[SiN] AoD Assassin

kojakranger

kojakranger

Ascalonian Squire

Join Date: Nov 2005

[SiN]

R/Me

I figured I'd post our base build we have been using in [SiN] for Alliance Battles and other various pvp environments. As there's been quite a bit of interest in it.

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AoD Assassin.

16 Dagger Mastery
12 Critical Strikes
9 Shadow Arts

Leaping Mantis Sting
Jungle Strike
Blinding Powder
Horns Of The Ox
Falling Spider
Shadow Refuge
Aura Of Displacment {e}
Dash / Res


Thats the base build. Theres a few variations we ride with. As theres two of us teaming up during Alliance battles, and work off each others combo strings. Which usually vary a bit.

Sagaris

Sagaris

Wilds Pathfinder

Join Date: Aug 2005

Netherlands.

Another one who's nicked my idea! Now it's the name! Nooo! :P j/k. I use AoD, Golden Phoenix Strike, Horns of the Ox, Falling Spider and Twisting Fangs. Then I've got Shadow Refuge and a free slot! Huzzah!

Iraqalypse Now

Lion's Arch Merchant

Join Date: Jun 2005

Seattle, Wa

Nuclear Babies

E/Mo

interesting, so the plan to solo warriors is offhand --> horns of the ox --> falling spider --> blinding powder?

Also noticed no secondary class useage... if you can free up a slot for hex breaker, the build would be even better against waterbot flag runners.

If you save a slot by running Golden Phoenix instead of Mantis --> Jungle, then you really ought to be running Caltrops to keep the cripple effect.

I'd run this A/Mes in GvG for NPC/Flagrunner killing and spike adds - I'd also argue against taking a res sig on this guy, he needs his slots sooooo badly in order to do everything he wants to. Besides, if you split him off aggressively then he won't be in position to res anyhow.

16 Dagger
9 Shadow Arts
-- too tired to mess around with dom/crit attributes, just go for a breakpoint on blackout and be sure to have at least 8 critical strikes --

Aura of Displacement [E]
Golden Phoenix Strike
Horns of the Ox
Falling Spider
Caltrops
Shadow Refuge
Hex Breaker
Blackout

plan: split and gank NPCs with attack chain. Teleporting blackout on monks for spikes. Hex Breaker means you should be able to deal with water runners - against ranger runners they have to set down the flag to cripple you, and if you teleport in you should be able to pick up the flag. You'd like to have wild strike here to cancel the speed buff, might be able to run it if the metagame shifts that way. The aura of displacement means you should be able to kite the ranger away from the location that canceling the aura puts you to. This could be useful for forcing a shadow refuge, or getting out of range of cripples.

Against air runners you are SOL since there isn't enough room to fit a signet of malice. Hexes are a bigger worry anyhow, and enervating to cover the blind = gg since you only have caltrops to trigger signet of malice.

Wind

Wind

Frost Gate Guardian

Join Date: Apr 2005

W/Mo

I've been using this in PvE (Recall instead of AoD, and Twisting Fangs instead of Blinding Powder) and it's great for taking out enemy support.

Rinobmxteen

Rinobmxteen

Academy Page

Join Date: Jun 2005

Louisville, Kentucky

Mo/

did you mean golden lotus strike because i did not see a lead attack? just wondering

Wind

Wind

Frost Gate Guardian

Join Date: Apr 2005

W/Mo

Quote:
Originally Posted by Rinobmxteen
did you mean golden lotus strike because i did not see a lead attack? just wondering aura of displacement enchants yourself, and golden phoenix only requires that you're enchanted, not a lead attack

SagetheRage

Ascalonian Squire

Join Date: May 2006

I use a similar set up:

A/Mo

Aura of Displacement [E]
Golden Phoenix Strike
Horns of the Ox
Falling Spider
Twisting Blades
Shadow Refuge
Contemplation of Purity
Res Sig

Often when I need to teliport back out, I'm under some conditions/hexes, and CoP helps me get healed up faster and ready for my next assassination attempt. Sometimes it sucks to have to TP out in order to cure yourself, but having one skill that cures both conditions and hexes is nice.