Assassin's Perfection
General Tsunami
This is just a really cool build that I came up with last night involving the new Nightfall skill Way of the Assassin. This skill ups your critical hit chance to upserdly higher levels. The build that I made has every strike I make have a 60% chance of being a critical hit... I think having those kinds of odds are pretty good, especially for something as rare as a critical hit is, unless you are using Critical Strike, which I will be applying as well just for good measure. Well, here it is:
1) Way of the Assassin
2) Jagged Strike
3) Wild Strike
4) Critical Strike
5) Death Blossom
6) Way of Perfection
7) Critical Eye
8) Shadow Refuge
Critical Strikes: 12 + 1 + 3
Dagger Mastery: 10 + 1
Shadow Arts: 8
I don't think this build will have ANY energy problems, provided that all of the skills only cost a GRAND TOTAL of 5 energy a piece... Throw in a Zealous dagger of some sorts and you are good to go. I have included a second Dual Attack, Death Blossom, because it is just darn cool... And the fact that it has a VERY high chance of hitting WAY more then one person... Well give me what you guys think!!!
1) Way of the Assassin
2) Jagged Strike
3) Wild Strike
4) Critical Strike
5) Death Blossom
6) Way of Perfection
7) Critical Eye
8) Shadow Refuge
Critical Strikes: 12 + 1 + 3
Dagger Mastery: 10 + 1
Shadow Arts: 8
I don't think this build will have ANY energy problems, provided that all of the skills only cost a GRAND TOTAL of 5 energy a piece... Throw in a Zealous dagger of some sorts and you are good to go. I have included a second Dual Attack, Death Blossom, because it is just darn cool... And the fact that it has a VERY high chance of hitting WAY more then one person... Well give me what you guys think!!!
A_Muppet
I have a very similar build-barring some of the dagger attacks and wild blow, they're very similer. I suggest you take a 'bail' skill instead of critical eye-you already have VERY high critical hitting (something like 45%, roughly right?) so that shouldn't be so much hassle.
Basically, I suggest you take the critical strikes down to 13, even 12 or 11, and put more points into shadow arts, and take a bail skill. That's my personal preference though.
Basically, I suggest you take the critical strikes down to 13, even 12 or 11, and put more points into shadow arts, and take a bail skill. That's my personal preference though.
lapsus
A bail skill would be nice but if he is criticaling that much he wont need it.. WoP handles health. id add critical defence though for good measure somewhere with that many critcals youd be insane not too lol...
General Tsunami
Well thanks for the input you tow... It would really be helpful to hear more peoples comments, though. I am looking into Critical Defenses, and like lapsus said, I really don't need a bail skill... I am seriously thinking about taking some Critical Strike points down in order to up my Shadow Mastery... I think that 50% is a good number for critical hits isn't it???
Seamus Finn
Maybe, but below 13 you don't get 3 energy per crit. Thats a great number with zealous daggers and a build that likes to spam.
Zuzubee
WotA is pointless with daggers. They have the lowest crit damage in the game. If you were using a constant IAS it might be worth it but even then its marginal.
Crits are mainly for energy where dagger sins are concerned.
Still if you like it then one thing you really do have to change is Critical Strike which is bad synergy for Twisting Fangs.
Crits are mainly for energy where dagger sins are concerned.
Still if you like it then one thing you really do have to change is Critical Strike which is bad synergy for Twisting Fangs.
General Tsunami
Hmm... When I made this build, I wasn't aware of the Critcal dmg ouput for daggers... Is there anywhere I can go to get it, or can anyone tell me? Then the whole issue with Critical Strike, I like the fact that it pays for itself and a little more, so how is that bad synergy?! I think that Critical Strikes at 16 is gonna stay that way... Anything else anyone can possibly add???
Zuzubee
http://gw.gamewikis.org/wiki/Critical_hit
GW wiki has pretty much everything you need to know about guild wars so book mark it aswell.
Short of it, daggers crit for 33 damage on 60 al targets.
