built for dealing with a large amount of targets. Likewise, it excels in a PvE and AB environment where the sheer amount of players and NPCs usually make Sins underpowered to deal with all the targets, so the Fever Outbreak assassin attempts to solve this by the use of the Mesmer elite Fevered Dreams to spread four potent conditions amid a large area of targets, while also hitting the primary target very hard. Likewise, it can also solo cap shrines, which sins also have problems doing in a speedy manner. The initial build is aimed at teams with a dedicated healer. If you do not have one, variants exist to cope.

[edit] Attributes and Skills

AssassinMesmerAssassin / Mesmer Attribute Rank
Dagger Mastery 12 + 1 + 2
Critical Strikes 12 + 1
Illusion Magic 3
Fevered Dreams

Fevered Dreams

Black Mantis Thrust

Black Mantis Thrust

Black Lotus Strike

Black Lotus Strike

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Optional

Optional

Optional

Optional

Optional

Optional

  • To fill in the Optional slots, look in the Variants section for many different uses for this build.
  • If you don't have a dedicated healer, drop Critical Strikes down to 10 and put 8 points in Shadow Arts.

[edit] Equipment

  • Armor: Radiant Armor with Runes of Attunement.
  • Weapons: Poisonous PvP Dagger of Fortitude with a 15% Modifier vs Hexed opponents. It is suggested however you bring along a Cripple, Deepwound, and Zealous Dagger set as well, using them as the situations call for it.

[edit] Usage

  • Select a target, hopefully one in the center of a large collection of foes. The area radius of Fevered Dreams is extremely large, so you can even pick an outlining foe and still possibly affect everyone. Now, hex your target with Fevered Dreams. Hit them with Black Mantis Thrust to slow them down, followed with Black Lotus Strike to give you energy for Black Spider Strike and Twisting Fangs. Everyone in the area should now be crippled, bleeding, poisoned, and suffering from a deep wound.
  • Note, this build is very flexible in relation to combo attack order. You can fire off all three of your attacks at any time except Twisting Fangs, which HAS to follow an Off-Hand attack.

[edit] Counters

  • Hex removal before the combo can be carried out. However, Fevered Dreams only has a 10 second recharge.
  • General other standard anti-melee counters can pose problems.

[edit] Variants

  • If you wish to have a consistent tanking ability in PvE, add in Critical Eye and Critical Defenses. You can even further drop Black Lotus Strike, put 8 + 1 points in Shadow Art by lowering Dagger Mastery to 10 and add in Way of Perfection. The energy gain from Critical Eye should cover you. If you decide you don't need crippling, you can always replace Black Mantis Thrust for something else of use to you, such as Blinding Powder, which can be shot off after your first off-hand attack without disrupting Twisting Fangs.
  • For Optional: Movement skills to close upon your target, such as Dash, Dark Escape, Shadow of Haste or Shadow Walk which will allow you to automatically teleport back after fulfilling your combo if you bring a secondary stance, like Deadly Paradox which will cut down the recharge on a healing spell, such as Feigned Neutrality.
  • For Optional: Defensive skills, such as Signet of Malice which will clear you of conditions given the sheer many of them you'll spread around. Or Blinding Powder which can act in a defensive capacity with Fevered Dreams, blinding everyone in the area for 10 seconds with a 20 second recharge, which is considerably useful. Heart of Shadow, Feigned Neutrality, and Shadow Refuge will heal you.
  • For Optional: Offensive skills, for even more of an edge in killing your target. Interruptions such as Disrupting Dagger or Web of Disruption which will also count as a cover hex or all around hex so you can carry out your combo might be useful. Expunge Enchantments is even possible to deal with generally unkillable 'Mystic Regeneration' tanks which are common in AB.
  • If blocking foes become a problem consider using Way of the Fox to hit with all of the combo (at 5 shadow arts your next 3 attacks are unblockable and at 8 the next 4).

[edit] Fever Outbreak PvE

Fevered Dreams

Fevered Dreams

Black Mantis Thrust

Black Mantis Thrust

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Signet of Malice

Signet of Malice

Critical Eye

Critical Eye

Critical Defenses

Critical Defenses

Way of Perfection

Way of Perfection

[edit] Notes

  • This build is incredibly useful when used in conjunction with other builds that utilize dangerous conditions, specifically burning, daze, and blind. Teamed up with a Temple Strike sin for example and a barrage ranger or dervish that will 'hit' everyone while dazed, you can wipe out mobs very quickly if planned correctly.


[edit] A/Me Solo Sin

A devastating build capable of soloing most creatures of FoW and all of the Tomb of the Primeval Kings. This build uses Shadow Form to remain invincible and shadow stepping to avoid danger, while doing large amounts of damage from the Mesmer hex Empathy and condition-inducing dagger attacks.

[edit] Attributes and Skills

AssassinMesmerAssassin / Mesmer Attribute Rank
Shadow Arts 9 + 1 + 3
Dagger Mastery 8 + 3
Critical Strikes 8 + 3
Domination Magic 11
Arcane Echo

Arcane Echo

Shadow Form

Shadow Form

Shadow of Haste

Shadow of Haste

Dark Escape

Dark Escape

Empathy

Empathy

Black Lotus Strike

Black Lotus Strike

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

[edit] Equipment

  • Because your health does not matter but your energy does, forgo a vigor rune in favor of two attunement runes.
  • Since if you aggro monsters outside of shadow form you will die, armor level is not important. Save money and buy starter level armor.

