Table of Contents
1. Overview
2.Equipment
I. Weapons
II. Armor
3. Attributes Overview
4. Sin Skills
I. Critical Strikes
II. Dagger Mastery
III. Shadow Arts
IV. Deadly Arts
5. More Skills (Includes other professions)
6. Common Build
7. Heroes (General Setup)
8. General Info
I. IAS'S
II. Lead Skips
III. Mentality
IV. Tactics
V. HM
VI. Build Links
9. Moebius Discussion
10. Credits
1. Overview- The assassin is a very versatile melee class that takes advantage of the ability to deal large amounts of damage very quickly. In PVE this is most commonly abused with the use of MS/DB spamming (which I will get to later). However due to the assassins primary attribute, critical strikes, the sin is able to branch out into most every melee class in guildwars. Meaning assassins are effective with almost every weapon.
2. Equipment
I. Weapons
Daggers – You will almost always be using Zealous (+1/-1) Daggers of Fortitude when running a dagger sin in PvE. This is do to the sins high attack rate with daggers and the zealous mod + your critical strikes attribute will allow you to keep your energy high and spam attack skills with ease. Now there has been much debate on the usage of 15^50 vrs +5e inscriptions on daggers. Now in the end it really comes down to preference as both sides have there advantages and disadvantages. The 15^50 daggers allow for 1-2 more damage per hit however that damage is fairly negligible and can be covered in a dagger attack. +5e daggers allow you basically an extra Moebius Strike or Death Blossom usage at the cost of slightly less damage. Some people also like to bring 15^Enchanted daggers as you will be keeping critical agility up most of the time. All are good choices and, as I said earlier, it comes down to preference.
Farming Daggers- Sins usually farm with enchantment builds so daggers with a 20% enchant lengthen mod are extremely useful and are generally worth investing in. Also with a rise in Perma SF caster sin farming it’s also a good idea to consider buying a inspiration/domination staff with a enchanting mod on it.
Scythes- Sins also commonly run scythe builds in PvE. You will want to be carrying two scythes, both 15^50 with 20%Enchantment mods or +30 fortitude mods, one that has a sundering 20/20 mod and one that has a Zealous mod on it. The sundering will boost your damage to god like levels however using it can sometimes cause energy problems in which case you will want to switch back to your zealous scythe. However, as pyr said
Originally Posted by PyrAnkh
Thats +4e on most hits, assuming you hit a single target. And you still have your energy regen.
, you have huge energy gain with your critical strikes attribute so you generally want to stay on your sundering weapon zealous is only for emergencies (i.e energy denial, deaths).
Bows- Sin barragers are sometimes used as well and once again you will be using a 15^50/15^Enchanted +30 Zealous bow. This will allow you to spam barrage and the +3 energy you should get off the critical will allow you to actually gain energy off the attack if you hit multiple targets. As for type of bow there are really three types to consider: Longbow, Flatbow, and Hornbow. They all have there own unique advantages so it comes down, once again, to opinion. Flatbows have the longest distance you can get from a bow but have poor accuracy/arc. Longbows have a fairly long distance and goodish arc but can't reach as far as flatbows. Hornbows have a nice damage bonus however they have poor distance and reload times (this can be covered easily however while using critical agility). Swords/Axes/Hammers/Spears- Not used as much in PvE due to the fact that the other weapons mentioned above are usually more effective however they are sometimes fun to pull out. And as always 15^50/enchanted +30 zealous are the mods you want to run. II. Armor Of course you want the armor to be max armor level (for a sin that is 70) and you will generally want to invest in three different types of masks: one that has +1 dagger mastery, one +1 critical strikes, one +1 Shadow arts, one +1 deadly arts (this one is for those who perfer to run deadly arts builds in PvE and is less common but if you want to give it a try its there). These will cover all builds you should ever run in PvE. Insignias- Survivor is generally the way to go however some people like to mix radiant insignias in to gain extra energy to help pull off attack chains. However, since you won’t be spiking much, energy shouldn’t be much of a problem with your critical strikes attribute Runes- All runes should be minor, unless, you’re using a farming build and it specifies otherwise. Deadly arts builds generally require at least a Major Rune of Deadly Arts to truly be affective. Perma SF builds require a Superior rune of shadow arts and some builds require major critical strikes or dagger mastery but for general PvE minor runes are good. RavagerOfDreams
