The more I look at assassins...
MSecorsky
the more I'm convinced they can really work and be quite effective and the less convinced I am of the ney-sayers basically crapping all over the build. For example, just a quick thought from reading through the skills came up with this potential build:
Death's Charge - Spell
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.
Expunge Enchantments - Skill
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Golden Lotus Strike - Lead Attack
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments,
you gain 3...9 energy.
Repeating Strikes - Off-hand Attack
Must follow an off-hand attack. If it hits, this attack strikes for +5...+17 damage.
If it misses, it takes an additional 15 seconds to recharge.
Twisting Fangs - Dual Attack
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers
from Bleeding and Deep Wound for 5...17 seconds.
Mantis Sting - Lead Attack
If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe,
that foe is crippled for 3...13 seconds.
Shroud of Silence {Elite} - Hex Spell
All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.
Rez Sig
Now, I know this is open to shredding, sure. However, I think this could, at least, be a real effective squishy killer. Of course, I'm always open to thoughts and criticism and the only way to know for sure is to put it into practice... but, well, here ya go.
Hmm... would probably start with Charge, Shroud, Expunge, then the attacks...
Death's Charge - Spell
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.
Expunge Enchantments - Skill
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Golden Lotus Strike - Lead Attack
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments,
you gain 3...9 energy.
Repeating Strikes - Off-hand Attack
Must follow an off-hand attack. If it hits, this attack strikes for +5...+17 damage.
If it misses, it takes an additional 15 seconds to recharge.
Twisting Fangs - Dual Attack
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers
from Bleeding and Deep Wound for 5...17 seconds.
Mantis Sting - Lead Attack
If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe,
that foe is crippled for 3...13 seconds.
Shroud of Silence {Elite} - Hex Spell
All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.
Rez Sig
Now, I know this is open to shredding, sure. However, I think this could, at least, be a real effective squishy killer. Of course, I'm always open to thoughts and criticism and the only way to know for sure is to put it into practice... but, well, here ya go.
Hmm... would probably start with Charge, Shroud, Expunge, then the attacks...
Spoony
Nice build, quite decent, but not leet. Nice thinking with the expunge and shroud, since it doesnt affect u (well xcept res signet for expunge). Nothing too new or too interesting.
MSecorsky
Quote:
Originally Posted by Spoony
Nice build, quite decent, but not leet. Nice thinking with the expunge and shroud, since it doesnt affect u (well xcept res signet for expunge). Nothing too new or too interesting.
Well, first shot after looking at the skills. Besides, I wouldn't know leet if it bit me on the arse. But that being said... I think sinz have real potential.
Spoony
Well u can always try Gwfreaks, a tool, which u might consider to use when making builds.
MSecorsky
Quote:
Originally Posted by Spoony
Well u can always try Gwfreaks, a tool, which u might consider to use when making builds.
A thought... but I have little trust of downloaded tools for games such as this. Many accounts have... shall we say... swapped hands involuntarily... as a result. Nah, Trial and error ftw!
Spoony
Well this ones not "error and trial ftw" style, so u can download it, from their page if u want, but thats just ur decision.
SparhawkJC
Ok first things first. You don't need two lead attacks in your combo. The only attack skill that should be doubled are off-hands and most of the the time the other off hand attack is Moebius Strike. In my opinion every assassin should have shadow refuge on their skill bar. You'll never need another heal skill ever again. Think of it as troll's for assassins but better.
First of all decide how you want your stat distribution to be. If you're going daggers you MUST have some investment in critical strikes so a nice chunk of your attributes are going to go there. Then you want dagger mastery at 16 to get more chance of crits and also to deal with most damage with your daggers. So this will leave you just enough stats for another attribute. This attribute should probably go into the line that your heal skill is in, which will probably be shadow refuge so the rest of your skills will go in there. This leaves no room for Deadly Arts, which requires significant investment to be decent.
