Awesome First Post :D Assasain Builds
Mr Fizzle
What type of assassin are you making for PvE or Pvp?Im making probaly a Ra/A for Pvp,but not too sure for PvE since assassins aren't too much of tankers they seem much better in Pvp in my opinion.Since there frontlining alot and they got the same armor as rangers so how much dmg will they be able to take compared to warriors?
Toxic RD
I think the key to survivng for them is to doge attacks, rather than tank them like R or W's do, i havent looked at their skills recently, but i think it would make sense
WOOT 2ND POST
WOOT 2ND POST
Woutsie
Hmm, I still dont know what second profession Im gonna make for the Assasin...
Probably a A/R
Probably a A/R
Mournblade
I wonder if they'll get a bonus for attacking from the rear.
ump
When Factions comes out, I want to build an E/A character using point-blank AoE spells using Shadow Step to get in and out of trouble. It won't be possible this weekend because some of the skills I want are prophecy only.
pegasux
I'm gonna make an A/E for the PBAoE spells and combo attacks that the Asssin has. I forgot what the skills for the assasin are but there is a lead attack that combos with another to cripple i think...from there you can use the ele's PBAoE spells. Gonna be fun.
pegasux
hey you beat me ump to the punch. the A/E or E/A spells can be a deadly combo in PvP if coupled with another A/E or E/A.
MatticusMaximus
i think an A/Me could be fun... seems like itd really screw up a caster's day.
Kwisatz_Haderach
An A/Me for Fragility comboes with Temple Strike, Twisting Fangs, and Black Mantist Thrust.
By the Way, for all you E/A out there ive been working on a spike build with some of skills listed above. So please message me if interested.
By the Way, for all you E/A out there ive been working on a spike build with some of skills listed above. So please message me if interested.
FeuerFrei
i cant decide....A/W or A/E????
Edit: An A/N with blood skills might be good...
Edit: An A/N with blood skills might be good...
Lt.Crumpet
all you e/a ppl, way to read the thingy in the preorder box! but still, it seems like it will pwn. from the other preview weekend thingy i found that the r/a pwns for pvp, and kwis, that a/me fragger sounds frikin amazing. but for pve....hrmmmmm....im thinking a/r for the evasion +TF kinda stuff.
Enix
I used an A/W during the last beta weekend, and used pretty much the standard A/W build. I found that using Zealous Sai and Flurry works pretty well for keeping your energy pretty full. I can see A/R and A/W being the most popular builds, especially with the poison mod on the preorder item.
tuperwho
I think part of why I'm having trouble picking a secondary is that I have more skills in the assasin line alone than I can fit into my skillbar. Here's what I'm looking at now:
shadow refuge --- unbelievable defense and self heal all wrapped into one!
beguiling haze {E} -- pretty wicked interrupt
sharpen daggers ----> dark prison ---> unsuspecting strike----> black mantis-----> black lotus----> unsuspecting ---> entangling asp
this last series seems pretty evil: use sharpen daggers, so all my crit's cause bleeding, dark prison to teleport me to my target and slow them. This also leaves them hexed. Next is unsuspecting, which will do tons of damage since I haven't hit them yet. Then black mantis and lotus to make use of the hex. This will do damage, cripple, and give me energy back! I then want to work in entangling asp (knockdown and poison), but have to get back to a lead attack first. And of course, this whole time, I'm slicing away. Pretty slick, huh? Now I hope it actually works in practice!!
Acutally, looking at things again, may go with Way of perfection instead of shadow refuge.
shadow refuge --- unbelievable defense and self heal all wrapped into one!
beguiling haze {E} -- pretty wicked interrupt
sharpen daggers ----> dark prison ---> unsuspecting strike----> black mantis-----> black lotus----> unsuspecting ---> entangling asp
this last series seems pretty evil: use sharpen daggers, so all my crit's cause bleeding, dark prison to teleport me to my target and slow them. This also leaves them hexed. Next is unsuspecting, which will do tons of damage since I haven't hit them yet. Then black mantis and lotus to make use of the hex. This will do damage, cripple, and give me energy back! I then want to work in entangling asp (knockdown and poison), but have to get back to a lead attack first. And of course, this whole time, I'm slicing away. Pretty slick, huh? Now I hope it actually works in practice!!
