Assassin Build Directory Submissions

hedgetrimmer

Ascalonian Squire

Join Date: Aug 2006

A/N

Profession:A/mo
Name: [dont have one]
type: PVP
catagory: dont know

Skills set
shadow refuge
shadow of haste
Mark of instability
black lotus strike
elite{palm strike or sleeping strike}
twisting fangs
falling spider
criticle eye or ress sig or plauge touch

stats:
11 dagg mastery
10
10 criticle strikes

summary:
the combo chain is mark of instability+ black lotus strike which gives u like 15 energy+ twisting fangs+ falling spider. sleeping wound is a good elite skill to unleash after this combo. or if the enemy is still alive u would use palm strike and twisting fangs, while all the other skills recharge. the use any escape move that suites you. if wanna add extra damage use criticle eye or ress sig to rezz or use remove hez to remove a hex when u are 1 on 1 with a necro or try to escape while a hex is on your ass. or you can use plauge touch

soz to every1 that read the vigor runes part it is non-stackable my bad
By hedgetrimmer=) post any remarkes about this build if you like

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

it is the first time I know Vigor Rune is stackable.

My current build:
Class: A/Mo
Function: Dmg Dealer and Part Time Healer
Weapon: Zealous Sai(En+5) of Fortitude, whatever non-Zealous dagger

Attribute: DM12, CS13, Healing 10.
Skill
1. Unsuspected Strike
2. Wild Strike
3. Twisting Fang
4. Death Blosome
5. Healing Burst [e]
6. Vigorous Spirit
7. Rebirth
8. Healing Breeze/ Viper Defense/ Heart of Shadow

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Profession: Assassin/Warrior
Name: A/W PvE "hyper-sin"
Type: PvE
Category: High speed damage delivery with moderate blocking abilities
Attributes:
Dagger Mastery 12 (11 + 1)
Shadow Magic 8 (7 + 1, or zero if using healing signet)
Critical Strikes 13 (11 + 2)
Tactics 5 (or 10 if using Healing Signet)

Gear:
-any 15>50 +30 health dagger set, zealous or vampiric preferred

Skills Set
1 - Ususpecting Strike
2 - Wild Strike
3 - Horns of the Ox or Death Blossom
4 - Moebius Strike {Elite}
5 - Twisting Fangs or Critical Strike
6 - Flurry
7 - Bonetti's Defense
8 - Shadow Refuge or Healing Signet


Summary:
This particular build attacks so fast that it surprised me the first time I saw it in action. Assassins have double strikes but no same-class attack acceleration stances like warrior flurry, bezerk, and tigers stance. So what happens when we add Flurry into the mix? Answer: a highly caffeinated assassin with blindingly fast attack speeds.

The attack pattern is simple: Activate Flurry, pull off your dagger combo's, then hit Bonetti's. Use the energy gained by bonetti's to flurry and unload dagger attacks again. Alternate between Flurry and Bonetti's as needed to maintain accelerated dagger attacks until all targets are dead. Use Shadow Refuge or Healing Sig while protected by Bonetti's, then repeat cycle again.

Adrenelin gain with double-strikes and flurry is amazingly fast. It works even better against melee mobs, since energy gain with bonetti's basically fuels your flurries and high energy dagger combo's. Once you start playing with Flurry + Bonetti's, other assassin skill builds will seem too slow.

Weaknesses: Non-melee mobs won't recharge energy while bonetti's is up, thereby slowing energy gain. Zealous daggers seem to deal with them well enough. Also, no inherent condition removal or fast movement stances or teleports. Hence, it is more PvE specific than PvP.

Credit: Just screwing around when I made this build... but it's a lot of fun to play.

Veripare

Krytan Explorer

Join Date: Jul 2005

Canada, Ontario

http://www.guildwarsguru.com/forum/s...php?t=10017794

I've posted two builds in this thread. They are very in-depth and I hope they see the Directory. Both of the Builds are used for PvP, PvE, and AB. Please note, I've "snipped' alot of information so that I wouldn't stretch the page. Please view my thread if you'd like to see the "full post."

First the PROMsin, which is the short form for the Promise Assassin.

Equipement

Maxed Valkyrie Armor
Dagger Mastery Mask
Major Dagger Mastery
Minor Shadow Arts
Minor Deadly Arts
Minor Critical Strikes
Superior Vigor
Ceremonial Daggers or Customized Crippling Daggers with 1+ Dagger Mastery. I strongly recommend the Ceremonial Daggers though. It is also suggested to be +15% damage while health is 50% or more.

Stat Set-Up

One thing you have to note is that you do not use any stats or skills from your secondary proffession unless you have the Monk or Ritualist secondaries. If you do, put 3 Stat Points into Protection or Restoration for Ritualist.

Dagger Mastery - 11+1+2 = 14
Deadly Arts - 11+1 = 12
Shadow Arts - 3+1 = 4
Critical Stikes - 8+1 = 9

Skills

Assassin's Promise {Elite}
Black Mantis Thrust
Jungle Strike
Wild Strike
Death Blossom
Nine Tail Strike
Shadow Refuge
*Ressurection Skill - Resurection Signet is recomended*

Now for the FBsin, which is short for the Flashing Blades Assassin.

Equipment

Maxed Valkyrie Armor
Dagger Mastery Mask
Major Dagger Mastery
Minor Shadow Arts
Minor Critical Strikes
Superior Vigor
Ceremonial Daggers orCustomized Barbed Daggers with 1+ Dagger Mastery. I strongly recommend the Ceremonial Daggers though. It is also suggested to be +15% damage while health is 50% or more.

Stat Set-Up

Dagger Mastery - 12+1+2 = 15
Deadly Arts - 0
Shadow Arts - 6+1 = 7
Critical Strikes - 11+1 = 12

Skills

Jagged Strike
Disrupting Stab
Wild Strike
Death Blossom
Horns of the Ox
Flashing Blades {Elite}
Shadow Refuge
*Ressurection Skill - Resurection Signet is recomended*

Finishing Note

I spent alot of work putting this build together. When I say alot of work, I mean alot of work. Please don't "steal" this build. If you're going to post this build onto another website, please mention that Seperas Star and his Guild (Death o Glory [DoG]) created these builds.

Also, a little sidenote. This took an 18 year old computer teacher with an average of 72 words per minute to write up

Good luck in your future fights assassins! Keep your blades sharp!

Nailo Neo

Nailo Neo

Ascalonian Squire

Join Date: Aug 2006

A/Mo the Divine Assassin.

Here is my assassin build.

Profession: A/Mo

Name: Divine Assassin

Type: PvP, AB and PvE

Attributes:
Dagger Mastery : 15 (11+1+3)
Critical Strikes :8 (6+2)
Healing Prayer:12

Weapon: Zealous Daggers of Fortitude
Preferred Armor: Nightstalkers+Saboteur's gloves

Skills:
*for PvP,for AB orfor PvE
-Golden Phoenix Strike
-Horns of the Ox
-Falling Spider
-Twisting Fangs
-Aura of Displacement
-Vigorous Spirit
-Healing Breeze
-*Resurrection Signet for PvP, Contemplation of Purity for AB or Rebird for PvE

Summary:
The point is to cast Vigorous Spirit before you shadow step to the enemy and attack. Vigorous Spirit will constant heal you, it heal you 17 hp every time you attack (no need to hit). If you are dying, cast Healing Breeze (+8 health regeneration) and if you need to escape cancel AoD or use Contemplation of purity (AB only) if you have hexes or/and conditions.

Notes & Concerns:
With Divine Assassin, Assassin are able to kill and tank Wamo, SS Necro, Ele, Ranger, Monk and much more.

Credit:
Nailo Neo (me!)

puremind

Pre-Searing Cadet

Join Date: Aug 2006

Lost Cape

A/Me

I am posting my assassin running build because I realized through talking to various Guild Wars players that they do not deem assassin to be good runners, let alone Assassin/Mesmers.

This is an Assassin/Mesmer running build and I am showing an Assassin/Warrior version.