Now what I would do is take out expunge enchantments and golden lotus strike. Replace them with shadow refuge and an offhand. Take out repeating strike and shroud of silence while you're at it. Repeating strike requires your combo to be built around it to useful, and it needs another offhand in order to be pulled off. I would much rather just use a dual attack since they deal more damage and are generally better. If you want to stick with mantis sting (which now cripples a moving foe) and twisting fangs you should use jungle strike as your offhand.
So now your skill bar should look like the following:
1. Leaping Mantis Sting
2. Jungle Strike
3. Twisting Fangs
4. Attack Buff of your choice (I recommend critical eye)
5. Shadow Refuge
6. Death's Charge
7. Utility skill of your choice
8. Res sig
And your attributes would be 16 dagger mastery, 10 critical strikes, and 9 shadow arts counting runes.
Well now I guess I completely changed your build.
First of all decide how you want your stat distribution to be. If you're going daggers you MUST have some investment in critical strikes so a nice chunk of your attributes are going to go there. Then you want dagger mastery at 16 to get more chance of crits and also to deal with most damage with your daggers. So this will leave you just enough stats for another attribute. This attribute should probably go into the line that your heal skill is in, which will probably be shadow refuge so the rest of your skills will go in there. This leaves no room for Deadly Arts, which requires significant investment to be decent.
Now what I would do is take out expunge enchantments and golden lotus strike. Replace them with shadow refuge and an offhand. Take out repeating strike and shroud of silence while you're at it. Repeating strike requires your combo to be built around it to useful, and it needs another offhand in order to be pulled off. I would much rather just use a dual attack since they deal more damage and are generally better. If you want to stick with mantis sting (which now cripples a moving foe) and twisting fangs you should use jungle strike as your offhand.
So now your skill bar should look like the following:
1. Leaping Mantis Sting
2. Jungle Strike
3. Twisting Fangs
4. Attack Buff of your choice (I recommend critical eye)
5. Shadow Refuge
6. Death's Charge
7. Utility skill of your choice
8. Res sig
And your attributes would be 16 dagger mastery, 10 critical strikes, and 9 shadow arts counting runes.
Well now I guess I completely changed your build.
Myodato
Well, apart from the fact we have another person who doesn't realise you need another off-hand to start using Repeating Strike, it's a pretty solid build. I should also point out that the description of Mantis Sting is completely wrong, and is currentl 'if it hits a moving foe.' To be honest, whilst I think it's a nice skill, that you should definitely have a snare, and a spare lead is a good idea, it's hard to land consistently without a speed boost (Dash works). Otherwise, you'll usually find it hits just as your target stops moving (and therefore no cripple).
Last thing, is can anybody tell me whether Shroud of Silence is removable like a normal hex, or there for the duration as per Blackout ? This detail makes a huge difference to my opinion of this elite.
Last thing, is can anybody tell me whether Shroud of Silence is removable like a normal hex, or there for the duration as per Blackout ? This detail makes a huge difference to my opinion of this elite.
MSecorsky
Quote:
Originally Posted by Myodato
Last thing, is can anybody tell me whether Shroud of Silence is removable like a normal hex, or there for the duration as per Blackout ? This detail makes a huge difference to my opinion of this elite. With assassins, that should be "doesn't realize anything".

Spoony
Never liked mantis sting... But if u really want it in ur build, take another lead attack so ur combo wont be situational.
And yeah Myo, im sure that Shroud of silence can be removed, since it doesnt disable targets spells, it just doesnt allow them to cast them.
And yeah Myo, im sure that Shroud of silence can be removed, since it doesnt disable targets spells, it just doesnt allow them to cast them.
MSecorsky
Quote:
Originally Posted by Spoony
Never liked mantis sting... But if u really want it in ur build, take another lead attack so ur combo wont be situational.
And yeah Myo, im sure that Shroud of silence can be removed, since it doesnt disable targets spells, it just doesnt allow them to cast them. OK... noob-moment... If they can't cast the spell, how can they use it to remove the hex?
