Assassin Build Directory Submissions

Inde

Site Contributor

Join Date: Dec 2004

Please post here with your Assassin build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.

This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.

Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]

SparhawkJC

SparhawkJC

Krytan Explorer

Join Date: Mar 2006

The Amazon Basin

R/Me

FINALLY OUR FIRST STICKY!!! Well I guess I'll add my builds from the other threat which sort of died.

Typhoid Mary

A/N

16 Dagger Mastery (12+1 Mask +3 Rune)
8 Critical Strike (7+1 Rune)
7 Shadow Arts (6+1 Rune)
Rest In Death Magic

Leaping Mantis Sting (Lead) - Cripple
Jungle Strike (Off-hand) - Damage
Twisting Fangs (Dual) - Bleeding and Deep Wound
Virulence (Elite) - Disease, Poison, and Weakness
Plague Touch - Condition Removal
Heart of Shadow - Teleportation and limited Self Heal
Shadow Refuge - Self Heal
Res Signet/Dash/Shadow of Haste

Pretty simple concept, start off your combo after which your target should be hit with at least bleeding and deep wounds and maybe cripple. Then depending on whether or not he has noticed you yet throw down either Heart of Shadow to teleport to safety or Virulence to make it a very bad day for him. So at the end of your attack string your target should be under Cripple (if you were lucky and hit him while moving), Bleeding, Deep Wounds, Poison, Disease, and Weakness.

Also if it so happens that you're hit by a condition just pass it off to someone else with Plague Touch. If you decide to use this in 12vs12 the res sig can be replaced with the speed boost of your choice.

With the energy costs and recharge you can keep on pulling off your combo on the same target after the initial conditions end. I can only imagine how much damage this could deal coupled with a fragility mesmer.

Virulence is a Prophecies only skill and I'm not sure if A-net confirmed that factions characters can go into the Prophecies campaign or not. However I could see this build becoming very powerful in any arena that it is used.

SparhawkJC

SparhawkJC

Krytan Explorer

Join Date: Mar 2006

The Amazon Basin

R/Me

Critical Death

A/*

16 Dagger Mastery
10 Critical Strikes
10 Shadow Arts
7 points Unused

Equip:
Bladed Mask+Superior Dagger Mastery Rune
Shrouded Armor with Minor Critical Strikes, Minor Shadow Arts, Minor Deadly Arts, and best Vigor Rune you can get
Zealous Daggers of Fortitude with +15>50

Leaping Mantis Sting (lead attack)
Jungle Strike (off-hand)
Critical Strike (dual attack)
Moebius Strike (elite off hand)
Critical Eye
Shadow Refuge
Death's Charge
Rez

Leaping Mantis Sting and Jungle Strike can be replaced with Unsuspecting Strike and Fox Fangs respectively if you want a heavier first hit. Critical Eye can be replaced with Way of Perfection, Way of the Fox, or Way of the Lotus, depending on your needs.

This build is meant to get in there, pull off their combo and then move on to a different target. Worked pretty well in PvE have yet to try it in PvP but I think it will also work there.

What if...

What if...

Frost Gate Guardian

Join Date: Jan 2006

Me/

Random Arena A/Mo

16 Dagger Mastery (3+1)
10 Critical Hits (9+1)
9 Shadows Arts (8+1)

No real armor specifications as long as the above requirements are met.

Critical Eye
Shadow Refuge
COP
Palm Strike {Elite}
Horn's of the Ox
Falling Spider
Twisting Fangs
Res Sig

It's pretty linear, use critical eye + zealous dagger tangs to keep energy up for the combo. Use shadows refuge when under fire, and COP + Shadows Refuge to drop any unwanted conditions or hexes dropped on you, also it works as an emmergency heal in a tight situation. I think its pretty solid, but don't hesitate to correct any misconceptions or mistakes with the build.

swordfisher

Krytan Explorer

Join Date: Sep 2005

[A/W] Appointment in Damascus

Competitive PvP, Support/DPS

Critical Strikes: 12+1+1
Dagger Mastery: 12+3

Dark Apostasy, 10e 2 15s *elite
Enchantment Spell. For 16 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 misses. If it hits, Golden Phoenix Strike deals +30 damage.
Critical Strike, 10e - 6s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +29 damage and results in a critical hit.
Rush, 4a
Stance. For 8 seconds, you run 25% faster.
Signet of Malice, - 1 8s
For each condition suffered by target foe, you lose one condition.

This Assassin is designed to do a fair amount of DPS while stripping enchantments and defeating defenses. With 14 CS, 15 DM and Critical Eye, the Assassin has a 40% critical rate and recieves 4e on each crit.

Dark Apostasy strips an enchantment from a target every time a crit is landed on that target. You lose four energy when Dark Apostasy does this, and gain four energy every time a crit lands at all.
Critical Eye increases your Crit Rate, and, more importantly increases your energy return on a critical to 4, precisely paying off Dark Apostasy.
Sharpen Daggers causes bleeding on the target when a crit is landed. It's a cover enchant for Dark Apostasy.
Wild Blow is the center of this build, and the reason it rocks so hard. Wild Blow, under the full effects of this build 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.
Golden Phoenix Strike is an odd attack, in as that it's an offhand that doesn't need to follow a lead attack. Its only requirement is that you be enchanted. Skipping the lead attack means I can start my chain with wild blow and still finish it two strikes later, keeping my combo compact.
Critical Strike is a nice dual attack. If both strikes hit, they do +58 damage and either strip enchantments or produce energy for the Assassin.
Rush costs four adrenaline and gives 8 seconds of 25% increased runspeed. It should be possible, even easy, to keep this skill up nearly all the time.
Signet of Malice helps to remove pesky conditions like blind and cripple, or whatever else might be coming your way. Because Sharpen Daggers is causing bleeding on 40% of your hits, there should always be ample conditions to work from.

And there you have it. This build has no self heal, and is meant for organized play. Given the reliance on enchantments, I have given thought to life bonding the Assassin- it would be one more cover enchant, and needed protection from Warriors and Ranger (and hell, other Assassins). According to DaggerFAQ 4.0 this Assassin should have a base DPS of about 19, and with highly spammable damage skills and passively spammed bleeding, should be able to kick it up quite a bit.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Profession: Assassin/Ranger
Name: Bloody Barrage (One Woman Bloodstorm)
Type: Multipurpose
Category: Damage Dealer/Multi-Target ‘Arrow Nuke’/Condition Spread

Attributes:
Critical Strikes [P]: 9 + 3 + 1
Marksmanship: 12
Shadow Arts: 9 +1

Skills Set:

Focused Shot (Marksmanship)
Barrage {Elite} (Marksmanship)
Distracting Shot/Resurrection Signet (Expertise/Unlinked)
Critical Eye (Critical Strikes)
Sharpen Daggers (Critical Strikes)
Way of Perfection (Shadow Arts)
Viper’s Defense/Critical Defenses (Shadow Arts/Critical Strikes)
Dash/Dark Escape/ (Unlinked/Shadow Arts)


Summary:

Original Discussion Thread

The Bloody Barrage was originally designed for 12v12 matches, otherwise known as Alliance Battles, and the massive mutual ganks that occur in them, but has since been recognized as a viable character for almost any play style, including late-game PvE. Initially developed and tested in the March 26th Factions Preview Event (FPE), the Bloody Barrage was originally known as the One Woman Bloodstorm. The name was later changed because the creator got sick of typing so many letters every time he bragged about his baby.

The initial Bloody Barrage was created as a control point assault character and is at its best when booting Kurzicks out of control points in its match type of choice. In PvE, of course, you have what is essentially a Conjure Blood Barrage character with less armor and better healing. In the Random/Team Arenas you act as a basic damage dealer, slightly lower-powered than most, but easily able to squish as many characters as possible, especially in tight arena such as the Flag Battle zone. Same general rules apply to all other forms of combat – your specialty is multi-target, and your damage against single foes is somewhat reduced.

