Assassin Build Directory Submissions

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

^^^^You mean Twisting Fangs instead of Fox Fangs. If you don't remember your skills, you're a bad sin.

suiraCLAW

Krytan Explorer

Join Date: Feb 2006

http://gwshack.us/b892

Made some final changes.
Anyway: it contains +-20 pvp assassin builds...

viper11025

viper11025

Wilds Pathfinder

Join Date: Mar 2007

02/18/05 (Pm me with the place, its a riddle)

A/

http://www.guildwarsguru.com/forum/s...php?t=10157910

DeathBringer Build
Applies for ALMOST anything!

xaleo21

Frost Gate Guardian

Join Date: Feb 2007

Washington, USA

Doesn't matter anymore.

Remembering off the top of my head. Forgot format. Sorry, Inde.

Dagger Mastery / 13 + 2
Shadow Mastery / 13 + 1
Deadly arts / 1 + 1
Critical Strikes [spare]

Jagged Strike
Wild Strike
Death Blossom
Signet of Malice
Shadow Refuge
Death's Charge
Shadow's Haste
Ressurection Signet

Alternative includes Mantis Touch, Impale, and Dark Prison with Attributes focused around Dagger Mastery and Deadly Arts.
Use Signet of Malice if under effects of a Condition and (suggested) after Chain is complete.

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

so i tried to make a viable build, lets see what you think of it.
A/D

[skill]Golden Lotus Strike[/skill][skill]Jungle strike[/skill][skill]Death blossom[/skill][skill]Impale[/skill][skill]disrupting dagger[/skill][skill]Grenth's grasp[/skill][skill]resurrection signet[/skill][skill]whirling charge[/skill]

Deadly Arts: 9+1
Dagger Mastery: 12+1+1
Critical Strikes: 7+1
Wind Prayers: 6

Cold weapon required (hell there is no cold greenie out there, give us one for EotN!), +15% while enchanted is best.

Template code:Owpk0xe54pajAs/dwSg7IutAABD

Disrupting dagger is a utility skill, fit in whatever you want.

xaleo21

Frost Gate Guardian

Join Date: Feb 2007

Washington, USA

Doesn't matter anymore.

Imperial Standard

Attribute setup:
Critical Strikes 11 + 1ru
Dagger Mastery 10 + 1ar + 2ru
Shadow Arts 10 + 1ru

Skills:
Jagged Strike
Wild Strike
Death Blossom
eMoebius Strike
Shadow Refuge
Critical Agility
Death's Charge
Ressurection Signet

Weapon attachments:
Zealous
Warding / Shelter


Prepare yourself with Critical Agility before ShadowStepping into combat.

Chain through and cycle Death Blossom > eMoebius Strike > Death Blossom > eMoebius Strike.

jukha

Pre-Searing Cadet

Join Date: Sep 2007

A/W Condition spiker
PvP
Attributes
Deadly arts 16 (12+3+1)
Dagger mastery 10 (9+1)
Critical strikes 10 (9+1)
Shadow arts 4 (3+1)

Gear: Its important that you have radiant's. Weapon: Use what you like

Skills
1)Death's Charge 2)Tiger's Stance 3)Black Mantis Thurst 4)Black Spider Strike
5)Twisting Fangs 6)Signet of deadly corruption 7)Assassin's Promise(elite)
8)Feigned neutrality(or res sig in some places)

So this is how the build works: Before attacking cast Assassin's Promise to
target, active tiger's stance then use immediatly death's charge to get close.
Now the combo: Black mantis thrust -> Black spider strike -> Twisting fangs -> finish combo with signet off deadly corruption. Usually your target is dead in this point and you can go on to the next
Weakness of this build is that it's all based on assassin's promise, and it lose SO much power if it's removed.And then you have to wait for it to recharge (60sec) and that happends often if you pick wrong targets.

Dopesimple

Pre-Searing Cadet

Join Date: Mar 2007

Subliminal Kronics

A/R

Profession: A/x

Name: Critical Healer

Type: Great for PvE, good for PvP

Category: spiker

Attributes" Dagger 11+1, Shadow 10+1, Critical 10+3 ... I also have a Major vigor rune and major attunement...

Weaponry: Ive got Cruel Elonian Daggers of enchanting, 7-17 enchantments last 20% longer, Dmg 15%^50, lengthens deep wound by 20%, and dmg +20%

Skills Set Critical eye, Way of perfection, Critical defenses, Unsuspecting strike, Fox fangs, Twisting fangs, Shadows Refuge, Deaths charge...