[edit] Usage

  • Activate Shadow of Haste when you have more than one aggro bubble's width between the edge of your aggro bubble and your target.
  • Run close to your target (without aggroing) and cast Arcane Echo. (If this is removed before you go on to the next step, cancel Shadow of Haste with Dark Escape, wait for your skills to recharge, and try again.)
  • Cast Shadow Form and charge into battle.
  • Cast Empathy and follow up with Black Lotus Strike so you have your hex and enough energy; follow up with Black Spider Strike and Twisting Fangs.
  • Once Shadow Form is between one quarter and one third recharged, cast the echoed copy.
  • Shadow of Haste should run out just before the echoed copy of Shadow Form begins to flicker, and Shadow Step you back to your safe zone. If it does not, use Dark Escape to cancel.

[edit] Counters

[edit] Variants

Variants that do not require Nightfall skills:

  • Replace Black Spider Strike with Golden Phoenix Strike for a spike skill which will recharge quick enough to be used twice in each assault. Note that the loss of degeneration from poision in Black Spider Strike will slow down the build, usually meaning a maximum of one kill in each assault.
  • Replace Black Spider Strike with Repeating Strike for higher damage output. It is important not to spam this skill as energy will be consumed quickly.

Variants that do not require Dark Escape:

  • Have a Hero or Henchman as a party member.
  • Cast Recall on the henchman and flag to a safe area.
  • Begin your assault. Recall to the henchman when Shadow Form ends.
  • Be aware that patrolling mobs may enter aggro with your henchman, most likely resulting in your death.
  • Using Recall enables you to drop Shadow of Haste in favour of another attack skill such as Death Blossom.

[edit] Notes

This build is not easy to learn, and you will tend to die at first, or not kill your target very quickly. Always use Shadow of Haste in a safe zone, or when it expires you will return to an enemy infested area and die. Be aware that this build is very slow for farming; you can kill one to two enemies in each assault. However, in theroy, this build is the most versatile farmer ever.

  • This build can solo all creatures in the Tomb of the Primeval Kings. Beware of patrols and pop-ups, and choose your safe zones wisely.
  • Banished Dream Riders are not fleshy creatures, so will not be affected by conditions. Recast Empathy immediately as it recharges to keep up your damage; you will find it difficult to kill them with dagger attacks alone.
  • Chaos Wurms have very high health, but can be killed. Try to lure them into a position where they will remain above ground, beware of them following back to your safe zone.
  • Chained Souls use Rend Enchantments which will strip Arcane Echo. Be aware of their positions when deciding on a safe zone.
  • This build can solo some creatures in the Fissure of Woe. Beware of patrols and pop-ups, and choose your safe zones wisely.

If you are on the last NPC in a group you do not need to recharge Shadow of Haste

[edit] Videos

Tomb Of The Primeval Kings: http://www.youtube.com/watch?v=PJF1g50scyY

Fissure of Woe Beach: http://www.youtube.com/watch?v=B2ADjYB5A0g

Fissure of Woe Forest of the Wailing Lord: http://www.youtube.com/watch?v=VkULhWSa-gA

[edit] A/Mo Vigorous Assassin

With offence being the best defense in mind, the Vigorous Assassin exploits the rapid attacks of daggers with the healing capability of monk spells.

[edit] Attributes and Skills

AssassinMonkAssassin / Monk Attribute Rank
Dagger Mastery 12 + 1 + 2
Critical Strikes 11 + 1
Healing Prayers 10
Flashing Blades

Flashing Blades

Golden Lotus Strike

Golden Lotus Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Critical Eye

Critical Eye

Vigorous Spirit

Vigorous Spirit

Live Vicariously

Live Vicariously

Optional

Optional

[edit] Equipment

  • Armor: Since energy is not much of a problem, choose armor for elemental resistance. Nightstalker insignia is recommended. A clarity rune is useful.
  • Weapons: Sundering or Zealous daggers of Fortitude are the preferred weapons of this Build.

[edit] Usage

  • Cast and maintain Live Vicariously and Vigorous Spirit on yourself. If there are other melee in your group, use Vigorous Spirit on them to aid in healing.
  • Activate Flashing Blades when engaging mobs. If you use Death's Charge for the optional skill, shadow step into the fray using Flashing Blades. Maintain Flashing Blades while you fight.
  • Use Critical Eye for energy management.
  • Combo: golden lotus strike, Wild Strike, Death Blossom. Because of its short recharge time, spam this over and over.

[edit] Counters

In order of concern:

[edit] Variants

  • The last skill slot is versatile, pick and choose skills from the optionals.

[edit] Notes

[edit] See also


[edit] A/R Critical Barrager

The Critical Barrager uses the Assassin primary Attribute of Critical Strikes, and the skill Critical Eye to increase the chance of critical hits. Coupled with a zealous bow string, this character has to hit just 2 enemies per Barrage (on average) to recover the energy cost.

[edit] Attributes and Skills

AssassinRangerAssassin / Ranger Attribute Rank
Critical Strikes 10 + 1 + 3
Shadow Arts 8 + 1
Marksmanship 12
Barrage

Barrage

Distracting Shot

Distracting Shot

Savage Shot

Savage Shot

Critical Eye

Critical Eye

Optional

Optional

Shadow Refuge

Shadow Refuge

Favorable Winds

Favorable Winds

Resurrection Signet

Resurrection Signet

[edit] Equipment

[edit] Usage

  • Set up with Favorable Winds.
  • Aim Barrage in the middle of tightly packed groups to maximize damage and condition spread.
  • Keep Critical Eye up constantly and spam Barrage.
  • Use Shadow Refuge to maintain your health and to counter Health Degeneration.
  • Distracting Shot and Savage Shot are used to interrupt enemies, particularly ones that spam a single skill, allowing for easy interrupts through the spamming. The increased recharge time imposed by Distracting Shot is especially useful against Wurms using Wurm Siege.