Acutally, looking at things again, may go with Way of perfection instead of shadow refuge.
Scary Raebbit
A/R
Apply Poison->Iron Palm/Dancing Daggers->Temple Strike->Twisting Fangs
Expose Defenses
Maybe Expunge Enchantments
Res Sig
Storm Chaser
Apply Poison->Iron Palm/Dancing Daggers->Temple Strike->Twisting Fangs
Expose Defenses
Maybe Expunge Enchantments
Res Sig
Storm Chaser
LaserLight
Possibility 1: Blinding Torrent, TD Version.
R/A
Dagger 12
Expertise 9 (10/13)
Shadow 9
Jagged Strike
Wild Strike
Repeating Strike
Throw Dirt
Unseen Fury
Caltrops
Escape [E]
ReSiggy
Playstyle: Throw Caltrops, run up and Throw Dirt, Hit Unseen Fury, and go insane. Expertise and Zealous Daggers with +damage while in Stance keeps the Repeating Strikes flowing. Use Jagged to bloster damage and Wild to get rid of annoying stances like Tiger's - as well as to trigger the Repeating rush.
Possibility 2: Blinding Torrent, Palm Strike Version.
A/*
Critical 9 (10)
Dagger 12 (16)
Shadow 9 (10)
Palm Strike [E]
Blinding Powder
Repeating Strike
Twisting Fangs
Unseen Fury
Caltrops
Heart of Shadows
ReSiggy
Playstyle: Again, lead with Caltrops, then launch a Palm Strike [E] followed by Blinding Powder, then Unseen Fury. Follow with a volley of Repeating Strikes and use Twisting Fangs to close. Heart of Shadows for self defense and healing.
Possibility 3: Raging Torrent, Impale Version.
A/*
Critical 8 (9)
Dagger 12 (16)
Deadly 10 (11)
Black Mantis Thrust
Jungle Strike
Twisting Fangs
Impale
Death's Charge
Return
Assassin's Promise [E]
ReSiggy
Playstyle: Death's Charge, cast Impale, unload BMT/JS/TF, dealing a ludicrous amount of damage. Use Assassin's promise if viable to recharge skills and Energy both. Return to escape battle.
Possibility 4: Raging Torrent, Frozen Burst Version
E/A
Energy Storage 9 (10)
Water Mastery 9 (13)
Dagger 12
Black Mantis Thrust
Jungle Strike
Black Lotus Strike
Twisting Fangs
Frozen Burst
Death's Charge
Return
ReSiggy
Playstyle: Death's Charge, let off a Frozen Burst. Proceed to beat enemy senseless with attack skills in listed order (BMT->JS->BLS->TF). Return to ally. Recharge, rinse, repeat.
Possibility 5: Darkling Torrent, Shroud of Silence Version
A/*
Critical 10 (11)
Dagger 11 (15)
Deadly 10 (11)
Black Lotus Strike
Twisting Fangs
Blinding Powder
Shroud of Silence [E]
Death's Charge
Return
Dash
ReSiggy
Playstyle: Utility character. Death's Charge, then either BLS and Blinding Powder for physicals or Shroud of Silence [E] for casters. Can deal respectable damage with BLS->TF.
Possibility 6: Darkling Torrent, Blackout Version
Me/A
Dom 11 (15)
Illusion 8 (9)
Shadow 10
FC spare points (+1)
Blackout
Cry of Frustration
Power Spike
Shatter Enchantment
Aura of Displacement [E]
Distortion
Dash
ReSiggy
Playstyle: Rough prototype of AoD Blackout Mes. Utility char. AoD, Blackout, cancel AoD to instantly retreat without needing to use skills. Uses interrupts and Shatter Enchant to make itself useful otherwise. This thing is weak and I know it, but hey.
