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.
S