Critical Strike is bad synergy because you are using a very high crit build and Critical Strike's main effect is 100% crit. Your crit chance is about 70%, that means when you use Critical Strike there was a 70% chance it would of crit anyway rendering its primary effect pointless.
Lastly Twisting Fangs is the best dual attack you can get, it should never be left out when possible.
GW wiki has pretty much everything you need to know about guild wars so book mark it aswell.
Short of it, daggers crit for 33 damage on 60 al targets.
Critical Strike is bad synergy because you are using a very high crit build and Critical Strike's main effect is 100% crit. Your crit chance is about 70%, that means when you use Critical Strike there was a 70% chance it would of crit anyway rendering its primary effect pointless.
Lastly Twisting Fangs is the best dual attack you can get, it should never be left out when possible.
General Tsunami
Hey, thanks for the page reference man... All-in-all... Now that I know the critical hit dmg... I am wondering if this build is still worth running... Does anyone have any insight on this? I am aslo replacing Critical Strike with Twisting Fangs... Thanks for setting me straight on that one guys.
Yanman.be
*whispers* Twisting Fangs
General Tsunami
I know I know... LOL Twisting has replaced critical strike... But my main question is if this build is good enough to make it?
Yanman.be
Everythink works. But there are better combo's out there.
lapsus
Umm I like it as it is right now lol, Id drop jagged strike though. Now that you have TF you dont need more bleeding. Go with Unsuspecting strike or if you have NF there are a few good lead off's there. Fox Strike (I know its not Strike but im in class atm or Id change it hehe)) which almost always will hit if you have an enchant up, and you have 3 in the build.
Yanman.be
Guys, if you're taking Palm Strike, there's no use for a lead attack.
General Tsunami
Umm... Who said anything about Palm Strike?! LOL And thanks for the suggestions guys... I think that this is a very creative build, and I am pretty glad to call it my on. I think that this pretty much raps this one up... Everyone seems to think that Critical Strike is better replaced by Twisting Fangs, and I will be sure to check into that. Also, the suggestion about Critical Defenses is also worth looking into. All in all, this is going to be a pretty fun build with VERY few if any energy problems. This build is designed for fun in mind keep that in mind guys!!! LOL
pingu666
unsuspecting strike is quiet a nice starter
If this attack hits, you strike for +19...29 damage. If your target was above 90% Health you deal an additional 15...63 damage.
bonus damage is 111
thats pretty nasty, plus u have whatever your daggers strike for on top
10e, 4sec recharge
twisting fangs does 21+21 bonus damage, plus whatever your daggers strike for for each strike (40ish easily for each strike), plus deep wound and bleeding
10e, 15 sec recharge
If this attack hits, you strike for +19...29 damage. If your target was above 90% Health you deal an additional 15...63 damage.
bonus damage is 111
thats pretty nasty, plus u have whatever your daggers strike for on top
10e, 4sec recharge
twisting fangs does 21+21 bonus damage, plus whatever your daggers strike for for each strike (40ish easily for each strike), plus deep wound and bleeding
10e, 15 sec recharge
General Tsunami
Hey man! Thanks for your input as well! I will definately consider putting in Unsuspecting Strike, and of course Twisting Fangs... All in all guys, as of now what would you rate it 1 out of 10?! LOL
lapsus
hmmm id say 8-9 ive seen better.. but lol i used this same build almost awhile ago.... it'll work nicely with a nice zealous dagger your set
sinican
I think what you all continue to forget is that critical chance is based off of your lvl vs the oponent level... for pvp this is fine because max lvl all around is 20...
for pvp however mobs get must higher level... 28+ i believe... dont pay attention anymore..
but essentially this was my major complaint about the assassins partial dependancy on critical hits being a source of energy management and health management as well as req for some skill effects...
anyhow the point is this you only have your calulated crit chance based off of if your the same level as your oponent... im sure wiki has a calc to what the actual drop in chance is when your lvl 20 fighting lvl 28 mobs...
and that imo is what made the assassin suck... if they just would have capped the effects lvl has against critical hits at lvl 20 the assassin would have been a much nicer profession... yes i know die hard still believe they are good... but overall i personally feel they are lacking because of this minor/major issue...