[edit] Variants

[edit] Notes

  • A Barrage ranger deals more consistent damage with higher levels of Marksmanship. However, this build allows for more frequent spike damage thanks to a much higher chance of critical hits.
  • A zealous bow string greatly helps with energy management, as hitting just two foes on average per Barrage is enough to fully recover the energy cost of Barrage.

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
AnMSG/hjqsYPmqp/euLjdCA

[edit] See also

[edit] A/R Relentless Spiker

A PvE only retake on the Leet Ganker build. The only downfall to it is Assassin's Promise failing, which can be fully countered by wise target selection.

Similar to the Build:A/W Berserking Shadow this build is for PvE only and uses deadly dagger attacks coupled with degenerative conditions along with Assassin's Promise to swiftly kill your target and be able to move on to the next target without delay, while having Lightning Reflexes as not only an IAS, but a very high block rate. It is capable of taking out most targets by itself, but heavily armored or healed targets are best killed with team spikes just to be safe. If nothing else, this is probably the most fun build you will ever run.

[edit] Attributes and Skills

AssassinRangerAssassin / Ranger Attribute Rank
Critical Strikes 10 + 1 + 2
Dagger Mastery 10 + 1
Deadly Arts 9 + 1
Shadow Arts 7
Assassin's Promise

Assassin's Promise

Death's Charge

Death's Charge

Lightning Reflexes

Lightning Reflexes

Black Lotus Strike

Black Lotus Strike

Twisting Fangs

Twisting Fangs

Black Spider Strike

Black Spider Strike

Blades of Steel

Blades of Steel

Feigned Neutrality

Feigned Neutrality

[edit] Equipment

[edit] Usage

  • Select your target and activate Assassin's Promise
    Choose targets VERY carefully. Take out 'squishy' targets such as monks, elementalists, etc. first. Then when the mob begins to wind down to a few monsters, pile onto the heavier armored enemies such as warriors with your team to ensure the kill.
  • Immediately follow with Death's Charge followed by Lightning Reflexes
  • Use your attack chain: Black Lotus Strike, Twisting Fangs, Black Spider Strike, Blades of Steel.
  • Your target should be dead or near death, finish him off and move to your next target.
  • Use Feigned Neutrality as a self heal.
  • A good tactic to use is to cast Feigned Neutrality before the enemy dies, and let the conditions kill him off so Feigned recharges.

[edit] Counters

Plague Touch

[edit] Variants

Assassin's Promise Lightning Reflexes Black Spider Strike Death Blossom Black Lotus Strike Blades of Steel Impale Feigned Neutrality

Sacrifices Twisting Fangs and Death's Charge for Death Blossom and Impale, works great to take out PvE mobs with effeciency.

Other possible changes are listed here:

[edit] Notes

  • Choose targets wisely. Low AL targets such as casters and other assassins should be killed first, while tanks and protection monks should be killed last by team spiking.
  • If you fail to kill a target during Assassin's Promise, seek out other hex using players to remain effective.

[edit] See-Also



[edit] A/R Solo Rajazan's Fervor Farmer

This farming build is designed to farm the boss Cultist Rajazan to get his sword, Rajazan's Fervor.

[edit] Attributes and Skills

AssassinRangerAssassin / Ranger Attribute Rank
Dagger Mastery 9 + 2
Shadow Arts 7 + 1
Critical Strikes 10 + 1 + 2
Wilderness Survival 10
Unsuspecting Strike

Unsuspecting Strike

Fox Fangs

Fox Fangs

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Troll Unguent

Troll Unguent

Storm Chaser

Storm Chaser

Dark Escape

Dark Escape

Dash

Dash

[edit] Equipment

[edit] Usage

[edit] Running to Rajazan

Detailed Running Map
Detailed Running Map
  • Leave Harvest Temple into the Unwaking Waters (Explorable) while wielding the weapon set with health bonuses.
  • Dash down the stairs until you have only a little space between you and the first group of Shiro'ken.
  • Cast Troll Unguent; while doing so the first patrol will come up into your aggro circle, immediately activate Storm Chaser and rush past them. Do not engage the melee Shiro'ken.
  • As you approach the second group, be careful not to be body blocked.
  • As you approach the third group, your Storm Chaser will be about to end. As soon as it ends, activate Dark Escape and run past the next two groups.
  • After Dark Escape ends, activate Dash to finally shake all the Shiro'ken groups off.
  • Take the lower path until you reach a group consisting of 3 Creeping Carp. Run past them with Storm Chaser while under Troll Unguent. You may find it useful to use Dash, then immediately use another stance, so as not to get that stance ended by the Carps' Wild Strike.
  • Follow the path as described on the map (take the path immediately to the left). If you time everything correctly, the Kraken Spawn will not be in your path.
  • If Outcast Assassins appear, activate Dark Escape and run past, they probably won't even move if you do this. If you're still under Siphon Speed from the Creeping Carp (which is likely), Dash should be able to break their aggro. Beware, if Siphon Speed runs out while you are NOT in a speed-enhancing stance, they will run after you from beyond the aggro bubble.
  • Follow the path north until you approach the next group of Shiro'ken. Run towards them until they start moving, then immediately stop and apply Troll Unguent. The Shiro'ken will enter your aggro circle just as you finish casting Troll Unguent. Activate Storm Chaser and run past this group and the next group.
  • The final group of Shiro'ken will appear in front of you. Run past them with Dark Escape. If you time it right, no enemies will be at the right wall. Occasionally, there will be a group of 3 Creeping Carp here, which makes things a lot more difficult. Try to run past them without aggroing the dangerous Saltspray Dragons and their boss. Use all your stances here, it'll help to avoid a group of enemies in the next area.
  • Hug the right wall from this point, and you should get into range of Cultist Rajazan without encountering any enemies. (You can get past the Saltspray Dragons by hugging the wall.) If you timed everything right, you should encounter Rajazan's group at the same time as, or slightly before, a pack of 3 Creeping Carp from the left. Activate Dark Escape (which should be ready by now) and run past Rajazan and the Carp. Do not run near any Outcast Assassins: they will use Leaping Mantis Sting and cripple you, wasting your run.
  • Run to the very end of the path. Use Storm Chaser as soon as Dark Escape ends to shake off any enemies that still follow you.

