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Input
04-04-2006, 06:57
ok so i finally decided i'm going to buy guild wars factions once it comes out. i've never really played this game before, but after learning about the game i've come up with a build. please fix/comment.

Assassin/Mesmer

Dagger Mastery- 16
Deathly Arts- 9-11
Illusion Magic- rest

Black Mantis Thrust (Dagger Mastery)
Lead Attack. If this attack hits, you strike for 5-17 damage. If target foe is suffering from a hex, that foe is crippled for 3-13 seconds.

Temple Strike (Dagger Mastery)
Elite Off-Hand Attack. Must follow a lead-attack. If this attack hits, target foe is interrupted, dazed, and blinded for 1-7 seconds.

Twisted Fangs (Dagger Mastery)
Dual Attack. Must follow an off-hand attack. If it hits, Twisted Fangs hits for 3-9 damage, and struck foe suffers from deep wound and bleeding for 5-17 seconds.

Moebius Strike Elite Skill (Dagger Mastery)
Elite Off-Hand Attack. Must follow Dual Attack. If you strike a foe whose health is below 50%, all your other attacks skills are recharged.

Signet of Shadows (Deathly Arts)
Signet. Target foe takes 5-29 damage. If target was blinded, that foe suffers and additional 15-51 damage.

Fragility (Illusion Magic)
For 8-18 seconds, target foe takes 5-17 damage each time that foe suffers or recovers from a new condition.

Siphon Seed (Deathly Arts)
Hex Spell. For 5-13 seconds, target foes moves 15% slower and you move 15% faster.

Illusionary Weaponry Elite Skill (Illusion Magic)
For 30 seconds you deal no damage in melee, but whenever you attack in melee target foe takes 8-34 damage.

HOW TO USE:
first off you would want to use illusionary weaponry, siphon seed, and fragility. then you would start attacking. you just attack with the first four skills on the list in order. by the time you did this, each attack would probably do 8-34 damage, and since your opponent will probably have about 5condtions, then they would have gotten a whole lot of damage from fragility. signet of shadows is there for that extra 20-80 damage.

Moebious Strike is bugging me though, do you think my opponent would have below 50% health by the time i use moebious strike?

please fix/comment.

Viti Ligo
04-04-2006, 07:16
I think assassin/mesmer can be a very deadly combination... I would however slightly modify that build... first of all if you are attacking foe that has full health before you attack he will not be below 50% health before moebius strike ( probably not even too close ), so I would reconsider that or take care that foe will be below 50% before moebius strike. And maybe make room for epidemic too : it is no attrib skill and when your opponent has that much conditions on him it would be really nice to make his friends too suffer them too, or what you think ? That would make some serious pressure to enemy monks...

Input
04-04-2006, 07:32
I think assassin/mesmer can be a very deadly combination... I would however slightly modify that build... first of all if you are attacking foe that has full health before you attack he will not be below 50% health before moebius strike ( probably not even too close ), so I would reconsider that or take care that foe will be below 50% before moebius strike. And maybe make room for epidemic too : it is no attrib skill and when your opponent has that much conditions on him it would be really nice to make his friends too suffer them too, or what you think ? That would make some serious pressure to enemy monks...


----------
would it really not be even close to having the enemy at below 50% health? about how much health would be gone?

shamed
04-04-2006, 07:48
Illusionary Weaponry works by causing all your attacks to miss but dealing a fixed amount of damage in return. This means that all attack skills don't work with it, only skills that increase your attack rate (Flurry and Frenzy). Thus, your build wouldn't work at all.

Also, you can't use more than one elite skill at the same time. So either Moebius or Temple has to go (I'd pick Temple over Moebius any day).

However, using Fragility in combination with all those skills that cause conditions is a really really good idea (just not with Illusionary Weaponry). I suggest replacing Illusionary Weaponry with Shadow Refuge or Death Charge and Moebius Strike with Res Sig. Only monks are exempt from carrying Res Sigs (or in my opinion anyway).

