Haven't figured out attributes yet, so if you wanna help there, feel free. Skills in usage order are:
1. Recall -- cast while a good distance away from enemies, and wait for energy to regen.
2. dark prison -- teleport onto target and leave them hexed
3. unsuspecting strike -- becuase it rocks
4. black lotus strike -- while they're still hexed, so get that energy regen
5. critical strikes -- 2 crit. hits with +damage
6. jagged strike -- need another lead attack, and the bleeding is good -- may be replaced by sharpen daggers (and therefore used before dark prison), as ususp. now has a faster recharge, and could be used a second time here
7. entangling asp -- kd and poison
8. other
Then simply end recall, and you're out of harms way.
Spot 8 will need more research before I can know what to do here. If survivability is a problem, may make it either way of perfection or shadow refuge. If I find that the above process does not do enough damage (even with the residual bleeding and poison), I could add impale, and cast before dark prison. Another option for the damage route would be to end the second combo string with falling spider, but the poison would be redundant.
So once you cancel recall and are out of harms way, regen and repeat. Sound do-able? Any suggestions or improvements? I'm working with the descriptions here on guru, so I know the skills have changed, but don't have a resource for the new versions.
Really hope someone can make a build like this work
