[GvG]
This character is built around the new mesmer elite, Psychic Distraction. This skill, alone, is suitable replacement for an entire bar of mesmer interrupts, with a mean side effect and a serious drawback. The skill recharges in 2 seconds, so it's almost constantly available, but it disables every other skill on your bar for 8 seconds when you use it. This, then, is the big gun of the build, and the rest of the bar is built to accomodate periodic skill blackouts.
You may wonder, why not just use a mesmer? Well, because assassins have four pips, critical hits energy bonus, autoattack damage, and a number of nice buffs. But most importantly, it's because Psychic Distraction is like being a dedicated interrupt mesmer, in a single skill, leaving the rest of the bar to be...anything. So without further ado, here it is.
Critical Hits 11+3
Dagger Mastery 10+1+1
Deadly Arts 6 + 1
Domination 8
Psychic Distraction, 10e 1/4 2s *elite
All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 9 seconds.
Critical Eye, 5e - 30s
For 33 seconds, you have an additional 7% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Unsuspecting Strike, 10e - 10s
Lead Attack. If this attack hits, you strike for +29 damage. If your target was above 90% Health you deal an additional 38 damage.
Entangling Asp, 10e 1 20s
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 12 seconds.
Siphon Speed, 5e 1 5s
Hex Spell. For 10 seconds, target foe moves 15% slower and you move 15% faster.
Hex Breaker, 5e - 15s
For 55 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 29 damage.
Recall, 15e 2 10s -1m
Enchantment Spell. While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Rez Signet, - 3 -
Resurrect target ally with 100% health and 25% energy.
This build has: an interrupt, a snare/runspeed boost, a conditionally high damage attack, a ranged knockdown, defense against hexes, an emergency escape button, and a rez sig. It would always be run with zealous daggers- autoattacking feeds it energy. It doesn't have much defensive ability, aside from being able to kite at 115% (much of the time), and shrugging off one hex every 15s.
Sharpen daggers got dropped because for it to be useful, the assassin would have to be running all through the enemy lines, giving everyone a little tap here and there. However, as a fairly high priority target, this would be probable suicide.
-edit: specified build for GvG, replaced sharpen daggers with recall for more defensive ability.
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