Attributes:
Shadow Arts: 12+1+3(Sup Rune)
Illusion: 12
Rest in any desired attribute (depending on your skill number 8)

Equipment:
Shrouded Armour for energy bonus but this is not really needed (only needed in the A/W variation or if you get DPed out, but you shouldn't!)
Totem Axe or Rajahzan Sword or equivalent for Energy and 20% longer Enchants
Unnerfed Rockmolder
If you use the Mesmer/Warrior variation of this build, you may use a shield with Tactics requisite for damage reduction.

Skills:
1- Illussion of Weakness (back-up healing)
2- Archane Echo
3- Shadow Form (for damage avoidance)
4- Dash (for losing aggro)
5- Dark Escape (for damage reduction)
6- Illusion of Haste (for fast recharge, low cost uncrippling/losing resistant aggro)
7- Shadow Refuge (main healing)
8- Any other defensive skill such as Viper's Defense, Caltrops or Shipon Speed

This is basically a permanent Shadow Form running build. You hardly need breaks and if you do (only 20% chance of longer enchants), Shadow Refuge and Illusion of Weakness keeps you alive while you Archane Echo and Shadow Form.

Illusion of Weakness heals above 202 Health when your health gets below 25% of its maximum through damage (this is not triggered by the end of Shadow Form, so you may still die out of degen, but it will be triggered by the next direct damage, so don't flee if degened, but take damage instead, or use shadow refuge).

Advantages:
1- You can run virtually anything with this build, much more easily and faster than with a Warior/Monk (in particular Citadel and Cantha runs, which combine ele AND mesmer AND cripple slow downs, as holy veil can't remove 3 successive slow down easily and purge has a long recharge time).
2- You can run even with 60% DP as you typically take no damage at all (occasianal DP will occur at the beginning until you learn to time your echoed Shadow Form well).
3-This build works effectively against knock-downs although not all (environmental effects such as Worm knock-down is not aimed at you directly and hence is not stopped by Shadow Form). But appart from the worm knock downs, other knock-downs have slow rechages and you can get away easily.
4- You can uncrippled yourself if trapped with Illusion of Haste (crippled shot or similar won't affect you, but traps will)
5- It just feels great to run with an assassin, they really look swift and unstoppable. It makes a lot of fun.
6- This earns you very good money, as people will pay a lot for the Citadel run (as it is reputed to be the toughest run). Considering your assassin will run it in 3 minutes (unlike Droks), Droks isn't worth running anymore.

The only weaknesses of this build are:
1- You need to recast Shadow Form before it ends, and if you are too greedy, you will run too far and lose your echoed Shadow Form. But 21 seconds (or 25 seconds with +20%enchants) of Shadow Form is still a lot and especially combining it with dash and dark escape you cover a lot of distance and during the 5 seconds you are waiting for .
2- Droks runs: you should switch to an Assassin/Warrior build with points in tactics for balanced stance and shield bonuses. You won't be able to echo Shadow Form, so you will have to rest more often (not because of damage, but because you want to avoid hexes hexes/conditions, as you will have no good condition/hex removal). You don't have charge, so you need to walk through the worm bit. You can make it, but it is not worth the trouble considering you already run well with your warrior.

Credit: My Assassin Watashi Kamui
Farming the Rajahzan sword gave me the idea of using Warrior weapons on my assassin in a running build. I developed it 4 months ago and seem to be the only one running Citadel with it. I get insulted by Monks and Warriors who consider me unable to run. "Assassin/Mesmers aren't exactly reputed for running" or even the occasional "shut up you can't run".

no damage tank

Lion's Arch Merchant

Join Date: Apr 2006

Inside Your Head [Psy]

W/

Profession: A/Mo
Name: 105 hp Assasin
Type: PvE
http://www.guildwarsguru.com/forum/s...=1#post1848771
thats the proper post of the build

Homp

Pre-Searing Cadet

Join Date: Aug 2006

OBEY

A/W

Here is my farming build with Assassin skills only:

Palm Strike [Elite]
Golden Phoenix Strike
Critical Strike
Critical Eye
Dark Escape
Critical Defenses
Way of Perfection
Optional Skill ( usually Blinding Powder or Shroud of Distress )


Dagger Mastery 9 (8 + 1)
Shadow Arts 13 (10 + 3)
Critical Strikes 16 (12 + 1 + 3)


Daggers:
Daggers Of Xuekao ( +20% enchantment time is important)



Before the fight I cast Critical Eye and Way Of Perfection, so I'm enchanted.
Then I run to the enemy, cast Critical Defenses and use Palm Strike + Critical Strike.
This means Critical Defenses is extended for 6 more seconds.

Then I use Golden Phoenix Strike and Critical Strike ( 6s. recharge ) again.

So I have always Critical Defenses up and for every critical I get 32 Health, means a minimum of 64 Health every 6 seconds.
Furthermore +8 Energie.

Dark Escape is good for running to the bosses or for the enemys at the beginning.

I use blinding powder if anything gets wrong or Shroud of Distress for more safety.

It takes a little bit practice to time the refresh of Critical Eye and Way Of Perfection, without having to few energie to use Critical Strike every 6 seconds.

Up to now I have soloed Chkkr Locust Lord, Xuekao and Chkkr Thousand Tail.

silverwyng

silverwyng

Academy Page

Join Date: Jul 2006

Heroes of Hobby Haven

A/Me

Profession: a/rt
Name: Silver Impaler
Type: PvE [for now]
Category: Spiker
Attributes:
CS - 13 [9+3+1]
DM - 9 [8+1]
DA - 11 [10+1]
Restoration - 9

Skills Set
Impale (DA)
Black Lotus Strike (CS)
Assassin's Promise [E] (DA)
Twisting Fangs (CS)
Iron Palm (DA)
Resilient Weapon (Restoration)
Wielder's Boon (Restoration)
Flesh of My Flesh/Rez Sig (Restoration/Unlinked)

Weapon Set
Shreader's Talons [or any similar kind of daggers] actually work well here since it gives a bonus of +15% damage vs hexed foes and you're dealing with multiple hexes here.

Lou's Karambits for the sundering mod [nice, simple, good looking daggers; one of the best green daggers, IMHO] and the fortitude mod [so you're not the priority target of enemy warriors].

A longbow. any no req, 8-12dmg bow works. most of the naga at shing jea island drop longbows like these and you can mod them with your favorite bow mods [fortitude or defense/warding are always good suffix mod choices] if you're willing to invest. your favorite crit barrager bow works too!

Summary: The build revolves around Impale to add more damage to your Twisting Fangs and Assassin's promise recharging your slow-cooling attacks skills. Impale, while not knocking down an opponent [as opposed to Mark of Instability], does give you a bit of breathing space so you're sure the Promise will connect. Resilient Weapon is for countering degen from conditions/hexes as well as giving you extra armor so you'll have a better chance of make it out of the frontlines after you spike.

the usual set-up is simple: impale > BLS > AP > TF

Iron palm is there for a quick interrupt /knockdown of your target if you somehow manage to put on AP to early and would need to interrupt his healing/spellcasting as well as for the little bit of extra damage.

For soft targets, usually applying AP right before you do Twisting Fangs is enough for AP to restore energy and your attack skills. between BLS and AP, you shouldn't have energy concerns. the RW/WB combo can be dropped in favor of Shadow Refuge with one extra skill. this can be falling spider, since you already have iron palm to knock down your target.

For an a/x, the build will look like this:
impale
BLS
AP
TF
IP
FS
SR
FoMF/Rez Sig

You can drop points in Restoration and just dump it in Shadow Arts or Shadow Arts and Dagger Mastery if your points allow.

If you fail to kill the target [thus losing your chance to replenish your skills via AP], heal up and go to the backline and just plink your targets with your bow.

Notes & Concerns: hex stripping and being blinded will give you problems. this build [along with any kind of build revolving around assassin's promise], is also a bit tricky to master. timing is critical as well as the decision to hex your target with AP or just save it for another target. if your original target is still around 2/3 of the way from death, then it's better to have your other teammates take a few swings at it before you hex with AP, just to be sure. if you feel the target will die before AP hits, then just choose another target since the new target's death while under AP will trigger the ability, recharging your attack skills.

as always, build mileage may vary.