Anyways. Centering the build is Critical Strikes, the attribute, and Sharpen Daggers/Critical Eye. These skills are why the build exists. Sharpen Daggers allows Barrage to spread Conditions in a disturbing manner, getting around Barrage’s inability to work with Apply Poison or Melandru’s Arrows or other such Conditioning preparations. Dealing consistent heavy damage through a ludicrously high critical hit ratio and finishing foes with Bleeding, and doing it to multiple enemies, the Bloody Barrage can replace two or three character’s worth of offense in the right situation. Which is kicking Kurzicks out of control points

The bottom half of the skills list is a surprisingly solid defensive array for such a powerfully offensive character. Way of Perfection is a superb self-healing skill which will keep the Bloody Barrage healthy while it’s dealing out death. It actually allows the character to stand its ground against some attackers, using the constant healing and its own heavy offense to outlive and out-pummel certain foes. Sometimes though, you’ll just be outmatched. In that circumstance, flip on Viper’s Defense to leave your attacker a last lovely present and Get Out of Dodge. Once Dodge has been gotten out of, flip on your speed stance of choice (I prefer Dark Escape for its greater activated-time percentage and damage reduction) and bolt. Reposition, rearm, and repay.

Alternates are listed above. The first is just whether you like Dash or Dark Escape better, while the second offers a ReSiggy in place of Distracting Shot. This is for if you want to bring the Bloody Barrage into RA, TA, or other res-heavy environments (of course). I prefer running without a ReSig when I can, but some people don't feel comfortable without one on their bar. And I admit I don’t like to go exploring without one either – can’t count the number of times I’ve saved a party’s butt because of that particular habit. A third alternative is to trade Viper's Defense for Critical Defenses, which offers another covering enchantment for all your other lovely covering Enchantments. Starting to wonder what we're covering here. Anyways, CD offers a good defensive booster and, when attacking the groups you're supposed to be, should stack with Way of perfection and make you all but indestructible.

Equipment is fairly fluid – nothing is absolutely vital to the successful implementation of the Bloody Barrage. When I tested it in the FPE, I used Zealous Short and Long Bows of Defense (PvP-Only char, would also have taken elemental bows if I could) and a mix of Vanguard’s and Shrouded Armor (Vanguard chest and gloves, Shrouded legs and boots), and had no troubles. Energy was abundant even with only minor boosts from armor; Vampiric bows would likely work just fine as well for the real damage-fiends, and of course Vampiric strings love that Barrage. Armor-wise, I went for the Blind and Weak duration cuts because those are the two Conditions I felt most dangerous to the Bloody Barrage. A good Deep Wounder is going to kill you with it before duration becomes a problem, and Bleeding isn’t as actively annoying as Blind or Weakness on a character which relies on attacks for both its healing and Energy management. Yes, I know Nightstalker's +15AL while attacking armor boost is normally a must, but realize, you're being attacked about as often as a Ranger is. Given your lack of self-Condition removal, I see no reason not to bring alternate armor. Plus, I just liked the look of the armor mix (realizing this was a PvP-only character at the time). But nothing is vital for the works – you’re completely free to use basic collector's Assassin's armor and a Sundering Horn Bow of Charrslaying for all I care. Though your teammates will call you stupid, and rightly so.

Anyways. The best advice I can give is to take the thing out and put it to work. Bloody Barrage is simple to use but packs a good deal of innate trickery and funkiness as well, and the best way to get a handle on what it can do is to go out and do it. Team up with some guildies and jump into a 12v12 match, you’ll catch on quick enough.

Notes & Concerns:

You’ve got no way to deal with Conditions or Hexes yourself, so without proper Monk (or occasionally Mesmer, for Hexes) support, you’re dangerously vulnerable. If you find yourself snared in the path of a pissed-off Warr, your best bet is to stand there and ride it out, using Way of Perfection and Viper’s Defense to stay alive, until the snare goes away. If suffering from degen or combat-degradation Conditions or Hexes, scream for help and deal with it until help gets there. If help doesn’t get there…die, res, run back and get revenge XP.

Aside from that, the Bloody Barrage is remarkably self-reliant. You’ve got one mother of a self-heal and a combination damage reducer/speed stance to keep you alive, and you’re reasonably mobile without a booster char along. During the FPE I found that people didn’t tend to seek out Assassins much – if you weren’t actively trying to knife someone, you got left alone more than usual. This, of course, is not a guarantee, but if you play smart you should survive just fine.

Previous incarnations of the Bloody Barrage also suffered from a lack of single-target skills, though this was partially solved via trading the now-nearly-useless Shadow Refuge for Focused Shot. Focused permits the BB to hunt down fleeing Kurzicks it has successfully kicked out of control points as well as a good survival skill when faced with a Warrior pounding at you. Way of Perfection, Viper’s Defense, and Focused Shot might just get you out alive. Realize, however, that you are not a spike build and cannot hope for the same single-target arrow damage Ranger primaries enjoy, and use Focused as a finishing move/last resort.

Credit: Heh…entirely me, I’m afraid. Concepted, refined, and combat-tested the Bloody Barrage without any help other than that given by the people I was shooting. No long list of credits here. IT’S ALL MINE!!! Oh, and Siren I suppose, for pointing out the Critical Defenses thing, since I never think of that skill myself.

sphere830

Ascalonian Squire

Join Date: Dec 2005

Aura of Amnoon [AoA]

E/Me

PVE

Here is my pve build that I came up with myself. I struggled at first with how to play an assassin, however I eventually learned what many people are now talking about, get in, damage, and get out. This build facilitates that sort of play and tends to drop enemies left and right.

Flashing Viper A/R

Daggers 16 (12+3+1)
Shadow Arts 8
Critical Strikes 9

I still don't have minor runes, I do have a sup dagger rune. The armor I use is the shrouded energy armor. Energy management and mobility is key in this build. I have two of the perfect collector sai's, one is a sundering sai of shelter, the other is a poison sai of shelter.

1. Dash (no attribute)-this skill has a multitude of uses, ie. to get to or away from foes.
2. Viper's Defense (shadow arts)- this skill is key to being mobile enough not to get trapped
and does all of your poisoning.
3. Shadow Refuge (shadow arts)- a nice self heal
4. Jagged Strike (dagger mastery)- This is a nice lead attack that will keep bleeding on your
enemies, even when you don't get through your combo.
5. Fox Fangs (dagger mastery)- Great off-hand attack that does solid damage and cannot be
blocked.
6. Twisting Fangs (critical) A badass dual strike that causes deepwound and
bleeding for 15 seconds. Stacking this with the
poison does great damage quick.
7. Flashing Blades (dagger mastery) {elite}- This is the elite of the build, this allows you to tank for 21
seconds, which is long enough to get your combo and
conditions going, then viper defense to get out.
8. Res Sig- I'm one of those old school guys that keep some form of res on all
of my characters most of the time. Obviously this and dash are the
interchangable of my build.

The way this build works is great, you use flashing blades going in, then start your attack seq. then viper defense to get out. This is tried and true by me all over the first part of the main continent quest. I hear people complain about their assassins, but I love the class, played well I feel like I can throw down some serious damage. I may do the numbers in a couple of weeks once I complete the storyline. Feel free to comment and give some suggestions as to how to make the build better. I am going to take credit for this build, but this is because I have not looked at any other forum information. If there is a similar build on the forum, I will retract the originality claim, but keep the build as I have developed it through my play. In a nut shell I use the two stances strategically, throw on the conditions, then get out of dodge leaving my victim poisoned. Try it and let me know how you like it.