Summary: just before engaging use Crit eye, WoP, and critical defenses, that should leave you about 7 mana, as it charges start running towards an enemy (i tend to stay away from the warriors and heavy armor baddies) activate unsuspecting strike and hopefully deal about 100dmg, then finish the combo...
after that either run to next enemy and start combo over or teleport and gain some health... the critical eye, WoP, and critical defenses will give you some health and mana, so keep those up, usually critical eye will run out just as you activate it again, and same as critical defenses... use shadows refuge to keep your health up when it gets low... sometimes i wont even finish off an enemy, If my health is low enough i will just teleport to another to gain health, spike him and use shadows refuge to get my health up... its a good build ive used through factions, nightfall, and eye of the north.... any feed back is appreciated!!
Notes & Concerns: your not always gonna be able to use twisting fangs to finish them off, but you'll be able to use unsuspecting strike and fox fangs twice.... please give it a try im looing for a good elite to put in there that wont compromise what the build is about!

Credit:* ME, unless someone else has posted this before me

longhornrob

Frost Gate Guardian

Join Date: Jul 2007

AB Unblockable Critter

Critical Strikes - 11 + 1 + 1
Dagger Mastery - 11 + 1(+2 if you feel saucy)
Shadow Arts - 7
Protection - leftovers

Way of the Assassin
Way of Perfection
Crit Defenses
Death's Charge
Golden Fox Strike
Wild Strike
Nine Tail Strike/Death Blossom/Golden Fang Strike
Mending Touch

It's a pretty simple build, although you might find yourself busy with all the skill mashing going on in an AB battle. Keep the Way of the Sin up for the Crit hits, Crit Defenses to block, Perfection for health gain and a cover enchant for both WotA and Golden Fox Strike. The combo is very simple and can be made to be wholly unblockabe w/ Nine Tail Strike. The problem with NTS, though, is its 8 second recharge. Death Blossom is a quicker recharge and deals extra damage. GFS can give a deep wound whether you hit or not, which is nice. Mending Touch, of course, is to remove Blind.

Shadowzilla

Pre-Searing Cadet

Join Date: Oct 2007

A/Rt

Profession: A/whatever
Name: Anti-Blocking
Type: PvP
Category: Damage
Attributes" Critical Strike 16 (12 + superior + helm)
Deadly Arts 13 (12 + Rune)
Skills Set Unsuspecting Strike (Lead)
Entangling Asp (Knock Down)
Palm Strike (Elite and off hand strike)
Critical Strike (Duel Attack)
Impale (Finishing Move)
Expose Defenses (Target cannot block for 17 seconds)
Purge Conditions (Use to get ride of Blinds)
Rez Sig/Whatever
Summary: This build, if used right, will own most monks especially if you catch them off guard.
Credit:* My own build

Master of Sins

Academy Page

Join Date: Oct 2007

San Fransisco

Assassins of the Crescent Moon

A/

Profession: A/W
Name: Shadow Prison Assassin
Type: Competitive PvP
Category: Spiker
Attributes:
Critical Strikes- 11 + 3 + 1
Dagger Master- 10 + 3
Deadly Arts- 10 + 3
Skills Set:
1.) Shadow Prison [Elite, deadly arts]
2.) Iron Palm [deadly arts]
3.) Tiger Stance [strength]
4.) Falling Spider [dagger mastery]
5.) Horns of the Ox [dagger mastery]
6.) Black Lotus Strike [critical strikes]
7.) Twisting Fangs [critical strikes]
8.) Dash [no attribute]
Summary: The goal is simple- an absoloute spike that will take out any build. The tactics are the trick. Here is a basic walkthrough.
-Stay at the back of your team as you enter battle
-Pick your target in order of importance (Monk, Ritualist, Mesmer, Necromancer, Assassin, Elementalist, Paragon, Ranger, Dervish, Warrior)
-Wait until target is not adjacent to any allies for maximum spike (good for healers or curse/ blinders)
-Use Shadow Prison to slow them, then iron palm immediately for knockdown
-hit tiger stance and falling spider at the same time for max speed, then complete combo (note that combo can be performed at 30 energy, but an extra 5 is at your disposal)
-use dash for a quick escape to regenerate
-dash is also useful for solo work 1v1 or if your team is dead
Notes & Concerns: Obviously this build is very fragile and goes down easy (you only have 305 hp and 35 energy), so timing is critical for success. In addition you should equip the following-
1.) All radiant ensignias
2.) A Superior Vigor Rune, Extra rune of energy for last slot
3.) Zealous Daggers of Defense "Too Much Information" (-1 energy regen, +5 defense, +15% damage against hexed foes)
Credit: The Shadow Prison Assassin is one of the most over-used noob builds that has lost its value from improper use. After some experimentation I found it to be one of the best spike builds with a little modification and perfect timing. This is my original take on the SP Sin.

