Back to Basics Assassin/*
16 Dagger Mastery
13 Critical Strikes
Dark Apostasy [E]
Leaping Mantis Sting
Jagged Strike
Wild Strike
Critical Strike
Critical Eye
Dash
Res Signet
Play instructions:
With the short recharges on all the attack skills, you should be able to attempt combos very often. This build lacks much in defense - do not overextend from your monks. You should be able to attempt a lead-offhand-dual attack chain at least every 6 seconds, and if the chain fails, its no big deal. Leaping Mantis Sting is a decent snare, and with dash you should be able to land it. If you are with warriors adrenal spikeing, the extra damage and the enchantment removal are rather nice. Zealous daggers are a must. Concentrate your enchantment removal in two areas: auto removal of reactive enchantments on focus fire targets, and shutdown of elementalist energy management enchantments. This character should be an absolute bomb against fast cast air spike, as well as against teams running bonders. The secondary class is left open because there really isn't much to bring without using attribute points.
Questions? Comments? Post please.
--- edit ---
I was looking at possibly bad information on critical strike: I've seen it at 10 en and 6sec recharge, as well as at 5 en and 12 sec recharge. Anyone know which one is correct? Might need to mod my build...
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