Does-it-Matter

Krytan Explorer

Join Date: Dec 2005

N/

QuickStrike
Assassin / Ranger
PvE/PvP (untested in GvG atm)
Catagory: Surgical Supportor (Secondary Melee? Trying to sound dramatic here.. )


Skill Set
Shadow of Haste (10e, 30 recharge)
Ususpecting Strike (10e, 4 recharge)
Fox Fangs (5e, 8 recharge)
Twisting Fangs (10e, 15 recharge)
Shadow Refuge (5e, 1 cast, 8 recharge)
Way of Perfection (5e, 1 cast, 30 recharge)
Apply Poison (15e, 2 cast, 12 recharge)
Res Sig


Attributes
Wilderness Survival 1
Dagger 10+1+3
Shadow Arts 10+1
Critical Strikse 11+1


Armor
Armor (70AL)
Bladed Mask (+1 dagger)
Vanguard's Guise (reduce blind)
Saboteur's Gloves (reduce bleed)
Shrounded Leggings (+2e)
Shrouded Shoes (+1e)


Summary

Alright, the basic plan is get in, drop a good amount of damage and conditions and then vanish. Simple enough. I focus on the casters, typically monks and mesmers.

You have enough time to cast Apply Poison, spend a few seconds selecting a target, then hit Shadow of Haste (note, you want to be about 2/3 of a compas distance away), finally charge in and hit your combos. If done right, a second or two after you drop your combo you'll teleport back across the screen way far away from the action. 75% of the time this is enough to kill a caster, when its not, it draws the monks attention away from front line warriors.

The armor will help with conditions, but Shadow Refuge will give you a quick recharge on health if you need it.

While waiting for your combo to recharge, or if you've taken out all caster targets, I tend to pop Way of Perfection and hit the remaining targets without Shadow of Haste. Just be careful here, as you might start falling into the "tank" mentality.


Notes & Concerns
The #1 thing about this build is patience. You are not a tank, don't act like a tank. Your job is to pick a target (typically I go Rit > Mo > Mes > Ele > Ranger > Wa or A) and unleash your combo so he is removed from combat or hurt serious enough to distract monks from front line allies.

Eneregy Management:
I hardly run out of energy. Between critical strikes and 4 pips of e-gen as you close in on your target, I have plenty. After you cast your first combo and you've returned to your starting point, spend a few seconds selecting a new target and allowing your energy to rebuild. You are not a DPS melee warrior, you don't need to be attacking every second. Your strength is in a fast flury of damage. It is better to spend a few seconds waiting for the right moment, than to waste energy and perhaps your life by charging in too early.

Weakness:
The same weakness applies here that applies to any melee-based build. Blind. Blind will make you curse, but with the 20% reduction you're typically fine before your Shadow of Haste wears off. Also, since you are running in after your warriors have engaged front lines, typically Blind has already been used on them. If the character is saving it specifically for you, they are distracting themselves from their other duties, which works to your groups advantage in the long run.

Stance Defenses are a little bit of a pain as well, but not a true weakness. If someone pops a stance (lightning reflexes being my current hatred) just go on to someone else. If they are applying it before your combo, then you still have your full combo to use on someone else. If they try to do it midway through your combo, you typically beat them.

Original Discussion Thread


Credit
Does-it-Matter and Nesto

Ourobolus

Pre-Searing Cadet

Join Date: May 2006

El Pollo Diablo

R/N

Class: Assassin/Mesmer
Build: Illusionary Daggers
Type: Whatever
Category: Damage

Attributes:
Illusion Magic: 12
Dagger Mastery: 15 (Superior + Mask)
Shadow Arts: 6

Skills:
Illusionary Weaponry {elite}: For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 chaos damage. This is an elite skill.

Illusion of Weakness: You lose 202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 health.

Distortion: For 5 seconds, you have a 75% chance to evade attacks. Whenever you evade an attack this way, you lose 2 energy or Distortion ends.

Dark Escape: For 8 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.

Shadow Refuge: For 4 seconds, you gain 6 health regeneration.. When Shadow Refuge ends, you gain 36 if you are attacking.

Caltrops: Target foe and all foes adjacent to your target are Crippled for 8 seconds. Caltrops has half the normal range.

Golden Lotus Strike: If it hits, this attack strikes for +20 damage. If you are under the effects of an enchantment, you gain 11 Energy.

Resurrection Signet

Summary:
The basic idea of this is really simple: Damage Output.
Immediately cast Illusion of Weakness before doing anything else, and recharge. Before running into battle, cast Illusionary Weaponry.
When in battle, just attack normally. With Dagger Mastery at 15, you have a 30% chance to double strike, resulting in a total of 68 damage from IW. Due to the nature of daggers, you attack fast anyway, so you can do a tremendous amount of damage in battle.
Distortion - Use it when IW runs out, as it *should* allow you to cast IW without interruption from physical interruptions. It also can be used mid-battle to just absorb damage.
Dark Escape - This ends when you successfully hit with an attack. But wait! We're using IW! You -never- successfully hit with an attack. Keep this up as often as possible, and you'll take only half damage during its duration, as well as being able to rush towards the next target.
Caltrops - Used to stop those pesky enemies from running away.
Golden Lotus Strike - Every once in awhile, you'll get interrupted, so use this when IW wears off, as it is also a fairly decent way to accrue energy in the meantime. If you want to replace this with something else, go ahead.
Shadow Refuge - Your main source of healing, as well as a cover for IW. It only lasts for 4 seconds, but if you keep it going every 12 seconds, you can at least prevent removal of IW 25% of the time. Also, IoW will wear off sometimes, and should you recast it in battle, you can use it to cover IW as well.


Notes: Golden Lotus Strike is just my preference.
Credit: Me!

evox the evil

evox the evil

Academy Page

Join Date: Aug 2005

Where ever the hell i feel like living

Iim always in a new one so i just wont say

W/

name:Lotus of Doom!(you'll get the name in a second) or Endless Energy Ninja
Stats:16 dagger(12+3+1)
11 critical(10+1)
9 shadow arts(8+1)
Skills:
1.Golden Lotus Strike
2.Black Lotus Strike
3.Death Blossom
4.Mobeus Strike*Elite*
5.Critical Eye
6.Way of the Lotus
7.Sharpen Daggers
8.Ressurection Signet
Weapons and Armor:no specific armor, probably the valkiyre because of no self heals :/ and for weapons go with the zealous 15 over 50 +30 health

Concept: I'm an Assassin man and ive been yelling on my computer STFU NOOB ID A HAD U BUT I HAD NO NRG!!! im usually one of those guys on the Jerks of Guild Wars posts ;P well i got sick of it and with my noobie Assassin, i made an all energy build with damage and a theme to it that the girls will love. start out by casting critical eye and sharpen daggers. while ur enchanted, you will gain so and so energy if you use golden lotus strike. cast way of the lotus on an opponent and hack away with black lotus strike and death blossom and mobeus strike, with way of the lotus, you gain so and so energy by completing an off hand attack. since you do black lotus, and after death blossom, you do mobeus strike, you gain over 15 energy and since mobeus is an off hand, you can spam mobeus and death blossom over and over and still have good energy!
Concerns:no self heals will have u sayin crap.
hopefully with your spammable skills tho, you will be able too kill and go, kill and go. monks are your friends, always run to them if you get low
this is mostly for PvP but i tested it in PvE and it works good there too.
Good Luck my Fellow Assassins, may your daggers be sharp and your Energy Bars be full. and may god bless the day that someone says glf assassin

Vurtalna

Pre-Searing Cadet

Join Date: May 2006

A/?
PvE
Furuk-hai build
15dagger (11+1+3)
11critical (10+1)
11 shadow arts (10+1)
skills-
1. jagged strike
2. wild strike
3. horns of the ox
4. falling spider
5. death blossom
6. viper's defense
7. shadow refugee
8. heart of shadow

simply charge at your enemy, casting heart of shadow and using viper's on the way
use skills 1-5 in order (unless your enemy is near others in which case you simply skip to death blossom after wild strike), the 7 hp degen should hurt your enemy a bit
heal after that

concerns: no elite ATM, your dead if you get too much hp degen,
credit: my experience in cantha

Sagaris

Sagaris

Wilds Pathfinder

Join Date: Aug 2005

Netherlands.

Build Template
Profession:
[A/anything]

Name: Area of Displacement Assassin

Type: Works in PvE and PvP.