Credit: my assassin, Sakura Silverwing. arrendondo for the RW/WB combo [it really works!]. my guild, [Hero]. i guess i'll credit TaiClaw since his/her build is similar to mine.

SambaBoy

Pre-Searing Cadet

Join Date: Aug 2006

Trondheim - Norway

Pirates Of The Carribean

R/E

(Please note that I have several other characters, but this is my only Assasain.... :P )

Armour: Full Tenderfoot Kit xD
Guild Cape w/ emblem
Sai - 3-6 Piercing xD
No shield

Skills:
Shadow Refuge
Unsuspecting Strike
Ress-Signet
Healing Breeze
Fox Fangs
Deaths Charge
Shroud Of Distress
Ressurect

I've played him for just 1 day, so atm he's pretty basic.... :P

Da Real Shiz Nit

Pre-Searing Cadet

Join Date: Aug 2006

I live somewhere in the middle of nowhere where i dont know where it is or what it is

The Golden Fire Dragon

A/Mo

Profession: A/*

Name: Mr.Quick Kill

Type: Almost anything

Category: Damage

Skills:
Aura of Displacment {Elite}
Unsuspecting Strike
Fox Fangs
Horns of Ox
Falling Spider
Twisting Fangs
Shadow Refuge
*your choice of a none attribute skill*

Weapon: Any Assassin weapon with a zealous upgrade

Attributes:
Dagger Mastery: 12
Critical Strikes:10+1+2
Shadow Arts:8
*You should have 5 points left if you have your full 200*

Summary: This build is mainly for PvP but it works good in PvE. during PvP try to find the most noobiest opponent whetheir it be a warrior or a monk. Use AoD on your pigeon when everyone is about to fight, mess them with unsuspecting strike and so on until you get to horns of ox. Thats when you need to think is this person isolated enough to knock them down or not? If the person uses melee walk backwards till he/shes isolated (they should follow you) use horns of ox then quickley use falling spider then follow up and finish your opponent off with twisting fangs. Now if your target is anything else but an Warrior or an Assassin you're probably out of luck by getting them isolated (thats if they are not already isolated) so use unsuspecting strike, fox fangs then skip to twisting fangs. This way will do a decent amount of damge but unfortunatley not enough so the best thing you can do is keep repeating the chain.

note and concerns: This build is a sucker for interupting, some hexes,degen spiking, pacifism (oh god I hate that one), energy denial, and blndness.

Use this build with care it is very delicate but very powerful none the less.

pinderby

Pre-Searing Cadet

Join Date: Jul 2006

ViLe

Mo/Me

Build Template
Profession: A/R
Name: Serpent's Spike
Type: RA/TA/AB <best in RA>
Category: Spiker/Damage
Attributes:
Dagger Mastery: 12+3+1
Critical Strikes: 11+2
Wilderness Survival: 6


Skills Set:

1. Black Lotus Strike (crit)
2. Twisting Fangs (dagger)
3. Falling Spider (dagger)
4. Death Blossom (dagger)
5. Serpents Quickness (wilderness)
6. Mark of Instability (No Attr)
7. Aura of Displacement (no attr)
8. Ressurection Signet (switch to dash or your choice in AB)

Summary: Basically, this build can take down most caster classes in one order without the annoyance of exhaustion and ok energy management with reduced down time.

Order: Cast SQ then MoI, AoD to target (optional), then go 1-4 giving them degen and dmg

Notes on order: Serpent's quickness doesn't recharge fast enough to keep it on, so you will omit SQ in combos right after you used it. aka Every other combo will use it, the others will not. If you want to avoid this at the cost of some attribute points, you can take some out of dagger or crit to add to wilderness survival. If your fast, you can actually execute two combos while SQ is still on.

Notes & Concerns: Like most assassin build it is awfully fragile and has no healing. Also, any melee shutdown will kill this combo (blind, or defenses that block) because if Black Lotus misses not only is ur combo messed up, but u gotta wait 25 secs for it to recharge.

Credit: This is mainly my build from what I've seen of other assassin builds.

Claymore

Claymore

Lion's Arch Merchant

Join Date: Apr 2005

Kingston, Ontario, Canada

A/W

Quote:
Originally Posted by pinderby
Credit: This is mainly my build from what I've seen of other assassin builds. I have been using this build for about 4-6 months now only using critical eye instead of serpent quickness, and dumping the res sig for beserkers stance, (I'm A/W). When in PvP I reinstate the res sig.

Your right, biggest downfall is recharge time, try using Blades of steel instead of Death Blossom, high spike.

TABellis

TABellis

Academy Page

Join Date: Sep 2006

Honors Glory

A/

Profession: A/X, can be Me if swap in Ar Eco

Name: The Shadow Assassin

Type: PVP/PVE

Category: Tank class

Attributes:
Dagger M = 12+1
Deadly A = 0
Shadow = 12+1+3
Critical S = 3+1
Any daggers with a +20% enchantments handle. I use all Shrouded armor, I like the engy.

Skills Set: Golden Phoenix Attack, Horns of the Ox, Falling Spider, Golden Lotus Strike (any 4 combo build will work in here, this is just what I used), Shadow Form {Elite}, Shroud of Distress, Shadow Refuge, Heart of Shadow.

Summary: This build was mostly only used in Aspenwood to gain faction for amber for my Kurzick 15k armor, so its kind of a PvP/PvE build as it does not have Rez Sig; also because of this, the last four skills are needed, sometimes you maybe able to swap out HoS for Rez, but your chances of survival are solely on SoD and SR when SF ends and leaves you with 53hps, though I have tried this, and it can be done as long as you have SoD and SR cast just as SF ends, and you are attacking to give you the boost of health from SR. With HoS though, while you have SF up, just cast it anytime and it will be waiting for you when SF ends, and as soon as your hit boom! 122hp heal! Helps a lot. SoD and SR need still be cast just as SF is ending.

Notes & Concerns: You will find that you are not totaly invincible as 3+ on you will kill you, and beware of HP degen when SF ends...not so nice. Definately a fun build to play, with a good 4 combo attack you can keep your dmg up, anything less than 4 I found does very little dmg and going head to head with any player, you might as well give up, though they may not kill you; I say this last part because I tried Arcane Echo for a while which swaped out one of my attacks and though I could keep SF going for about 35 sec or so, I was doing hardly any dmg with a 3 combo attack, and I was never able to take down a PC, NPCs though, I could take on by myself with out anyone healing them (the mine protectors in Aspen). Anyway, try it and see what you think.

Edit for NF's Skills;

Dagger Mastery 11+1
Deadly Arts 6+1
Shadow 11+1+3
Critical 3+1

Still any combo, but I have not been usinging: Expose defenses, Black Spider Strike, Horns of the Ox, Falling Spider, Shadow Form {E}, Shroud of Distress, Deadly Charge, Return of Death (NF's oppisit of Deadly Charge); this build has been reformed for PvE, it's fun, and I don't think I've died with this build running. I sometimes put more in Critical to use Twisting daggers.

TABellis

TABellis

Academy Page

Join Date: Sep 2006

Honors Glory

A/

Quote:
Originally Posted by puremind
I am posting my assassin running build because I realized through talking to various Guild Wars players that they do not deem assassin to be good runners, let alone Assassin/Mesmers.

This is an Assassin/Mesmer running build and I am showing an Assassin/Warrior version.

Attributes:
Shadow Arts: 12+1+3(Sup Rune)
Illusion: 12
Rest in any desired attribute (depending on your skill number 8)

Equipment:
Shrouded Armour for energy bonus but this is not really needed (only needed in the A/W variation or if you get DPed out, but you shouldn't!)
Totem Axe or Rajahzan Sword or equivalent for Energy and 20% longer Enchants
Unnerfed Rockmolder
If you use the Mesmer/Warrior variation of this build, you may use a shield with Tactics requisite for damage reduction.

Skills:
1- Illussion of Weakness (back-up healing)
2- Archane Echo
3- Shadow Form (for damage avoidance)
4- Dash (for losing aggro)
5- Dark Escape (for damage reduction)
6- Illusion of Haste (for fast recharge, low cost uncrippling/losing resistant aggro)
7- Shadow Refuge (main healing)
8- Any other defensive skill such as Viper's Defense, Caltrops or Shipon Speed

This is basically a permanent Shadow Form running build. You hardly need breaks and if you do (only 20% chance of longer enchants), Shadow Refuge and Illusion of Weakness keeps you alive while you Archane Echo and Shadow Form.