[edit] Running Notes

  • A single Carp often follows you at the end. Stand at the westernmost point where you can't walk any further. It will come very close to you, often use a last skill and then retreat. Don't attack it.
  • Timing is critical. Remember that one death means starting all over again from the Harvest Temple.

[edit] Pulling and Killing Rajazan

Now it is time to kill Rajazan. Equip your longbow.

  • Attack Rajazan with your bow and immediately retreat to the west with Storm Chaser. This is neccessary to make him use Cultist's Fervor so he is enchanted.
  • As soon as you shake off your pursuers, hurry back and attack Rajazan again.
  • Then run to the west again without any speed enhancing stances. If everything goes right, the Outcasts will retreat. When they do, stop walking; Rajazan will come alone. If the Outcasts don't break off, activate Storm Chaser or Dark Escape!
  • If he has a staff in his hands, walk towards him until he equips his sword and slowly pull him backwards.
  • Killing him is the easiest part. Take out your daggers and use your first 3 skills regularly and use Troll Unguent whenever it is ready. Rajazan will soon be below 50% health.
  • When his health is <50%, repeatedly use Moebius Strike and Death Blossom (while remembering to stay under Troll Unguent).

[edit] Notes on pulling

Shaking off the Outcasts
Shaking off the Outcasts

Several factors will determine how easily Rajazan is pulled.

  • If Rajazan is wielding his staff, he will be harder to pull than if he is wielding a sword.
  • If Rajazan is on the western side before the group, he will be easier to pull than if he is on the eastern side, behind the Outcasts.
  • Pulling him alone can really be tedious but don't give up!
  • Sometimes, outcasts will follow you even with Storm Chaser. Try to run in circles with speed enhancing stances, as shown in the adjoining picture.
  • Often, simply using Dash after pulling Rajazan the first time is enough to ensure that you are not followed.
  • The perfect run time from Harvest Temple to Rajazan is approximately 2 minutes and 30 seconds, this should ensure that the runner avoids unnecessary and sometimes fatal groups.

[edit] See Also

[edit] A/R Solo Securing Echovald Forest

This is a build for solo-running the quest Securing Echovald Forest given out by Scoutmaster Arne in Melandru's Hope which is good for 400 Kurzick faction and is a repeatable quest.

[edit] Attributes and skills

AssassinRangerAssassin / Ranger Attribute Rank
Shadow Arts 12 + 3 + 1
Wilderness Survival 12
Dark Escape

Dark Escape

Storm Chaser

Storm Chaser

Troll Unguent

Troll Unguent

Shadow Refuge

Shadow Refuge

Shadow Form

Shadow Form

Shroud of Distress

Shroud of Distress

Optional

Optional

Optional

Optional

  • Also, you may only need one running skill, but bring both just in case you can't get to the RH (Regen Health) spot before it ends.
  • If you have Nightfall you can choose to bring Deadly Paradox and drop the rest of your unused attribute points into Deadly Arts

[edit] Equipment

  • Weapons

Any dagger with a dagger Handle of Enchanting (Preferably 19-20%)

[edit] Usage

Map, click to expand
Map, click to expand

You'll start out by taking the quest from Scoutmaster Arne at the first PoI (Point of Interest, marked by the white numbers (refer to the map I've made to the right on this page)). From there you will slowly make your way over to the first SF (Shadow Form, marked by the green numbers). From there, cast Shadow Form immediately followed by either Dark Escape or Storm Chaser. Before Shadow Form runs out (which should be 24 seconds after you cast it) get to the first RH (Regen Health, marked by the red numbers). Regen your health with Troll Unguent and Shadow Refuge (not at the same time) and start to make your way to the second SF. On your way to the second SF, at PoI 2, you might notice two red dots on your compass running across your route. Just wait at PoI 2 until they pass and then continue on to SF 2. Continue this pattern till you reach RH 4. Now, it's not really rare that a group of Undergrowth and Stone Kirins will pass by at the third PoI so be careful and watch your aggro circle! They will make their way up the stairs and will be out of your hair soon.  :) Also, you may need to climb a few steps of the same stairs to reach the quest star but you won't be in any enemy's aggro circle. Slowly continue on with the same pattern being careful not to aggro everything in your path.  :) Now you'll reach RH point 8 and the final PoI! Congrats! Claim your 400 Kurzick faction, 150 gold, and 2K XP!