http://www.guildwarsguru.com/forum/s...php?t=10212104

Master of Sins

Academy Page

Join Date: Oct 2007

San Fransisco

Assassins of the Crescent Moon

A/

Profession: A/Rt
Name: Shadow Prison Assassin (Ritualist Modification)
Type: Competitive PvP
Category: Spiker
Attributes:
Critical Strikes- 10 + 3 + 1
Dagger Master- 8 + 3
Deadly Arts- 8 + 3
Channeling- 10
Skills Set:
1.) Nightmare Weapon [channeling]
2.) Shadow Prison [Elite, deadly arts]
3.) Black Lotus Strike [critical strikes]
4.) Horns of the Ox [dagger mastery]
5.) Ancestors Rage [channeling]
6.) Black Spider Strike [dagger mastery]
7.) Critical Strike [critical strikes]
8.) Impale [deadly arts]
Summary: A powerful spike that sacrafices attack speed and mobility for the ritualist subclass which provides about 100 hp of healing and 100 damage
-Stay at the back of your team as you enter battle
-Pick your target in order of importance (Monk, Ritualist, Mesmer, Necromancer, Assassin, Elementalist, Paragon, Ranger, Dervish, Warrior)
-Wait until target is not adjacent to any allies for maximum spike (good for healers or curse/ blinders)
-First Use nightmare weapon so you have some healing support as you spike, but it only lasts 12 seconds so do it right before!
-use Shadow Prison to slow them and engage the combo
-Once you do horns of the ox you have a perfect opportunity to use ancestors rage (1/4 second caster)
Notes & Concerns: Obviously this build also is very fragile and goes down easy (you only have 305 hp and 35 energy), so timing is critical for success. Note that you have NO escape skills, so eithr make sure you have support or be careful not to attract too much attention. In addition you should equip the following-
1.) All radiant ensignias
2.) A Superior Vigor Rune, Extra rune of energy for last slot
3.) Zealous Daggers of Defense "Too Much Information" (-1 energy regen, +5 defense, +15% damage against hexed foes)
Credit: After I developed the SP Sin I remember the various builds I'd seen that used nightmare weapon for stamina, so I figured I'd mod it and see what happened, while I was flicking through channeling magic I saw that ancestors rage would be a great addition for damage- and thus the mod was born. This is also an original build.

http://www.guildwarsguru.com/forum/s...php?t=10212108

Master of Sins

Academy Page

Join Date: Oct 2007

San Fransisco

Assassins of the Crescent Moon

A/

Profession: A/D
Name: Immortal Assassin
Type: General PvP
Category: Tank/Damage
Attributes:
Critical Strikes- 10+ 3 + 1
Dagger Mastery- 8 + 3
Shadow Arts- 10 +3
Earth Prayers- 8
Skill Set:
Unsuspecting Strike [critical strikes]
Fox Fangs [dagger mastery]
Twisting Fangs [critical strikes]
Way of the Assasin [elite, critical strikes]
Mystic Regeneration [earth prayers]
Assassins Remedy [critical strikes]
Way of Perfection [shadow arts]
Critical Defenses [critical strikes]
Summary: This build is meant to survive massive damage and outank anything. The key lies in always keeping your enchantments up and constantly attack unless you have MASS hexing. In addition, you can take out a caster in a single combo because every hit is almost always a critical strike! The best part is that the enemy will always relentlessly attack an assassin that charges in first, but your a tank so.. you get it.
Tips:
-always keep all enchantments up
-always attack, especially if your taking damage, cause you heal with each hit and cure conditions when you combo
-if your critical defenses are about to run out go for nearest enemy
-way of the assassin should always be up and only works under enchantment
-if your careful you can solo entire RA teams if they don't have a anti melee hexer or a disenchanter
Gear:
-superior vig rune
-ensignias and extra rune should add up to 30 energy- the rest hp
-Zealous Dagger of Defense "guided by fate" (-1 energy regen +1 on hit, +5 defense, +15% damage while enchanted)
Credit: When Nightfall came out and Dervs were on the in and Assassins on the out because of survivability, I decided to make an almost invulnerable assassin to change the odds. This is an original build.

http://www.guildwarsguru.com/forum/s...php?t=10212115

Master of Sins

Academy Page

Join Date: Oct 2007

San Fransisco

Assassins of the Crescent Moon

A/

Note: Since this build is more sin then rt I put it under sin builds.

