Assasins Opt in.

Zecarn

Zecarn

Ascalonian Squire

Join Date: Dec 2005

SW

R/

I hav been reshearching(SP) factions builds lately, and i hav yet to find a SOLO assasin build!!
Although this ticked me off alot, i did som more reschearch on the skills of assasin, warrior, memser, elemental, ritualist, and ranger. BUT, since there are over 400 skills, it was kinda a difficult job. yet, i hav finally made a solo assasin build that works quite well
it took me about 30 hours straight to figure it out, but i finally got it.
u need to be an A/MO.
monk as secondary is needed.

the build is simple, and flexible on the attack skills.

WEAPONS:
Daggers, max dmg, low req, NEEDS TO BE ZELOUSE!
also, a Enchanting mod helps alot.
heres the skills NEEDED.

Disrupting Stab. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 3...9 seconds.


Healing Breeze. For 10 seconds, target ally gains health regeneration of 3-8.



Foxs Fangs. Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +10...+18 damage if it hits


Death Blossom. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +15...+35 damage and all adjacent foes take 15...35 damage.



Balthazars Spirit. While you maintain this "Enchantment", target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)



Protective Spirit. For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell.



Mending. While you maintain this "Enchantment", target ally gains health regeneration of +1-3.



Sharpen Daggers. For 10...30 seconds, all of your critical hits cause bleeding for 5...13 seconds.

Yo might wonder why i use D.stab if it only disables spells, well, I can use D.stab WHEN EVER I WANT. its a lead attack.

the procces of starting is simple, cast mending, and Balth. spirit.
Before going into a battle, cast Prot. Spirit.

While in a battle, energy shouldnt be a problem, but always watch it just in case.

Sadly, i dont have any pictures on the PC that in useing right now, but, ill try to get them in as soon as possible.

I have consistently been able to kill Jade Knights, eles, mesmers, and also, Fah Ma (Mah Fa or w/e) marskman, healers, assasins. and can also be poisoned and continue fighting.
Have repeatedly killed the assasin boss outside of maatu keep.
no daggers yet >(

Now for the A. Points:

9 healing
9 prot.
16 dagger.
rest in critical.

Runes:
all sup!
NEEDED.

BTW...i usually do this outside of Maatu Keep. I am curruently trying to figure out how to make this char MORE powerfull to be able to kill LARGER groups.
Wish me luck ><

hope u like the build!!!


Teutonic Paladin

Wilds Pathfinder

Join Date: Feb 2006

TW

W/

I... do... like it... kind of. Energy seems like it would be a HUGE issue, how does this work without Mending? And it's Am Fah, not Mah Fa

Zecarn

Zecarn

Ascalonian Squire

Join Date: Dec 2005

SW

R/

It sux w/out mending, and energy ISNT a huge problem.
As long as you ONLY use the attack skills in 3's...you will hav alot of energy. im usually full on energy...but the Zelouse tangs are NEEDED.

ryennn

Pre-Searing Cadet

Join Date: May 2006

hmmm all sup runes >_> pretty much 55 assassin xD

ryennn

Pre-Searing Cadet

Join Date: May 2006

sry double post