And don't just buy Factions, buy Prophecies too! It's addictive =)

Viti Ligo
04-04-2006, 10:51
Illusionary Weaponry works by causing all your attacks to miss but dealing a fixed amount of damage in return. This means that all attack skills don't work with it, only skills that increase your attack rate (Flurry and Frenzy). Thus, your build wouldn't work at all.

Also, you can't use more than one elite skill at the same time. So either Moebius or Temple has to go (I'd pick Temple over Moebius any day).

However, using Fragility in combination with all those skills that cause conditions is a really really good idea (just not with Illusionary Weaponry). I suggest replacing Illusionary Weaponry with Shadow Refuge or Death Charge and Moebius Strike with Res Sig. Only monks are exempt from carrying Res Sigs (or in my opinion anyway).

And don't just buy Factions, buy Prophecies too! It's addictive =)


Oops... I did not notice that Illusionary Weaponry ruins those attack skills but that's true... however it doesn't even really add damge very much so that is going out... I liked the Fragility part of this build too and as I said I would put epidemic in... those conditions as epidemic would be quite devasteting indeed.
And absolutely temple strike and not moebius...

Longasc
04-04-2006, 11:05
Illusionary Weapon is a mixed blessing:

You do a fixed and high amount of damage.

But as you never "hit", shamed already explained this, you can also do no critical hits.

No Crits, no energy, no extra damage.
You run your build without Critical Strikes accordingly, as it would be useless, okay...


2 Elites does not work, as already pointed out, but the problem is your energy. You do not have a single skill to gain energy, and without energy you cannot execute your combos in short succession.

I recommend reading some builds by arredondo, the trick to have a powerful and devastating combo is to chain skills together that cause conditions that cause the next attack to do extra damage.

Also take a look at repeating strike, this skill could be very useful for some combos.

Shadow Dancer
04-04-2006, 12:23
You have 3 elites in there actually. IW is also an elite.

However, the build isn't a complete shambles and isn't too bad at all for someone who hasn't played the game yet! Fragility isn't a bad skill for an Assassin to use seeing as a lot of Dagger Mastery skills involve causing conditions (Bleeding, Deep Wound, Crippled etc)

So I would basically do this with your build.

1. Fragility
2. Black Mantis Thrust
3. Temple Strike {E}
4. Twisted Fangs
5. Signet of Shadows
6. Siphon Speed
7. Distortion
8. Res Signet

Basically I managed to keep your same basic principle. Hit with Fragility and Siphon Speed early on then hit your combo. I would probably do it in this order:
Black Mantis Thrust
Temple Strike
Signet of Shadows
Twisted Fangs

Breaking it up with the signet means that your energy pool gets a little bit of a break, and hopefully might have recharged a little for Twisted Fangs. Also gives your opponent virtually no time to recover from Blindness.

I think Distortion is a good addition for an A/Me. I know I always use it when running an IW build. It does however create an addition problem of energy management as every time you evade a hit you will lose a couple points of energy. I would recommend dropping Siphon Speed (It does mean losing one of your Fragility hexes, but I think it's probably the best of the skills to drop. I would only recommend taking out the res if you're soloing) and replace it with Inspired Enchantment.

this would require an attribute shuffle. maybe something like:
Dagger Mastery 16
Deadly Arts 10
Illusion 8
Inspiration 6

As with all Assassin and Ritualist builds though, this could fall flat on it's face in practice :) but that's what I would do to adjust your build.

arredondo
04-04-2006, 15:27
I've tried several uncompleted Me/As builds using Fragility. None have seemed worth it so far. Using Fragility at less than L15 or L16 Illusions, which has been nerfed VERY hard BTW, is not worth it much IMHO. The Assassin class is ideal to use it, but a Mesmer in-close using Assassin skills may not be very good in the end. I could be wrong thoug since Distortion is way to good of course.

If you do go As/Me, try L11 Illusions for 16 a trigger and see if that supports what you've trying to achieve. I'd think about 11 Illu, 14 Deadly Arts (for SoS) and 11 DM.... maybe less DM to allow Fragility to trigger faster and to make room for Insp. points.