[edit] Notes

Aggro is your enemy. For the love of God, do your best not to aggro anything when you're not running from a Shadow Form point to a Regen Health spot!  :)

[edit] See also

See Build:Team - Lutgardis FFF for a beginner's guide to farming the same quest with a team.

[edit] A/Rt Splintering Nightmare

The Splintering Nightmare alternates splinter weapon and nightmare weapon to deal high level of damage while providing a means of a self heal.

[edit] Attributes and Skills

AssassinRitualistAssassin / Ritualist Attribute Rank
Critical Strikes 8 + 1
Dagger Mastery 12 + 1 + 3
Channeling Magic 10
Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Splinter Weapon

Splinter Weapon

Nightmare Weapon

Nightmare Weapon

Critical Eye

Critical Eye

Resurrection Signet

Resurrection Signet

Optional Elite:

[edit] Equipment

  • Either armor with blessed insignia or a mix of nightstalkers and blessed Armor can be used.
  • Any Zealous Daggers.

[edit] Usage

  • Use Splinter Weapon before a combo (Jagged -> Wild strike -> Death Blossom) to deal a lot of AoE damage. Remember to target clusters of enemies for maximum effectiveness.
  • Use Moebius Strike strike to reset the combo, and allow a second application of Death Blossom immediatly afterwards
  • Use Nightmare Weapon before a combo for a self heal while still dealing a lot of damage.
  • Use Flashing Blades or Critical Defenses for extra defense if selected just before you engage
  • Remember to kite around to avoid enemy spells or to allow a more heavily armored character take the majority of damage.
  • Sins are not a tank. Don't play like one in PvE.

[edit] Counters

  • Blindness
  • Cripple
  • Anti-melee hexes
  • E-denial
  • Blocking stances and abilities

[edit] Variants

[edit] A/any Blind Promises

This is a PvE build that uses an easily spammable attack chain and Assassin's Promise to spread blindness to a large number of foes.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Dagger Mastery 11 + 1 + 3
Critical Strikes 2 + 1
Shadow Arts 12 + 1
Deadly Arts 6 + 1
Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Impale

Impale

Shadow Refuge

Shadow Refuge

Assassin's Promise

Assassin's Promise

Blinding Powder

Blinding Powder

Death's Charge

Death's Charge

[edit] Equipment

[edit] Usage

  • Choose your target and move into melee range.
  • The attack chain is Jagged Strike, Wild Strike, Death Blossom, Impale, Jagged Strike, Wild Strike, Death Blossom...
  • Due to the fast recharge of the attack skills you should be able to cycle through the chain over and over.
  • After hitting with Wild Strike, use Blinding Powder.
  • Just before the target dies, use Assassin's Promise on them. Blinding Powder will recharge and you will be able to continue spreading blindness.
  • Use Death's Charge to move to the next foe.
  • Maintain your health with Shadow Refuge while fighting.

[edit] Counters

  • Blindness
  • Blocking stances are a challenge.
  • Hex removal can strip Assassin's Promise before the target dies and you get stuck with a recharging skill bar.
  • Plague Touch can be tough as when fighting groups of necromancers. They'll all blind you in turn, using the blindness you put on them.

[edit] Variants

[edit] Template

image:skillsdisk.jpg
The Skills Template for this build is:
AHNS3+pj64w8fHM+nLbB28wd

[edit] A/any Chkkr Farmer

The A/Any Chkkr Farmer uses Critical Defenses combined with Moebius Strike and dual attacks to maintain a constant physical defense, while dealing more DPS than many other builds.

This build is used to farm EVERY variety of Chkkr bosses in the factions campaign. This includes the Locust Lord, Thousand Tail, Ironclaw, and Brightclaw. It is also capable of soloing any other boss that deals physical damage and is able to be pulled away from surrounding mobs, including Shiro Tagachi in both campaigns.

This is also a great all-around PvE build for Assassins due to the low recharge time, high attack power, and fantastic e-management. It is also very versatile and you can edit it in many ways to your own style.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Critical Strikes 11 + 1 + 3
Dagger Mastery 11 + 1
Shadow Arts 8 + 1
Critical Defenses

Critical Defenses

Unsuspecting Strike

Unsuspecting Strike

Wild Strike

Wild Strike

Critical Strike

Critical Strike

Moebius Strike

Moebius Strike

Death Blossom

Death Blossom

Dark Escape

Dark Escape

Shadow Refuge

Shadow Refuge

  • Shadow Refuge or Dark Escape can be switched out for Way of Perfection or a different healing skill.
  • Feigned Neutrality can be used for PvE areas where in battle heals aren't as neccessary.
  • There are many useful variants posted below, this is a very versatile build that you can shape to your own style.

[edit] Equipment

  • Any Max Armor, try to get energy as high as possible and at least 400hp.
  • Zealous daggers of Enchanting with +15% damage while enchanted are ideal here.
  • Also bring a longbow of some sort for pulling some of the bosses away from mobs.

[edit] Usage

[edit] Running

  • To Chkkr Locust Lord:
  • Run normally north until you can go east to enter the lagoon area, wait for mantises to move away before you run.
  • Activate Dark Escape and run quickly to the clear area to the north of Chkkr, be very careful not to aggro the small groups!
  • Equip your bow and be patient while you wait for the mantises to move away from Chkkr, then fire and pull back.
  • Move behind the large tree stump that is sticking out of the water to avoid aggroing any mantises and begin killing.


