This Guide is designed for the Assassin of my Fast Attacking Assassin. We use this in Random Arenas and Alliance Battles mostly so for now I would say it’s for PvP. PvP Strategy rategy Your over-all strategy will be that of a trap assassin's, with one twist, instead of lightning sentry, you will have Venom, and you will need to use it once the opponent is stun locked. You will have access to burst of speed, but it is not recommended to use it often, as you will have to weapon switch in order to cast venom, which will leave you extremely open and vulnerable. You will have low cast rate, which means Mind Blast and dragon flight will cast slow, however if you are experienced with hybrid or martial art assassins, you will know that faster casting isn't as critical as faster attack speed, which directly effects your trap laying speed. And since this assassin build will have a 7fps attack speed, you should be able to lay traps effectively. Your strategy will change and develop depending on what character classes you duel against, however your basic strategy should remain the same, your first goal will be to lay your fire traps in positions near the target, then cast mind blast on your target. Once the target is stun locked, you will need to use dragon flight in order to get in close, then strike the opponent with venom and allow the poison to do it's job. You will need to recast your fire traps and mind blast as necessary to keep the opponent locked in place. The reason why it is essential to keep the opponent locked was outlined above. Another useful tip to keep in mind is Psychic Hammer. This skill is often overlooked as it's damage is pathetic, and it does not cause magical stun, like mind blast. Instead, what it does is cause physical stun and knock back, which seems slightly stronger than magical stun. Psychic Hammer can be used very easily to keep opponents away from you, as the knock back will bounce the target back much further than mind blast usually does. This tactic shouldn't be used too often against amazons or sorceresses, but instead against melee characters. Another thing to keep in mind is your shadow, you will want her to be active at all time as she adds substantial damage, casts traps of her own, can tick shields and cause stun, and will take stray attacks and malicious spells for you. If on the off-chance your fire traps are doing 0 damage, or getting absorbed, which will probably be a common occurrence in public duels, don't worry! Even when absorbed they still cause stun while Mind Blast is active. And poison damage can not be absorbed, only resisted and it's length reduced. If the length is reduced by items, or if the person cops-out and guzzles an antidote, simply wait for the next opportunity to re-apply the poison with another attack. Your duration of poison won't be the key to success, and these little setbacks are not a major deal. The primary damage that you cause will the damage per second which will be very large and highly damaging, particularly to sorceresses. Sorceresses often love to hide behind their 75% DR, 75% blocking and 50%+ mana shield. However, poison will be cutting right through their mana shield, as manashield does not absorb partial damage from poison. Another primary problem you will notice quite quickly with this build is the lack of AR, which, if you're on the US.East realm is compensated by an Eth rune in your weapon, if you choose to put Eth in you weapon you will probably need a 15% increased attack speed jewel elsewhere in your gear. If you're on US.West though, Eth is generally considered bad mannered, so you may need some extra dexterity and AR boosting items, such as small and large charms with added AR. All in all, your primary goal will be to hit the opponent with poison as soon as possible, and allow your high poison damage to start draining their life force. More often than not, you will not kill them in a single blow due to your short duration, however the benefit of higher damage per second is that the other player will have a hard time leeching life back while your poison is activated, and antidotes or -% poison duration items will be far less effective against you. And remember that you will also have access to fire traps which will also be constantly draining your opponents life.
Skills from left to right: 1. Jagged Strike-Lead Attack. If Jagged Strike hits, your target suffers bleeding for 9 seconds. (Attrib.: Dagger Mastery) 2. Wild Strike- Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +37 damage and any stance being used by target foe ends. (Attrib: Dagger Mastery) 3. Critical Strike- Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +25 damage and results in a critical hit. (Attrib.: Critical Strikes) 4. Moebius Strike [E] - Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for + 37 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged. (Attrib.: Dagger Mastery) 5. Shadow Refuge- Enchantment Spell. For 4 seconds, you gain 8 Health regeneration. When Shadow Refuge ends, you gain 56 Health if you are attacking. (Attrib.: Shadow Arts) 6. Deaths Charge- Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 94. (Attrib.: Shadow Arts) 7. Dash- Stance. For 3 seconds, you run 50% faster. (No Attribute) 8. Resurrection Signet- Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This signet only recharges when you gain a Morale Boost. (No Attribute)
My Attributes (if you can’t read them) are: Dagger Mastery: 12+1+3=16 Shadow Arts: 8+1=9 Critical Strikes: 10+1=11
What this build is for: This build is for the many players who want an easy to play assassin that is different from the many other assassin builds out there. I love this build because it is different from the typical Horns of the Ox, Falling Spider, Twisting Fangs sin that everyone uses. With this build you can show those assassin doubters that assassins can own without being the typical Horns of the Ox, Falling Spider, Twisting Fangs sin.
How to use this in Alliance Battles: In AB you get 4 people in a party then enter a battle of 12v12 on a given map to fight for territory. When you start an AB(short for Alliance Battles) you go through whatever gate your party wants to. Then use dash to get to the closest shrine and keep using it until you get there, then cap the shrine. Once enemies start to come use Shadow Refuge(gives regen to keep you alive when you battle and then heals to keep you alive in the beginning) then Deaths Charge in, then use your combo of Jagged Strike, Wild Strike, Critical Strike and Moebius Strike. The first 3 should get the person below 50% health and then Moebius Strike if it hits when they’re below 50% it recharges your skills. Then when they’re recharged use Critical Strike and then Moebius Strike repeatedly to finish off the opponent. The way it works is Critical needs an Off-Hand Attack and Moebius is an Off-Hand Attack that needs a dual. Since Critical is a dual it works perfectly in a combo of those ONLY after they’re below 50% health. Keep capping and only kill the necessary people since assassins can’t tank well. Use Shadow Refuge for healing and Deaths Charge to shadow step somewhere That’s what you do in AB.
Now for Random Arenas: In RA(short for Random Arenas) you get 4 random people on your team against 4 other random people. So when you start off, look for the enemy’s Monk first. If there is no monk then go for an Elementalist or another caster class since they have 60AL(weaker armor than warriors or others). Then once you pick you enemy use your combo of Jagged Strike, Wild Strike, Critical Strike. That should get them below 50% hp and then use Moebius to recharge Critical Strike then use Critical Strike followed by Moebius Strike. Rinse and Repeat and the enemy should be down. Move from high priority targets to the lower priority( High priority-monk then elementalist then other casters, lower priority-warriors and assassins and dervishes etc.) Use Shadow Refuge for healing and Deaths Charge is for healing too when you are dying since it heals for a whopping 94 health with the given attributes. Dying is just a part of Random Arenas since it’s rare you get a good team so if you die it doesn’t mean your bad it just might mean your team had a bad combination of players(usually no monks is bad). That’s all for RA.
Overview: This build is a really fast attacker. Even if Moebius’ bonus of recharging doesn’t kick in you can still get your combo of your 3 first skills off against every 4 or so seconds because the skills have low recharge times(all under 6 seconds, I did this on purpose). I have tried this with other Lead Attacks, Off-Hand Attacks and Dual Attacks, but nothing works as effectively as this one considering the circumstances of Moebius Strike. I tried to explain what they were used for as best as I could with words. If you want to know for yourself try it out and Have Fun with it! I also tried to explain what RA and AB are for those who don’t know what they are. I hope this makes up for my first guide since it wasn't so good. Still as always CONSTRUCTIVE Criticism and helpful tips are welcomed.
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