Profession: Rt/A
Name: Ritualist Sin Spiker
Type: CompetitivePvP
Category: Spiker
Attributes:
Channeling 11 + 3 + 1
Dagger Mastery 10
Deadly Arts 10
Skill Set:
Grasping Was Kurong [elite, channeling]
Nightmare Weapon [channeling]
Falling Spider [dagger mastery]
Ancestors Rage [channeling]
Vampiric Assault [deadly arts]
Impale [deadly arts]
Signet of Toxic Shock [deadly arts]
Ressurection Signet [no attribute]
Summary: This is the highest original dps I have come up with. Using channeling as a damage and heal buff this build executes an unorthadox spike that will send even the toughest builds reeling. Here is how to use it-
-when there are about 10 seconds before the match is about to start use grasping was kurong
-wait at the back of your group until they attack, taking the attention away from you
-pick your target and hit the attack button, you will run straight up to them
-when your close use nightmare weapon, the close the rest of the distance
-drop grasping was kurong and immediately hit with falling spider, during the last bit of the knock down use ancestors rage for another 120 damage or so
-hit with vampiric assault, by now you will have healed over 150 hp
-use impale for the finish, if their still hanging on to life from a prot spell or something, finish the job with signet of toxic shock
-use rez immediately if teamate goes down so you can keep attention away from yourself
Notes & Concerns: This build can only heal while it attacks, so get back to your healing or make good your escape right after the spike. You can equip as many hp runes as you want so long as your energy stays at 35 or so (you don't need that much but thirty always cuts it close after the first spike). All in all this is an excellent addition to any team because of moderate survivability and a powerful and unexpected spike. dps is around 550-650depending on the enemies armor in about 3-4 seconds.
-you should equip zealous daggers of defense with +15% damage while hp over 50%
Credit: I was inspired when I saw another player (can't remember his name) use grasping was kurong as a spike move and immediately went to work on an adaptation for an rt/assassin. This was the result.

http://www.guildwarsguru.com/forum/s...30#post3259330

Aris the Accurate

Aris the Accurate

Frost Gate Guardian

Join Date: Nov 2007

R/

if you equip a sup rune on a sin your mad

Jaigoda

Jaigoda

Krytan Explorer

Join Date: Oct 2007

IGN Eat Scythes

Let alone three sups on all of your builds...

Tyla

Emo Goth Italics

Join Date: Sep 2006

OwFk0xe2nMu0tDWBAE3zwHCji4xH
Profession: A/Me
Name: Condi Sinner
Type: Random PvP
Category: Conditions and Spike
Attributes:
Dagger Mastery:12+1
Critical Strikes:11+1+1
Deadly Arts: 6+1
Skills Set:
Siphon Speed - |Hex,Deadly Arts|5E,1 cast,5 recharge
33% snare and 33% speed boost
Epedemic -|Spell,Unlinked|5E,1/4 cast,5 recharge
spreads conditions around
Black Mantis Thrust - |Lead Attack,Dagger Mastery|5E,4 recharge
+18 damage,cripple if enemy has hex
Temple Strike {Elite} - |Off-Hand Attack,Dagger Mastery|15E,20 recharge
blinds and dazes for 9 seconds,interrupts spells
Lotus Strike - |Off-Hand Attack,Dagger Mastery|10E,12 recharge
+23 damage,18 energy
Twisting Fangs - |Dual Attack,Critical Strikes|10E,15 recharge
deep wound and bleeding for 18 seconds,+18 damage
Signet of Deadly Corruption - |Signet,Deadly Arts|1 cast,12 recharge
19 damage for each condition on enemy
Sadist's Signet - |Signet,Deadly Arts|1 cast,8 recharge
24 health for each condition on target
Summary: The goal for this build's user is to get all conditions on and then use signet of deadly corruption
to finish the spike after epedemic is cast,the usual way I use is:Siphon,Black Mantis,Temple strike,Black Mantis,
Lotus Strike,Twisting Fangs,Epedemic,Signet of Deadly Corruption(if your dying,Sadists Signet then Signet of
Deadly Corruption)
Notes & Concerns: Can switch to /W to run Flurry for more IAS for Temple Strike's daze to be more lethal
Credit:* Me and my guild

