A New Age of Ganking
Samurai-JM
[skill]Assassin's Promise[/skill][skill]Dark Prison[/skill][skill]Burst of Aggression[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Black Spider Strike[/skill][skill]Blades of Steel[/skill][skill]Feigned Neutrality[/skill]
Ganking at its best + Assassin's Promise = slaughterhouse.
Need at least 30 energy for the combo, but 35+ is recommended.
Ive used this build in both PvP to wipe teams in under 20 seconds(I get dizzy sometimes) and also in PvE to take out mobs quickly. Works nearly everywhere as long as you dont rack up DP.
This is NOT a solo build, as few assassin builds are. This is designed to work in a team as a main attack force to quickly destroy key targets. You do have to be careful when selecting targets on your own, but when combined in a team spike, its nearly unstoppable.
Ganking at its best + Assassin's Promise = slaughterhouse.
Need at least 30 energy for the combo, but 35+ is recommended.
Ive used this build in both PvP to wipe teams in under 20 seconds(I get dizzy sometimes) and also in PvE to take out mobs quickly. Works nearly everywhere as long as you dont rack up DP.
This is NOT a solo build, as few assassin builds are. This is designed to work in a team as a main attack force to quickly destroy key targets. You do have to be careful when selecting targets on your own, but when combined in a team spike, its nearly unstoppable.
Yanman.be
7 health regen every 25 reconds isn't going to save you...also no condition removal...I still think there are better builds out there.
Chewbacca Defense
I'm not sure if this is for GvG guild lord ganking, but if it's for a solo gank, you'll need a couple of things:
Condition Removal (key) Better Self-Heal Speed Buff or Teleport OutInterrupt *
Hex Removal *
* is optional
A speed buff or some kind of teleport in and out is important if you're ganking npcs for a VoD advantage.
Condition Removal (key) Better Self-Heal Speed Buff or Teleport Out
A speed buff or some kind of teleport in and out is important if you're ganking npcs for a VoD advantage.
Sqube
A new age how? There are no new skills involved, nothing that wouldn't immediately become apparent with a little bit of thought and noodling.
Your use of two hexes gives a little bit of warning (however brief) to your opponent. That's not really an issue though.
It works as long as your opponent doesn't have any blocking stances/wards/etc. If s/he does, you're outta luck.
No real self-heal (SR is too weak, FN's recharge is too long), susceptible to everything us melee characters are susceptible to, blah blah blah.
It's good if you've got backup. On your own, you're in a fair bit of trouble. You'll never get close to a thinking Mesmer.
Your use of two hexes gives a little bit of warning (however brief) to your opponent. That's not really an issue though.
It works as long as your opponent doesn't have any blocking stances/wards/etc. If s/he does, you're outta luck.
No real self-heal (SR is too weak, FN's recharge is too long), susceptible to everything us melee characters are susceptible to, blah blah blah.
It's good if you've got backup. On your own, you're in a fair bit of trouble. You'll never get close to a thinking Mesmer.
Crazyvietguy
This.. isnt anything new whatsoever. And is less efficient than the original Ganker
Tingi
For a ganker, I would probably prefer a A/Mo with restfull breeze and mending touch.
But the AP isn't a bad idea.
But the AP isn't a bad idea.
Duke Bonebreaker
This is on wiki......
Samurai-JM
Its on the wiki because I posted it yesterday, and its already favored
Its not a solo ganker, its made to be used with a team as one of the main offences. It catches enemies by surprise and takes them out within seconds, and is then ready to move on to the next instantly because of AP. Its basically exactly the same as the previous gankers, except for Assassin's Promise. No one complained of the lack of healing on THAT one :O
Btw i admit, its EXACTLY THE SAME as the original ganking build with Shadow Prison, except about 3 second less snare and Assassin's Promise. But that one skill, AP, allows you nto only to kill one enemy almost instantly, but then to continue to the next with no delay at all, and take out an entire team in seconds. In RA/TA/AB/GVG or whatever else, even PvE(I was killing everything in FoW yesterday with this) you can take people out with ease, and healing isnt a problem if you have a monk.