Think that'll do for now. Basically...I've got no clue :-P
R/A
Dagger 12
Expertise 9 (10/13)
Shadow 9
Jagged Strike
Wild Strike
Repeating Strike
Throw Dirt
Unseen Fury
Caltrops
Escape [E]
ReSiggy
Playstyle: Throw Caltrops, run up and Throw Dirt, Hit Unseen Fury, and go insane. Expertise and Zealous Daggers with +damage while in Stance keeps the Repeating Strikes flowing. Use Jagged to bloster damage and Wild to get rid of annoying stances like Tiger's - as well as to trigger the Repeating rush.
Possibility 2: Blinding Torrent, Palm Strike Version.
A/*
Critical 9 (10)
Dagger 12 (16)
Shadow 9 (10)
Palm Strike [E]
Blinding Powder
Repeating Strike
Twisting Fangs
Unseen Fury
Caltrops
Heart of Shadows
ReSiggy
Playstyle: Again, lead with Caltrops, then launch a Palm Strike [E] followed by Blinding Powder, then Unseen Fury. Follow with a volley of Repeating Strikes and use Twisting Fangs to close. Heart of Shadows for self defense and healing.
Possibility 3: Raging Torrent, Impale Version.
A/*
Critical 8 (9)
Dagger 12 (16)
Deadly 10 (11)
Black Mantis Thrust
Jungle Strike
Twisting Fangs
Impale
Death's Charge
Return
Assassin's Promise [E]
ReSiggy
Playstyle: Death's Charge, cast Impale, unload BMT/JS/TF, dealing a ludicrous amount of damage. Use Assassin's promise if viable to recharge skills and Energy both. Return to escape battle.
Possibility 4: Raging Torrent, Frozen Burst Version
E/A
Energy Storage 9 (10)
Water Mastery 9 (13)
Dagger 12
Black Mantis Thrust
Jungle Strike
Black Lotus Strike
Twisting Fangs
Frozen Burst
Death's Charge
Return
ReSiggy
Playstyle: Death's Charge, let off a Frozen Burst. Proceed to beat enemy senseless with attack skills in listed order (BMT->JS->BLS->TF). Return to ally. Recharge, rinse, repeat.
Possibility 5: Darkling Torrent, Shroud of Silence Version
A/*
Critical 10 (11)
Dagger 11 (15)
Deadly 10 (11)
Black Lotus Strike
Twisting Fangs
Blinding Powder
Shroud of Silence [E]
Death's Charge
Return
Dash
ReSiggy
Playstyle: Utility character. Death's Charge, then either BLS and Blinding Powder for physicals or Shroud of Silence [E] for casters. Can deal respectable damage with BLS->TF.
Possibility 6: Darkling Torrent, Blackout Version
Me/A
Dom 11 (15)
Illusion 8 (9)
Shadow 10
FC spare points (+1)
Blackout
Cry of Frustration
Power Spike
Shatter Enchantment
Aura of Displacement [E]
Distortion
Dash
ReSiggy
Playstyle: Rough prototype of AoD Blackout Mes. Utility char. AoD, Blackout, cancel AoD to instantly retreat without needing to use skills. Uses interrupts and Shatter Enchant to make itself useful otherwise. This thing is weak and I know it, but hey.
Think that'll do for now. Basically...I've got no clue :-P
Unchain
A/R is gonna pwn. Nice builds btw LaserLight.
Batou of Nine
flashing blades elite is potential tankage right there...
17 sec 20 sec recharge at 12 attribute... so maybe 16 attribute gets us 19 or 20 sec ... out of 20 sec recharge? OOOooo
btw.. how are yall doing for energy management.. im in game now.. and my assasins preset skill for PvE drain me energy FAST!....
17 sec 20 sec recharge at 12 attribute... so maybe 16 attribute gets us 19 or 20 sec ... out of 20 sec recharge? OOOooo
btw.. how are yall doing for energy management.. im in game now.. and my assasins preset skill for PvE drain me energy FAST!....