Bobross
04-04-2006, 16:19
I've tried several uncompleted Me/As builds using Fragility. None have seemed worth it so far. Using Fragility at less than L15 or L16 Illusions, which has been nerfed VERY hard BTW, is not worth it much IMHO. The Assassin class is ideal to use it, but a Mesmer in-close using Assassin skills may not be very good in the end. I could be wrong thoug since Distortion is way to good of course.

If you do go As/Me, try L11 Illusions for 16 a trigger and see if that supports what you've trying to achieve. I'd think about 11 Illu, 14 Deadly Arts (for SoS) and 11 DM.... maybe less DM to allow Fragility to trigger faster and to make room for Insp. points.
So for a fragility build, you really want to cause conditions for short periods of time to maximize damage, no? Or just a lot of conditions...or both...so maybe use deadly arts to cause conditions? with no points in it.

Slepivis
04-04-2006, 18:11
During this last FPE I made an A/Me which actualy turned out better than I expected, heres what i was using.

A/Me
------------------------
13 DM (sup rune+headpiece)
10 CS (minor rune)
12 Illusion magic
---------------------
Black Mantis Thrust
Temple Strike (elite)
Twisting Fangs
Signet of Malice
Critical Eye
Fragility
Illusion of Weakness
Res sig

Using this build in the 12v12 I was pretty effective, my strategy was to target the monks that were supporting the monks getting hit and with the daze effect of temple strike they couldnt do much to stop me.:cool:

arredondo
04-04-2006, 22:25
So for a fragility build, you really want to cause conditions for short periods of time to maximize damage, no? Or just a lot of conditions...or both...so maybe use deadly arts to cause conditions? with no points in it.

You can try for either strat depending on your build. It excelled with the Necro elite Virulence before by having Death at 0, but those days are gone. With the Assassin it would appear that perhaps the skill could find some success due to all the Conditions an Assassin can throw down:

Blindness
Dazed
Bleeding
Deep Wound
Poison
Cripple

So with max Illusions Fragility does 21 damage when a Condition turns on, then 21 again when it turns off. You could potentially get 252 Fragility damage alone. This ignores the damage inherent in degen and a Deep Wound, which could easily take this to 500 damage over 10 seconds if done right.

Here are three of the major issues I've run into so far since I can't test the combo class for the answers I need...

#1 is Deep Wound. The spike of this Condition is the only one you do NOT want to end. You have removed up to 100 HP from your enemy when he suffers from this, so allowing it to recover quickly means you need more damage from other sources.

This issue greatly diminishes the need for the awesome Twisting Fangs to deliver a long-lasting Deep Wound that you may see in builds like the one above my post here. Why? Because it Bleeds besides giving a Deep Wound. If you have this skill and want to keep Deep Wound going, you are forced to keep Bleeding on. Ideally you want a bunch of Conditions starting AND stopping or there's no use for Fragility's blah damage otherwise.

#2 is deciding on short Condition length (other than DW) or long Condition length. Going with long length may be ideal because without Twisting Fangs, you will use a lot of your slots just trying to get a lot of Conditions (minimum five of them IMHO to make Fragility worth it). Allowing bleeding and Poison to degen at -7 gives you 140 damage over 10 seconds or so... you won't have much room to inflict extra damage, so it may be best to maximize what you have and let Fragility do its spike damage over time instead of within a few seconds.

Short Condition length is an option. With the gimped Fragility, you need Conditions that turn off/on quickly AND ideally have a short recharge time to do it again. I had the idea of combining Jagged Strike (Bleeds 3s, 6s recharge Lead, minimum stats) and Blinding Powder (Blinds 3s, 20s recharge Off-Hand spell, minimum stats). I can get five uses of BP (after five Jagged Strikes) if I come in with a Me/As build that has Mantra of Recovery and Arcane Echo on it. That alone comes to 378 max Fragility damage in 18-20 seconds or so.

I can add Mantra of Sigs and Mantra of Inscriptions to get 3 SoS uses in that amount of time for another 240, but thats eight slots to do 620 damage over 20s. No other Conditions that I could see will turn off/on quickly while giving me a fast recharge so I don't have to waste too many slots. I feel for a As/Me or Me/As who uses Fragility, maintaining long Condition length is best.