Category: Qet-someone-down-as-fast-as-possible

Attributes: My attributes:
Dagger Mastery: 10+1+1
Shadow Arts: 11+1
Critical Strikes: 10+1

Skills Set

1. Area of Displacement {E} (No attribute)
2. Golden Phoenix Strike
3. Horns of the Ox
4. Falling Spider
5. Twisting Fangs
6. Shadow Refuge
7. Ressurection Signet
8. [Own choice]

Summary: It's fairly easy, AoD to your target, if he's not nearby a foe GLS -> HotO -> FS -> TF him, then he's got poison, bleeding and deep wound on him. If your target is nearby another foe, skip HotO and FS, it won't work and will only cost you energy. When he's not dead, AoD out again and let him die of conditions. Recharge and get in again.

Notes & Concerns: Weakness, you may run out of energy when you get to Twisting Fangs, so a +5 energy weapon or energy armour could be a handy thing. I got Nightstalkers armour (+15 armor while attacking) and I'm nearly always able to land TF because of the critical strikes and stuff.

Good luck and have fun with it!

Lambentviper

Lambentviper

Banned

Join Date: Nov 2005

Noobs Just Took Halls [WTF]

Mo/E

Heheh....im gonna start anti-caster riots with this thing

discuss: http://www.guildwarsguru.com/forum/s...10#post1443110


Profession:
Assassin/x
Name: Halcyon Massacre
Type: PvP (RA, TA, 12v12)
Category: pain in the ass interupter
Armor: whatever you want/are comfortable with
Weapons: +5 energy daggers with 1/-1 zealous and +5 armor
Attributes:

Daggers - 11
Shadow Arts - 10+1
Criticals - 10

Skills Set:
Dash
Disrupting Stab
Temple Strike {Elite}
Fox Fangs
Exhausting Assault
Way of the Lotus
Shadow Refuge
Ressurection Signet

Summary:
basically an anti-caster interupt/shutdown assassin, which your target will never expect: until now.

I run it like this:
Disrupting Stab > Temple Strike {E} > WotL > Exhausting Assault > Disrupting Stab > Fox Fangs > Exhausting Assault

repeat as necessary, Dashing, healing, and waiting for a spell to be cast whenever necesary. This really pisses off the Soul Spinner Rt/Mo premade, among others.



Notes & Concerns:
Never use Temple Strike unless you have WotL on your target before your use exhausting assault!! Mainting your energy is the key to spamming your pattern!

Honestly, I have really run into any concerns. I suppose if you aren't you great at timing interupts, it could be troubling, but thats why you practice!

Credit:I credit my assassin, Rogues Old School

Basher of Scroteums

Pre-Searing Cadet

Join Date: Mar 2006

KGOA

N/Mo

I'd just like to say, I find adding in Apply poison to the Bloody Barrage build works even better (a -8 degen to a whole group of people). Sort of like a poisoned bloody awesome barrage build. =D

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quote:
Originally Posted by Basher of Scroteums
I'd just like to say, I find adding in Apply poison to the Bloody Barrage build works even better (a -8 degen to a whole group of people). Sort of like a poisoned bloody awesome barrage build. =D Barrage removes all preps...

unless your talking about using AP when not using Barrage... but that wouldn't be very effective as Barrage is meant to be spammed

Lirael Abhorsen

Lirael Abhorsen

Academy Page

Join Date: Jun 2005

Daphne

We Are Virgins [Nerd]

A/W

this build is pretty much a rip off of an older less effective warrior build

[A/Mo]
template name: daggers of vitality.

skill set:
Golden Lotus Strike
Fox Fangs
Horns of the Ox
Falling Spider
Twisting Fangs
Vigorous Spirit
Live Vicariously
Healing Hands [E]

Attributes:

Dagger mastery: 15, 12+1(mask)+2(Major rune)
Healing prayers: 10
Critical strikes: 8+1(mask)

also have a superior vigor rune.

concept:
what else? get out there and do damage
start off with casting live vicariously as soon as the battle begins, now for those who are wary of holding enchants, dont worry about it, between the energy restored from the critical strikes and golden lotus strike, you shouldnt have any energy problems.

the chain combo tacks on alot of damage as well as a good amount of health degen for the target, in other words, they are screwed.
with the combo of live vicariously and vigorous spirit, you should be restoring 22 health every attack, and since you have 2 weapons thats 44 health restored per attack. sweet stuff eh? but even so you may encounter sticky situations, use healing hands as a last resort. the only thing that i have a problem taking down an enemy is when they have skills that either blind me or evade my attacks. even so you still have some health restored from the enchants. so if you just hand in there and stick out you should be able to survive.

GOOD LUCK AND HAPPY SLAYING

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Profession: A/W
Name: The Eliminator
Type: RA/TA
Category: Spiker & Damage

Attributes:

Dagger Mastery - 16 (12+3+1)
Critical Strikes - 13 (12+1)

Skills:

- Black Lotus Strike
- Twisting Fangs
- Falling Spider
- Horns of the Ox
- Wild Blow
- Aura of Displacement {E}
- Mark of Instability
- Rez Sig

Summary: basically... the spike goes MoI --> BLS --> TF --> FS --> HoO

use Wild Blow, AoD and Rez Sig when needed

Notes & Concerns: long recharge on MoI and BLS

Credit: Valerius X

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Profession: Assassin/Monk
Name: Way of The Holy Fist
Type: PvP
Category: Knockdown

Attributes:

Deadly Arts: 12 + 3 + 1
Smiting Prayers: 12

Skills:

Dark Prison (Deadly Arts)
Iron Palm (Deadly Arts)
Entangling Asp (Deadly Arts)
Signet of Judgement {Elite} (Smiting Prayers)
Stonesoul Strike (Smiting Prayers)
Bane Signet (Smiting Prayers)
Holy Strike (Smiting Prayers)

Summary: Make sure that you are using a smiting staff - either a smiting staff with two +30 Health mods, or you can switch to a energy +5 wand and +30Health off-hand. I also recommend that you use the Shrouded Armour set for the overall +12 to energy.

The greatest misconception about the Assassin is that they are made up of daggers and chain attacks. This build works aside from that and decieves the targets into thinking such an idea. Because of this, the build has no 'attack' skills and does not require the use of Daggers. Therefore, having advantages such as 'not attacking' 'no chain attacks' and skills that bypass blind, evasion and blocking are of great benefit to this build and can work well against anti-attacker builds who follow the misconception.

I chose Dark Prison as the 'Shadow Step' skill because the hex comes in after you use it. This benefits Iron Palm greatly because not only is the target hexed, but you are also in 'touch' range to be able to use the skill and use it quickly - taking the first strike will be your biggest advantage. Whenever you can, use Holy Strike and Stonesoul Strike while the target is down to do double damage. It is usually a good idea to use Iron Palm First, Holy Strike and then immediately follow up with one of your signets because they take a while to cast - so long as your lead attack is in effect, you can use Entangling Asp just in case they try to run away or when they are nealy dead. A good thing about this build is that the Deadly Arts make up for the long casting time of the two signets, if you are under pressure for example, you can use a Deadly Arts knockdown and while they are recovering, you can have one of your Smiting Signets in effect.

Notes & Concerns: No Defenses, No healing skills. The build is designed to take out 'one' target as quickly as possible, while making the target useless and vulnerable for your teammates. Try not to waste your energy unless you have the right combo's to do effective damage. Keep in mind that Entangling Asp "Must" follow Iron Palm or it will not work, and Iron Palm requires a Hex or Condition to knock them down. If your target is still alive and makes and makes a run for it, wand him and chase him until you have Dark Prison recharged.

Credit: Iassar Du Haven - the character of mine that I tested this build with.

