
A/W
Attributes:
Dagger Mastery = 12+1+1 (This would be 16 if I had unlocked Superior Dagger Mastery)
Critical Strikes = 12+1 (this is important)
Shadow Arts = 3+1
Skills
1) Leaping Mantis Sting
2) Temple Strike [E]
3) Twisting Fangs
4) Frenzy
5) Critical Eye
6) Shadow Refuge
7) Rush
8) Ressurection Signet
Leaping Mantis Sting is my favourite Lead Attack, hands down. Nothing else compares to its sweetness. +20 damage at 14 DM and cripples fleeing foes. Also has a 5e cost and an 8s recharge which is superior to other Lead Attacks.
Temple Strike should be self-explanatory. Applies Blind and Dazed to foes. If you manage to cripple a spellcasting opponent before this is applied, he's basically shut down for the next few seconds. With Frenzy, the attacks per second shoot through the roof because of frequent double strikes, each of these attacks is essentially an interrupt. The strategy here is to quickly chain the first two attacks on your foe of choice and then rail on them with Frenzy. Twisting Fangs is used as a finishing blow, I havent been able to find a better off-hand attack.
13 critical strikes nets you 3 energy per successful critical strike. With Critical Eye, the energy gain and critical chance both increase. Its instant cast and can be kept up indefinitely with high enough CS. Coupled with Frenzy, there should be no energy problems. Shadow Refuge and Rush are meant to keep Frenzy in check and Rush provides a speed boost that helps to get Leaping Mantis Strike off against kiting foes.
I've been trying to fit Wild Blow into this setup as well, but I cant think of a skill that it could replace (at least in RA). Evasive stances are a big problem for this build because you need to get at least the first two attacks off successfully. Kiting is easier to handle but can still be a problem.
Edit: Changed Sprint to Rush.