#3 is deciding on an A/M or M/A Fragility build. There are pros and cons of each that take time to understand without tests.

So that's where I'm at. Making a viable build with long Condition length and withOUT counting on Twisting Fangs' DW for spike damage is the one I'm working on now. I haven't firmly decided on the class combo yet as i've said, but some of the skills I'll try to use are obvious.

Besides Fragility of course, Distortion is definitely in for obvious reasons. Phantom Pain is likely to get in since I get degen and a Deep Wound from that (roughly 160 damage in 10s). Depending on the final makeup, I may use the new skill Accumulated Pain, which delivers the DW early on a double hexed enemy along with 10-30 damage (max 130 damage instantly).

Either one looks good with Conjure Phantom, which gives 100 degen damage in 10s, but I can save energy by using the cheaper (but less degen if I go with an A/M) Images of Remorse. For this theory build, let's say I go with a Me/As with L16 Illusion and bring Distortion, Fragility, Images of Remorse and Phantom Pain.

So I have five of eight skills used already (including Rez) and I've gotten only one Condition so far. Can I use three slots left with the Assassin to get at least four more Conditions? Can my energy support it all (Mesmers have 50E-54E with 4 pips)? Do I need to make room for Inspiration? Let's see...

========================================
Me/As (theory Fragility Assassin build)

Illusion: 16
Fast Cast: 13
Dagger Mastery: 0

Fragility: 21 per Condition turning on/off
Images of Remorse: -5 degen, 55 damage to an attacker, 10s
Phantom Pain: -3 degen for 10s, long Deep Wound
Black Mantis Thrust: 8 damage, 3s Cripple,
Temple Strike: 1 second of Dazed and Blindness
Twisting Fangs: 3 damage, 5s of DW and Bleeding
Distortion: -1E per whiff caused
Rez
========================================

Heh, here I've tried to get the best of both worlds. I have short Condition times, but long Hex degen for extra damage. Deep Wound is here twice, but why not? One is there to cause Fragility damage, the other to provide the final spike. I think its decent considering what we have to work with. My Fast Cast points ensures I'm not casting longer than I have to before moving in to do melee Fragility damage.

Why not add points (I have 3 left) to DM? Maybe even go for DM L8 with lower FC points for the melee damage and energy bonus? Not if I want to keep TF. Even at L3 DM, Twisting Fang's Deep Wound lasts a looooong time. I need it to shut down before PP's Deep Wound sets in (and Bleeding along with it). For that I need 0 DM. I've remade this below without TF in an A/M version that uses the DM line more for basic melee damage. So here's how this one should run:

Cast Fragility-->Images of Remorse-->Phantom Pain (all in close for quick melee access)
Attack with Black Mantis Thrust-->Temple Strike-->Twisting Fangs

The energy cost is 25E for the spells, and 25E for the melee. Expensive, but you'll have the mana as an Me/As. Damage includes:

- The -160 of degen from the Hexes, with -30 more from 5s of Bleeding... total 190. That's 227 if IoR tags an attacker.
- Melee base damage is pretty poor with no DM points. The skills do a forgettable 14 damage. Let's call it 20 damage total from both categories.
- Fragility damage comes twice from Cripple, Blind, Dazed, Bleeding, Deep Wound, and once from DW a second time. 11x21= 231 damage.
- The Deep Wound from Phantom Pain should form just as the one from TF ends, giving you another 100 damage spike at the end.

TOTAL DAMAGE (13-15 seconds after first degen spell is cast): -541 HP minimum or -578 if IoR spikes an attacker.

Not bad.... that's enough to kill the unarmed in one shot, but you are now pretty low on energy. Here's a quick A/M possibility that keeps these issues in mind:

========================================
Me/As (theory Fragility Assassin build)

Illusion: 12
Dagger Mastery: 16
Critical Strikes: 4
Shadow Arts: 0

Fragility: 17 per Condition turning on/off
Images of Remorse: -4 degen, 44 damage to an attacker, 9s
Phantom Pain: -3 degen for 10s, long Deep Wound
Jagged Strike: Bleeding for 9s, Lead attack
Temple Strike: 8s of Dazed and Blindness, Off-Hand attack
Return: 3s Cripple to AoE adjacent foes, you teleport to targeted ally
Distortion: -2E per whiff caused
Rez
========================================

I have five total Conditions that still don't last more than 10s (except for Deep Wound of course). Return is a nice skill here, which cripples all adjacent foes for 3s (adding Fragility damage) and teleports you to an ally. Unlike the M/A version, these Conditions last almost 10s each, which along with Return and Distortion will keep you from being mauled easily.