Lambentviper

Lambentviper

Banned

Join Date: Nov 2005

Noobs Just Took Halls [WTF]

Mo/E

Profession: A/x
Name: Black Lotus
Type: General PvP: RA, TA, ABs
Category: Spiker/Interupter
Attributes:

12+2 Daggers
6+1 Shadow Arts
12+1 Critical Strikes

Skills Set:

Aura of Displacement {E}
Mark of Instability
Black Lotus Strike
Twisting Fangs
Falling SPider
Horns of the Ox (Blades of Steel)
Shadow Refuge (or other heal)
Ressurection Signet

Summary: AoD to your target as soon as you cast Mark of Instability to catch them off guard. This costs 20 energy, but Black Lotus Strike should give you 16-17 energy back, which is more than enough for the rest of your bar. Follow with twisting fangs for deep wound spike and a free knockdown, and a Falling Spider for some high extra damage and another -4 regen.
Now, you have 2 options:
-Horns of the OX: This adds another KD into the mix, suggested for takeing out monks.
-Blades of Steel: If you favor the super-spike, go with this. Has taken down a mesmer with Illusion of Weakness and started from 3/4 max health.

Notes & Concerns: Black Lotus Strike has a 25 second recharge. Stay out of the way of targets while this recharges.

Credit: Valerius X and myself

Golden_Mean

Golden_Mean

Ascalonian Squire

Join Date: Jan 2006

Clan of the Dark Dragon [CDD]

R/N

Profession: Assassin/Mesmer
Name: Killer Kiter
Type: PvP - RA/TA
Category: Support, snare/anti-runner

Attributes:
Deadly Arts ~ 15 (12 -> mask+1, major rune+2)
Shadow Arts ~ 13 (12 -> minor rune +1)

Equipment: +5 energy staff or wand+focus, and full Shrouded Armor

Skills:
Dancing Daggers
Entangling Asp
Mantis Touch
Signet of Midnight {Elite} (Mesmer 'No Attribute' signet)
Enduring Toxin
Shameful Fear
Shadow Refuge
Res signet

Summary: Follow your team's target call and use Dancing > Entangling Asp > Mantis Touch in that order. If the target starts moving, use Enduring Toxin and Shameful Fear. Use Signet of Midnight when you see fit, either if a warr/sin/ranger is on you, or on one of your teammates. If a melee fighter begins to chase you, blind them, Dancing daggers > Mantis Touch to cripple, cast Enduring Toxin and start running. Try to lead them away from the fray so it's just you and him/her. Use Shameful Fear when you have an open chance, and keep blind/cripple on them. If you're lucky, the person will just keep chasing you until they die. Against opponents who are running away, simply cast Toxin and Fear, and use Entangling Asp to KD them when you can. Crippling them of course is always a good tactic. You can swap Sig of Midnight with something that is geared more towards casters, such as Blackout or Beguiling Haze.

Notes & Concerns: No energy management. A mesmer with backfire or necro with SS (or N/Me with both) can downright ruin you. You'll have trouble if you're ganked by multiple melee fighters. Always keep an eye out for any opponents moving, you may have to change targets a lot.

Original Thread: http://www.guildwarsguru.com/forum/s....php?t=3043814

Credit: dag_nefzen and me, Golden_Mean

Dangerous Daz

Pre-Searing Cadet

Join Date: May 2006

The gathering of the chosen few

A/N

Profession: Assassin/Necromancer
Name: The demi oni
Type: PvP
Category:damage/support

Attributes:
dagger mastery~15(11->superior rune+3-> bladed mask +1)
Shadow Arts ~ 11(10 -> minor rune +1)
critical hits~ 13(10->superior rune+3)

Equipment: any zealous daggers, preferbly with any +15 damage above 50% health or always, any max armour(maybe at least a major vigor to keep your health at a steady 400)

Skills:
Caltrops
Jagged strike
Jungle strike
Blinding powder
Twisting fangs
Dash
Plague touch
Locust fury (elite)

Summary: I made this build to help with a few of the assassins problems, how to cope with conditions while inflicting the max possible damage while keeping a steady flow of energy,the solution? the demi oni! with 15 dagger mastery you have 30% chance of double striking, but why have 30% when you can have 50%, using locust fury just before a battle will greatly increase your amount of damage you deal and with zealous daggers will keep the energy coming in and with a 13% percent chance of a critical, thats a further 3 energy while dealing greater damage, my combo is quite simple and straight forward, before you engage the enemy use locust fury, then throw down some caltrops at him to cripple him, now rush in for the kill and use jagged strike to make him bleed, follow up with a jungle strike that should do some damage and even more while he was crippled, if your fighting a warrior or ranger this will be a treat for them,blinding powder! now they will hardly touch while you hack away them, finally the big finish is the twisting fangs, more bleeding and this time deep wound! at the end of all this you should still have a decent amount of energy ready for when your skills are charged,at this time though most people are running away for their lives, too bad you can dash after them ready to cut them down, what if those warriors give you bleeding, what if those rangers throw dust in your eye you say? well give them a taste of their own medicine with plague touch,no more will conditions ever plague your assassin!


Notes & Concerns: no healing skills, ok maybe you'll be a little stuck for health but a assassin should'nt go far away from the tank(warrior) and where theres a tank theres a monk so problem solved (unless your in a unbalanced team )

credit: disasterous daz (my assassin)

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Profession: A/W
Name: The Vanquisher
Type: RA/TA
Category: Spiker & Damage

Attributes:

Dagger Mastery - 15 (11+3+1)
Critical Strikes - 11 (10+1)
Tactics - 10

Skills:

- Shove {E}
- Falling Spider
- Twisting Fangs
- Wild Blow
- Dash
- Healing Signet
- Mark of Instability
- Rez Sig

Summary: basically... the spike goes MoI --> Shove --> FS --> TF

use Wild Blow, Dash, Healing Signet and Rez Sig when needed

Notes & Concerns: no condition removal

Credit: Valerius X

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Reposted here since it's relevant...

Profession: Assassin/Mesmer
Name: AE-Condition Bomber
Type: PvE
Category: AE-group condition delivery
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1) or 9 (8 +1)
Critical Strikes 13 (11 + 2)
Inspiration Magic 5 (if using Ether Feast)

Gear:
-green Ceremonial Daggers (zealous, +30 health) or Zealous Daggers +5 energy
-Shrouded Armor (bonus energy needed)

Skills Set
1 - Black Mantis Sting, Jagged Strike, or Unsuspecting Strike
2 - Critical Eye (for energy management + more criticals)
3 - Wild Strike (fast cycling offhand, used while Temple Strike is recharging)
4 - Temple Strike {E}
5 - Twisting Fangs
6 - Epidemic (required)
7 - Return (Teleport-retreat) or Ether Feast (more self healing)
8 - Shadow Refuge (self healing)


Summary: This build is specifically designed to deliver blindness, daze, bleeding, and deepwound to a large group of opponents. Yes, it is very energy intensive, but once your assassin delivers its payload, most monster groups collapse very quickly, being unable to hit and cast spells while losing a large chunk of health. I tested in in Raisu Palace/Divine Path just to see how it would do against L28 shirokens using only henchies, and it came through pretty well, finishing the mission just before the 30-minute mark.

I am sure Horns of the Ox + Falling Spider or other poison delivery can be incorporated in there, but this brings about more energy management issues.

The routine is simple: run into chosen target in a group (necessary due to energy requirements of combo skills), then attack with your chosen lead attack. Hit with Temple Strike once energy is near max, followed up by Twisting Fangs and Epidemic. Now your targetted group is blinded, dazed, bleeding, and deep wounded. They shouldn't last long assuming your other party members are doing their job. Use Wild Strike while Temple Strike is recycling so that you can still perform AE deep wounds + bleeding. Use Return/Ether Feast and Shadow Refuge for self healing.

Assassins deliver the most conditions in the shortest time frames, so Epidemic multiplies their effectiveness dramatically.

Credit: me? I haven't seen a similar post here yet...