I think the thought is to whether a third party can remove it, at least that's how I read it.
And yeah Myo, im sure that Shroud of silence can be removed, since it doesnt disable targets spells, it just doesnt allow them to cast them. OK... noob-moment... If they can't cast the spell, how can they use it to remove the hex?
I think the thought is to whether a third party can remove it, at least that's how I read it.
Spoony
Well there are 2 ways to counter that:
- Spell breaker
- As u might have thought, other party member.
This skill might be fine to use against spikers, like eles or necros, if theres enough of the assasins to do it.
- Spell breaker
- As u might have thought, other party member.
This skill might be fine to use against spikers, like eles or necros, if theres enough of the assasins to do it.
MSecorsky
OK... let's rework using some of the added knowledge gained thus far...
Death's Charge - Spell (Get to target quickly)
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.
Shroud of Silence {Elite} - Hex Spell (Shut down target)
All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.
Expunge Enchantments - Skill ("Cleanse" the target)
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Golden Lotus Strike - Lead Attack (Begin the pain, get some juice back)
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments,
you gain 3...9 energy.
Black Lotus Strike - Off-hand Attack (Shroud should still be active)
Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +1...+25 Damage and you gain 5...17 energy.
Twisting Fangs - Dual Attack (Causes bleeding)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers
from Bleeding and Deep Wound for 5...17 seconds.
Mantis Sting - Lead Attack (Should be bleeding)
If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe,
that foe is crippled for 3...13 seconds.
Rez Sig
But yeah... will need decent Dagger, Deadly and Critical. Hmm... have the spare lead, no snares yet. Crippled occurs pretty far down the food chain. The spare lead does seem essential with the limit on Golden Lotus, and the thought behind Golden Lotus was to take advantage of stripping a monk or other squishy of basically all their enchants leaving them exposed and drooling. Shadow Refuge is nice, but requires points in Shadow I hadn't planned on spending at this time. The only purpose of Death's charge was to get me there quickly.
No doubt, it's a work in progress. I severely welcome the criticism and am basically unoffendable, so don't worry about that.
Death's Charge - Spell (Get to target quickly)
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.
Shroud of Silence {Elite} - Hex Spell (Shut down target)
All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.
Expunge Enchantments - Skill ("Cleanse" the target)
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Golden Lotus Strike - Lead Attack (Begin the pain, get some juice back)
If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments,
you gain 3...9 energy.
Black Lotus Strike - Off-hand Attack (Shroud should still be active)
Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +1...+25 Damage and you gain 5...17 energy.
Twisting Fangs - Dual Attack (Causes bleeding)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers
from Bleeding and Deep Wound for 5...17 seconds.
Mantis Sting - Lead Attack (Should be bleeding)
If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe,
that foe is crippled for 3...13 seconds.
Rez Sig
But yeah... will need decent Dagger, Deadly and Critical. Hmm... have the spare lead, no snares yet. Crippled occurs pretty far down the food chain. The spare lead does seem essential with the limit on Golden Lotus, and the thought behind Golden Lotus was to take advantage of stripping a monk or other squishy of basically all their enchants leaving them exposed and drooling. Shadow Refuge is nice, but requires points in Shadow I hadn't planned on spending at this time. The only purpose of Death's charge was to get me there quickly.
No doubt, it's a work in progress. I severely welcome the criticism and am basically unoffendable, so don't worry about that.
Myodato
More worryingly, Contemplation of Purity (a skill, not a spell) could remove it. As most PvP boon-prot monks are already using CoP, this would make Shroud of Silence a waste of an elite.
MSecorsky
Quote:
Originally Posted by Myodato
More worryingly, Contemplation of Purity (a skill, not a spell) could remove it. As most PvP boon-prot monks are already using CoP, this would make Shroud of Silence a waste of an elite.
Contemplation of Purity - Skill
Lose all "Enchantments", for each one lost gain 6-65 health, lose one "Hex" and lose one "Condition."