3. Attributes
Originally Posted by Unreal Havoc
Critical Strikes- Arguably the best energy management in the game. This will allow you to spam more attack skills and deal big time damage on your target. Generally, while using a melee build, it shouldn’t be lower then 12 (13 is the best as you get +3 energy per critical). Dagger Mastery- Allows for even more big damage. 14 is recommended for all dagger based builds. Shadow Arts- All the sins self heals lie in this category however since we get to bring monks we don’t use this attribute a whole lot except for when farming. However it is nice to take advantage of some of its healing skills such as Feigned Neutrality or Way of Perfection Deadly Arts- Not used much in PvE as it mostly deals with spiking however Assassins Promise allows for a spammable spike which works in low level pve. 4. Skills I. Dagger Mastery- Meet your best friends Moebius Strike + Death Blossom . These are the general two skills on most every dagger based sin bar. You will generally want to add a quick recharging lead and offhand to complement the chain. Lead can really be anything Sneak Attack is fun however it takes up a PvE skill slot as you can only have three. For offhands the two main ones to consider are Wild Strike and Golden Fang Strike. Wild Strike is unblock able and provides a large damage buff while also removing pesky stances however GFS brings in deep wound which is an amazing condition no matter how you look at it. For those of you who have no access to moebius strike(and who want to run a dagger build) i would suggest bringing a short recharging chain something that goes like this: Golden Fox Strike ->Wild Strike -> Death Blossom then add Critical Agility and Critical Eye to your bar to increase energy and increase attack speed/armor levels. II. Critical Strikes- The Big 6 are Way of the Master Critical Eye Critical Strike Assassins Remedy Critical Defenses and Twisting Fangs. Way of the Master + Critical Eye pretty much guarantees a critical hit and is an extremely smart choice when using a non dagger weapon. Critical Strike is extremely popular choice as it’s like your energy button. At 13 critical Strikes it gives you 12 energy(as you gain 3 from the effect and 3 from your critical strikes attribute twice) and keeps up critical defenses/agility. Twisting Fangs is sometimes thrown in as it can bring a foe down to half health very quickly allowing for faster skill recharge when combined with moebius. Critical Defenses/Assassin’s remedy are great utility enchantments and should be taken according to the area your playing in. III. Shadow Arts- Shadow Form used as a A/Me you can maintain SF permanently. You will want to bring Arcane Echo and Deadly Paradox along then activate the skills in this order: Deadly Paradox -> Arcane Echo -> SF -> Deadly Paradox -> echoed SF -> rinse and repeat. This following link will take you to a sin UW farm using perma form http://youtube.com/watch?v=m091kivP5pk for those of you who are visual learners ![]() IV. Deadly Arts- Assassins Promise can be fun in low level pve as you can spike down most targets then just move onto the next one. This can be combined with any assassin spike build that doesn’t require an elite dagger attack. A common one would be Assassins Promise -> Deaths Charge -> Tiger Stance -> Black Mantis Thrust -> Jungle Strike -> Trampling Ox -> Falling Lotus Strike -> Twisting Fangs however any combo may be used as long as it kills fast and efficiently. It is also also possible to drop your IAS for a utility such as Disrupting Dagger or Siphon Speed as AP will keep there high recharges down. Quote: you should be using Lightning Reflexes and Dark Prison (IAS with blocking, and cover hex).
. Another example would be this build. This one uses the PvE skill You Move Like A Dwarf to gain a knockdown so as you can see you can be creative with these builds
![]() While using a pure deadly arts build it is recommended to bring a +1 deadly arts mask with a major rune of deadly arts (+2) attached as this will give you a nice boost in damage and since your going to be at half range you can afford the health loss. RavagerOfDreams
Marty edit: Current meta builds can be found at gwpvx wiki, though the builds listed below may still be of interest.