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Profession: Assassin/anything
Name: The Chain Killer
Type: PvE - tested. PvP - untested (may require slight alteration)
Category: Annihilation
Attributes:

Dagger Mastery: 12+4
Deadly Arts: 6+2
Critical Strikes: 11+2
(Yes, one Superior+Mask, and two Majors)

Skills Set:

Assassin's Promise {E}
Mark of Instability
Black Lotus Strike
Twisting Fangs
Falling Spider
Death Blossom
Crit Eye
Rez Sig

Summary: The build is focused on using Assassin's Promise to cycle through kills. I've found that it's an excellent killing machine--and when I'm really on top of things, I can knock out non-bosses faster than Warriors can, and I can chain those kills together. Usually goes like this:

Mark of Instability-->BLS-->A.Promise-->Death Blossom or Twisting Fangs-->Falling Spider-->Death Blossom or Twisting Fangs

My target's health often dictates which Dual Attack I use. If they're within the danger zone, I'm going to use Twisting Fangs to finish them off. If they've got above 50% health, I bring out Death Blossom to maximize its AoE damage potential.

What's really nice about the build is that A.Promise will recharge everything on my skill bar, and Death Blossom will inflict 80-something damage to all foes, so that means killing the next target is incredibly easy. And then after one or two kills, that Death Blossom AoE damage starts to kill my off-off-targets, which makes things easier for everyone.

Notes & Concerns: The only problem I've ever had with this build is timing Assassin's Promise. Its 45-second recharge kicks in when the target fails to die within the 10-12 second window, so then the build's effectiveness drops significantly. Rather, you simply can't chain-kill anymore.

Also worth noting isn't so much a problem as an added benefit, and previously an issue I've seen some in this thread dislike: Black Lotus Strike's 25-second recharge. As long as you land Assassin's Promise at the right time, BLS would have a 10-second recharge (basically only just the amount of time you take to kill the target...could be as low as 4 seconds).

Credit: Mostly me, though Desbreko did offer some input/feedback during field-testing.

salamanteri

salamanteri

Ascalonian Squire

Join Date: May 2006

Monad Hunters [Hunt]

A/W

Profession: Assassin/warrior
Name: Critical Mastery
Type: PvP/PvE
Category: Enduring assassin / Medium damage dealer

Attributes:
Dagger mastery (8+1) minor rune
Shadow arts (9+1) minor rune
Critical strikes (12+2+1) major rune / mask

Equipment: Any daggers, only enchantments 17% or higher are needed.

Skills:
Shadow refuge
Palm strike
Critical strike
Wild blow
Critical defense
Sharpen daggers / Critical Eye
Way of perfection
Signet of malice / Resurection signet / Twisting fangs

Summary: First you make sure u have all enchantments on you accept Critical Defense. Search your target(s) use immediately Critical Defense when you are in hes attack range. metres away for foe(s). After that use Wild Blow (result is a critical hit), then Palm Strike and Critical Strike or Twisting Fangs. If u foe are still moving start using Wild Blow again and repeat the compo. Signet of malice secures your life if you have condition.

Notes & Concerns: Necro/mesmer spell spammers are a bit too much for this build.

credit: Tabby Meow - Salamanteri

WildmouseX

WildmouseX

Krytan Explorer

Join Date: Jun 2005

N/R

http://www.guildwarsguru.com/forum/s....php?t=3060064

King Blitz

Ascalonian Squire

Join Date: Jun 2006

VoFK

Mo/Me

MyCharacter

Ranger/Assassin
Level: 20

Expertise: 8 (7+1)
Beast Mastery: 11 (8+3)
Wilderness Survival: 10 (8+2)
Dagger Mastery: 12

- Siphon Speed (Deadly Arts)
For 5..13 seconds, target foe moves 20% slower and you move 20% faster.
Energy:5 Cast:1 Recharge:5

- Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +19 damage. If this attack strikes a moving foe, that foe is Crippled for 13 seconds.
Energy:5 Cast:0 Recharge:8

- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +18 damage. If it hits a foe that was Crippled, it does +25 damage.
Energy:5 Cast:0 Recharge:10

- Horns of the Ox (Dagger Mastery)
Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +27 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
Energy:5 Cast:0 Recharge:12

- Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +30 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:8

- Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 9 seconds, you attack 33% faster.
Energy:6.8 Cast:0 Recharge:10

- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +8.
Energy:3.4 Cast:3 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

DragonFeast

DragonFeast

Academy Page

Join Date: Jun 2006

My basement.

Hand of Dracul [HD]

lol i'd liek to see someone come up with an assassin solo build.

Chaos Herald

Chaos Herald

Ascalonian Squire

Join Date: Feb 2006

always changing.

The Herald Of Shadow
A/

Critical Strikes:10+1
Dagger Mastery:12+3+1
Deadly Arts:2+1
Shadow Arts:8+1

Skills:
-Falling Spider
-Twisting Fangs
-Moebius Strike{Elite}
-Death Blossom
-Scorpion Wire
-Shadow of Haste
-Shadow Refuge
-Res Sig/Dark Escape

Summary:There is two ways to use this build. The first is running up, casting Scorpion Wire on the target, then running back and waiting for scorpion wire to trigger. The second is casting Shadow of Haste form farther than 100 feet from your target, running up, cast Scorpion Wire and wait for Shadow of Haste to end. Once Shadow of Haste ends, you will be teleported 100 feet away from you target then Scorpion Wire will trigger and you will be teleported to the target and the target will be knocked down. After scorpion wire triggers, use Falling Spider->Twisting Fangs->Moebius Strike->Death Blossom, If your target is not dead yet, repeat Moebius Strike
->Death Blossom->Moebius Strike->Twisting Fangs.

Notes: When using the second way to trigger Scorpion Wire, make the that your target isn't still running forward, or scorpion wire will not work and you will have to wait 30 seconds.

Credits: Bub The Mage/Chaos Herald

S H I N O B I

S H I N O B I

Lion's Arch Merchant

Join Date: Jul 2005

PSC

R/W

Profession: Assassin/Warrior
Name: Shinobi Shield
Type: PvE - tested. PvP - untested (may require slight alteration)
Category: Annihilation/Survival

Attributes:

Dagger Mastery: 12+1
Shadow Arts 8+1
Critical Strikes: 10+3+1(mask)

Skills Set:

Palm Strike {E}
Horns of the Ox
Falling Spider
Twisting Fangs
Wild Blow
Critical Defenses
Critical Eye (Rez Sig)
Shadow Refuge (Rez Sig)

Summary: What this build lacks in mobility, it gains in staying power. This build has its focus on survival, which is based on constant 72% blocking goodness from a combination of Critical Defenses and spamming Wild Blow everytime it recharges. Preferably used against lone targets, your Offense is based on a successful chain of an unblockable touch skill combined with dual attacks, (one with a bonus knock down), and condition stacking (poison, bleeding, and deep wound). Palm Strike is regarded as an offhand attack, so once it is used, you can automatically use a dual attack. After using Palm Strike on an opponent, you have a choice of using (for maximum dmg/condition stacking) Horns/Falling/Twisting in sequence, or just use Twisting Fangs in case your foe is adjacent to his allies. And with only a 10 sec recharge from Palm Strike, the sequence can be repeated quickly. A basic battle using this build goes like this:

-select victim
-cast crit def and crit eye before attacking
-attack using the sequence Palm Strike/Horns/Falling/Twisting
-use Wild blow everytime it recharges to ensure constant Critical Def enchantment
-spam crit eye on every recharge (33 secs at 14 Critical Strikes, well past over the 30 sec recharge)
-use Shadow Ref when needed (+8 regen w/ 9 Shadow Arts and +56 hp when attacking)

Notes & Concerns: This build is kinda cool, as it can beat every single Master NPC in nameless Isle (Master of Hexes/Hammers/Axes/Lightning/Survival/Energy Denial/Healing/Enchantment) without any modification of the skill set. Pretty neat IMO... However, this build's worst enemies are Enchantment Removals and Blinding skills, which removes Critical Defenses and renders Wild Blow useless (respectively). This is evident with the difficulty of beating the Master of Lightning NPC, since it spams Blinding Flash constantly. However, if the Master of Lightning fails to cast blinding flash early in the battle, he will be dead very very quickly. Enchantment removals can be avoided by casting Shadow Refuge as a dummy enchant after casting Crit Def, so that only the Shadow Refuge gets taken off, keeping Crit Def on, and leaving the opponent with a wasted Enchant removal skill.