Its not a solo ganker, its made to be used with a team as one of the main offences. It catches enemies by surprise and takes them out within seconds, and is then ready to move on to the next instantly because of AP. Its basically exactly the same as the previous gankers, except for Assassin's Promise. No one complained of the lack of healing on THAT one :O
Btw i admit, its EXACTLY THE SAME as the original ganking build with Shadow Prison, except about 3 second less snare and Assassin's Promise. But that one skill, AP, allows you nto only to kill one enemy almost instantly, but then to continue to the next with no delay at all, and take out an entire team in seconds. In RA/TA/AB/GVG or whatever else, even PvE(I was killing everything in FoW yesterday with this) you can take people out with ease, and healing isnt a problem if you have a monk.
Effigy
Quote:
Originally Posted by Tan Blademaster
For a ganker, I would probably prefer a A/Mo with restfull breeze and mending touch.
Roger that. Also I'm start to like Impale better than Twisting in most situations.
lightblade
Quote:
Originally Posted by Effigy
Roger that. Also I'm start to like Impale better than Twisting in most situations.
Twisting fang have bleeding to cover the deep wound. So it can be better than impale
Naf Olbaid
what's the attribute distribution? looks pretty solid, except for if an opponent manages to survive, or remove assassins promise, the build loses a lot of oomph, but i guess its the same with all AP builds...
The5thSeraph
The build has all four Assassin attributes in there. In order to function at all efficiently, it would need a few high-level runes... which means much less health.
I'd even go so far as to advocate leaving Feigned Neutrality altogether to cut back on any need for Shadow Arts. Its only at higher levels of SA that Feigned Neutrality shines above and beyond Shadow Refuge now (since the nerf), which itself is weak at best. Hope you have a good monk or two with you, and if so then self-heal isn't so much of an issue.
From there you've got 2 Dagger Mastery skills, 2 Critical Strikes skills and 2 Deadly Arts skills.
Now before we go any further, lets note that Assassin's Promise can mess up.... and quite badly at that. BOTH Hexes... which form the backbone of the black-line.... have 45 second default recharge. If Assassin's promise works and the enemy dies fast enough... no problem. It just takes one slip-up however... one hex-removal / break ... and the whole thing can fall apart.
I've had a look at what certain others have said... and sure enough... you may be better off using Siphon Speed instead of Dark Prison there...
Critical Strikes aren't particularly necessary either if you're using Assassin's Promise on high Deadly Arts. You can get the Deep Wound from Impale. Black Spider Strike can be furthered damage-wise by Signet of Toxic Shock or suchlike... I never need a bleeding skill as my Olias runs MM with Shambling Horrors (and sooner or later they make everything bleed). Overall, provided you spike the enemy to death, AP will trigger and you'll get a nice chunk of energy back.
I'd even go so far as to advocate leaving Feigned Neutrality altogether to cut back on any need for Shadow Arts. Its only at higher levels of SA that Feigned Neutrality shines above and beyond Shadow Refuge now (since the nerf), which itself is weak at best. Hope you have a good monk or two with you, and if so then self-heal isn't so much of an issue.
From there you've got 2 Dagger Mastery skills, 2 Critical Strikes skills and 2 Deadly Arts skills.
Now before we go any further, lets note that Assassin's Promise can mess up.... and quite badly at that. BOTH Hexes... which form the backbone of the black-line.... have 45 second default recharge. If Assassin's promise works and the enemy dies fast enough... no problem. It just takes one slip-up however... one hex-removal / break ... and the whole thing can fall apart.
I've had a look at what certain others have said... and sure enough... you may be better off using Siphon Speed instead of Dark Prison there...
Critical Strikes aren't particularly necessary either if you're using Assassin's Promise on high Deadly Arts. You can get the Deep Wound from Impale. Black Spider Strike can be furthered damage-wise by Signet of Toxic Shock or suchlike... I never need a bleeding skill as my Olias runs MM with Shambling Horrors (and sooner or later they make everything bleed). Overall, provided you spike the enemy to death, AP will trigger and you'll get a nice chunk of energy back.