5. More Dagger Skills- Exhausting Assault - Lets you get right into moebius spamming + a interrupt use with critical eye and death blossom Golden Phoenix Strike - Lead skip that requires a enchantment another handy moebius skill as you can skip right into spamming. However it has a long recharge so if you don't get the moebius off on a low target your going to be out of the fight for a bit Deadly Arts- Vampiric Assault - Only dagger attack in deadly arts good health steal effect with high deadly arts can be nice if combined with moebius Mantis Touch - Good snare allows you to go to offhand without investing points in dagger mastery Iron Palm - Nice KD spell be careful of its long recharge however Scythe Skills - Big ones are Eremites Attack + Mystic Sweep - due to their big bonuses, short recharge, and short activation times Wearying Strike is also used in conjunction with Assassins Remedy to get rid of the weakness. Wounding Strike - Spammable deep wound whats not to love? Bow Attacks- Barrage - Easy to spam with high critical strikes and the critical strikes bonus makes for big damage Savage Shot - High Damage Interupt is always good Distracting Shot - 20 second disable is good even though you don’t do any damage. Elementalist Conjure Frost/Flame/Lightning - All great damage boosters. Combine well with any chain and work as a trigger for Golden Phoenix Strike Earth Prayers Mystic Regeneration - good with enchantment heavy builds. Healing Prayers Live Vicariously + Vigorous Spirit - good for farming mobs PvE Skills- "Finish Him!" - good finishing move Brawling Headbutt KD is fun Club of a Thousand Bears - Goes great with moebius as moebius cuts down its long recharge. Critical Agility - Gives you tank armor and +33% IAS no build should leave it behind "Save Yourselves!" +100al…it’s kinda like your push here to not wipe button (R2 Kurzick at minimum is required to be effective) Ursan Blessing - When using UB on a sin bring high critical strikes and skills such as critical eye to help keep your ursan up longer. While bringing skills that increase critical rate i also suggest bringing Way of Perfection for a nice self heal. 6. Common Builds: All skills shown in the templates are required Moebius Sin You going to want to add in a lead and off hand as well as some utility skills such as "Save Yourselves!". Now it is a option to switch out critical strike for Critical Eye however you must have one or the other. So good leads include: Unsuspecting Strike Golden Fox Strike or Sneak Attack. Good off hands include Wild Strike and Golden Fang Strike Fevered Dreams Sin Critical Scythesin Your going to add another enchantment or two along with a scythe attack (or two depending on how many enchantments you take). The enchantments can either be from the critical strikes category or you can drop some points and invest in a dervish skills such as Mystic Regeneration. Optional scythe attacks include: Chilling Victory Eremites Attack and Crippling Sweep. Other attack may be used those are just some big ones. Aura of Holy Might can also be used for a large damage boost. Relentless Spiker Just Add in a good solid spike that can take a target from full health to zero fast. You don't even need death's charge for this build just as long as it's got AP your fine ![]() Shattering Assassin Add a utility skill or two however it is highly recommended to bring some form of deepwound. Also critical eye is excellent for helping out with this builds energy demand. Assassins Remedy and "Finish Him!"/Impale are highly recommended. Crit Barrager You can add support skills such as way of perfection or Assassins Remedy and any number of PvE skills that you would like to take. Highly recommend bringing Way of the Master Permaformer for more options see section 4 III WotA Sin Same idea as the MS/DB spammer. The variable skills are shadows Refuge, Way of Perfection, and Critical Defenses all of which can be swapped out for another skill. You could add Twisting Fangs as a source of deep wound or "Save Yourselves!" for a party buff. These are just the basic outlines for some of the most prominent sin builds and they can be tweaked as desired. 7. Heroes- I generally try to work these skills into my heroes builds Splinter Weapon – BIG AoE damage goes great with scythes and death blossom Ancestors Rage - More AoE Rip Enchantment - Gets rid of pesky enchants which as most sin builds have a lack of enchantment removal Mark of Pain - Great melee support skill greatly increases damage Barbs - another great melee support skill also greatly increases damage ![]() As for the heroes themselves the standard Sabway build (http://gwpvx.gamepedia.com/Build:Team_-_3_Hero_Balanced) works great most of the time however there are several other builds that you might consider bringing. These include Orders Derv Necro Nuker Support Rit It is possible to bring Weapon of Fury on a rit when using SY! All these builds are designed to help you deal more damage which is generally what you want to focus your heroes on. Since the Ele/Monk/Warrior henchies have halfway decent builds