Illusion of Weakness heals above 202 Health when your health gets below 25% of its maximum through damage (this is not triggered by the end of Shadow Form, so you may still die out of degen, but it will be triggered by the next direct damage, so don't flee if degened, but take damage instead, or use shadow refuge).

Advantages:
1- You can run virtually anything with this build, much more easily and faster than with a Warior/Monk (in particular Citadel and Cantha runs, which combine ele AND mesmer AND cripple slow downs, as holy veil can't remove 3 successive slow down easily and purge has a long recharge time).
2- You can run even with 60% DP as you typically take no damage at all (occasianal DP will occur at the beginning until you learn to time your echoed Shadow Form well).
3-This build works effectively against knock-downs although not all (environmental effects such as Worm knock-down is not aimed at you directly and hence is not stopped by Shadow Form). But appart from the worm knock downs, other knock-downs have slow rechages and you can get away easily.
4- You can uncrippled yourself if trapped with Illusion of Haste (crippled shot or similar won't affect you, but traps will)
5- It just feels great to run with an assassin, they really look swift and unstoppable. It makes a lot of fun.
6- This earns you very good money, as people will pay a lot for the Citadel run (as it is reputed to be the toughest run). Considering your assassin will run it in 3 minutes (unlike Droks), Droks isn't worth running anymore.

The only weaknesses of this build are:
1- You need to recast Shadow Form before it ends, and if you are too greedy, you will run too far and lose your echoed Shadow Form. But 21 seconds (or 25 seconds with +20%enchants) of Shadow Form is still a lot and especially combining it with dash and dark escape you cover a lot of distance and during the 5 seconds you are waiting for .
2- Droks runs: you should switch to an Assassin/Warrior build with points in tactics for balanced stance and shield bonuses. You won't be able to echo Shadow Form, so you will have to rest more often (not because of damage, but because you want to avoid hexes hexes/conditions, as you will have no good condition/hex removal). You don't have charge, so you need to walk through the worm bit. You can make it, but it is not worth the trouble considering you already run well with your warrior.

Credit: My Assassin Watashi Kamui
Farming the Rajahzan sword gave me the idea of using Warrior weapons on my assassin in a running build. I developed it 4 months ago and seem to be the only one running Citadel with it. I get insulted by Monks and Warriors who consider me unable to run. "Assassin/Mesmers aren't exactly reputed for running" or even the occasional "shut up you can't run". What exactly do you do with illusion of haste ends and your hit with cripple? This I would say is why a A/Mes has a bad rep for running. In general though, SF, Dark Escape, and Dash make A's great runners.

TABellis

TABellis

Academy Page

Join Date: Sep 2006

Honors Glory

A/

Quote:
Originally Posted by DragonFeast
lol i'd liek to see someone come up with an assassin solo build. My Shadow assassin is a Solo build, I can take out the 3 Jade Knights out side of Market Place solo, and many other thing, usually not more than 3 NPC's though.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

Profession: A/E

Name: The Hunter Killer

Type: PVP

Category: Elmination Of A Single Target

Attributes:
Dagger Mastery = 11+1+3
Deadly Arts= 0
Shadow Arts= 6+1
Critical S = 12+1

Armor: Shrouded Armor (Energy is needed)

Weapons: Either Zealous Daggers (+5 energy is preferred) of Fortitude if you want to ensure that the combo gets off immediately, the Ceremonial Daggers (green) which is a nice balance of energy and damage, or 3/-1 Vampiric 15^50% +30hp daggers for immense damage.


Skills Set: Unsuspecting Strike, Temple Strike, Death Blossom, Shock, Falling Spider, Twisting Fangs, Shadow Refuge, Dark Escape

Summary: This build is basically used for the single elimination of a target. Use Unsuspecting Strike right off, as it will deal a quick 90-100 damage to your target. Follow with Temple Strike to blind/daze them. Use Death Blossom to interrupt their condition removal or anything else they try to cast at you and to deal 180 damage. Use shock to knock them down, followed by Falling Spider to poison them. Use Twisting Fangs to finish them off. If they are still alive (unlikely), keep hitting them, or use Unsuspecting again.

Notes & Concerns: This build will leave you severely low on energy and suffering from exhaustion. Zealous daggers are always a plus because of the +4 energy gain possible per hit.

RiceWine619

Pre-Searing Cadet

Join Date: Apr 2006

N/Me

Quote:
Originally Posted by sphere830
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. i love this build for pve while its not terribly complex its highly adaptable, wher eyou can switch out jagged for disrupting stab for some interupts or golden lotus strike for some added energy.

props

uepilot

Pre-Searing Cadet

Join Date: Oct 2006

Profession: A/Mo

Name: Vigorous Lotus of Bane

Type: PvE, GvG

Category: Damage

Attributes:
Healing Prayers: 10
Smiting Prayers: 4
Dagger Mastery: 11 + 1 + 3

Skills Set:
1. Vigorous Spirit
2. Live Vicariously
3. Healing Breeze
4. Golden Lotus Strike
5. Fox Fangs
6. Death Blossom
7. Bane Signet
8. Falling Spider / Return

Summary:
I've been using this build in PvE for awhile, and I just love it. With it, I last longer than the Healers AND the Tanks in my party. Please read the following on how to use this build. Start off by casting "Live Vicatiously" as soon as you zone. Once you go into battle, cast "Vigorous Spirit", and use skills 4 through 6 as listed. After your combo, you may want to use 7 and 8 on your target, provided he is still attacking. You can also use 7 and 8 on your target before your combo. 8 can be substituted for "Return" if you'll be in a sticky situation, but I wouldn't worry about it. This build keeps you alive easily.

Notes & Concerns: None that I can think of.

Credit: My experience in Guild Wars, and the Am Fah; for testing this build.

The Coke Formula

Pre-Searing Cadet

Join Date: Oct 2006

Miami

We Just Want To Play [PvP]

Mo/A

Profession: A/E

Type: PVP

Name: Master Of Snares

Category: Damage/Conditions

Attributes:
Air Magic: 1
Dagger Mastery: 12+1+2
Deadly Arts: 4
Shadow Arts: 5+1
Critical Strikes: 11+2

Skills:
1. Shadow Prison [Elite]
2. Black Spider Strike
3. Horns of The Ox
4. Falling Spider
5. Shock
6. Twisting Fangs
7. Feigned Neutrality
8. Dash or Ressurection Signet

Summary:
This is the build I created on the release of Nightfall and it works pretty damn good. Now the reason it's called master of snares is because it has 3 snares: Shadow Prison, Horns of The Ox, and Shock. The combo itself consists of 6 skills that, if used in order, drops a caster and can leave a nub monk almost dead if he isn't already. For all assassin builds, the best way to utilize them is to go on a target that is away from a support character, or one that can't heal himself before you can kill them, but there may be times where you may find yourself in a group of 3 or more people that could easily pound on your head. If that happens, use dash to get away, and once you're away, use feigned neutrality. This will lower the damage you take and give you a health regen of +7 for about 10 seconds.

Notes & Concerns: Many.
1. Avoid shocking repeatedly as energy is to an assassin as adrenaline is to a warrior: Without it, you're through.
2. Shadow Prison recharge pretty slow, but look for situations where a person may be hexed and you can start your combo anyway. IF all else fails: Shock, Falling Spider, and Twisting Fangs/Horns of the Ox.
3. Don't rely on feigned neutrality. It is a nice heal and good armor buff, but remember it's 9 seconds and doesn't provide direct healing like a heal signet. I recommend that you rely on good instinct and strategy to stay alive.

Credit: My personal interest in the Assassin Profession.

