This is a remix of my Psychic Assassin build. That build was unfocused, with no clear role. This build plays a dual role of warrior hate and caster interruption.
Critical Strikes: 10+3
Dagger Mastery: 10+1+1
Deadly Arts: 8+1
Shadow Arts: 6+1
Domination: 5
Psychic Distraction, 10e 1/4 2s *elite
Spell. All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 8 seconds.
Hex Breaker, 5e - 15s
Stance. For 66 seconds, the next time you are the target of a "Hex", that Hex fails, the caster takes 22 damage, and Hex Breaker ends.
Critical Eye, 5e - 30s
Skill. For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Critical Defenses, 10e 1 30s
Enchantment. For 6 seconds, you have a 68% chance to "block." Critical Defenses refreshes every time you land a critical hit.
Golden Lotus Strike, 5e - 15s
If it hits, this attack strikes for +17 damage. If you are under the effects of an enchantment, you gain 9 Energy.
Mantis Touch, 5e 3/4 15s
Must follow a lead attack. Target foe becomes Crippled for 14 seconds. This skill counts as an off-hand attack.
Blinding Powder, 5e 1/4 20s
Must follow an off-hand attack. Target foe becomes Blinded for 9 seconds.
Siphon Speed, 5e 1 5s
For 11 seconds, target foe moves 20% slower and you move 20% faster.
Psychic Distraction is the cannon around which this build is wrapped. Granted enough energy, this one spell can interrupt anything, every two seconds. Energy is a serious issue, though, at 10e a pop- and because Psychic Distraction disables every other skill on your bar for 8 seconds every time you use it, it can be hard to actively manage your energy. However, if you can find a way to work around these restrictions, this spell has the power to completely shut down a caster.
This is why I have chosen the Assassin. With Critical Strikes at 13, each critical hit produces 3e, with (at 12 DM) a 29% chance of crits. Critical Eye bumps that up to 4e with a 35% chance. These are serious numbers, and if the Assassin is allowed to autoattack freely, can produce an extra 4.4 pips of energy.
The problem is that no one ever gets to do their thing without someone else trying to kill or disable them. As Siren pointed out in my Psychic Assassin thread, prot and melee-hate will ruin my energy income. Hex Breaker is my defense against hate, making it a trickier (and more expensive) proposition to hex and cover on this character.
My solution to prot is to simply attack the part of the team that doesn't get protted- the Warrior. Even assuming the Warrior is in range of a friendly monk, they're absolutely rock bottom on the prot priority list. Now the usual problem with this is that I'll do no damage to speak of, and the warrior will just turn around and kill me. For the first, no problem; I'm doing damage to the team as a whole by spitting out interrupts- fueled by the crit energy from autoattacking the warrior. For the second, Critical Defenses. With [zealous] daggers of enchanting, I'll get 7 seconds of 68% block every time I land a critical hit (which I do on 35% of my autoattacks). The high rate of blocking makes the Assassin an unproductive target, except against Hammer Warriors with irresistable blow.
So that's how the Warrior doesn't hurt me, let's go over how I hurt the Warrior. Siphon Speed slows the Warrior while speeding the Assassin; movement control is another defense the Assassin has against the Warrior. Mantis Touch applies cripple, and from the description, doesn't appear to be touch range (despite the name). Either way, you can siphon a second warrior while mantis crippling the one you're hitting. Finally, Blinding Powder puts down a 9 second blind, with a 20 second recharge. This is more consistent blinding than anything except for a Flashbot.
Last but not least, Golden Lotus Strike is a lead attack to open up Mantis Touch -> Blinding Powder, with a little bit of energy management attached.
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