Ninjutsu Honor Code
Call me a noob but im going for a A/Mo

legless_the_elf
I think im gonna try a A/W using a hammer. Cuz a critical hitwith a hammer OMFG Huge dmg! So lots in hammer and lots in Critical Strikes then... YAY
Yuurin
...Keep an eye out for my PvP Assassin I The Brother I....You'll see how easy it is to trump a Sin/Ranger build....the point of the Assassin is not survivability it is killing your enemies before they kill you...
Francis Demeules
R/A, I keep the Fangs of Melandru build during the last Event with Beastial Fury and Escape as Stance to attack and self defence.
Yukito Kunisaki
As/Ri
Nobody mentions it and I'm guessing everyone thinks it's not a good idea... But I want to try it.
Weapon Spells to augment a dual dagger machine? Sign me up!
Nobody mentions it and I'm guessing everyone thinks it's not a good idea... But I want to try it.
Weapon Spells to augment a dual dagger machine? Sign me up!
Jetdoc
Quote:
Originally Posted by LaserLight
Possibility 6: Darkling Torrent, Blackout Version
Me/A
Dom 11 (15)
Illusion 8 (9)
Shadow 10
FC spare points (+1)
Blackout
Cry of Frustration
Power Spike
Shatter Enchantment
Aura of Displacement [E]
Distortion
Dash
ReSiggy
Playstyle: Rough prototype of AoD Blackout Mes. Utility char. AoD, Blackout, cancel AoD to instantly retreat without needing to use skills. Uses interrupts and Shatter Enchant to make itself useful otherwise. This thing is weak and I know it, but hey. Why use Mesmer as the primary here? Since you aren't using their primary line, it seems like one would benefit more from the Assassin's higher armor...
Me/A
Dom 11 (15)
Illusion 8 (9)
Shadow 10
FC spare points (+1)
Blackout
Cry of Frustration
Power Spike
Shatter Enchantment
Aura of Displacement [E]
Distortion
Dash
ReSiggy
Playstyle: Rough prototype of AoD Blackout Mes. Utility char. AoD, Blackout, cancel AoD to instantly retreat without needing to use skills. Uses interrupts and Shatter Enchant to make itself useful otherwise. This thing is weak and I know it, but hey. Why use Mesmer as the primary here? Since you aren't using their primary line, it seems like one would benefit more from the Assassin's higher armor...
Mr Fizzle
Quote:
Originally Posted by Kwisatz_Haderach
An A/Me for Fragility comboes with Temple Strike, Twisting Fangs, and Black Mantist Thrust.
By the Way, for all you E/A out there ive been working on a spike build with some of skills listed above. So please message me if interested. Yah I was thinking of the same thing except Lead Attack,Tempel Strike,Ox's Horn,Falling Spider
I need to check on what skills I did use in the other preview weekend Ill post later
.
By the Way, for all you E/A out there ive been working on a spike build with some of skills listed above. So please message me if interested. Yah I was thinking of the same thing except Lead Attack,Tempel Strike,Ox's Horn,Falling Spider
I need to check on what skills I did use in the other preview weekend Ill post later

LaserLight
Jetdoc: Mesmer primary for the Runes necessary to get the maximum Blackout time. In the case of Darkling Torrent Blackout Ver., the Assassin side is used for its teleport skills, not its daggers. Darkling Blackouyt's not meant to stick around and get hammered :-P
lord_shar
Based on the opening skills available in FPE, I went with an Assassin/Warrior:
Dagger mastery 10
Tactics 10
Shadow 8
Critical 8
1 - Jagged Strike (lead attack)
2 - Fox Fangs (offhand)
3 - Twisting Fangs (dual attack)
4 - Mobius Strke (Elite offhand, resets attack skills)
5 - Watch Yourself (tactics based armor)
6 - Shadow Refuge (damage reduction + healing)
7 - Healing Signet (more healing)
8 - Viper Defense (poisons attacker)
The idea is to spike damage while being able to out-tank and out-heal opponents. Soloing with it for giggles, and results look good so far.