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Given all the new elite skills Nightfall just made available, along with all the new love-to-kite-and-block-or-evade mobs, here's the build I've been using to push through Elona:

Name: Black Mobius Hexer

Type: PVE but PVP-capable

Category: Multipurpose, but initially designed as a PVE Skill Hunter

Attributes:
Dagger Mastery - 12 (10 + 1)
Deadly Arts - 6 (4 + 1)
Shadow Skills - 8 (7 + 1)
Critical Strikes - 13 (11 + 2)

Weapons/Gear: zealous daggers of fortitude +30

Skills:
1 - Expose Defenses
2 - Siphon Speed
3 - Black Lotus Strike
4 - Horns of the Ox
5 - Moebius Strike {E}
6 - Twisting Fangs
7 - Capture Signet (PvE) or Ressurection Signet (PvP) or an IAS Stance like Flurry
8 - Feigned Neutrality or Shadow Refuge

Notes:
-Exposes Defenses for blockers/evaders, Siphon Speed for kiters.
-BLS is for energy management, with 2 available hexes as attack primers.
-Moebius Strike replaces the usual Falling Spider for more attack reliability, damage, and attack skill resets, etc. No poison dmg, but that's fine since the repeat knockdowns and conditions are far more devastating.

The above set-up is missing only one thing: Increased Attack Speed skills like Flurry, Frenzy, etc, but once I've capped all the elites I want, the cap sig will be replaced

Results are proving better than expected so far. Even took out L28 Acolytes of Grenth and Dwayna 1-1 while the heroes took care of the other lemmings.

Celab

Lion's Arch Merchant

Join Date: Jun 2006

[VENT]

W/

Quote:
Originally Posted by Valerius
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 Its been done before, take a look back on the assassin forums :/

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Well Celab, it's different than the Yanssassin, if that is what you mean?

Draco Angelus

Draco Angelus

Academy Page

Join Date: Nov 2006

Guild in Pyjama's [PJs]

A/

Well with the coming of nightfall and the updates, I've made some new builds:

First post btw, hello GWguru (/wave)

Profession: A/...
Name: Sinful Degen
Type: PvE, PvP untested, though my guess is that it would rock
Category: heavy degen

Attributes:

Dagger Mastery - 15 (11+3+1)
Shadow Mastery - 7 (6+1)
Critical Strikes - 13 (12+1)

Skills:

- Seeping Wound
- Black spider strike
- Twisting fangs
- Shadow refuge
- Death's charge
- Caltrops
- (optional, Malicious strike is nice)
- Rez Sig

Armour/Weapons:
Nothing specific, I use full Shrouded (+energy armour) and Zealous daggers, though poisonous or cruel daggers might work better

Summary: Start off with Seeping wound, either run to target or use DC, Black Spider strike and Twisting fangs to finish, this leaves the target with -10 health degen AND a deep wound, along with the damage from the combo.

Use Caltrops for kiters.

lose DC or Res sig (I would never opt to lose Caltrops, it just owns) and add Black lotus strike ->Blades of steel for more damage.

Notes & Concerns:
-Very energy efficient, I never run out unless I'm spamming my healing.
-Pay attention wether your target still has a hex or the combo won't work.
-Not finished with the possibilities, other proffessions might make a nice addition to the build

Credit: Haven't seen anyone else with it, so me I guess, and Anet for the skills, and Cloe Amaya my assy.

Draco Angelus

Draco Angelus

Academy Page

Join Date: Nov 2006

Guild in Pyjama's [PJs]

A/

My other build, I thought of making something like this before, but the Nightfall update settled it.

Profession: A/R
Name: Twin Blades Berserker
Type: PvE
Category: Mass damage

Attributes:

Dagger Mastery - 15 (11+3+1)
Shadow Mastery - 5 (4+1)
Critical Strikes - 11 (10+1)
Beast Mastery - 9

Skills:

- Golden Phoenix Strike
- Twisting Fangs
- Tiger Fury
- Locust's Fury
- Death's charge
- Shadow refuge
- (optional, Snare skill preffered)
- Rez Sig

Armour/Weapons:
Full Shrouded, you need energy
Vampiric Daggers of Enchanting (when attacking)
Zealous Daggers of Enchanting (when running low on energy)
Optional other daggers when not fighting (to regen quickly)

Summary: Start with Locust's Fury, Attack target, switch to Vamp and use Tiger's Fury and see the numbers fly by, for additional damage use GPS->TF but be careful with your energy.

Notes & Concerns:
- Not very energy friendly, use GPS->TF wisely.
- Have a monk with vigorous spirit for you/ live vicariously for him.
- Not a survivor build, you have to rely on your monks for that.
- Not suited for PvP, this is raw damage, a good monk can easily counter.
- Careful for Anti-Melee, Empaty, etc it really hurts you if you're not careful.
- The percentage does lower/highten depending on the target's lvl, however, I've noticed only a small decreace in hits vs lvl 28 monsters, so the loss is minimal.
- For a stat of how this works:
with these attributes I attack 11-12 times in 10 sec. on a lvl 20 target.

15 DM = 30% + Locust's =33% = 63% double strike

Also, I've noticed that daggers have an innate double strike percentage, how much it is I do not know.

However, I allmost allways double strike, so I think the total percentage comes to about 68-70%.

Now I hit 15-16 times in 10 sec. same target.

now add the 25% attack speed:

18-22 times.


Credit: same as above post

Nailo Neo

Nailo Neo

Ascalonian Squire

Join Date: Aug 2006

The Shadow Walker

Profession:
A/D

Type: PvE only.

Category: Runner.

Equipment:
- Energy Armor's.
- I use a Sunqua Blade of Enchanting (20%) +5e and Earth Scroll from collector (it give me only +30 hp).
- You will have 41 energy.

Attributes:
Shadow art - 16 (12+3+1)
Earth Prayers - 10
Wind Prayers - 7
Deadly Art - rest

Skills Set:
Dash
Harrier's Haste
Dark Escape
Feigned Neutrality
Deadly Paradox
Shadow Form {E}
Vital Boon
Heart of Shadow

Drok's Runner* (Under construction)
*Need more test. Attribute and skills set may change. Ive run Drok's once but it pretty hard!*
Skills Set*:
Dash*
Harrier's Haste*
Dark Escape
Feigned Neutrality
Deadly Paradox
Shadow Form {E}
Vital Boon or Heart of Shadow
Fleeting Stability

History: The shadow walker use shadow spell to allow him to enter and leave difficult spots with ease to reach the next site for new unresolved crime.

Notes & Concerns:
1- Use Dark Escape + Feigned Neutrality
2- Deadly Paradox + Shadow Form {E} + Vital Boon + Heart of Shadow + Dash->Harrier's Haste->Dash (vs hex caster that slow you and when needed)
3- Dark Escape + Feigned Neutrality (1 sec before Shadow Form end and you will be safe).

- Use Dash->Harrier's Haste->Dash->Dark Escape->Dash->Harrier's Haste->...
- Deadly Paradox + Feigned Neutrality (constant heal).
- DP is not a big problem but for Drok's run it may be a problem.
- Use Fleeting Stability vs knock down.

Credit: Me (Nailo Neo).

NinjaGW

NinjaGW

Pre-Searing Cadet

Join Date: Oct 2006

Michigan, US

Looking for a PvP Guild

A/

Shadow Prison Assassin

A/
Dagger Mastery: 13 (11+2)
Critical Strikes: 13 (11+1+1)
Shadow Arts: 6
Deadly Arts: 6

Shadow Prison [e]
Black Spider Strike
Twisting Fangs
Black Lotus Strike
Blades of Steel
Siphon Speed OR Expose Defenses
Shadow Refuge
Ressurection Signet

First Chain: Shadow Prison, Black Spider Strike, Twisting Fangs, Black Lotus Strike, Blades of Steel.

Second Chain: Siphon Speed (or ED), Black Spider Strike, Twisting Fangs, Black Lotus Strike, blades of steel.