youll need as much crit chance as u can get to have it be reliable when fighting mobs that are higher level than you... the more the better because 8 lvls makes a huge difference in you chances of landing them... those who played crit sins through factions know what im talking about... my best experiences with them in cantha where all the way up to Kaineng Center then from there they began to suck since all the mobs got higher and higher level
for pvp however mobs get must higher level... 28+ i believe... dont pay attention anymore..
but essentially this was my major complaint about the assassins partial dependancy on critical hits being a source of energy management and health management as well as req for some skill effects...
anyhow the point is this you only have your calulated crit chance based off of if your the same level as your oponent... im sure wiki has a calc to what the actual drop in chance is when your lvl 20 fighting lvl 28 mobs...
and that imo is what made the assassin suck... if they just would have capped the effects lvl has against critical hits at lvl 20 the assassin would have been a much nicer profession... yes i know die hard still believe they are good... but overall i personally feel they are lacking because of this minor/major issue...
youll need as much crit chance as u can get to have it be reliable when fighting mobs that are higher level than you... the more the better because 8 lvls makes a huge difference in you chances of landing them... those who played crit sins through factions know what im talking about... my best experiences with them in cantha where all the way up to Kaineng Center then from there they began to suck since all the mobs got higher and higher level
Yanman.be
Quote:
Originally Posted by General Tsunami
Umm... Who said anything about Palm Strike?! LOL And thanks for the suggestions guys... I think that this is a very creative build, and I am pretty glad to call it my on. I think that this pretty much raps this one up... Everyone seems to think that Critical Strike is better replaced by Twisting Fangs, and I will be sure to check into that. Also, the suggestion about Critical Defenses is also worth looking into. All in all, this is going to be a pretty fun build with VERY few if any energy problems. This build is designed for fun in mind keep that in mind guys!!! LOL
>.> my fault. Wrong thread.
General Tsunami
God... I kinda shoulda looked into all this Critcal hit stuff a little more... LOL Well at my LV it is going to be going for a little more then 70%... But that is if they are on the same or lower levels... Now that you have told me this, I might still keep Critical Strike in for the guaranteed two critical hits without worrying about LV... And then put in Twisting Fangs for PVP and AB... What do you guys think?
lapsus
Well your high chances of criticaling should more then make up for it.. I used critical strike to boost my critical... I didnt have all the boosting skills on me like you do. But tf is an amazing skill in PvE because everything almost takes deep wounds
General Tsunami
Well, yeah... I agree, Twisting Fangs is an awesome skill. The only downside I can see it has is its recharged time. And I'm still debating on if it should replace Critical Strike. I like the guaranteed two critical hits it gives me against any foe, no matter what level he, she, or it is on... That is kinda the whole point of this build. That is just my observation... Throw in a pretty great + dmg bonus, a 6 second recharge, and the skill will basically be free... That just screams USE ME... Well atleast to me and my build it does... And the combo of Jagged Strike, Wild Strike, and Critical Strike can be used pretty much over and over again thanks to there short recharges... And a cool little fact is that they all cost 5 energy... Come to think of it, all of my skills are 5 energy... LOL
lapsus
i know lol but jagged has no bonus damage attached to it thats why i like unsuspecting or leaping mantis....
l Artemis Entreri l
k try this w/ an axe and it mite make u crits worthwhile use dismemer,exec strike,crit shop,agonizing chop,+ u other skills
AuraofMana
A/D Critical Scythe works with 77% chance to critical.
General Tsunami
Yeah... A different type of weapon might be better... hell, a bow would be better correct?
TABellis
I think you are forgetting that daggers are 2 weapons not one, and that thier dmg is combined when they double strike. these are the attributes of the dagger, this makes them as strong if not stronger than any of the other weapons in the hands of an assassin. I have not seen higher dmg from other weapons in one attack that I have seen from daggers.
Windwalker64
nice build....i prefer 2 combinations lead,off,dual and a healing spell like shadow refuge or 1 of my mesmer skills