Looking at the damage.... nine triggers of 17-damaging Fragility here is -153. You do get a total of -10 degen for 9s (staggered), and an additional -6 damage from the last second of PP degen. That totals -186 degen damage after the full combo completes in 15 seconds or so (from first degen cast). A minimum of two melee attacks at these stats is around -44 more on average. A possible -44 is possible from IoR if you catch an attacker, and the Deep Wound adds -100.

TOTAL DAMAGE (after 15s or so): -483 HP w/o IoR spike, -527 HP with it

More basic melee swings will add to the damage, taking it close to 600 when you're done while adding +1E a Critical. This looks decent since you've inflicted your enemy with a strong dose of Blindness and Daze... much longer than the Me/As version above.

Total energy expended is -25E for the opening Mesmer spells, and -15E for the followup Assassin skills. -40E over this amount of time is workable without a pause (Zealous mod + energy armor), but you are dry for awhile like above. If you can find the energy though, everything is ready for you to use again in no time due to short recharges across the board as you battle.

Input
04-04-2006, 23:34
thanks for the feedback.
the only thing i don't understand is why fast cast has 13. How will that help me?

arredondo
05-04-2006, 01:45
I have three spells in there, two of which take 2-seconds to cast. This brings it down to 1.2. Honestly, there is nowhere else for your Att. points to go in the first build.

Bobross
05-04-2006, 03:14
Entangling Asp (availability)
Description: Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5-17 seconds.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 20 Seconds.
Linked Attribute: Deadly Arts. Increases Poison duration.
Skill Type: Spell.

Mantis Touch (availability)
Description: Must follow a lead attack. Target foe becomes Crippled for 3-17 seconds. This skill counts as an off-hand attack.
Energy Cost: 5
Activation Time: 3/4ths of a Second.
Recharge Time: 15 Seconds.
Linked Attribute: Deadly Arts. Increases Crippled duration.
Skill Type: Spell.

Jagged Strike (availability)
Description: If Jagged Strike hits, your target suffers from Bleeding for 3-8 seconds.
Energy Cost: 5
Activation Time: None.
Recharge Time: 4 Seconds.
Linked Attribute: Dagger Mastery. Increases Bleeding duration.
Skill Type: Lead Attack.

Twisted Fangs (availability)
Description: Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10-18 damage and struck foe suffers from Bleeding and Deep Wound for 5-17 seconds.
Energy Cost: 10
Activation Time: None.
Recharge Time: 15 Seconds.
Linked Attribute: Dagger Mastery. Increases damage dealt and Bleeding and Deep Wound duration.
Skill Type: Dual Attack.

So pump Daggers and illusion, leave death low.

fragility
jagged strike - bleeding 9ish seconds, consistent degen, plus triggers fragility
entangling asp (you cast it after the lead, but it doesn't count as an offhand) poison for 5 seconds, so triggers fragility twice.
Mantis Touch - cripple 3 seconds, stop the guy for a second and trigger fragility twice.
Twisted fangs...bleeding is already there probably, but it may be gone, in which case here it comes again. Deep wound will last a while.

You can start over...its a bit of a hybrid...if you want to go for casters, sub twisted fangs with

Temple Strike (availability)
Description: Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1-7 second(s), and if target foe is casting a spell, that foe is interrupted. This is an elite skill.
Energy Cost: 15
Activation Time: None.
Recharge Time: 12 Seconds.
Linked Attribute: Dagger Mastery. Increases Blind and Dazed duration.
Skill Type: Off-Hand Attack.