Notes: This works well in RA and TA, knockdown really isn't needed because they will be going 33%-66% slower if they try to move. Haven't tried in GvG yet.

http://www.guildwarsguru.com/forum/s...php?t=10076108

irene n jerome

Ascalonian Squire

Join Date: Nov 2006

house of decadence

A/

hey guys im new here on guru so hello ! sorry if my encglish sucks but i have abuild that need to post so bad . has kind of a sentimental meaning to me so heres the build:

irene n jerome

this build is used to dual kill shiro tagachi on gates of madness

irene (necro/monk)
blood magic16
portection prayer12
soul reaping 3
skills:
protective spirit
reversal of fortune
rebirth
barbed signet
blood ritual
unholy feast
shield of absorption
spoil victor (elite)
irene doesnt have to be a monk this is just what im comfortable using i used protect so he can support jerome . if ur gonna use a hero necro set him to defend and put him in a spot real close to where ur gonna pull shiro!

jerome(assassin/monk) i prefer sin cuz he can do dmg while wearing normal armor. a monk can also be used too!

skills:
12 healing prayers
11 protection prayes
10 dagger mastery

equipment:
full armor (u need to survive ti get to shiro)
55 armor (pieces w all sup runes on it)for swapping

totem axe and -50 hp offhand
any daggers of enchantingor zealous of enchanting
longbow for pulling

skills:
protective spirit 1
healing breeze 2
healing hands(elite) 3
mending 4
balthazars spirit 5
essence bond 6
live vicariously 7
vigorous spirit 8

heres how it works:
tell the other 6 ppl to stay away from irene and jerome
tell them to not attck shiro just stay away like a couple of circles away from irene n jerome

put on ur 55 armor
cast skills 4-7
tell necro to put blodd ritual on YOU
pull shiro only once u see him start moving go back close to irene
note(shiros agro for sum reason is much bigger than lich so u can easlily pull him alone never agro lich cuz he can remove ur enchants
cast and maintain heal breeze protective spirit and attck shiro
tell necro to spam spoil victor on him
try not to use protective spirit @ the same time when shiro uses riposting shadows cuz it can interrupt you! when shiros hp is right about half like real close to when hes about to use impossible odds cast vigorous spirit cuz he really attcks so fast its like 15 mountain trolls attakcking @ same time while hes using impossible odds!just stay alive and let the necro do the damaging!
always spm spoil victor on him while hes really low on hp u will see him drop so fast!


ok now collect ur money from 6 other ppl and tell them ur all gonna kill lich now !! do not forget to put on ur full hp armor!!!


ps sorry if my english is not that good im south east asian! i would be honored if u call this build irene n jerome u can post this build on guildwiki as long as u name it irene n jerome if u need me to show u how it works pm me when im online and take me to shiro and ill kill him for u off course i accept tips platinum will really make me happy ! Im not sure if this is the right place for me to post these build so pls help me put these on the right path thank you very much i apreciate you all!
counters: riposting shadows -time ur spells w this skill!

irene n jerome

Ascalonian Squire

Join Date: Nov 2006

house of decadence

A/

hey guys im new here on guru so hello ! sorry if my encglish sucks but i have abuild that need to post so bad . has kind of a sentimental meaning to me so heres the build:

irene n jerome

this build is used to dual kill shiro tagachi on gates of madness

irene (necro/monk)
blood magic16
portection prayer12
soul reaping 3
skills:
protective spirit
reversal of fortune
rebirth
barbed signet
blood ritual
unholy feast
shield of absorption
spoil victor (elite)
irene doesnt have to be a monk this is just what im comfortable using i used protect so he can support jerome . if ur gonna use a hero necro set him to defend and put him in a spot real close to where ur gonna pull shiro!

jerome(assassin/monk) i prefer sin cuz he can do dmg while wearing normal armor. a monk can also be used too!

skills:
12 healing prayers
11 protection prayes
10 dagger mastery

equipment:
full armor (u need to survive ti get to shiro)
55 armor (pieces w all sup runes on it)for swapping

totem axe and -50 hp offhand
any daggers of enchantingor zealous of enchanting
longbow for pulling

skills:
protective spirit 1
healing breeze 2
healing hands(elite) 3
mending 4
balthazars spirit 5
essence bond 6
live vicariously 7
vigorous spirit 8

heres how it works:
tell the other 6 ppl to stay away from irene and jerome
tell them to not attck shiro just stay away like a couple of circles away from irene n jerome

put on ur 55 armor
cast skills 4-7
tell necro to put blodd ritual on YOU
pull shiro only once u see him start moving go back close to irene
note(shiros agro for sum reason is much bigger than lich so u can easlily pull him alone never agro lich cuz he can remove ur enchants
cast and maintain heal breeze protective spirit and attck shiro
tell necro to spam spoil victor on him
try not to use protective spirit @ the same time when shiro uses riposting shadows cuz it can interrupt you! when shiros hp is right about half like real close to when hes about to use impossible odds cast vigorous spirit cuz he really attcks so fast its like 15 mountain trolls attakcking @ same time while hes using impossible odds!just stay alive and let the necro do the damaging!
always spm spoil victor on him while hes really low on hp u will see him drop so fast!


ok now collect ur money from 6 other ppl and tell them ur all gonna kill lich now !! do not forget to put on ur full hp armor!!!


ps sorry if my english is not that good im south east asian! i would be honored if u call this build irene n jerome u can post this build on guildwiki as long as u name it irene n jerome if u need me to show u how it works pm me when im online and take me to shiro and ill kill him for u off course i accept tips platinum will really make me happy ! Im not sure if this is the right place for me to post these build so pls help me put these on the right path thank you very much i apreciate you all!
counters: riposting shadows -time ur spells w this skill!

Llednar

Llednar

Academy Page

Join Date: Jan 2006

In your closet.

Steve Erwin wants a [Rez]

W/E

A/W: Berserking Shadow

http://gw.gamewikis.org/wiki/Build:A...tes_and_Skills

I posted it there, and BAM next day 100 of em running around.

Profession: Assassin/Warrior
Type: PvP
Category: Spike


Attributes

Dagger Mastery: 12+3+1 (16)
Deadly Arts:8+1 (10)
Critical Strikes:10+1 (11)

Skills

Shadow Prison [Elite]
Black Lotus Strike
Horns of the Ox
Black Spider Strike
Twisting Fangs
Burst of Aggression
Dash or Feigned Neutrality
Ressurection Signet

Summary

I don't claim to be the creator of this, similar builds were used before I posted this partiticular build on Guild Wiki.

The Spike is used every 20 seconds and means certain death to unprotected casters or other softer targets. The build has no defense unless you decide to invest in Shadow Arts and bring Feigned Neutrality.

Notes

This build is a glass cannon, its power is devestating, its survivablity is...next to nothing.

Tyran

Tyran

Ascalonian Squire

Join Date: May 2006

Sweden

Chelmsford Legends [CL]

D/

Hit and Run

A/
Dmg Dealer
PvP (can be used in PvE with some adjustments)

Critical Strikes: 11+1+3
Dagger Mastery: 10+1
Shadow Arts: 10+1

Unsuspecting Strike
Wild Strike
Horns of the Ox
Falling Spider
Twisting Fangs
Way of Perfection
Shadow Refuge
Aura of Displacement (E)

Equipment: Zealous Daggers of Fortitude 15^50 or +5energy and Valkyries or Shrouded armor. Nightstalkers armor could work too.

Summary:
Designed for hit and run attacks on enemy spellcasters and monks. The build should be able to maintain a decent health level by performing crictcals on the enemy. It should also be able to deal a large amount of damage on the enemy aswell as keeping a huge pressure on them.
Should health become too low, stop maintaining aura of displacement so you teleport back to the place where you activated it (to safety assumed) and then build up your health with shadow refuge.
Also, try to remain undetected by sneaking around the enemy. This way they won't spot you untill its too late.

Notes & Concerns
This build isn't completely tested yet. Its more of a thoretical build, and some changes might be needed.

Can be countered by: Too many people attacking you, large health degen, regular melee counters.


Credit
ME!

SotiCoto

SotiCoto

Banned

Join Date: Jan 2007

Drazach Thicket

Temple of Zhen Xianren [Sifu]

Well... I've got to say it...
I'm sure its been done quite a few times before, but I independantly developed this myself regardless... So in case you were thinking that you've seen this before (for the record, I've been using versions of the ID build since I first got HCS into Talus Chute to cap the elite, and eventually optimised it when I got Nightfall).

Profession: A/Me
Name: Illusionary Dagger Tank (a.k.a. ID+)
Purpose: PvE generally. Never tried in PvP.

