Consider this
Assassin/Ranger
Level: 20
Shadow Arts: 16 (12+4)
Wilderness Survival: 12
- Shadow Form [Elite] (Shadow Arts)
For 21 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 53 health.
Energy:5 Cast:1 Recharge:60
- Quickening Zephyr (Wilderness Survival)
Create a level 8 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 39 seconds.
Energy:25 Cast:5 Recharge:60
- Serpent's Quickness (Wilderness Survival)
For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Energy:5 Cast:0 Recharge:45
What's the big deal with those 2 skills? Look noooow.
Base shadow form recharge is - 60 seconds
Qz - - 1/2 recharge
Sq - - 33% recharge
Thats 60 - 30 - 10 = 20 seconds, Considering 33% is 1/3. Oh yes, you may of course use the fire flame spitter. thats 10% chance of reducing by half , making it a total recharge of 10 seconds. Laughable, muahahahahah!!!!
How long does it last? 21 seconds in 16 attribute , + 20% enchant gives you a total of 25 seconds. Thats 5 seconds more than the recharge, unless you got ffs and you would then have a diffrence of 15 seconds ( enough to get a coffee

There is one problem with the qz, its casting time is too long, so the assassin itself cannot do it. He needs help of ... someone from his own hood. The ritualist /ranger.
Why /ranger? because someone needs to be qz2, and who else if not the rit.
And why Ritualist? he has the only skill that makes allies recharge their spells 25% faster


the rest ,except qz and WoQ, could be those

WoQ rit ranger
Ritualist/Ranger
Level: 20
Communing: 16 (12+4)
Wilderness Survival: 12
- Disenchantment (Communing)
Create a level 11 spirit. This spirit deals 16 damage and anyone struck by its attack loses one Enchantment. This spirit dies after 37 seconds.
Energy:25 Cast:5 Recharge:60
- Pain (Communing)
Create a level 8 spirit. This Spirit's attacks deal 21 damage. This Spirit dies after 158 seconds.
Energy:5 Cast:3 Recharge:45
- Shadowsong (Communing)
Create a level 6 spirit. The spirit's attacks cause Blindness for 6 second(s). This spirit dies after 30 seconds.
Energy:10 Cast:5 Recharge:45
- Bloodsong (Communing)
Create a level 8 spirit who dies after 158 seconds. Attacks by that Spirit steal up to 21 Health.
Energy:15 Cast:5 Recharge:60
- Anguished Was Lingwah (Communing)
Hold Lingwah's ashes for up to 158 seconds. Dropping her ashes summons a level 11 Spirit of Pain that does 21 damage. This Spirit dies after 158 seconds.
Energy:10 Cast:5 Recharge:60
- Displacement (Communing)
Create a level 11 spirit. Attacks made by non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 39 damage. This spirit dies after 62 seconds.
Energy:15 Cast:3 Recharge:60
- Quickening Zephyr (Wilderness Survival)
Create a level 8 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 39 seconds.
Energy:25 Cast:5 Recharge:60
- Serpent's Quickness (Wilderness Survival)
For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Energy:5 Cast:0 Recharge:45
As i have a lot of time to think about it, we might as well want to consider Ranger / Ritualist, instead.
Ranger / Rit
Ranger/Ritualist
Level: 20
Expertise: 4 (3+1)
Wilderness Survival: 16 (12+4)
Communing: 12
Serpent's Quickness (Wilderness Survival)
For 31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Energy:4.2 Cast:0 Recharge:45
Quickening Zephyr (Wilderness Survival)
Create a level 11 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 47 seconds.
Energy:21 Cast:5 Recharge:60
Weapon of Quickening [Elite] (Communing)
For 13 seconds, target ally has a Weapon of Quickening, and spells and Binding Rituals recharge 25% faster.
Energy:10 Cast:2 Recharge:5
Anguished Was Lingwah (Communing)
Hold Lingwah's ashes for up to 126 seconds. Dropping her ashes summons a level 8 Spirit of Pain that does 17 damage. This Spirit dies after 126 seconds.
Energy:10 Cast:5 Recharge:60
Bloodsong (Communing)
Create a level 7 spirit who dies after 126 seconds. Attacks by that Spirit steal up to 17 Health.
Energy:15 Cast:5 Recharge:60
Pain (Communing)
Create a level 7 spirit. This Spirit's attacks deal 17 damage. This Spirit dies after 126 seconds.
Energy:5 Cast:3 Recharge:45
Shadowsong (Communing)
Create a level 5 spirit. The spirit's attacks cause Blindness for 5 second(s). This spirit dies after 30 seconds.
Energy:10 Cast:5 Recharge:45
Displacement (Communing)
Create a level 8 spirit. Attacks made by non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 44 damage. This spirit dies after 54 seconds.
Energy:15 Cast:3 Recharge:60
The diffrences, hmmmm
First of all, there would be no longer required qz in the assassin. With serpents quickness, the Ranger /rit shouldnt have problems with refreshing it.
Rit /ranger on the other hand, has more fire power.
I reccomend Ranger / rit more, however, because he takes the role of assassin to put the qz's. Whats the thing, like, ur in front of an army of perverted ghouls (or worse) , and wth, they interupt ur spirit. Not right.
Displacement is required in difficult situations, when even though some circumstances the Shadow form would not recharge b4 it ends. Patience works wonders.
Like, i guess that would be it! What is recommended, for the assassin, to have a weapon with 20% enchant, best a Fire flame spitter with that mod. Fire flame spitter may be aquired at uh... Linky -
http://gw.gamewikis.org/wiki/Flame_Spitter
Whats a good suggestion of mine for assassin - Take off your armor. No, you shouldnt be shy. Anyways, ur a shadow all the time anyway. Why? CPU reacts, and attack the foe with lesser health or armor. I choosed armor.

What it may be used against?
Actually? Most melee and spell based opponents.
Counters?
Aoe spells if your mate is too close to you
Enchant removers
I Think its a little like the counters of a 55.
The diffrence is , however, that you got a protective spirit and a Spell breaker in one, all the time. The only fact that assassins may actually "tank" is unbielievable , for me.
I guess, thats it