  • To Chkkr Thousand Tail:
  • Move up to where the wardens are and wait until they all form into one small spot.
  • When this happens activate dark escape and run past them to the right to quickly lose aggro.
  • Be careful not to aggro the group coming from the right side of your screen, and wait for all of the mobs to move away.
  • No use in using a bow here since this Chkkr is a ranged boss, so move ahead to killing him.


  • To Chkkr Ironclaw:
  • This is by far the hardest one to do!
  • Run to the southwest, past the mesmer boss Xisni, and keep going until you hit a series of rivers and waterfalls where Chkkr is.
  • Try to avoid aggro as best as you can, its a very hard run, but eventually you can get through the the north of Chkkr.
  • Stay in the wide open area north of him, and shoot him with a bow. The entire group will come, but they SHOULD shake off.
  • Continue to go north until his group leaves, but Chkkr stays following you, now begin killing him.
  • It is very difficult to make this run, and also to get his group to leave without him, just try to be patient.


  • To Chkkr Brightclaw:
  • The run is nothing, just walk out of the Jade Flats and walk to the west.
  • When you approach him be careful, a lot of mantises will spawn when you get too close.
  • To pull him, stand near the top of the stairs and shoot at him, this should cause him to leave his group and come after you.
  • Watch out for the group of stone scale kirin and dragon mosses, for some reason they like to run across the map and kill you when you attack Chkkr...

[edit] Killing

  • This is pretty standard for any boss/PvE mob you will face.
  • Activate Critical Defenses as soon as the boss gets close, then use the first attacks.
  • Now just spam Critical Strike when you need to renew Critical Defenses or when you need energy. Otherwise use Death Blossom for damage.
  • Use Shadow Refuge/Way of Perfection as needed to keep up your health, as CD is only a 75% chance to block.

[edit] Counters

None. :) At least none on the Chkkr bosses. Unless you end up aggroing other monsters of course. (dreamweavers hurt, the rest are actually killable)

[edit] Variants

[edit] Shiro Solo

  • Heres one more variant I decided to add, its the one I use to SOLO Shiro Tagachi himself at the Gate of Madness. This allows the rest of the team to go ahead and get the bonus without having to worry about him! Its also easy to kill Shiro in Factions with it if you have a few heroes to get past Med. of the Reaper.
Critical Defenses

Critical Defenses

Golden Phoenix Strike

Golden Phoenix Strike

Critical Strike

Critical Strike

Moebius Strike

Moebius Strike

Death Blossom

Death Blossom

Wild Blow

Wild Blow

Way of Perfection

Way of Perfection

Shadow Refuge

Shadow Refuge

  • This build adds in Wild Blow as a quick stance remover that doesn't interrupt the attack chain to easily remove Battle Scars.
  • Here is a VIDEO of me Tanking Shiro Tagachi. -Samurai-JM-Assassin
  • The full battle took about 8 minutes, but it was too big for youtube so I had to cut the first half off. The first half of his hp goes down very slowly anyway, and it is basically the first 30 seconds of this part repeated over and over while the team got the bonus.
  • The monk hero is not necessary to do this, I just wanted to be perfectly safe in case I messed up. (and I did while talking to teammates) :)

[edit] Other Variants

  • For a much stronger degen/DPS build, maybe for PvP areas, equip fiery daggers and try something like this:
Critical Defenses

Critical Defenses

Mark of Rodgort

Mark of Rodgort

Black Spider Strike

Black Spider Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Conjure Flame

Conjure Flame

Shadow Refuge

Shadow Refuge

  • For more degenerative build that can easily take on defensive stances, use something like this:
Critical Defenses

Critical Defenses

Expose Defenses

Expose Defenses

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Shadow Refuge

Shadow Refuge

  • For much more of degeneration to counter things like Troll Unguent and Shadow Refuge, try this:
Critical Defenses

Critical Defenses

Mark of Rodgort

Mark of Rodgort

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Moebius Strike

Moebius Strike

Critical Strike

Critical Strike

Way of Perfection

Way of Perfection

Shadow Refuge

Shadow Refuge

  • Feel free to try out different variations of this and fit it to your own style. Also try to post your own versions on the discussion page to share them with everyone!

[edit] Notes

  • Be patient, don't always expect a green drop on your first run. The runs can take time to perfect, but these builds are flawless in killing the boss on every trip as long as there are no aggros.
  • Try it out! Go out and explore other farming possibilities, and post your finds in the discussion page.

[edit] See also

This build is a counter to the Build:A/E Solo Green Farmer. It uses vastly different tactics to take on different types of bosses.


[edit] A/any Chkkr Locust Lord Farmer

This build is designed to farm Chkkr Locust Lord to get the item Chkkr's Pincers.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Dagger Mastery 10 + 2
Critical Strikes 11 + 1 + 2
Shadow Arts 10 + 1
Palm Strike

Palm Strike

Horns of the Ox

Horns of the Ox

Falling Spider

Falling Spider

Twisting Fangs

Twisting Fangs

Critical Eye

Critical Eye

Critical Defenses

Critical Defenses

Blinding Powder

Blinding Powder

Optional

Optional

  • Optional: Dash or another running skill
  • Optional: Shadow Refuge or another healing skill

[edit] Equipment

[edit] Usage

Exit Lutgardis Conservatory into Melandru's Hope and talk to the Kurzick Priest to get the Blessing of the Kurzicks. Run a bit north of Chkkr Locust Lord, avoiding aggroing creatures. If you do aggro any creatures, use Dash to get them away from you. If there are mantises surrounding Chkkr, wait until they move away, if they don't, start again. Use your longbow to lure him out, and when he is inside of your aggro bubble run north so no mantis will interfere with your farming. Then use Critical Eye, Palm Strike and Blinding Powder as quick as you can. Follow up with Horns of the Ox, Falling Spider and Critical Defenses. Keep using the dagger combo until Blinding Powder recharges. Blinding Powder and Critical Defenses take priority, so whenever they are recharged use them as quick as you can. Keep critical eye up at all times. The bleeding and the poison will negate the healing from Shadow Refuge. He will soon be dead.

