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Dannzzigg
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Registered: 09-2003
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Basic pressure Assassin for GvG


This build is designed specifically for Galdor to use in order to get used to the GvG enviroment while playing a build able to apply pressure yet stay alive. It's not what I would call an optimal GvG build, but it should fit the team well and be able to sustain decent DPS over time while remaining upright.

Galdor's GvG Sin

Assassin/XXX
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Critical Strikes: 13 (9+4)
Dagger Mastery: 12 (11+1)
Shadow Arts: 9 (8+1)
Deadly Arts: 9 (8+1)

***Note: This build as listed includes a Superior Critical Strikes Rune and Minors for the other Assassin skill lines. It also will include a Superior Vigor Rune. Changes can be made if necessary, but this is the ideal point spread for the build.***

- Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 8 seconds.
Energy:5 Cast:0 Recharge:4

- Wild Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +30 damage and any Stance being used by target foe ends.
Energy:5 Cast:0 Recharge:4

- Death Blossom (Dagger Mastery)
Must follow an off-hand attack. If it hits, Death Blossom strikes for +40 damage and all adjacent foes take 40 damage.
Energy:5 Cast:0 Recharge:2

- Expose Defenses (Deadly Arts)
For 14 seconds, target foe cannot "block" or "evade" your attacks.
Energy:10 Cast:1 Recharge:10

- Flashing Blades [Elite] (Dagger Mastery)
For 25 seconds, you have a 75% chance to block incoming attacks while attacking.
Energy:10 Cast:0 Recharge:30

- Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 13% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

- Shadow Refuge (Shadow Arts)
For 4 seconds, you gain 8 Health regeneration. When Shadow Refuge ends, you gain 56 Health if you are attacking.
Energy:5 Cast:1 Recharge:8

- Dark Escape (Shadow Arts)
For 11 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy:5 Cast:0 Recharge:30

The premise of the build is to be able to dish out sustainable damage over a long period of time while remaining alive. The attack chain is a simple one, with low cost and very fast recharges, to allow it to be run over and over again.

Critical Eye is there (along with a very necessary 13 in Critical Strikes) to maintain enough energy to continually run through the combo while still having energy available for the defensive skills in the build.

Flashing Blades should be maintained as much as possible, unless you are simply being ignored or we are facing only magical attackers (no melee, bows or spears). Shadow Refuge should be used as you approach 1/2 health. Dark Escape and a fast retreat should be used at 1/4 health.

A couple of key reminders regarding some skills in the build...

Flashing Blades does nothing vs. spells or health degeneration

It also does nothing if you are not attacking

Critical Eye must be kept up any time you are attacking

Dark Escape has a long recharge, so if you find that you have to use it, be careful to avoid being targetted until it is ready to go again (unless we are rolling over the opponent)

Make sure you have applied Expose Defenses before attacking. You have to do whatever you can to make sure your attacks land

----------------------------------------

If you do not have all of the skills unlocked, do your best to get them, if you can. If not, there are some other possibilities that can be worked in, but not with the same synergy between skills.



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4/27/2007, 7:30 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 


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