Also worth noting is that it will help GREATLY if you had a dagger that has a a 20% enchant bonus on it, which will help GUARANTEE your 72% constant blocking Crit Def will stay up when used in conjunction with Wild Blow (provided you are not blinded/enchant shattered/etc..) Also it is recommended that the dagger in use also has a +15% dmg when enchanted, or when hp is above 50%. Add a Zealous attribute on the dagger and you'll be all set...

Additional Notes: Try this build on the NPC's at The Isle Of The Nameless for extra fun...
-Master of Healing and Master of Enchantments can take quite a beating so defeating them will take a bit longer than the others... Eventually they will go down though. ~.^


-Master of Lightning is a bit on the hard side. If he casts Blinding Flash early on you, just retreat. If you manage to land the combo before he casts Blinding Flash again, he's toast.

-Master of Energy Denial is easy as long as you initiate the attack while he's busy casting Quickening Zephyr. Land Palm Strike and Twisting Fangs, then just attack away... He'll go down eventually.

-Master of Axes has shatter enchantment so just cast Shadow Ref first to make him waste the skill, then cast Crit Def and slash away.

-Master of Hammers/Hexes/Survival - easy win ^.^

HAVE FUN!

Credit: Me, and I would guess Rikimaru, since some ideas here came from his Assassin Swordsman build ^.^

akamaru34

Pre-Searing Cadet

Join Date: Jun 2006

heroes of the game

A/R

Profession: A/any
Name:Moebius Spiker
Type: PvP/8v8
Category: Spike

Attributes
Dagger Mastery 12+1+3
Shadow Arts 9+1
Critical Strikes 9+1

Skills:
Leaping Mantis Sting (Dagger Mastery)
Jugle Strike (Dagger Mastery)
Horn Of The Ox (Dagger Mastery)
Falling Spider (Dagger Mastery)
Death Blossom (Dagger Mastery)
Moebius Strike (Dagger Mastery)
Twisting Fang (Critical Strike)
Shadow Refuge (Shadow Arts)

Equipment: Prefferably zelous daggers

Summary:First find a target then unleash all the attacks and should do massive dmg.

Note & Concerns: Empathy will be very annoying and blindness will mess everything up.

Credit: Me thats all

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

Profession: A/W
Name: Demon Edge
Weapon:
Zealous sword of Enchanting, focus with +health and armor while enchanted.
Preferred Armor:
Nightstalkers.
Attributes/Runes:
Swordsmanship 12
Shadow Arts 8 (6+2)
Critical Strikes 15 (11 +1 +3)

Skills:
Hundred Blades (E)
Gash/Wild Blow (only take WB if you want to go against very high-level monsters in PvE)
Flurry
Caltrops
Shadow Refuge
Critical Defenses
Sharpen Daggers
Critical Eye

Notes:
This is a damage build. But unlike with daggers, you can continue the damage endlessly, and switch to new targets immediately after yours dies. You just can't spike with it.

Flurry is widely considered a completely worthless skill, but with this build almost every attack is a critical (around 40% chance), and because of that, you won't even notice the drop in damage (it might not even take place on criticals with the numbers I'm getting). It also helps you charge Gash much faster.

Hundred Blades might also seem fairly worthless to you, but the damage with it is actually decent since you typically get double criticals, and that's just on a single target. The damage get's pretty crazy when you're using it on multiple targets, especially since it's criticals will trigger bleeding on everyone, like a melee version of the Bloody Barrage build. Also, it shaves 1 strike off of Gash.

Because of the insanely rapid striking of this build, and the very high critical rate, you will have absolutely no energy issues at all with this build if you have a Zealous sword. Also, because of all of the constant criticals (and the Enchanting mod) you will never even see Critical Defenses even begin flashing as long as you're attacking. Of course, you're a little screwed against someone who likes to block/evade, so you should be targeting casters.

Obviously, Caltrops is meant to keap people from running from you, and Shadow Refuge is a great self heal.

I Timed myself against a 60 AL target dummy, and I can consistently kill them in 12 seconds with this. It also does well against the 100 AL dummy, but the damage loss from Flurry becomes more apparent against it. 12 seconds obviously isn't a lot, unless you consider that this is constant and consistent damage, not spiking.

With this build, you'll be throwing out bleeding to people like candy, and that makes it easy to cast Gash every chance you get, so you can also toss out a lot of Deep Wound.
Comments:
I'm posting this here for when my thread on the build inevitably gets lost in the sea of.... threads.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Profession: A/N (group spiker)
Name:
Weapon:
Zealous Sai (En+5) of Fortitude/Defence , Preferred Armor:
Nightstalkers.
Attributes/Runes:
Curse 11
Critical Attack 8
Dagger Mastery 10
Shadow Art
Skills:

Jagged Strike/ Unsuspected Strike(lead)
Wild Strike (off-hand)
Death Blousome(dual)
Mark of Pain
Glenth's Ballance[E]
Plaque Touch
Parasite Bond
Rez Sig (or whatever skill)

Note: Deal Great amount of damage to group of enemy in 3 hits
Parasite Bond(optional)-->Mark of Pain-->Jagged/Unsuspected -->Wild-->Death
Glenth's Balance on unharmer enemy to gain some Health,
Parasite bond will give you ~80 health for each enemy you put it one
target get 35/70/(bleeding+~15)+20+(35+35)=100~155dmg, + whatever attack you have left
group get 30+30+(30+30+35+35)=190dmg, + several 30dmg when you land additional attack to your targer

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Profession: Assassin/(anything)
Name: Efficient Variable Knockdown + Conditions build
Type: PvE or PvP
Category: Efficient knockdowns + condition delivery
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1)
Critical Strikes 13 (11 + 2)
Deadly Arts 5 (4 + 1)

Gear:
-any 15>50 +30 health dagger set (zealous preferred)

Skills Set
1 - Jagged Strike
2 - Iron Palm
3 - Wild Strike
4 - Horns of the Oxe
5 - Falling Spider
6 - Twisting Fangs
7 - Shadow Refuge
8 - {Elite} or regular skill of your choice (Switch secondary class as needed), but I typically use Moebis Strike, Aura of Displacement, Grenth's Balance, Signet of Capture(PvE), Ressurection Signet, Signet of Malice, Plague Touch, etc...


Summary: This build is designed for energy efficiency, and multiple knockdowns + condition delivery paths. It minimizes energy used while delivering its attacks and has multiple attack squence options. It also recycles very quickly with Jagged Strike + Wild Strike setting up Twising Fangs or Horns of the Ox. Some sample attack sequences:

Jagged Strike -> Iron Palm -> Falling Spider -> Twisting Fangs (3 conditions + knocks down target in crowd)
Jagged Strike -> Wild Strike -> Horns of the Ox -> Falling Spider -> Twisting Fangs (3 conditions + solo target knock down)
Jagged Strike -> Iron Palm -> Falling Spider -> Horns of the Ox (bleeding + poison + double knockdown paralysis)

If you choose Moebius Strike as your elite, then you gain access to some wicked extended attack chains:

Jagged Strike -> Wild Strike -> Horns of the Ox -> Falling Spider -> Twisting Fangs -> Moebius Strike -> Iron Palm -> Falling Spider -> Horns of the Ox

etc...

Most of this builds attacks cost 5 energy, with the exception of Iron Palm and Twisting Fangs, thereby making its dagger sequences fast, spammable, and sustainable. There is almost no downtime waiting for energy recovery, especially with zealous daggers. It's not a 1-trick pony either -- if the target cannot be knocked down, this set up can still spam damage through sheer number of attacks. Blocked attacks are not a problem either since the Jagged and Wild Strike have 4-second recycle times. Against Plague Touchers, just use knockdowns to paralyze them without Twisting Fangs until they are near dead.