Weapon: Any maxed Daggers of Enchantment (20%). I also carry around Shiro's Daggers and a powerful Illusion Magic staff for emergencies.
Armour: Shrouded armour with either a Dagger Mastery or Shadow Arts mask. Add runes of Attunement for extra battery life.
Attributes:
Illusion Magic (should be maximised at 12 for best damage)
Dagger Mastery (for double-hits)
Shadow Arts (for the defences)
{And a point or two in Deadly Arts won't go amiss if you've optimised with runes and have spare points}

Skills:
Shadow Refuge {Shadow Arts}
Dash {Unassigned}
Illusionary Weaponry [E] {Illusion Magic}
Deadly Paradox {Deadly Arts}
Dark Escape {Shadow Arts}
Feigned Neutrality {Shadow Arts}
Distortion / Ethereal Burden / Res Sig / Cap Sig / Whatever {Illusion Magic (at least for the first two)} (Optional)
Conjure Nightmare {Illusion Magic} (Optional)

Method:
I typically use it as follows.
I run to just outside the aggro range of the enemy group I'm about to attack... select the enemy, then do as follows:
#1. Illusionary Weaponry
#2. Space Bar to attack.
#3. In rapid succession: Deadly Paradox, Shadow Refuge, Dark Escape {Dark Escape will cancel Deadly Paradox, but still benefit from its effects} before actually continuing to run into combat.
#4. Repeat step 3 just before Dark Escape recharges (should do so just as Shadow Refuge triggers).

For enemies with ench-strips, step 3 typically becomes: Deadly Paradox, Shadow Refuge, Feigned Neutrality ... mostly because that makes for extra Ench-Buffer.
For bosses, I just tag Feigned Neutrality on the end of the normal step 3 despite it not benefitting from Deadly Paradox (thus longer reload).

If you're wondering why I choose to attack after IW and before the rest, its because I typically travel with heroes and henchies only, and triggering to attack then sends the warrior henchies charging ahead to receive the brunt of the initial counter-assault. Shadow Refuge gives the perfect momentary pause to avoid initial enchant-removal spells and the like. Precise timing can truly turn a battle around.

Skills 7 and 8 I typically keep for emergencies when all enchants have been stripped, at which point if I'm far away I'll switch to my Illusion staff and promptly smack Conjure Nightmare on the responsible enemy (which is what I have so much energy for), or Ethereal Burden if I have it goes down first (meaning extra dose of energy later for another Conjure Nightmare). If I'm up close, I just whip out Shiro's Daggers after the whole Conjure Nightmare thing and hammer away while I wait for Illusionary Weaponry to recharge.

As for Dash... well... I always have Dash on slot number 2 because its in a perfect place for quick activation when I'm running from A to B. Finger one key up. I've also noticed that you can get a good sprinting combo (with timing) by going:
Dash (wait till flash) > Deadly Paradox > Dark Escape (wait till flash) > Deadly Paradox > Dash (wait till flash) > Repeat.
Useful for leaving your team-mates trailing in the dust... if you're impatient... or need to get quickly to the next area... or whatever.


Strengths:
#1. With maximised Illusion Magic, it will do a consistant 34 damage per attack to any enemy, irrespective of armour level or whatever (and double that to idiotic Warrior Afflicted using Frenzy). Enough Dagger Mastery makes for frequent double-attacks.
#2. Blind? Irrelevant. Enemy trying to Block or Evade? Irrelevant. 34 damage per attack... not per hit. Only defences which influence damage received (like those Kappa in Maishang Hills have) make a difference.
#3. With standard defences, the assassin will consistantly move 33% faster, take half damage from all sources, have quick recharging Shadow Refuge for easy healing... and as a bonus won't trigger defences that require a landed hit. Switch Dark Escape for Feigned Neutrality depending on circumstances and rather than the speed and half damage, you get +80 armour and ridiculous amounts of health regen (and for longer, thanks to the 20% ench daggers). Stick both together and for a short while at least the damage getting through will be absolutely negligable (though both together isn't a spammable option)... so yes... A/Me characters can tank (which is ironic considering both classes are reknowned for dying easily).

Weaknesses:
#1. Enchant strippers. If its just one strip then the Shadow Refuge buffer should beat it. If its two then use the Feigned Neutrality route. If it strips 3 or is very quickly executed at the wrong time.... well.... thats what Conjure Nightmare and backup weapons is for. Seriously though... ench-strippers are NOT fun at all.
#2. Energy. Shouldn't generally be a problem if you have full shrouded armour and a few attunement runes, but occasionally I will run the energy down to nothing against bosses. Note though that unlike normal Assassin builds, the energy is all burnt up in preparation rather than attacks, so it should regen naturally once you're already tanked and attacking.
#3. Pushing it a bit here... but being Crippled can be a righteous pain in the behind. Not a huge problem, and could be solved temporarily with Illusion of Haste in slot 7... but I generally just endure it (or have monk heroes with condition removal).


Credit:
This is my personal Illusionary Daggers type build... but there are quite a few others out there, and even quite a few with the same core skills. This is just the way I like to operate.

Sinnerkaili

Ascalonian Squire

Join Date: Jun 2006

Profession: A/W
Name: ??????
Purpose: PvE generally. Can be remodded with seeping wound/Shadow Prison for PvP

Weapon: Any maxed Zealous Daggers and Vampric Daggers
Armour: Shrouded armour with either a Crit mask or Dagger mask (Sup Rune)
Attributes:
13 Dagger Mastery (for double-hits)
13 Critical Strikes (Energy Gain)
?? Deadly arts

Skills:
1.Assassasin Promise
2.Burst of Agression
3.Black Spider Strike
4.Critical Strike
5.Impale
6.Black Lotus Strike
7.Blades of Steel
(Opitional) Return,Signet of malice,Feigned Neutrality

Method:
Hex enemy with promise
Activate BoA
Combo 3-7
Rinse and repeat

Strengths:
Can usually kill enemies in a single combo chain + regain energy for repeatable processes
Able to inflict Deep Wound,Poison for degen

Weaknesses:
No conidition removal
Lack of self Heal
If AP is shut down before enemies die you are as good as sitting duck

clawofcrimson

clawofcrimson

Desert Nomad

Join Date: Sep 2006

Crimson Claw

W/

[card]shadow prison[/card] [card]black spider strike[/card] [card]horns of the ox[/card] [card]impale[/card] [card]signet of toxic shock[/card] [card]shadow of haste[/card] [card]deadly paradox[/card] [card]feigned neutrality[/card]

15 deadly arts
12 dagger
the rest in shadow

warp in spike..warp out.... massive spike build



(can also be effective with:[card]assassin's promise[/card] )

Lonk

Lonk

Frost Gate Guardian

Join Date: Jun 2005

Gwonline Guild [GWO]

N/R

Here is the build my Assassin uses

A/? (any 2nd profession will work)
Works in PvE, personally untested in PvP

15 Dagger Mastery (+1 dagger mask, +3 Superior Dagger Rune)
14 Critical Strikes (+2 Major Critical Strikes Rune
6 Shadow Arts

(this is what my attributes/runes are personally, these could be switched around a bit I suppose)

I use the +HP armor to negate the -hp from major rune, along with two Vitae runes and a Major Vigor for a total of 496 HP at level 20.

I use Ceremonial Daggers but depending on your needs other daggers could work here

Golden Fox Strike
Fox Fangs
Nine Tail Strike
Way of The Assassin
Sharpen Daggers (could replace with a res of your choice)
Critical Eye
Critical Defenses
Way of Perfection (could replace with a heal of your choice)

Now the way this works out with this setup, you put on Critical Eye and Way of The Assassin before any fight, this will give you +14% and +33% crit rate while enchanted respectively, now you slap on Critical Defenses for 10 sec of 75% block rate, which refreshes with every crit hit you land.

You can use Sharpen Daggers before the battle as well to apply bleeding degen with your attack skill chain, which will do unblockable +30, +30, +40 damage, in that order.

If you need some healing you use Way of Perfection and gain 22 hp per crit hit. Now with this setup your double strike chance will be 32%, and you'll have a whopping 82% critical hit rate with Way of the Assassin/Critical Eye up.