If Critical Defenses runs out, run around Chkkr Locust Lord until Critical Defenses or Blinding Powder recharge. He might run back to his island whilst running around him - if this happens just run towards him and he'll start attacking you again.

[edit] Variants

= A/any Critical Fox = This PvE build is built around the Assassin's primary attribute, Critical Strikes. Using Way of the Assassin and Critical Eye to raise your chance of a critical hit to about a 77% chance per hit, and Critical Defenses for a near-permanent 75% chance to block, nearly every hit you land will net you +4 energy. Using a skill chain of unblockable attack skills, you can be sure to consistently get your damage through.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Critical Strikes 12 + 1
Dagger Mastery 11 + 1 + 2
Shadow Arts 6 + 1
Shroud of Distress

Shroud of Distress

Golden Fox Strike

Golden Fox Strike

Fox Fangs

Fox Fangs

Nine Tail Strike

Nine Tail Strike

Way of the Assassin

Way of the Assassin

Critical Defenses

Critical Defenses

Shadow Refuge

Shadow Refuge

optional

optional

  • Your optional slot is quite flexible, but there are a few especially good options, most of which will be based on your setting (PvE or AB).
  • Resurrection Signet is obviously an important choice in PvE, but near-useless in AB.
  • Way of Perfection is useful as a long-term heal, and can serve to keep Way of the Assassin active (the downside is the short duration and small heals at lower levels of Shadow Arts).
  • Critical Eye will grant a huge boost to energy-management, not to mention the sizable extra Critical Hit chance.
  • Siphon Speed is a huge boon in AB especially, allowing you to chase down other Assassins and force one-on-one fights (which is an optimal situation for this build in many cases).
  • Expunge Enchantments is a very useful enchantment removal skill, which will serve well in AB (though not so useful in PvE). Especially deadly against Elementalist Tanking builds and 55 Monks.
  • If survival is an issue, you can go A/D and switch Shadow Arts for Earth Prayers (see Variants, below). The A/D variant loses a bit of the original build's flexibility, but more then makes up for it in pure staying power.

[edit] Equipment

  • Nightstalker's Armor is recommended.
  • Daggers with an "of Enchanting" mod is best, and preferably a "+15% while enchanted" or "+15% while in a stance" mod. Daggers of Xuekao may be the best green daggers for this build.
  • The build's defense is high enough that you'll be able to afford the HP loss from adding Superior runes to the build. A Superior Daggery Mastery can increase both your damage output and your critical hit chance by a small amount. You should always be careful with having too many high-end runes on a single build though, as the health loss might outweigh the offensive boosts.

[edit] Usage

  • The build centers around keeping three key skills up at all times: Shroud of Distress, Critical Defenses, and Way of the Assassin. In the heat of battle, you'll need to remember to check your status bar often, and make sure to keep all your skills up as much as possible.
  • When first initiating battle, activate Shroud of Distress as you charge. Right before you engage, activate Critical Defenses (make sure not to activate this skill too soon, or you run the risk of not getting a critical hit fast enough to recharge it). Once you engage, activate Way of the Assassin. Be careful when first starting this all, as you will lose a pretty sizable chunk of energy. Once you get a few hits in, your energy should recharge quite quickly.
  • Make sure to use your attack chain often, as it will deal a large amount of consistent, unblockable damage thanks to your high critical chance. Keep an eye on your status at all times. When anything starts to run out, make sure to re-activate it right away. Pay special attention to Critical Defenses in particular. When your target dies, make sure to switch to a new target as quickly as possible to keep Critical Defenses up.
  • Shroud of Distress serves two major purposes here; keeping Way of the Assassin active, thanks to its long duration, and also granting you a very sizable amount of evasion when your health gets low. At seven Shadow Arts, it should last for 44 seconds (not counting any bonus from Daggers of Enchanting). This should be more then enough to last the duration of the battle, and the recharge time is one second longer, in case you need to re-activate. With your Enchanting Daggers, you can easily keep it up constantly.
  • Keep in mind that you have an increased chance of a critical hit when attacking lower-level monsters (this increased chance is more easily noticeable when attacking creatures around level 10 or below). Target a nearby spirit or a weaker monster if you're in desperate need of a critical hit (Ritualist Spirits are normally easy to find in AB).
  • When facing foes with Enchantment removal, keep in mind that Critical Defenses will almost always be the first to go, regardless of the order you activate your enchantments. This is because whenever you land a critical hit, Critical Defenses will re-apply itself, thus moving back to the top of the list. If you know that you're going to be losing an enchantment, it's probably a bad idea to get yourself in a fight with another melee character.

[edit] Counters

  • There are a few counters, but most of them are too narrow to consider a real threat. Your main worry is Enchantment removal and the Blind condition. When Blinded, your best bet is to get out of combat. Without a critical hit, you'll lose Critical Defenses and be easy prey for most attacks. Enchantment removal can also get rid of Critical Defenses, but this can normally be fixed by killing whoever is wielding the enchantment removal.