Dagger mastery 10
Tactics 10
Shadow 8
Critical 8
1 - Jagged Strike (lead attack)
2 - Fox Fangs (offhand)
3 - Twisting Fangs (dual attack)
4 - Mobius Strke (Elite offhand, resets attack skills)
5 - Watch Yourself (tactics based armor)
6 - Shadow Refuge (damage reduction + healing)
7 - Healing Signet (more healing)
8 - Viper Defense (poisons attacker)
The idea is to spike damage while being able to out-tank and out-heal opponents. Soloing with it for giggles, and results look good so far.

Kevlar
Someone already made brief mention of this on page 1 - I had the same thought this morning as well and am turning it into a full build submission. My character name in NA servers is Sahaj Haruti if anyone has questions. The build has room for improvement.
A/W The Weedwhacker
My Weedwhacker build is based off of a few goals: to make a high-damage Assassin without energy management concerns, to provide a multi-tiered strength for PvP players of different skill levels and to have a lot of fun doing it (you'll see the need for the name when you watch an Assassin swing a hammer!). Variations on the build can allow for an Assassin with an overabundance of energy providing access to high energy cost skills, heal/speed Assassins, typical Warrior knockdown stuff or other things I haven't thought of yet.
Attributes:
Hammer Mastery 12
Shadow Arts 9
Critical Strikes 9 (This should be upgraded to 10 with proper helmet selection.)
7 attribute points unspent
Skills:
Enraged Smash {E}
Counter Blow
Staggering Blow
Auspicious Blow
Fierce Blow
Death's Charge
Dark Escape/Viper's Defense
Shadow Refuge/Res Sig
Alternate build skills:
The above build has more Energy than it knows what to do with. Replacing one of the Hammer skills with Caltrops or Return will allow for Crippling abilities in PvP in exchange for some damage/offensive output. The addition of Flurry would provide for faster attacks, again at the expense of skill variety or pure spike. Shadow Arts opens up a lot of possibilities, as does going for knockdown in the hammer skills.
Primal Rage {E} in place of Enraged Smash would provide 10 seconds of minimum 20% chance of critical but would not guarantee a certain measurable damage.
Build Usage:
Beginner players: The key to this whole build is Enraged Smash. Enraged Smash at level 12 will provide +10 damage per fully-charged adrenal skill (maximum +40) and recharges every 2 strikes. This means that you're doing 40 - 50 damage every other hit. When combined with minimum 10% chance of critical, this gives the Weedwhacker a 40 - 100 damage poential against squishies every other strike if your hammer skills have charged up. Let the hammer skills charge and all you need concern yourself with is to use Enraged Smash until the enemy drops.
Advanced players: Obviously, the above applies but there is a good chain of condition/damage skills in the other hammer skills; they're not just there for show. If you've got someone on the ropes, abandon your Enraged Smash/DPS and run down the list of charged skills. (Knockdown could figure more prominently in this build but in the combo we have we're doing a lot for the player in other ways.) Counter Blow will knock down an attacking enemy, Staggering Blow provides weakness, Auspicious Blow will boost you by 7 energy in addition to damage and Fierce will finish off with extra damage against weakness.
Of course, the use of this combo reduces the effectiveness of going back into an Enraged Smash spam but once the skills charge again you're good to go doing +40 damage every other hit. Therefore, I see this as a decent, simple damage build with a nice combo potential for knockdown or conditions when appropriate. On the whole, it appears it would be a strong choice for melee and I can't wait to try it with a permanent character.
Finally, the use of Shadow Arts provides a nice means of healing and fast ingress/egress. When used properly, this would allow you to build up adrenaline on an attacking warrior, Death's Charge to a squishie for surprise, potentially catch them off-guard with Counter Blow and begin spamming damage.
Weaknesses:
The straight build has no IAS. I'd like to find a way to integrate a good attack speed booster but the one I really want - Tiger's Stance - is not a good choice for a Warrior secondary [tied to Strength]. Typical Warrior shortcomings and the fact that you're using Assassin armor for a Warrior's job also come into play, here.
Hope you enjoyed the read!