If you get off Expunge first, Contemplation won't hurt you. Timing could be critical.
Dang, this is fun!
Lose all "Enchantments", for each one lost gain 6-65 health, lose one "Hex" and lose one "Condition."
If you get off Expunge first, Contemplation won't hurt you. Timing could be critical.
Dang, this is fun!
Siren
Quickie question: what is the attribute point spread like? I'd think Deadly Arts would have to be at a respectable level to make Expunge Enchants and Shroud of Silence do-able.
MSecorsky
Quote:
Originally Posted by Siren
Quickie question: what is the attribute point spread like? I'd think Deadly Arts would have to be at a respectable level to make Expunge Enchants and Shroud of Silence do-able.
Haven't worked that out. But you're absolutely right... probably along the lines of a 13 - 11 - 13 give or take.
MSecorsky
Here's a question:
Expunge Enchantments - Skill ("Cleanse" the target)
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Disabled skills... does this include spells?
Expunge Enchantments - Skill ("Cleanse" the target)
All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way,
target touched foe loses one enchantment.
Disabled skills... does this include spells?
Myodato
Quote:
Originally Posted by MSecorsky
Disabled skills... does this include spells?
Yes.
Unfortunately GW uses skills to mean anything you can put on your skill bar, and a specific type of thing you can put on your skill bar.
Unfortunately GW uses skills to mean anything you can put on your skill bar, and a specific type of thing you can put on your skill bar.
Spoony
CoP ftw

Yukito Kunisaki
Land a Temple Strike and CoP ain't crap... 16 daggers? with TS? = dead monkey...
Shroud of Silence I think would be best on high defensive characters that overly use stances and shtuff but if you want to stuff a caster, dumping dazed on them forces the use of a teammate's help.
If they can't get to said teammate due to a snare, hey, you win!
Also, only a Mo/N can deal with Temple Strike since Plague Touch is a skill making the attacking sin blind and dazed and that wouldn't be cool now would it? ^_^
Shroud of Silence I think would be best on high defensive characters that overly use stances and shtuff but if you want to stuff a caster, dumping dazed on them forces the use of a teammate's help.
If they can't get to said teammate due to a snare, hey, you win!
Also, only a Mo/N can deal with Temple Strike since Plague Touch is a skill making the attacking sin blind and dazed and that wouldn't be cool now would it? ^_^
NatalieD
Quote:
Originally Posted by Yukito Kunisaki
Land a Temple Strike and CoP ain't crap...
Uh, why do you say that? CoP removes conditions as well as hexes, y'know.
Spoony
+, even with dazed, CoP casts pretty quick, with pretty nice recharge. Consider this, boon, guardian(yeah short time but always an enchant), prot spirit, reversa of fortune andl eventually healing hands. Yes i know not many monks dont run that many enchants, but notice they all have short casting time. It is easy to get rid of hexes + conditions that way. And IMVHO U underestimate the POWER of MONKS!

Yukito Kunisaki
CoP only works if the monk has enchants on him.
I must have forgotten to mention this...
No sin worth his life would go into a pvp fight without Expunge Enchantments...
Any caster who wants to live will bring some form of defensive enchantment...
If you can expunge him just before a TS, he'll never be able to cast another enchantment for a few seconds...
enough time to kill him...
I must have forgotten to mention this...
No sin worth his life would go into a pvp fight without Expunge Enchantments...
Any caster who wants to live will bring some form of defensive enchantment...
If you can expunge him just before a TS, he'll never be able to cast another enchantment for a few seconds...
enough time to kill him...
NatalieD
So what you really meant was "Land an Expunge Enchantments and CoP ain't crap"?

Darkpower Alchemist
This is good stuff. I created a thread about assassins awhile back,and so many told me that they were crap that it was ridiculous. I like to hear that others see the potential of the assassin that I do. I won't be adding my two cents to this particular topic, but I will be looking at this section more often.
Keep up the conversation.
Keep up the conversation.