Since Way of The Assassin is a stance and only adds +33% crit rate while enchanted, it will do this while you are under the effects of Critical Defenses, Sharpen Daggers, or Way of Perfection, so you have 3 enchantments you can use to keep it up, and with your crit rate being so high you'll be able to keep 75% block rate up through an entire fight pretty much.

If you use Zealous daggers, stacked with critical strikes attribute and Critical Eye energy bonus, you'll be gaining 5 energy per crit hit as well, so energy should not be a concern in most cases.

Your attack skills all have 8 sec recharge, Way of the Assassin will last 20 sec with a 12 sec recharge, Sharpen Daggers is 30 sec or next 7 attack skills with a 20 sec recharge, Critical eye is 33 sec with 30 sec recharge, Critical Defenses is 10 sec with 30 recharge, but you should be able to keep it up an entire fight, and way of perfection is 20 sec with 30 sec cooldown.


Credit goes partially to me, and partially to the Critical Fox build listed on Guildwiki for the basic idea behind this.

Vinven

Ascalonian Squire

Join Date: Oct 2006

http://gw.gamewikis.org/wiki/Build:A/N_Hexblade


Profession: Assassin/Necromancer
Name: Hexblade
Type: RA PvP
Category: Spiker/Hex & Condition Application
Attributes: Critical Strikes 12 + 1 + 3. Dagger Mastery 12 + 1. Shadow Arts 3.

Skills Set: [card]Aura of Displacement[/card] [card]Siphon Speed[/card] [card]Black Spider Strike[/card] [card]Twisting Fangs[/card] [card]Black Lotus Strike[/card] [card]Blades of Steel[/card] [card]Shadow Refuge[/card] [card]Resurrection Signet[/card]

Equipment: "Too Much Information" Inscription for +15 damage when hexed. Also, Poisonous is handy for extending poison condition duration.

Use: Port to target, then hex and condition. Finish off with black lotus strike and blades of steel, and port out if needed.

Notes: Parasitic Bond was chosen for the ease of use appropriate for a hex mandatory build.
Credit: The assassin that killed me with Blades of Steel.

Archain

Pre-Searing Cadet

Join Date: Feb 2007

Chaotic Storm Wolves

N/W

Sudden Daggers
Profession:A/Mo
Type:General PvP
Category: Damage (alot)
Attributes:
Dagger Mastery 13 (12+1-mask)
Shadow Arts (8)
Healing Prayers (7)
Critical Strikes (8)
Skills Set:
Unsuspecting Strike (Critical Strikes)-Attack
Wild Strike (Dagger Mastery)-Attack
Death Blossom (Dagger Mastery)-Attack
Shadow Refuge (Dagger Mastery)-Self Heal
Aura of Displacement (None {Elite})-Go and Come
Orison of Healing (Healing Prayers)-Self Heal
Healing Touch (Healing Prayers)-Self Heal
Dash (None)-Catch Up/// Resurrection Signet (None)-Rez
Summary: Ok, this build isn't the best, but i find it very useful. When you have targeted the enemy, use AoD(elite) and shadow step to them. Use skills 1,2, and 3 to take their health down (usually to half) -NOTE: If the other team is in 1 group, make sure use AoD on someone around the middle (Death Blossom will deal 42 damage to all of them)- From their, just keep attacking your same target untill you have killed them, or you are in need of healing. If you get in this situation, dismiss AoD and return to the spot from which you cast it. When you are away from the enemy, use Shadow Refuge, Orison, An dHealing Touch, over and over untill you are fully healed. Though, while you are doing this, it gives the enemy a chance to heal as well. So if you have Dash equipped, use it to get to your target and finish them off ( or just run to them normally). This build is found useful for getting rid of tarets quickly.
Credit: Me, Myself, and My Happpy Face

Vnewbie

Academy Page

Join Date: Dec 2005

Canada

R/

Profession: A/W (Warrior is semi-optional)
Name: Infinite Strikes
Type: All
Category: Pressure/Spike Support/Survival
Attributes:
Dagger Mastery: 6 + 2 + 1 (at least with me)
Shadow Arts: 11 + 2 (at least with me)
Critical Strikes: 12 + 1 (at least with me)
Skills Set
Assassin's Remedy (condition removal)
Shadow Refuge (basic heal)
Unexpected Strike (Lead attack, low recharge, high damage vs. high hp foes)
Wild Strike (Offhand attack, low recharge, removes stances)
Critical Strike (Dual attack, low-ish recharge, most important skill)
Way of Perfection (The main heal)
*any shadowstep* (As long as it closes the distance quickly it works. HOWEVER, stuff that makes it hard to cast enchantments is not reccomended and can heavily nerf this build.)
Flurry (for hitting lots of times)/ Res Sig (it's a resurrect. Nuff said.)
Summary: This assassin will live a surprisingly long time and do medium damage for long periods of time. Yes, I do realize that there are no elite skills in this build. That is because I cannot find a good elite that is essential enough (elites like Aura of Displacement are still useful). The main goal is to annoy the enemy team to kingdom come, but the build has enough damage output to be an effective support. Start by casting Way of Perfection, then step into combat. Use the combo. The first 2 skills can actually be modded to your content, but Critical Strike is ESSENTIAL. That is because Way of Perfection is activated by your critical strikes and it is your primary heal source. If you took flurry, activate flurry while using the first part of the combo. If your attack skills are still recharging, reactivate flurry to have a high chance of getting another critical hit (aka heal). If conditions are applied, use Assassin's Remedy then start using attack skills.
Notes & Concerns: The #1 biggest problems are skills that do damage to you when you are attacking (ex: Spiteful Spirit, Empathy). This is because you are relying on critical hits to get the heals and you are using Flurry to increase the number of crits per second. If any sort of skill like this is applied, DISENGAGE IMMEDIATELY or you will die in short order. Other counters are the obvious anti-sin things: blind, block and knockdown.
Credit: Me I guess, because nobody else really uses this build at all.

Assassin of Shade

Assassin of Shade

Ascalonian Squire

Join Date: Apr 2007

The Dark Drake Society

A/Mo

Profession:A/Mo
Name:1hp sin
Type:PvE
Category:Tank/Damage
Attributes:11 prot 8 healing 11+3+1 dagger mastery
equipment:Shrouded Shing jea armor is best take 5 superior runes and Zealous *blank* daggers of enchanting with either +15% while enchanted +5 energy or 15^50.
Skills:
1-jagged strike
2-wild strike
3-death blossom
4-mending
5-watchful spirit
6-protective spirit
7-Life Sheath(elite)
8-Balthazars Spirit

Notes:Die twice to get 1 hp cast balthazars spirit then mending when u spawn. unequip your zealous daggers, wait for near full energy then use watchful spirit and wait until u have 15 energy get out of enemies aggro circle cast protective spirit then life sheath.Continue spamming dagger chain combo.watchful spirit can be replaced with healing breeze in areas with more degen.Fighting single bosses just die once and bring a 3 healing prayers mending.In areas where there is no health degeneration such as trolls replace mending and watchful spirit with golden lotus strike and essence bond.Still finding more variants to the build.A good place to practice at is the Nephilas in Hard mode by Sunspear Great Hall.In areas with large mobs use life sheath nearly every chance.

Author: Ninja Of ShadeCredit:Me

pker

Pre-Searing Cadet

Join Date: Apr 2007

no point in saying

A/

A/x
falling spider
purpose: nething u want it to be
Category: 4 hit kill
need at least 30-35 energy
dag mastery: 10 +3 rune +1 mask
shadow arts: 10 + 1
crit strikes: 9 + 2
1. unsuspecting strike[crit]
2.wild strike[dag]
3. mark of instability[none]
4.fox fangs[crit]
5. falling spider[dag]
6.death blossom[dag]
7. FREE
8.FREE
Summary: the point of the build is simply to kill nething that crosses ur path..go in order and u will kill almost everything. if u need quick kill and have 0 energy do death blossom first the falling spider since death blossom is the finishing move.
the only weakness of this build is blinding if sum1 blinds u with out a monk around to heal u ur completely screwed
if ne other concerns with this build pm me Im All Screwed Up or I love Butter Toast or just simply send me and email at [email protected]
thnx and have fun with this