A/W The Weedwhacker
My Weedwhacker build is based off of a few goals: to make a high-damage Assassin without energy management concerns, to provide a multi-tiered strength for PvP players of different skill levels and to have a lot of fun doing it (you'll see the need for the name when you watch an Assassin swing a hammer!). Variations on the build can allow for an Assassin with an overabundance of energy providing access to high energy cost skills, heal/speed Assassins, typical Warrior knockdown stuff or other things I haven't thought of yet.
Attributes:
Hammer Mastery 12
Shadow Arts 9
Critical Strikes 9 (This should be upgraded to 10 with proper helmet selection.)
7 attribute points unspent
Skills:
Enraged Smash {E}
Counter Blow
Staggering Blow
Auspicious Blow
Fierce Blow
Death's Charge
Dark Escape/Viper's Defense
Shadow Refuge/Res Sig
Alternate build skills:
The above build has more Energy than it knows what to do with. Replacing one of the Hammer skills with Caltrops or Return will allow for Crippling abilities in PvP in exchange for some damage/offensive output. The addition of Flurry would provide for faster attacks, again at the expense of skill variety or pure spike. Shadow Arts opens up a lot of possibilities, as does going for knockdown in the hammer skills.
Primal Rage {E} in place of Enraged Smash would provide 10 seconds of minimum 20% chance of critical but would not guarantee a certain measurable damage.
Build Usage:
Beginner players: The key to this whole build is Enraged Smash. Enraged Smash at level 12 will provide +10 damage per fully-charged adrenal skill (maximum +40) and recharges every 2 strikes. This means that you're doing 40 - 50 damage every other hit. When combined with minimum 10% chance of critical, this gives the Weedwhacker a 40 - 100 damage poential against squishies every other strike if your hammer skills have charged up. Let the hammer skills charge and all you need concern yourself with is to use Enraged Smash until the enemy drops.
Advanced players: Obviously, the above applies but there is a good chain of condition/damage skills in the other hammer skills; they're not just there for show. If you've got someone on the ropes, abandon your Enraged Smash/DPS and run down the list of charged skills. (Knockdown could figure more prominently in this build but in the combo we have we're doing a lot for the player in other ways.) Counter Blow will knock down an attacking enemy, Staggering Blow provides weakness, Auspicious Blow will boost you by 7 energy in addition to damage and Fierce will finish off with extra damage against weakness.
Of course, the use of this combo reduces the effectiveness of going back into an Enraged Smash spam but once the skills charge again you're good to go doing +40 damage every other hit. Therefore, I see this as a decent, simple damage build with a nice combo potential for knockdown or conditions when appropriate. On the whole, it appears it would be a strong choice for melee and I can't wait to try it with a permanent character.
Finally, the use of Shadow Arts provides a nice means of healing and fast ingress/egress. When used properly, this would allow you to build up adrenaline on an attacking warrior, Death's Charge to a squishie for surprise, potentially catch them off-guard with Counter Blow and begin spamming damage.
Weaknesses:
The straight build has no IAS. I'd like to find a way to integrate a good attack speed booster but the one I really want - Tiger's Stance - is not a good choice for a Warrior secondary [tied to Strength]. Typical Warrior shortcomings and the fact that you're using Assassin armor for a Warrior's job also come into play, here.
Hope you enjoyed the read!
