THis doesn't go without saying, I have played around and experimented ALOT. I have tested many of the common assasin builds, from the A/W, A/Mo, R/A, and A/E. After playing some of the more common builds for a while, I started trying some things on my own. I noticed that on each of the common sin builds there was one of 2 types. The heavy offensive and not so defensive (A/E, A/Mo, A/W), and the heavy defensive and not so offensive (R/A). I made it my mission to find a build I feel is balanced enough that in dmg it can kill anything, and in defense it doesn't have to worry about a warrior adrenaline spiking it. It has took me many variations of the build, but I think I have found it.
I present to you my A/Me.
Attributes:
Dagger Mastery: 7+1+1
Critical Strikes: 12+2
Shadow Arts: 8+1
Illusion: 8
Skill Bar:
Shadow Refuge
Distortion
Caltrops
Iron Palm
Horns of the Ox
Falling Spider
Twisting Fangs
Res Sig
NOTE: I sub Shadow Escape for res in alliance battles, and such things.
Equipment:
1 pair of vamp daggers of fortitude (3/1 and +30hp)
1 pair of zealos daggers of enchanting (1/1 and +20% longer enchantment)
How to play?
Alot of players play the assasin with hit and run tactics, this build isn't much different only in the respect that it doesn't shadow step and LITERALLY HIT and RUN. I find a quick shatter/drain fixes AoD VERY FAST and gets very aggrovating at times, its become IMO the #1 assasin counter. This also causes problems for players running Pheonix Strike, no enchant = no Pheonix = NO DMG. So I decided to use the good old fashion run in and attack method! Simply go for your target, and start slashing away. Now, to compensate for the lack of element of surprise, TIMING becomes much more critical in this situation, and PRESSURE techniques becomes your best friend. Ok, so you have your target how do you use your skills? Well, Iron Palm is alot of fun to spam, since its a touch skill it can't be evaded/blocked, and with 14 critical strikes it inflicts 80 damage.
If you want you can run through your skills, and not worry about energy, cause I find it REALLY takes care of itself in this build. So feel free to run through your skills for the first attack, if your going against a half decent monk you won't kill it though, so don't get dissappointed! The key here is to inflict enough pressure on the monk that it burns through its energy, and you catch him at the right time and nab the kill. Caltrops helps for this, ESPICIALLY for fleeing targets, keep those critical strikes on their back, and they are sure to feel the sting just from regular attacks.
I do not know about any one else, but I personally like timing my Horns of the Ox skill so to capitalize on a potentially weakened character. I will usually wait for my target to be down about 20-25% (80-75% hp left) before I actually attempt, and expect a kill. If I am on a monk whos at around this margin of Health, and I find them using Guardian, I will usually try and use my Horns to interupt their Guardian and inflict all the dmg I can and try and get the kill. If it doesn't kill the monk they usually return with prot Spirit and a RoF or two. For those of you who aren't counting, thats 15-20 energy, the monk spends in about 1-2 seconds thus bringing them down (if they were at full) to around 30 or so energy.
If they have other players taking damage, so its pretty likely they are dropping in energy pretty quick and having trouble maintaining it. This contributes to the pressure I spoke of earlier. It causes the target to move, relocate and spend less time attacking/casting on your team or theirs. Keep the pressure up, and with some helpful support, a kill is certain to happen.
What if a warrior attacks me?
Well, first thing is first, throw up Distortion and try and stay on your target, cause as long as your hitting something your getting ATLEAST 1 energy per hit, and with critical hits thats +4 energy per critical. You only lose 2 energy per evaded attack so your energy won't get bombed to bad so long as your hitting something. When neccesary use distortion and shadow refuge. Its important your attacking when shadow refuge ends for that extra heal, and its also important to have that +20% enchantment mod that way you get another second of Shadow Refuge so its a total of 5 seconds of +8 regen with a heal of 52 (or something like that) at the end so long as your attacking.
If you find yourself a popular target and need to run, then its advised you do so as we all know assasins don't handle alot of dmg well so your best bet is to run and kite! If you find a warrior or two chasing you, put yourself in position with them where they are the closest foe to you, and hit "C". This will target them while they are chasing you, now use Caltrops to cripple anyone and their dog who is chasing you. You may now run off and heal safely. Once healed and rdy to get back in there get back into battle!
Another basic technique really with any build, and is also fun with this one is pulling players away from their monks. In 4v4 this is especially easy when warrior is tailing you. Don't cripple them, let them chase you out of monk range, throw on distortion, and unload on them this build handles warriors very quickly. Of course as always, its a good idea to time your horns of the ox for Heal Sig interupt to get a quick kill, otherwise the warrior stays alive long enough for the monk to get in range and you will find yourself in 2v1 battle.
On another note, Caltrops is a very useful skill Offensively, and Defensively. For both you, AND your team mates. I find myself MANY times using caltrops on the assasin(s), warrior(s), and TOUCHER(s) that are chasing my monk around. It gives your monk a chance to beath and some time to maybe regain some energy they might not have.
Well, thats pretty much my guide on how to play my assasin. I like it alot, and its my favorite build. Feedback is appreciated
