A New Age of Ganking

Samurai-JM

Samurai-JM

Krytan Explorer

Join Date: Nov 2006

The Krimzon Odyssey [KO]

A/

[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.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

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

Lion's Arch Merchant

Join Date: Aug 2006

667 Neighbour of the Beast

Ttgr

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 Out
  • Interrupt * 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.
  • Sqube

    Lion's Arch Merchant

    Join Date: Dec 2006

    Behind you...

    A/

    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.

    Crazyvietguy

    Crazyvietguy

    Krytan Explorer

    Join Date: Aug 2005

    [Njk]

    Rt/

    This.. isnt anything new whatsoever. And is less efficient than the original Ganker

    Tingi

    Tingi

    Wilds Pathfinder

    Join Date: Dec 2005

    Mo/

    For a ganker, I would probably prefer a A/Mo with restfull breeze and mending touch.

    But the AP isn't a bad idea.

    Duke Bonebreaker

    Duke Bonebreaker

    Academy Page

    Join Date: Sep 2006

    Order Of The Black Talons

    W/Mo

    This is on wiki......

    Samurai-JM

    Samurai-JM

    Krytan Explorer

    Join Date: Nov 2006

    The Krimzon Odyssey [KO]

    A/

    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.

    Effigy

    Effigy

    Jungle Guide

    Join Date: Aug 2005

    Illinois, US

    Heroes of Talia [HoT]

    Mo/

    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

    lightblade

    Forge Runner

    Join Date: May 2005

    The Etereal Guard

    Me/Mo

    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

    Naf Olbaid

    Ascalonian Squire

    Join Date: Feb 2007

    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

    The5thSeraph

    Banned

    Join Date: Jan 2007

    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.