Mango Midget
A/W
16 dagger
8 Tactics
11 Critical Strikes
3 Shadow Arts
Good Random Arena build
Jagged Strike
Temple Strike
Horns of the Ox
Falling Spider
Repeating Strikes
Heal Sig (can be replaced with Troll Ungent if so inclined)
Death's Charge
Res Sig
16 dagger
8 Tactics
11 Critical Strikes
3 Shadow Arts
Good Random Arena build
Jagged Strike
Temple Strike
Horns of the Ox
Falling Spider
Repeating Strikes
Heal Sig (can be replaced with Troll Ungent if so inclined)
Death's Charge
Res Sig
SparhawkJC
Critical Death
A/*
16 Dagger Mastery
10 Critical Strikes
10 Shadow Arts
7 points Unused
Equip:
Bladed Mask+Superior Dagger Mastery Rune
Shrouded Armor with Minor Critical Strikes, Minor Shadow Arts, Minor Deadly Arts, and best Vigor Rune you can get
Zealous Daggers of Fortitude with +15>50
Leaping Mantis Sting (lead attack)
Jungle Strike (off-hand)
Critical Strike (dual attack)
Moebius Strike (elite off hand)
Critical Eye
Shadow Refuge
Death's Charge
Rez
Leaping Mantis Sting and Jungle Strike can be replaced with Unsuspecting Strike and Fox Fangs respectively if you want a heavier first hit. Critical Eye can be replaced with Way of Perfection, Way of the Fox, or Way of the Lotus, depending on your needs.
This build is meant to get in there, pull off their combo and then move on to a different target. Worked pretty well in PvE have yet to try it in PvP but I think it will also work there.
A/*
16 Dagger Mastery
10 Critical Strikes
10 Shadow Arts
7 points Unused
Equip:
Bladed Mask+Superior Dagger Mastery Rune
Shrouded Armor with Minor Critical Strikes, Minor Shadow Arts, Minor Deadly Arts, and best Vigor Rune you can get
Zealous Daggers of Fortitude with +15>50
Leaping Mantis Sting (lead attack)
Jungle Strike (off-hand)
Critical Strike (dual attack)
Moebius Strike (elite off hand)
Critical Eye
Shadow Refuge
Death's Charge
Rez
Leaping Mantis Sting and Jungle Strike can be replaced with Unsuspecting Strike and Fox Fangs respectively if you want a heavier first hit. Critical Eye can be replaced with Way of Perfection, Way of the Fox, or Way of the Lotus, depending on your needs.
This build is meant to get in there, pull off their combo and then move on to a different target. Worked pretty well in PvE have yet to try it in PvP but I think it will also work there.
Sidra
Way of Perfection doesn't go too far in PvP. I tried it, and w/o critical strikes and other critical skills which my build didn't have room for, it was virtually useless, and I was getting healed every once in a while, but not enough to make a difference. Rez signets (if used in 12 v 12 and coop missions) are virtually useless, so you can fill that with a troll unguet or a WoTL for e-management. I would definetely go with Fox as it is unblockable and will open up the way to the rest of your combo even if the person you're attacking is in an annoying stance. unsuspecting is a very good lead attack (the best one i've seen, atm.) and makes up for the energy cost with a whopping 50+ damage at 12+ Dagger Mastery.
Eclair
Something I'm using in the FPE PvE
A/W
12 Axe Mastery
10+1 Critical Strike
6+1 Shadow skills
5 Tactics (had a shield with 5 tactics req)
Triple Chop
Penetrating Chop
Critical Eye
Executioner's Strike
Frenzy (would like flurry, but can't find it T_T)
Shadow's Refuge
Critical Defenses (not sure on how useful this is)
Res Sig
A/W
12 Axe Mastery
10+1 Critical Strike
6+1 Shadow skills
5 Tactics (had a shield with 5 tactics req)
Triple Chop
Penetrating Chop
Critical Eye
Executioner's Strike
Frenzy (would like flurry, but can't find it T_T)
Shadow's Refuge
Critical Defenses (not sure on how useful this is)
Res Sig
LaserLight
Replying to Kevlar's Weedwhacker build:
Damn, dude. Put that sucker in its own thread so we can discuss it properly, that's just exactly the kind of character building that Assassinoids need to see XD. Excellent built, I'd thought of similar when I saw Enraged Smash, but hadn't followed it up. Characters like that don't come around too often.
As for an IAS...let's see.
Enraged Smash [E]
Staggering Blow
Auspicious Blow
Fierce Blow
Frenzy
Death's Charge
Dark Escape
Shadow Refuge/ReSiggy
Building on the assumption that faster = better, this thing lets you level your weakened Enraged Blows faster, offering what I hope is an overall improvement in damage output. Dark Escape is used as the cancel. Counter Blow was the only one I could see coming out of that chain without hurting the rest of the build too badly, and I'm sure you've already thought of this permutation. Still, might as well put it in print.
