Heya, I was running a pvp build past some friends, and somebody suggested to write here for advice. The basic principle is to use Assassin's high attack speed (daggers seem to be faster than swords) combined with Illusionary Weaponry and shadow skills to spike an opposing team member. Once that player is dead, the assassins jump back with recall and return, recast spells, and go for it again. Once the opposing team is crippled, the assassins can spread out a bit more and take down multiple targets.
5x A/Me
11+1+1 dagger mastery
8+1 shadow arts
10 illusion magic
Remaining points in Deadly Arts
Return: 5e, 1s cast, 20s recharge
Recall: 15e, 1 e regen, 1s cast, 10s recharge
Death's Charge: 5e, 1s cast, 45s recharge
Dark Prison: 10e, 1s cast, 60s recharge
Illusionary Weaponry: 15e, 1s cast, 40s recharge
Scorpion Wire: 5e, 2s cast, 30s recharge
Siphon Speed: 5e, 1s cast, 5s recharge
One carries: Mark of Death: 10e, 1/4s cast, 20s recharge
1x A/Rt
11+1+1 dagger mastery
8+1 shadow arts
10 channeling power
Remaining points in Critical Strikes and Deadly Arts
Return: 5e, 1s cast, 20s recharge
Recall: 15e, 1 e regen, 1s cast, 10s recharge
Death's Charge: 5e, 1s cast, 45s recharge
Dark Prison: 10e, 1s cast, 60s recharge
Grasping was Kuurong: 15e, 2s cast, 30s recharge
Wailing Weapon: 10e, 1s cast, 30s recharge
Signet of Creation: 0e, 2s cast, 10s recharge
2x Mo/?
Heal/Prot spells. Take your pick. Contemplation of Divinity can be used as a mass-team recall. Activate when attacked or when the spike is finished.
The idea is to use death's charge and dark prison to bypass warriors and go for soft targets (ideally, the monks). The basic flow should be: All A/? cast recall on a monk. A/Rt casts Grasping while A/Me cast Illusionary Weaponry. Then, a coordinated Death's Charge to a single target. The A/Rt then drops the ashes and casts Wailing Weapon. The A/Me with Mark of Death casts it on target. The other 4 A/Me attack target, with the remaining two A/? joining in once spells are finished. Enemy should go down quickly, but Scorpion Wire and Siphon Speed should prevent him from getting too far. In case of heavy spirit/minion groups, the A/Rt uses Signet of Creation and then the entire team runs until the sig runs out and kills all spirits/minions.
Return is there to allow for quicker cycles, as is Dark Prison. Return can also be used to slow down an advancing front. Because of the assassin's unique ability to bypass front lines, IWAY teams loose their advantage: pets can be completely avoided, and the battle stays away from where pets might have been killed. For Minion Factory, Signet of Creation can be used to kill off the minions, or the assassins can tele in and spike the necro, leaving the other team (who should be dangerously undermanned) to deal with a mass of angry minions.
I will admit, this is completely theoretical. I haven't tested it, so I don't know how well it works. It relies heavily on Illusionary Weaponry, which is probably a bad idea. I don't know if daggers are truly faster than swords and axes, but even if they are the same speed, double strike will help boost the damage. I don't know if ashes will carry across Shadow Steps. Any crits, comments, suggestions, or answers to questions?
Illusionary Assassins? (Team PvP build)
Hyouryu
NatalieD
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Originally Posted by Hyouryu
I don't know if daggers are truly faster than swords and axes, but even if they are the same speed, double strike will help boost the damage.
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I don't know if ashes will carry across Shadow Steps. |