Unreal Havoc

Guest

Join Date: Dec 2007

Profession: Assassin/Any

Name: Unsuspecting Shadow

Type: PvE

Category: Spiker

Attributes: Dagger Mastery: 9+3, Critical Strikes 10+3, Shadow Arts 12+3+1

Skills Set: Shadow Form, Shadow Walk, Unsuspecting Strike, Golden Fang Strike, Death Blossom, Dark Escape, Feigned Neutrality, Resurrection Signet

Summary: Activate Shadow Form, shadow step to your target, and deliver your spike from left to right, repeating if nessacary. Use Dark Escape to cancel Shadow Walk shadow stepping you back to your previous location. While still under the effects of Dark Escape retreat to a safe location and activate Feigned Neutrality when Shadow Form wears off and wait until your health regenerates before attacking again.

Notes & Concerns: Beware of kiting opponents running back towards the location you activated Shadow Walk. Shadow Form has a lengthy recharge time but is not nessacary for you to attack. Area of Effect spells can still cause damage to you when under the effects of Shadow Form.

Credit: Unreal Havoc/Selket Shadowdancer

Davion

Davion

Krytan Explorer

Join Date: Feb 2005

wherever the winds take me

R/Mo

name silent death

prof A/xx

type utility (any as needed)

points and runes

dagger 10(+1+2) = 13

shadow 10 (+1) = 11

Critical 11 (+2) = 13

daggers any... 15% stance or ^50 preferred

armor any..... insignias..(chest and leggings preferrable infiltrator for the 10/10 phys piercing over the usual 15 while attacking) head, gloves, boots insignias can be any i usually run as radiants

skillbar jagged...wild strike..exhaust...blossom...flash blades(E) -27 secs.... shadow refuge....critical agility...ebon escape/death retreat

(prefer ebon myself)

usagegenerally underestimated...it doesn't over-use enchants or shadow steps except to evade bad situation or jump to an ally's aid; hence reducing its attractiveness to the pve AI's attentions until you've already hit home. It's not 'uber' but it's stable and it can; in a balanced and reliable party; tank very well if need be..and hold that aggro.

It's very utilitarian. It can adjust it's focus target purely by skill orders to annoy, kill, interupt, and generally provide a quite suitable spike and/or headache as neccessary.

I've seen a few builds vaguely similar to it, and i'm not claiming it as total unique...but it is the build i've created and used since the assassin became available to me when factions released .

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Name: SP Redux X

Profession: A/W

Type: PvP

Category: Filthy, horrible spiker.

Attributes:
Dagger Mastery 12+1+1
Deadly Arts 10+1
Critical Strikes 8

Weaponry:
+30HP - {Zealous, Vampiric, Ebon} Daggers with an inscription that works for you. Personally, I'm a +5e slut.

Armour:
Survivor/Radiant, +50HP, Rune of Clarity, fill up with Attunement/Vitae to taste

Skills:
Shadow Prison
[E]
Iron Palm
Tiger Stance
Falling Lotus Strike
Twisting Fangs
Black Spider Strike
Blades of Steel
Dash or Resurrection Signet

Usage:
1. Pick target.
2. Unleash chain.
3. Retreat to safety. If you can't, you're doing it wrong.
4. -------> 1.

Credit:
Uh ya me. Because, you know, I posted it first. Or whatever.
Though I did construct it because I liked my Shove build so much

Mark Nevermiss

Krytan Explorer

Join Date: Jul 2006

I made my 2nd sin a couple of days ago and decided to try something new on her.

So here is the build which I have tested and believe to be very decent.

A/x

Attrib Points:

15- in Dagger Mastery
13- in Crit Strikes
rest in Shadow arts

gear:

I have survivor on the chest and leggings and radiant on the rest, major vigor, major dagger mastery on mask, minor crit, minor shadow and the rest attunement.

Skills:

[skill]jagged strike[/skill][skill]wild strike[/skill][skill]death blossom[/skill][skill]critical agility[/skill][skill]golden lotus strike[/skill][skill]flashing blades[/skill][skill]shadow refuge[/skill][skill]resurrection signet[/skill]

The skills are all 5 energy and very spammable with the bonus of wild strike canceling foe stance. Being enchanted with crit agility and using golden lotus strike is to recover energy, so use whenever available.
At 15 dagger mastery flashing blades provide 24/7 75% block rate.

