so ive been reading the forums lately and trying out various builds. sure, all were great but i decided it was time to create my own.
Name: The Oh S*** Get Off Me!
Class: A/Mo
Health/Energy
511/25 (+3 regen)
Attributes:
Dagger Mastery: 9+1+3
Deadly Arts: 8+1
Shadow Arts: 8
Critical Strikes: 11
Runes:
Superior Dagger Mastery
Major Vigor
Minor Deadly Arts
Equipment:
Full 15k Valkyrie Imperial
Ceremonial Daggers (7-17 req 9 15%>50 1:1 zealous hp+30 )
Skill Set:
Jagged Strike [5e 4s]: If Jagged Strike hits, your target suffers from bleeding for 8 seconds. (Lead)
Iron Palm [5e 0.75s 20s]: Target touched for suffers 32 dmg and if that foe is suffering from a Hex or Contition, that foe is knocked down. Iron Palm may be used as a lead attack. (Skill)
Falling Spider [5e 8s]: Must strike a knocked-down foe. If it hits, Falling Spider strikes for +30 damage and target foe is poisoned for 18 seconds. (Off-Hand)
Fox Fangs [5e 8s]: Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +19 damage if it hits. (Off-Hand)
Critical Strike [10e 6s]: Must follow an off-hand attack. If it hits, this attack strikes for +25 damage and results in a critical hit. (Dual)
Shadow Refuge [5e 1s 8s]: For 4 seconds you gain 8 Health regeneration. When Shadow Refuge ends, you gain 52 hp if you are attacking. (Enchant)
Critical Eye [5e 30s]: For 28 seconds, you have an additional 5% chance to land a critical hit when attacking. You gain 1 energy whenever you score a critical hit. (Skill)
Deaths Charge [5e 0.25s 45s]: Shadow Step to target foe. If that foe has more Health than you, you are healed for 88
Notes: Lead with this combination: CE->JS->IP->FS->CS (yes, 9/10 times you will have enough energy to do this.) After this combination chances are the enemy (especially casters and/or rangers and other assassins) will be around 50% hp or less. Not only that, by the time you finish with CS, JS will be recharged and you can go into the JS->FF->CS combination. That, in addition to the poison from FS usually spells death for soft targets. Ive even been able to go toe to toe with warriors by saving iron palm for interrupting healing sig and knocking them down. With the additional hp from the valkyrie armor I can take quite a beating with this char. This char is a real blast to play and quite sturdy.
If anyone has any questions/comments/criticism just leave it on this thread. Hope you guys enjoy it.
my pvp/pve build
nslasha
unholy guardian
I like it except for no rez...
nslasha
deaths charge can be swapped out for res. generally in PVP i dont bring res (especially in 12v12) but in PVE i bring rebirth
Beat_Go_Stick
Quote:
Originally Posted by nslasha
deaths charge can be swapped out for res. generally in PVP i dont bring res (especially in 12v12) but in PVE i bring rebirth
Bring a res 
The exception to this is 12v12 since they res near instantly anyway

The exception to this is 12v12 since they res near instantly anyway

nslasha
anythin else?
Claymore
Only fault I see is no escape skills, assassins just can't stay in the fray and go toe to toe for long.
nslasha
yeah there is no escape, which is why if i ever get AoD id put that in the last slot.
Claymore
You could swap 1 or both for your self heal for escape skills, afterall the reason you have a monk in your group is to keep you healed right? You should only worry about doing your job, dealing damage, getting out, then dealing more damage. There is more than 1 way to stay alive than healing yourself, not being there when an enemy tries to hit you is 1 way.
Right now i use shadow step and return to get in deal damage and get out, shadow step takes practice to get the timing down, but I like it.
Right now i use shadow step and return to get in deal damage and get out, shadow step takes practice to get the timing down, but I like it.