its a good idea to set up your heroes as support chars or mm's as this is something that the henchies cannot do no matter what. 8. General Info I. IAS's- Sin's have been blessed with one of the best sunspear skills in the game Critical Agility. This skill, with a few exceptions, should find its way onto your bar every time as its benefits are to great to ignore. However for those of you who are full on PvE skills and don't want to change them there are a few alternatives although they are less effective. Flail is a strong IAS that sins can use however it cuts down mobility which is hampering in PvE. Flurry is another good one as the -25% damage doesn't effect attack skills so your chain will not be hurt however it is a bit of a energy hog and it's short lasting. If running low on energy while using flurry just use it then auto attack to gain energy from your hit per gain energy from critical strikes. Those two are really the only other spammable IAS's that work in PvE. Frenzy is generally not a good choice as monsters don't really care who they hit and you will often be targeted if your the first person to aggro the mob. II. Lead Skips - The generic design for a assassin chain is lead - offhand - dual however some skills in the game allow us to bypass the generic mold and get right to the duals ![]() III. Mentality- Thanks to a AL buff from critical agility you are now pretty much a tank. With that being said you shouldn't act like one. Have your henchies or (if you have a mm) minions run in before you do to absorb the first wave of damage. You will want to run in and try to kill as much as you can as fast as you can starting with the targets that will make it harder for you to kill stuff. DON’T OVER AGGRO! Take it one mob at a time and if there is a huge mob just wait a little it’s likely that there's just a patrol sitting in with a regular group and eventually the patrol will move out. If you have trouble with aggroing bring along a longbow to pull mobs towards you. IV. Tactics- Your going to want to take out the biggest threat to your damage first. This could be anything from a monk to a necro as long as it threatens your DPS kill it fast. If your target becomes protted simply switch targets as the Monster AI is retarded so abuse that a little. If under pressure and not getting healed it is likely because a) your overextended or b)your healers are out of energy. If case A is true run back to your midline and let the healers get you back up and try to be more conscious of where your going next time. If case B is true your in trouble. You will generally want to then switch targets to the greatest threats to your teams well being. This will cause a reduction in pressure and your healers can get the regen. V. HM- in HM your generally going to want to take more defense for yourself i highly recommend Critical Defenses as it takes a huge amount of pressure off of yourself and your healers. Also, while playing in hm, the barrager build sometimes has problems as if you bring a nuker or AoE char the monsters will scatter and it will be hard to hit more then one target. Also the assassin's promise spiker builds often experience problems in HM do to heightened health/level. The best builds, depending on the area imo would be, a critical scythesin, a moebius SY! spammer, or the Shattering Sin (this one does well in areas that are enchant heavy). HM is just like NM it just requires a little more strategy. Also the mobs are afraid of AoE and will scatter. They deal more damage and such. I recommend looking up the area on wiki and seeing what type of skills you'll be facing then design your heroes accordingly. i.e high condition areas bring Restore Condition high melee areas bring Defensive Anthem. Also use that knowledge to design your own build. If there's lots of Damage in the area be sure to bring "Save Yourselves!" and if there's lots of enchants bring Shattering Assault. VI. Links – For more on moebius spamming see bobbies discussion here http://www.guildwarsguru.com/forum/s...php?t=10271503 <---- highly recommend you take a look at that thread as shows almost every viable moebius build under the sun and has some great info for people new to sins RavagerOfDreams
9. Moebius Discussion
Originally Posted by FlamingMetroid
Since the main PvE sin build is the moebius/death blossom spammer I've decided to take a few quotes from the discussion i have linked above Quote: wild strike death blossom moebius strike critical strike mystic regeneration crit agility crit defenses res = for PUGs, PUGs = for failzzz don't like GPS except when farming, 8sec recharge ftl wild strike does good damage, and can remove the most common from of blocking in PvE. I bring critical strike instead of critical eye, because I like the guarantied energy gain better than the cross-your-fingers one from crit eye. I use mystic regen because I like to tank mobs and I usually bring all casters other than myself. The nerf didn't do anything to it other than make it take slightly more attention. Probably should try SY though, I really like it on my warrior. |