While I am aware some have already posted very similar builds, here's my own version :
Attributes :
Deadly Arts = 15 (11 + 1 + 3)
Dagger Mastery = 10 (9+1)
Critical Strike = 9 (8 + 1)
Shadow Arts = 9 (8 + 1)
(1 dead point)
Miscs :
- Superior Rune of Vigor
- Zealous dagger mod
- Nightstalker armor
- Use a random /sub, putting /Mo or known build combo might attract attention
Skills :
1) Impale
2) Iron Palm
3) Falling Spider
4) Shroud of Silence (Elite)
5) Twisting Fangs
6) Siphon Speed
7) Shadow Refuge
8) Critical Eye
Mechanics :
Use 8 to keep energy supply flowing in.
Use 1 & 6 before approaching a potential target (casters preferably)
Use 2,3 and check energy, if ~15 go with 4 or 5
Use 5 or 4 as soon as possible (if you used 4, go for 5, vice versa)
Results :
In a perfect world, target can't kite you, huge spike damage at the end of #5 (impale + 20%hp from deep wound) + silence + bleed + poison. Works best against casters.
Attribute distribution :
Obviously, the spike is the most important part of the build. It makes sense to have deadly arts at 15 for that reason since the spike is composed of the 20%hp from deep wound (not affected by attribute level) and impale. Dagger mastery is at 10 to make falling spider more efficient, you could always swap that 1 pts to Critical Strike carrying the extra damage over twisting fangs.
Also, Deadly Arts at 15 will affect your shroud of silence and siphon speed efficiency. 2 other skills affected by main attribute = good.
Critique :
Shadow Refuge (and Siphon Speed to some extent) is your only defensive skill. Which is the build's main weakness. Knowing that, if you are being overwhelmed by 2+ persons, Siphon Speed and escape...Don't wait to get low on hp before using Shadow Refuge, remember that it's useless if you aren't fighting someone and running away. Because of your weakness, your priority is keeping yourself alive.
Shiruba Oni's PvP build
Shiruba Oni
Kodoku67
Looks quite deadly when used in the right context. I like the fact that with shroud there is no chance of them casting a spell after the initial knockdown combo.
Ive been using temple strike for the daze but it being an off hand with a long recharge really restricted any constant combo attacks.
Good use with the impale, been running something similar with the twisting fangs but since you need to go into deadly arts its been hard for me to sacrifice points in shadow for the little healing you get there.
Only problem Id see you having is with people that recognize impale or siphon.
True its a quick cast hex and you can do iron palm right after but youll have to be real close. In which case a monk would probably already have a reversal or guardian going. Again this will be a rare problem only encountered by people that have fallen victim to it before or who have used it themselves.
In the above case you could use shroud right after impale and then pull the combo. Its a judgement call. Doing shroud after falling spider will give them a longer no cast time, shroud right after impale will do the job but of course, the no cast period will be a second or two less because the knockdown is figured into the duration of shroud. Looks like you said all this in your mechanics section, just reiterating.
-Kod
Ive been using temple strike for the daze but it being an off hand with a long recharge really restricted any constant combo attacks.
Good use with the impale, been running something similar with the twisting fangs but since you need to go into deadly arts its been hard for me to sacrifice points in shadow for the little healing you get there.
Only problem Id see you having is with people that recognize impale or siphon.
True its a quick cast hex and you can do iron palm right after but youll have to be real close. In which case a monk would probably already have a reversal or guardian going. Again this will be a rare problem only encountered by people that have fallen victim to it before or who have used it themselves.
In the above case you could use shroud right after impale and then pull the combo. Its a judgement call. Doing shroud after falling spider will give them a longer no cast time, shroud right after impale will do the job but of course, the no cast period will be a second or two less because the knockdown is figured into the duration of shroud. Looks like you said all this in your mechanics section, just reiterating.
-Kod