[edit] Variants

  • For superior self-healing and defense, consider going A/D and switching all of your points from Shadow Arts into Earth Prayers. This will allow you to use Vital Boon and Mystic Regeneration (replacing Shadow Refuge and Shroud of Distress). The large Block chance granted by Critical Defenses, in addition to the +9 Health regeneration provided by Mystic Regeneration (at 8 Earth Prayers and with all three enchantments active), should serve to keep you alive for a much greater amount of time and especially against other melee classes (don't forget the +72 maximum health bonus you'll gain from Vital Boon). Your attribute points should be re-ordered, like so:
Attributes and Skills
Critical Strikes 11 + 2
Dagger Mastery 11 + 1 + 2
Earth Prayers 8
Golden Fox Strike Fox Fangs Nine Tail Strike Way of the Assassin Mystic Regeneration Critical Defenses Vital Boon optional
This variant works much better against melee foes than casters, and the quick recharge times on the Dervish enchantments means you don't suffer nearly as much against foes with enchantment removal, as it's not a big deal to simply re-cast one of your cheaper enchantments to keep Way of the Assassin active.
With this setup, you can add yet another good choice for your optional slot; Pious Restoration, which grants you a quick and simple way to deal with Hex skills. Make sure to activate Vital Boon just before though, so you can take full advantage of the large health gain when you remove it. This also reduces the risk of removing Critical Defenses by mistake.


  • If a Dervish secondary isn't what you're looking for, Assassin's Shadow Arts attribute has plenty of tricks to boost your survival even higher. Drop your Critical Strikes attribute down to 11 and add a Major Rune of Critical Strikes (11 + 2), and drop Dagger Mastery down to 10, keeping the current rune and headgear setup (10 + 1 + 2). This will allow you to boost your Shadow Arts attribute all the way up to 10.
Optional Golden Fox Strike Fox Fangs Nine Tail Strike Way of the Assassin Critical Eye Critical Defenses Way of Perfection
You'll need to switch out Shroud of Distress for Way of Perfection, and switch Shadow Refuge for Critical Eye. With your Shadow Arts all the way up at 11 (10 plus the minor rune), Way of Perfection lasts 28 seconds out of the 30 second recharge, and grants a 32-health heal every time you land a critical hit. With Critical Eye as well, you'll gain tons of energy, and everything up and running grants you a massive critical hit chance, which will keep health and energy topped off during nearly any fight. The optional slot can be anything, but preferably you'll want to bring either a resurrection skill (when in a party), Shadow Refuge as an out-of-battle self-heal (just in case), or even Sharpen Daggers to add bleeding to the attack chain. If enemy casters are a problem, you can bring Disrupting Stab or Disrupting Dagger, both of which are nice, easy interrupts skills (D. Stab can also help to start your attack chain, while D. Dagger won't mess up the chain if used halfway through).


  • Going A/E will allow you to replace a skill (preferably Shroud of Distress) with Conjure Flame/Frost/Lightning, which will not only enable Way of the Assassin (thanks to the fact that they're Enchantments with a long duration), but grant an additional +1...17 damage per attack. This of course will require a slight investment into the Fire/Water/Air Magic attribute, and your Daggers will need the corresponding Elemental damage modifier (Fiery/Icy/Shocking).

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
AHMS3+Zj8cALzMMtXceA6yAA

Below is the skills template for the A/D Variant:

image:skillsdisk.jpg
The Skills Template for this build is:
AnOS3Our4UmZYav4M7dAKeBA

[edit] See also

[edit] A/any PvE Attack Spammer

The PvE Attack Spammer makes use of cheap fast recharging attack spells in PvE to allows the assassin to continually make attacks without having to wait for attacks to recharge while still conserving energy.

[edit] Attributes and Skills

AssassinAssassin / Any Attribute Rank
Critical Strikes 11 + 1
Dagger Mastery 12 + 1 + 2
Shadow Arts 7 + 3
Flashing Blades

Flashing Blades

Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Critical Eye

Critical Eye

Sharpen Daggers

Sharpen Daggers

Shadow Refuge

Shadow Refuge

Dash

Dash

[edit] Equipment

  • Any Armor can be used, provided it has max AL.
  • Any Weapon, although Zealous Daggers are helpful.

[edit] Usage

[edit] Counters

Defensive stances and Blindness will put you out of the fight, and prevent you from regaining energy from critical hits. Getting Crippled will allow enemies to kite you.

[edit] Variants

Trade Death Blossom for a more powerful dual attack like Twisting Fangs. This does more damage to a single target at the cost of using more energy.

[edit] Notes

This build will eventually run out of energy, but the energy usually last long enough for most PvE encounters. This build is meant to be used with a group, and all of the skills used in this build can be obtained before you finish Vizunah Square.

[edit] Template

image:skillsdisk.jpg
The Skills Template for this build is:
AHMSH/Zj74w8f7vDm+TC6yEA

[edit] A/any Shadow Blossom

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

AssassinAssassin / Any Attribute Rank
Dagger Mastery 11 + 1 + 2
Critical Strikes 11 + 2
Shadow Arts 8 + 1
Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Shadow Refuge

Shadow Refuge

Death's Charge

Death's Charge

Return

Return

Generic resurrect

Generic resurrect

  • 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:
  • 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.

Personal tools
Sponsors