Critical Strikes: 12+1+1
Dagger Mastery: 12+3
Shadow Arts: 3+1
Dark Apostasy, 10e 2 30s *elite
Enchantment Spell. For 33 seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose 4 Energy or Dark Apostasy ends.
Critical Eye, 5 - 30s
Skill. 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.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 33 seconds, all of your critical hits cause Bleeding for 14 seconds.
Wild Blow, 5e - 5s
Attack Skill. Lose all Adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits, any "Stance" being used by your target ends. This attack cannot be "Blocked" or "Evaded"
Golden Phoenix Strike, 5e - 8s
Offhand Strike. If you are not enchanted, this skill fails. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 5e - 12s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10 damage and results in a critical hit.
Way of the Fox, 5e 1 3s
Enchantment Spell. For 17 seconds, your next attack cannot miss.
Dash, 5e - 15s
Stance. For 3 seconds, you run 50% faster.
Wild Blow is a hell of a skill. Under this build, it A) cannot be blocked or evaded, B) cancels stances, C) is an automatic critical that produces four energy, D) costs four energy and strips one enchantment from the target and E) causes that target to bleed. Talk about bang for your buck.
What makes this Assassin stand out is the ability to leave a target defenseless. Running from Wild Blow to Golden Phoenix Strike to Critical Strike produces three guaranteed criticals and cancels any stances while stripping three enchants if Dark Apostasy hasn't already been stripped, itself. Sharpen Daggers, while not a skill to sneeze at, is most important in the role of cover enchant, giving Dark Apostasy a little longer lease on life.
Way of the Fox ensures that your next hit will break through any and all defenses, as well as being an ever-available cheap enchant to make sure Golden Phoenix strike can always work. Critical Strike is a pair of criticals, and bunch of damage to boot. Dash may be subbed out for a zero-attrib sprint, and I'd like to know what people think about that (3 seconds of 50% boost vs 8 seconds of 25% boost...I know the math says sprint is better).
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