Counters :anti melee.
Note: do not believe yourself invincible despite block rate
Note 2: jagged strike has 1 sec recharge now, the icons are outdated

Jam Jar

Jam Jar

Krytan Explorer

Join Date: Apr 2007

[Disc]

W/

Quote:
Originally Posted by Ourobolus
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! Just a note, this is a misconception that Assassin IW is better than Warrior IW. Though Assassin's daggers attack fast and have a double strike chance, warriors have flurry which does -25% damage, but 33% attack speed. IW does not calculate the -25%, so warrior DOES outdps Assassin IW.

Don't get me wrong, I'm not saying assassin IW is totally useless, lots of the tele skills are helpful to get out of harm, but I'm just here to clear it up.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Quote:
Originally Posted by RavagerOfDreams
yea but with a iw it wouldnt last as you can't hit critical with iw Touche' salesman.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

LMAO

My usual build for Guild runs then:

A/W
Crit 12+1
Dagger 12+1+1
[skill]critical agility[/skill][skill]assassin's remedy[/skill][skill]golden fox strike[/skill][skill]wild strike[/skill][skill]death blossom[/skill][skill]moebius strike[/skill][skill]critical eye[/skill][skill]save yourselves[/skill]

AR usually gets swapped out if the mission requires a specific skill I don't have. Slave 2 teh Blossom spam, and proud of it.

Sylvak_Firebrand

Pre-Searing Cadet

Join Date: Jun 2008

A/E

Sin build: Sylvak's Strike


Assassin's promise (hex)
Black mantis thrust (lead)
Jungle strike (off hand)
Trampling ox (dual)
falling spider (off hand)
twisting fangs (dual)
signet of deadly corruption
signet of toxic shock

Some Other Guy

Pre-Searing Cadet

Join Date: Jun 2008

I´m not sure if I have to post my build in order to post here, but I´m new in the game so I don´t have any definitive build that I could put here. However I think this is the right topic for my question: Does anyone know a good skill for my assassin to run faster? I sometimes have problems in catching other players to perform my combo and that´s why I need something efective, something that gives my assassin speed for time enough to pull my combo. Thanks

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

[dash]
1212121212121212

Some Other Guy

Pre-Searing Cadet

Join Date: Jun 2008

Are those 3 seconds enough for the combo?

Richardt

Richardt

Jungle Guide

Join Date: Sep 2007

http://friendsofloa.com/forum

Leader-Legion of Avalon [LoA] Alliance-Recruiting PM for info!

While I'm still pretty new to the sin, those 3 sec. should give you enough time to either remove their running stance, or barring that be able to hit them with some sort of crippling skill.

I believe (someone correct me if I'm wrong here!) that the sin has the only 50% faster movement skill in the game-most other running skills are 25 or 33% faster. So if you're looking to run down your enemy, [dash] is great skill.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Some Other Guy
I´m not sure if I have to post my build in order to post here, but I´m new in the game so I don´t have any definitive build that I could put here. However I think this is the right topic for my question: Does anyone know a good skill for my assassin to run faster? I sometimes have problems in catching other players to perform my combo and that´s why I need something efective, something that gives my assassin speed for time enough to pull my combo. Thanks Ever considered slowing down your target instead of trying to be faster?

Or both?

<<====[skill]siphon speed[/skill] junkie

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

[siphon speed] is dead now. :'(

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

[shadowy burden]

121212121212121212

Some Other Guy

Pre-Searing Cadet

Join Date: Jun 2008

Quote:
Originally Posted by Bobby2
Ever considered slowing down your target instead of trying to be faster?

Or both?

<<====[skill]siphon speed[/skill] junkie The problem is that if I can´t get him, I can´t slow him down. My lead atack gives the target cripple, but I have to catch him to do that

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Super Igor
[siphon speed] is dead now. :'(
I can live with a 15s recharge
Quote:
Originally Posted by Some Other Guy
My lead atack gives the target cripple, but I have to catch him to do that Okay. [skill]dark prison[/skill][skill]black mantis thrust[/skill]

Rampager

Rampager

Krytan Explorer

Join Date: May 2006

Australia

Mo/

Quote:
Originally Posted by Richardt
I believe (someone correct me if I'm wrong here!) that the sin has the only 50% faster movement skill in the game-most other running skills are 25 or 33% faster. So if you're looking to run down your enemy, [dash] is great skill.
[burning speed]
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Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

burning speed is not a good skill to run up ur enemy

Bowstring Badass

Bowstring Badass

Forge Runner

Join Date: Nov 2005

Character selection screen figuring what I want to play...

Purple Lingerie - :D

[whirling charge] is good. Anyway [dash] if your not /d is about the only good option.