if you're feeling brave, you can go superior everything and run with little to no hp at all! [LOL]
16 Dagger Mastery
9 Critical Strikes
9 Deadly Arts
8 Shadow Arts
Falling Spider
Blinding Power
Twisting Fangs
Moebius Strike {E}
Scorpion Wire
Unseen Fury
Return
Plague Touch
Ok, you run in and cast Scorpion Wire, hopefully your teammates will cover the hex.
Run back and SNAP*, foe on back, and you're on top...
Start with Falling Spider, Blinding Power, then Twisting Fangs into a Moebius Strike, [all the while you're in Unseen Fury mode]. Voila, Bleeding, Poisoned, Blinded, Deep Wound, and you're unavoidable for a few seconds, which is all the time you'll need. Keep swinging at the poor fools with alternating Twisting Fangs and Moebius Strikes {E}. If they fight back by blinding/conditioning you, Plague touch it.When things get hairy, use Return to make a quick retreat into friendly areas, ask for heals, wait, and look for another victim...
There you have it, the sling-shot sin...
Any idea on how to improve his evil hit-run tendencies? I looked at the other skills but the multi-purpose utility of the ones I picked r0x0rs...note: for the FPE, the spells don't affect dagger combos. As long as you don't use the dagger strikes out of order, using spells in between doesn't hurt... [unless the spell COUNTS as a type of attack]
strengths: well, it is a string of unavoidable hits and with an 'entrance' of a knockdown after 'retreating' 100', there's not much you can say to say he doesn't surprise people...
weaknesses: yeah, if the Wire is gone, your whole game becomes a waiting game... But the assassin's first attack always determines if his assassination attempt works or not so I don't see the extreme problem here. anti-warrior/ranger skills will stop you so that's obvious... But, if you see someone getting knocked down by a hammer buddy, by all means, jump in on the action!
What's nice is that the idea of sniping from a long range and then returning, after delivering heavy poundage of 3 big hits, 4 conditions, and then dropping a 5th one on exit [yay cripple] leaves room for your Fragility Mesmers to say goodbye for ya... ^_^
Aside from Hex Removal and anti-melee defense, can anyone else help in making this sin slam harder? [all the while being unblockable?]

. Chasing you all over town to stop the KD will effectively disable this Assassin entirely, but if that's the case, then you've pulled what I can only hope is a vital caster out of position and forced him to stop casting and start sprinting.