A/Me Build

mrsmiles

Frost Gate Guardian

Join Date: Oct 2006

A/Me

Illusion - 7
Dagger - 15 (1 + 3)
Shadow - 11 (+1)
Critical - 8 (+1)

Shrouded Armor for energy

Zealous Daggers - Everthorns, Ceremonial, any dagger with a zealous mod

Leaping Mantis Sting
Wild Strike
Death Blossom
Mobius Strike[E] - can be changed to some other offhand
Shadowy Burden
Dark Escape
Shadow Refuge
Illusion of Weakness

no Res sig since its built for alliance battles and fort aspenwood
you can replace dark espace with a res sig for pve play
idea is to cast illusion of weakness before battle followed by shadow refuge
find a target and cast shadowy burden then the combo
low e-cost and low recharge so the combo is spammable

also use dark escape when in trouble

comments and suggestions welcome
nothing useless pls

sgtclarity

sgtclarity

Lion's Arch Merchant

Join Date: Jul 2005

I Can Break These C[uffs]

W/

Change death blossom to Twisting Fangs and shadowy burden to Death's Charge and you have a pretty good build.

Draechvald

Draechvald

Ascalonian Squire

Join Date: Oct 2006

Somewhere...I forget the name

IMP

A/

Though if you're not going to use TF try dropping CS down to 8 (the break points for energy return are 8 and 13 I believe) other than that - 'tis quite a nice build:-)

mrsmiles

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by sgtclarity
Change death blossom to Twisting Fangs and shadowy burden to Death's Charge and you have a pretty good build.
the point of shadowy burden is to deal some extra dmg from attacks

Shadowy Burden
Hex Spell. For 3...13 seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks.

Quote:
Originally Posted by Draechvald
Though if you're not going to use TF try dropping CS down to 8 (the break points for energy return are 8 and 13 I believe) other than that - 'tis quite a nice build:-) yes i will try dropping critical to 8 and raise dagger or shadow with the extra atteibute points

Draechvald

Draechvald

Ascalonian Squire

Join Date: Oct 2006

Somewhere...I forget the name

IMP

A/

Quote:
Originally Posted by mrsmiles
yes i will try dropping critical to 8 and raise dagger or shadow with the extra atteibute points You may want to try raising Dagger Mastery instead of Shadow Arts as there is no difference between S.Refuge and S.Burden at 13 compaired to 12 Or there is always the option of pumping up Deadly Arts a bit for Siphon Speed and fitting it in somewhere

mrsmiles

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by Draechvald
You may want to try raising Dagger Mastery instead of Shadow Arts as there is no difference between S.Refuge and S.Burden at 13 compaired to 12 Or there is always the option of pumping up Deadly Arts a bit for Siphon Speed and fitting it in somewhere raised dagger to 15 and critical lowered to 8

illusion 7
dagger 15(1+3)
shadow 11(+1)
critical 8(+1)

lapsus

lapsus

Frost Gate Guardian

Join Date: Jul 2006

AMO

A/

idk i was always a fan of using conjure phantasm or nightmare and the ethereal burden or w/e its called slow them down and degen spike...

mrsmiles

Frost Gate Guardian

Join Date: Oct 2006

mesmer skills are a bit more costly when it comes to energy.
mesmer have a higher amount of energy then assassin with shrouded armor.

also it sounds like you dont play much as a sin but more as a mesmer
just what i get out of your post

Morgarath

Morgarath

Academy Page

Join Date: Sep 2006

florida

DrKS

A/E

actualy this build is pretty good, i rarely see sin and mes in the same sentence...but other than that i would take dagger mastery from 15 down to 12 just becuase theres not that much of a difference and damage, and probally put some into both illusion and shadow arts from what you got from the lower in dagger mastery

mrsmiles

Frost Gate Guardian

Join Date: Oct 2006

Quote:
Originally Posted by Morgarath
actualy this build is pretty good, i rarely see sin and mes in the same sentence...but other than that i would take dagger mastery from 15 down to 12 just becuase theres not that much of a difference and damage, and probally put some into both illusion and shadow arts from what you got from the lower in dagger mastery wont make much of a difference by doing that

shadow refuge is going to stay at 9 regen but increase the amount of health gained when it ends, at 12-13 shadow you gain 68-72 health when it ends and if your attacking

dark escape will be the same your only going to gain 1-2 second on its duration which wont make a difference because of its long recharge

and illusion of weakness wont be a big difference either
at 7 illusion you gain 139 when it triggers raising illusion to 8-9 you only gain 151-164 when it triggers.

shadowy burden will only add 1 second to the duration if raised to 12 at 13 it doesnt add to the duration stays at 13 seconds

what i am thinking of doing is replacing dark escape for shadow of haste for a constant 15% increase in movement but im probably going to stick with dark escape because of a bigger speed boost and you also take half dmg when running away.

Neverending Silence

Neverending Silence

Lion's Arch Merchant

Join Date: Sep 2006

USA

Babes N Bastages [BNB]

A/

ive found that calltrops works nicely in some circumstances so u might consider that. it is a nice build tho