A/N lead interrupter
LifeInfusion
A-N pure interrupt
Assassin/Necromancer
Level: 20
Critical Strikes: 11 (10+1)
Dagger Mastery: 12 (10+2)
Curses: 11
- Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
- Critical Eye (Critical Strikes)
For 28 seconds, you have an additional 5% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 9 seconds.
Energy:5 Cast:0 Recharge:15
- Temple Strike [Elite] (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 7 second(s).
Energy:10 Cast:0 Recharge:12
- Rigor Mortis (Curses)
For 17 seconds, target foe cannot "block" or "evade."
Energy:10 Cast:2 Recharge:30
- Gaze of Contempt (Necromancer Other)
If target foe has more than 50% Health, that foe loses all Enchantments.
Energy:15 Cast:2 Recharge:20
- Shivers of Dread (Curses)
For 32 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 6 Energy or Shivers of Dread ends.
Energy:10 Cast:2 Recharge:15
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
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Idea is that you cannot be blocked, evaded, or blinded while on your interrupt spree. The only problem is hexes that slow/make you miss (miss as in not block/evade/blind). For PvE.
Assassin/Necromancer
Level: 20
Critical Strikes: 11 (10+1)
Dagger Mastery: 12 (10+2)
Curses: 11
- Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
- Critical Eye (Critical Strikes)
For 28 seconds, you have an additional 5% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 9 seconds.
Energy:5 Cast:0 Recharge:15
- Temple Strike [Elite] (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 7 second(s).
Energy:10 Cast:0 Recharge:12
- Rigor Mortis (Curses)
For 17 seconds, target foe cannot "block" or "evade."
Energy:10 Cast:2 Recharge:30
- Gaze of Contempt (Necromancer Other)
If target foe has more than 50% Health, that foe loses all Enchantments.
Energy:15 Cast:2 Recharge:20
- Shivers of Dread (Curses)
For 32 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 6 Energy or Shivers of Dread ends.
Energy:10 Cast:2 Recharge:15
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
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Idea is that you cannot be blocked, evaded, or blinded while on your interrupt spree. The only problem is hexes that slow/make you miss (miss as in not block/evade/blind). For PvE.
Spoony
The build seems to be used to kill singular casting targets, id say this ones not bad
. One problem though, if thats what the shivers are for, ull need icy daggers. Even with them, it takes lots of energy to attack, as 6 energy per attack + ur disrupt makes u quite empty of energy. Consider this, 35 energy for all skills other than shivers of dead. u got like +/- 5 to 10 energy left, and even if u cast shivers itll end quickly , since it takes 6 energy each attack. U must know one thing - Assasins were designed for fast attacking, keep that in mind for future assasin builds:P

LifeInfusion
Rigor Mortis is just in case stances are used. Wild Strike is not that effective for stance removal, and that was to circumvent block/evade. Temple strike is when you cannot apply enough pressure or when there is spellbreaker/obsidian flesh.
Spoony
Oh yeah, u forgot to mention what skill to take instead of res signet for 12vs12 arenas, whats ur suggestion?
Elaine Donnerbalken
expose defences is imo better than rigor mortis
expunge enchantments is imo better than Gaze of Contempt, since you're in melee anyway.
About spinal shivers: As i remind this skill, you lose only energy _if_ you disrupt some skill ,and since people dont spam skills , it could be affordable.
expunge enchantments is imo better than Gaze of Contempt, since you're in melee anyway.
About spinal shivers: As i remind this skill, you lose only energy _if_ you disrupt some skill ,and since people dont spam skills , it could be affordable.
Yukito Kunisaki
Quote:
Originally Posted by Elaine Donnerbalken
expose defences is imo better than rigor mortis
expunge enchantments is imo better than Gaze of Contempt, since you're in melee anyway.
About spinal shivers: As i remind this skill, you lose only energy _if_ you disrupt some skill ,and since people dont spam skills , it could be affordable. That's by far the best advice you can use, I'd instead go 11 deadly arts and use Expose Defenses and Expunge Enchantments, easily...
You want to disrupt? If your hits keep landing then... Dazed alone will make your target beg for mercy...
expunge enchantments is imo better than Gaze of Contempt, since you're in melee anyway.
About spinal shivers: As i remind this skill, you lose only energy _if_ you disrupt some skill ,and since people dont spam skills , it could be affordable. That's by far the best advice you can use, I'd instead go 11 deadly arts and use Expose Defenses and Expunge Enchantments, easily...
You want to disrupt? If your hits keep landing then... Dazed alone will make your target beg for mercy...
Spoony
Yukito, you one brutal caster discriminatorz!
About expunge enchantments, just wanted to say its a good idea becuz it removes about 4 enchantments( from critical eye, expose defences/rigor mortis, shivers of dread and plague touch).
If ur desperate about this assasin beeing a secondary necro, consider taking Death magic instead(thats what i would do).
Just instead rigor and dreads, take soul feast and taste of pain. Those skills will make u heal yourself from time to time, allowing u to survive in some situations.