I'm still not convinced that this is worth it though, as going with damaging assassin skills would do as much damage with less complications than using fragility.
-Emile

Kjentei
05-04-2006, 03:39
1. Fragility
2. Black Mantis Thrust
3. Temple Strike {E}
4. Twisted Fangs
5. Signet of Shadows
6. Siphon Speed
7. Distortion
8. Res Signet

Basically I managed to keep your same basic principle. Hit with Fragility and Siphon Speed early on then hit your combo. I would probably do it in this order:
Black Mantis Thrust
Temple Strike
Signet of Shadows
Twisted Fangs

this would require an attribute shuffle. maybe something like:
Dagger Mastery 16
Deadly Arts 10
Illusion 8
Inspiration 6


Of all the builds on this thread, this rocks the most.

About some of the others; I tried Illusion of Weakness with an assassin, and it was not so good, as they are just as vulnerable to damage as casters.

Nanashi
05-04-2006, 05:22
Put Empathy and Backfire on an ele and watch them run in circles until they lose those hexes. "Blind me you fools? Hah, kill yourself!" Is something I would say silently ^_^

Lylyth
05-04-2006, 11:07
I have yet to see anyone bring this up.

And I find it surprizing.

Shadow Form + Illusion of weakness.

17 secs of carnage, and then when it ends, the heal to make sure you surive.

Throw in some Return to get out of the action and you have yerself an exceptional platform to lay the "knives" so to speak.

All other skills are optional, depending on what you want to bring.

-Ly

The Experimentor
05-04-2006, 17:06
My concern is very simple and basic:

You have no defensive skills or self-heal. :undecided:

A lot of nasty things out there can easily negate your build (eg. Pacifism), not to mention just kill you right off the bat. This applies equally in both PvE and PvP.

You cannot rely on a teammate or henchman to protect you. Trust me- even the best of them often have their hands full in a fight.

Siphon Speed is the closest thing you got to an escape skill, but running away doesn't stop arrows and magic bolts from hitting you from behind. And there are supposed to be massive penalties for getting hit in the rear and while fleeing.

Don't worry. :wink: The idea of combining the double attacks of Dagger Mastery with Illusionary Weapon is a terrific one. But you gotta balance your build with defense first before going into offense.

I suggest you drop Deadly Arts for something else, perhaps use the points to up your Illusion Magic. Go for Shadow Arts, which is very flexible in terms of defense, healing and mobility enhancement. You can also go Me/A instead, and can more easily invest points in Inspiration Magic- which will give you defensive stances, healing (Ether Feast) and Energy management.

Oh, and don't forget Illusion Magic staples like Conjure Phantasm or Distortion. They're among the basic skills they give you in the game, but they're useful right until the end.

Lastly- Welcome to GUILD WARS! :grin:

Input
05-04-2006, 20:12
Oh, and don't forget Illusion Magic staples like Conjure Phantasm or Distortion. They're among the basic skills they give you in the game, but they're useful right until the end.

there is a skill just like conjure phantasm and its called Images of Remorse:

Images of Remorse (Illusion Magic) 5 / 2 / 5
For 5-9 seconds, target foe suffers from 1-4 health degeneration. If that foe was attacking, that foe takes 10-44 damage.

less energy= saving energy. the only problem is that it takes 2 seconds to cast, but with high illusion magic that problem won't be much of a problem.

by the way, thanks. i'll be looking into defense now.

are there any good energy management skills for sin or mes?

Shadow Dancer
05-04-2006, 22:03
Mesmer has some nice ones. The reason I put Inspired Enchantment as an option on the build I posted earlier is it has the shortest casting time of the ones you could put in IMO. Basically it removes an enchant from your foe, gives you energy and steals the enchant itself (ie instead of Inspired Enchant, your skillbar will have the enchant you removed for a set time)

Input
06-04-2006, 01:27
- Fragility damage comes twice from Cripple, Blind, Dazed, Bleeding, Deep Wound, and once from DW a second time. 11x21= 231 damage.

how do those conditions come twice? i don't understand how that happens.

The Experimentor
06-04-2006, 08:22
FRAGILITY
Description: For 8-18 seconds, target foe takes 5-17 damage each time that foe suffers or recovers from a new condition.