This build is simple, efficient, yet has enough variability to overcome most challenges. If it has one glaring weakness, it's lack of condition removal (blindness = doh!), but you could just take Plague Touch or Signet of Malice in the #8 skill slot to correct this.

Credit: Not sure here... just cooked this up for myself while brainstorming an assassin skill hunter.

JAGeAkurei

Frost Gate Guardian

Join Date: Apr 2005

The Dark Side of The Moon

DEUS

Profession: A/Mo
Name: The Cherry Picking Troll
Type: PVE/4v4/8v8
Category: Cherry Picking lolz ?

Attributes:
(16)12+3+1 Dagger
(8)7+1 Crit
(8)7+1 Shadow
8 Healing
4 Protection(optional)

Skills Set:
1. Jagged Strike
2. Golden Phoenix Strike
3. Death Blossom
4. Viper's Defense
5. Shadow Refuge
6. Mend Ailment
7. Aura of Displacement(in PVE Shadow of Haste)
8. Mending

Summary:
The title sums it up fairly well. You are a cherry picker with troll regen. Single out a lone target, Viper>>AoD>>GPS>>DB>>JS. Your offense only further increases once someone turns to engage you via stacking bleed + poison. AoD gets you out in flash if in over your head. Mending is used in combination with Shadow Refuge to provide 4 sec bursts of 10 tick regen. It also acts a buffer of time against people who stack up a bunch of hex/condition degen on you, giving you those 4 seconds to pull off 2 mend ailments. Which in turn is re-buffing your main health buffer via mini heals + dispel.

Notes & Concerns:
Use AoD wisely, you're a cherry picker, not a hunter. Find a loner and take them out, the fight should last no longer than 6 seconds. The ambush side of the build becomes less viable the longer the fight lasts, so it's vital they die quickly. If you are just rushing without AoD, the three tick energy regen is still more than enough to cut down 3 noobs. You can also royally annoy disenchanters via chain swapping mending/shadow refuge. Bring multiple dmg type weapons, -energy regen/1 energy on hit weps are not at all viable with this build. However you should always keep 1 vamp wep, 1 elemental wep, 1 standard badarse wep on you at all times. Vamp weps are especially nasty on this build with the inherant regen already provided, however elemental dmg may be better vs some targets.


Credit: JAGeAkurei aka Bladeshade X

Shred Dread

Shred Dread

Frost Gate Guardian

Join Date: Mar 2006

...wouldn't u like 2 know...

Tha Skullz

Profession:A/E
Name: Sudden Shocking Death Assassin
Type: RA/ 1vs1 Scrimmage
Category: Annihilation

Attributes:
Critical Strikes
Dagger Mastery
Shadow Arts
Air Magic

The build works no matter how you distribute attribute points, but make Critical Strikes and Dagger Mastery your priorities. Feed the rest into Shadow Arts, and then Air.

Skills:
1. Seeping Wound {E}
2. Shock
3. Falling Spider
4. Death Blossom
5. Black Lotus Strike
6. Twisting Fangs
7. Shadow Refuge
8. Optional

Summary:
This build packs a lot of damage, so much, in fact, that it's overkill for most PvP situations. I like to use this build when in 1v1 scrimmage other assassins, and I've never lost with it. The attack chain runs from skills 1 through 6 and you have to be quick with it for two reasons. Some of these skills are only effective immediately after the previous one (ex. Shock and Falling Spider). Also, this build does not have much in the way of survival skills. You have to make a quick kill, because Shadow Refuge is not really enough to keep you alive while receiving heavy damage.

Seeping Wound adds degeneration to the poison and bleeding, and allows you to use Black Lotus Strike, which requires the enemy to be hexed. Shock is the KD, and Falling Spider, if used immediately after Shock, inflicts good damage plus long-lasting poison. Death blossom is a low-cost dual that inflicts good damage. Black Lotus Strike is there to replenish your energy enough to allow you to use Twisting Fangs. So, if you carried out the attack chain successfully then any remaining health your enemy has should be drained away by the mega degeneration caused by Seeping Wound+poison+bleeding.

Credits: Heheh me and Last Pride I guess. I got the idea for a Shock assassin from watching one of their sins in Observer Mode. Everything else I threw together off the top of my head, and it worked.

Boozbaz

Boozbaz

Ascalonian Squire

Join Date: Jul 2006

http://www.guildwarsguru.com/forum/s...php?t=10007797

The discussion thread contains details on each skill.

Class: Assassin/X

Poison Delivery Boy

PVP: - change Way of the Fox for Rez Sig
PVE - Works GREAT, except on Stone Guardians/Celestials etc.


Skills (In order of use):
*******************************

Way of the Fox (optional)


Shadow of Haste(Must have):


Jagged Strike (Optional)


Iron Palm (Must Have)


Falling Spider (Must Have)


Twisting Fangs (Must Have)


Seeping Wound (Reccomended Elite Skill)


Dash (Must Have)

************************************

Optional Skills: you can switch around, try using a hex instead of jagged strike for one example. Or change the order.(IE switch WoF for Black Mantis Thrust and use it at the end) or Shadow Refuge, whatever!

************************************

Strategy:

Choose target: Take heed of how far away you are, this is important. Cast shadow of haste, rush in, jagged strike to get the bleed on them, then iron palm to knock 'em down, falling spider for poison, twisting fangs for longer bleed/deep wound, then finish off with Seeping wound hex for bonus damage over time.

If you are under threat after or during the combo, immediately cast DASH, it will change your stance, teleporting you to where you started running from.

After you do all this, stand back and watch that green health bar drain while you recharge your skills. Then run in and do it again, don't wait for Way of the Fox to recharge, it's a sloth that way :/

With daggers of poison duration+33% the DOT's ALONE do 350 points of damage over 20 seconds if left unchecked.
********************************

Concerns:

No self heal. Duh, you shouldn't even be getting hit.

Slowing Hexes/Conditions can be a pain in the but.

If you are getting chased: use dash, then use shadow of haste to get even further away. If they are smart and wait for you to teleport back, you can turn around and cast dash while running to catch em off guard ^_-

*********************************

Reccomended Equipment:
Full Shrouded Armor
Tang with +33% poison,, bleed or deep wound duration
Handle with +30hp or +1/20% dagger mastery

Recommended Minimum Stats:
Dagger Mastery: 10
Shadow Arts: 10
Deadly Arts: 0
Critical Strikes 10

cherokee fire

Pre-Searing Cadet

Join Date: Jul 2006

W/Mo

for the nec ideas would the necromancer skill demonic flesh be good if u have a lot of runes?

hedgetrimmer

Ascalonian Squire

Join Date: Aug 2006

A/N

my build as an assasian is:
try this build Mark of Instability + Black Lotus strike + Twisting Fangs + Falling Spider+ sleeping wound+ shadow refuge and heart of shadow or an escape move+crit eye and ress sig if you have any room in the skill bar

stats
16 dagg mastery
13 shadow mastery
13 crit mastery

Angeld

Ascalonian Squire

Join Date: Jun 2006

[RIOT]Righteous Invasion of Truth

A/Me

Profession: A/Me
Name: umm 255 sin???
Type: PvE
Category: Farmer
Attributes: Critical Strikes: 8 +3
Dager mAstery: 12 +3 +1
Shadow Form: 10 +3
*******************************
Skills Set:
Jagged strike
Wild Strike
Death Blossom
Blades of Steel
Golden Lotus Strike
Critcical Eye
Shadow Form
Arcane Echo
*************************
Summary: Assassin verming farming build. This farming build isnt as effective as a warior or a5 necro but it sure keeps you wake.

Notes & Concerns: Don't play under laggy situations? and be quick on your fingers.. I you can get 3 Death blossoms in the 2 SF give then you've got the hang of this build

Credit: Me? and Inady Lowmark for the dagger mods ^^.

Link: http://www.guildwarsguru.com/forum/s...17#post1766117