About expunge enchantments, just wanted to say its a good idea becuz it removes about 4 enchantments( from critical eye, expose defences/rigor mortis, shivers of dread and plague touch).
If ur desperate about this assasin beeing a secondary necro, consider taking Death magic instead(thats what i would do).
Just instead rigor and dreads, take soul feast and taste of pain. Those skills will make u heal yourself from time to time, allowing u to survive in some situations.
LifeInfusion
Quote:
Originally Posted by Elaine Donnerbalken
expose defences is imo better than rigor mortis
expunge enchantments is imo better than Gaze of Contempt, fine, but I don't like disabling my skills
================================================== =======
REVAMPED:
Critical Strikes: 11 (10+1)
Dagger Mastery: 13 (11+2)
Deadly Arts: 11 (10+1)
- Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
- Critical Eye (Critical Strikes)
For 28 seconds, you have an additional 5% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 10 seconds.
Energy:5 Cast:0 Recharge:15
- Temple Strike [Elite] (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 8 second(s).
Energy:10 Cast:0 Recharge:12
- Expose Defenses (Deadly Arts)
For 9 seconds, target foe cannot "block" or "evade" your attacks.
Energy:10 Cast:2 Recharge:10
- Expunge Enchantments (Deadly Arts)
All your non-attack skills are disabled for 6 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
Energy:10 Cast:0.75 Recharge:30
- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Energy:15 Cast:2 Recharge:10
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
expunge enchantments is imo better than Gaze of Contempt, fine, but I don't like disabling my skills
================================================== =======
REVAMPED:
Critical Strikes: 11 (10+1)
Dagger Mastery: 13 (11+2)
Deadly Arts: 11 (10+1)
- Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
- Critical Eye (Critical Strikes)
For 28 seconds, you have an additional 5% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30
- Disrupting Stab (Dagger Mastery)
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 10 seconds.
Energy:5 Cast:0 Recharge:15
- Temple Strike [Elite] (Dagger Mastery)
Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for 8 second(s).
Energy:10 Cast:0 Recharge:12
- Expose Defenses (Deadly Arts)
For 9 seconds, target foe cannot "block" or "evade" your attacks.
Energy:10 Cast:2 Recharge:10
- Expunge Enchantments (Deadly Arts)
All your non-attack skills are disabled for 6 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
Energy:10 Cast:0.75 Recharge:30
- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Energy:15 Cast:2 Recharge:10
- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Fred Kiwi
Whoa..that gaze of contempt skill seems a little overpowered, no?
swordfisher
It's true; it rocks excessively hard. Unlinked, all enchants, not so hard to meet the condition.
fallot
Edit: I'm wrong, sorry.
Siren
Quote:
Originally Posted by fallot
Disrupting Stab is not a lead attack. Your build doesnt work at all.
http://gw.gamewikis.org/wiki/Disrupting_Stab
fallot
Edit: I checked it at another location and it says "Lead Attack" in the description. I apologise.
Corinthian
Quote:
Originally Posted by Fred Kiwi
Whoa..that gaze of contempt skill seems a little overpowered, no?
Rend is dead!
This will be my number one skill for any offensive caster build at HA!

Yukito Kunisaki
Rend still works if you're not an assassin class half...
my w/n still uses it with plague touch since sin has a terrible condition remover, signet of malice for the loss!
my w/n still uses it with plague touch since sin has a terrible condition remover, signet of malice for the loss!

tuperwho
I like your first interrupt idea, but I agree that it looks like energy will be an issue. I'm curious to see if it can work, though. You will definitely want to get critical strikes up to 13 (as I believe that is the level at which critical hits return 3 energy, instead of 2). In addition, I would add more energy gain attacks. And icy daggers are a must.
1.crit. eye -- great start
2.Spinal shivers
3.any of a number of options to strip enchants
4.golden lotus -lead attack- if you're gonna keep other skills to strip enchants, this is money... plus damage, and gain energy
5.black lotus strike -off hand- if you already got them hexed, use this to add damage and get energy to fuel spinal shivers (or whatever it's called in Factions)
6.crit strike- dual attack- guaranteed double hit and both criticals
And from there you round it out with a defensive stance or self heal, and either res sig, disrupting stab, or other energy management, depending on what aspect of the game you're playing and how gutsy you are.
1.crit. eye -- great start
2.Spinal shivers
3.any of a number of options to strip enchants
4.golden lotus -lead attack- if you're gonna keep other skills to strip enchants, this is money... plus damage, and gain energy
5.black lotus strike -off hand- if you already got them hexed, use this to add damage and get energy to fuel spinal shivers (or whatever it's called in Factions)
6.crit strike- dual attack- guaranteed double hit and both criticals
And from there you round it out with a defensive stance or self heal, and either res sig, disrupting stab, or other energy management, depending on what aspect of the game you're playing and how gutsy you are.