He gets Bleeding for example, Fragility triggers. Bleeding ends, Fragility triggers again.


Images of Remorse sounds good. In fact, with a lower cost, it may be even better for your character than Conjure Phantasm. The 2-second cast time is negligeble if you use it as your 1st move in combat. With Death's Charge or another teleport skill (Shadow Arts), you can charge right into combat immediately after.


Energy management for either a A/Me or Me/A comes in three ways: the Critical Strikes attribute (Assassin primaries only), the Inspiration Magic attribute (any kind of Mesmer), and the Zealous weapon upgrade. Critical Strikes gives you +1 Energy each time you do a critical hit- but since you're focusing more in IW than Critical Strikes, we'll have to overlook this. Inspiration Magic gives you skills that suck Energy from your opponents- a good option, since it also provides you stuff with which to protect yourself, very flexible. Lastly, upgrading your daggers with the Zealous mod (-1 Energy regeneration but +1 Energy per hit) will have you charging up your Energy pool very quickly as long as you keep attacking (since Dagger Mastery gives double attacks)- this is a must for your build.

Anyway, Energy management isn't that big an issue for either a A/Me or a Me/A as he gets four arrows of Energy regeneration anyway. You could even almost totally forego both Critical Strikes and Inspiration Magic- having Zealous Daggers and maxed out Dagger Mastery may just be enough.

Input
10-04-2006, 02:02
well i don't have the guild wars lingo down. what exactly does IW mean?

Shadow Dancer
10-04-2006, 19:23
Illusionary Weaponry.

MaximumSquid
11-04-2006, 18:12
Like any secondary just run the utility skills that make the greatest synergy.

Mesmer has stances, interupts, and enchant removals that any class can appreciate. I'd focus on these.

Here's something I tossed together.

Blackout Assassin A/Me

8 Domination
13 dagger
13 critical strikes
7 shadow arts

Shatter Hex or Hex Breaker
Complicate
Shatter Enchant or Cry of Frustration
Blackout
Way of Perfection or Shadow Refuge
Locust's Fury {e}
Critical Defenses or Caltrops
Res signet, (teleport for 12v12)

I wouldn't want to fight a build running this. . .

If you get singled out and are alone I'd pretty well garentee your demise.

Raven Flameheart
11-04-2006, 19:02
No idea if this would work, and I really hate using an elite from a secondary prof, but :

Critical Strikes: 9 (8+1)
Dagger Mastery: 14 (10+4)
Deadly Arts: 9 (8+1)
Illusion Magic: 10

- Fevered Dreams [Elite] (Illusion Magic)
For 20 seconds, any time target foe suffers from a new Condition, all nearby foes suffer that Condition as well.
Energy:10 Cast:2 Recharge:10

- Black Mantis Thrust (Dagger Mastery)
If this attack hits, you strike for +19 damage. If target foe is suffering from a Hex, that foe is Crippled for 15 seconds.
Energy:5 Cast:0 Recharge:12

- Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +19 damage. If it hits a foe that was Crippled, it does +29 damage.
Energy:5 Cast:0 Recharge:12

- Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10 damage and struck foe suffers from Bleeding and Deep Wound for 19 seconds.
Energy:10 Cast:0 Recharge:12

- Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 14 seconds.
Energy:10 Cast:1 Recharge:20

- Black Lotus Strike (Critical Strikes)
Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for 19 damage and you gain 14 Energy.
Energy:10 Cast:0 Recharge:30
OR
- Fragility (Illusion Magic)
For 16 seconds, target foe takes 15 damage each time that foe suffers or recovers from a new Condition.
Energy:10 Cast:1 Recharge:5
OR
- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Energy:15 Cast:2 Recharge:10

- Kitah's Burden (Illusion Magic)
For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 18 Energy.
Energy:15 Cast:3 Recharge:45

- Resurrection Signet

Between Kitah's (Ethereal) burden and Black lotus strike, you should have energy coming out your ears, enough to fuel your other attacks. Burden removes some of the need for shadow stepping, and Fevered + Crippling does the rest. Run in cripple all foes in the area and finish your combo, then get back (using recall if you have it). You'll then have enough energy to repeat once you've recharged.