Damn, dude. Put that sucker in its own thread so we can discuss it properly, that's just exactly the kind of character building that Assassinoids need to see XD. Excellent built, I'd thought of similar when I saw Enraged Smash, but hadn't followed it up. Characters like that don't come around too often.
As for an IAS...let's see.
Enraged Smash [E]
Staggering Blow
Auspicious Blow
Fierce Blow
Frenzy
Death's Charge
Dark Escape
Shadow Refuge/ReSiggy
Building on the assumption that faster = better, this thing lets you level your weakened Enraged Blows faster, offering what I hope is an overall improvement in damage output. Dark Escape is used as the cancel. Counter Blow was the only one I could see coming out of that chain without hurting the rest of the build too badly, and I'm sure you've already thought of this permutation. Still, might as well put it in print.
SparhawkJC
Typhoid Mary
A/N
16 Dagger Mastery (12+1 Mask +3 Rune)
8 Critical Strike (7+1 Rune)
7 Shadow Arts (6+1 Rune)
Rest In Death Magic
Leaping Mantis Sting (Lead) - Cripple
Jungle Strike (Off-hand) - Damage
Twisting Fangs (Dual) - Bleeding and Deep Wound
Virulence (Elite) - Disease, Poison, and Weakness
Plague Touch - Condition Removal
Heart of Shadow - Teleportation and limited Self Heal
Shadow Refuge - Self Heal
Res Signet/Dash/Shadow of Haste
Pretty simple concept, start off your combo after which your target should be hit with at least bleeding and deep wounds and maybe cripple. Then depending on whether or not he has noticed you yet throw down either Heart of Shadow to teleport to safety or Virulence to make it a very bad day for him. So at the end of your attack string your target should be under Cripple (if you were lucky and hit him while moving), Bleeding, Deep Wounds, Poison, Disease, and Weakness.
Also if it so happens that you're hit by a condition just pass it off to someone else with Plague Touch. If you decide to use this in 12vs12 the res sig can be replaced with the speed boost of your choice.
With the energy costs and recharge you can keep on pulling off your combo on the same target after the initial conditions end. I can only imagine how much damage this could deal coupled with a fragility mesmer.
Virulence is a Prophecies only skill and I'm not sure if A-net confirmed that factions characters can go into the Prophecies campaign or not. However I could see this build becoming very powerful in any arena that it is used.
A/N
16 Dagger Mastery (12+1 Mask +3 Rune)
8 Critical Strike (7+1 Rune)
7 Shadow Arts (6+1 Rune)
Rest In Death Magic
Leaping Mantis Sting (Lead) - Cripple
Jungle Strike (Off-hand) - Damage
Twisting Fangs (Dual) - Bleeding and Deep Wound
Virulence (Elite) - Disease, Poison, and Weakness
Plague Touch - Condition Removal
Heart of Shadow - Teleportation and limited Self Heal
Shadow Refuge - Self Heal
Res Signet/Dash/Shadow of Haste
Pretty simple concept, start off your combo after which your target should be hit with at least bleeding and deep wounds and maybe cripple. Then depending on whether or not he has noticed you yet throw down either Heart of Shadow to teleport to safety or Virulence to make it a very bad day for him. So at the end of your attack string your target should be under Cripple (if you were lucky and hit him while moving), Bleeding, Deep Wounds, Poison, Disease, and Weakness.
Also if it so happens that you're hit by a condition just pass it off to someone else with Plague Touch. If you decide to use this in 12vs12 the res sig can be replaced with the speed boost of your choice.
With the energy costs and recharge you can keep on pulling off your combo on the same target after the initial conditions end. I can only imagine how much damage this could deal coupled with a fragility mesmer.
Virulence is a Prophecies only skill and I'm not sure if A-net confirmed that factions characters can go into the Prophecies campaign or not. However I could see this build becoming very powerful in any arena that it is used.