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MaximumSquid
10-04-2006, 16:53
Bonesaw (A/Ne)

Curses 6
Dagger Mastery 15
Deadly Arts 3
Shadow Arts 9
Critical Strikes 11

Ra Configuration:

Dark Escape
Weaken Knees {e}
Falling Spider
Twisting Fangs
Golden Pheonix Strike
Horns of the Ox
Way of Perfection
Ressurect Signet

Ta Configuration:

Dark Escape
Weaken Knees {e}
Falling Spider
Twisting Fangs
Golden Pheonix Strike or Black Lotus Strike
Disruptive Stab
Shadow Refuge
Ressurect Signet

Twelve V Twelve

Dark Escape
Weaken Knees {e}
Falling Spider
Twisting Fangs
Golden Pheonix Strike or Black Lotus Strike
Deadly Blossom
Shadow Refuge
Dark Prison or Death's Charge

Guild Vs Guild

Dark Escape
Weaken Knees {e}
Falling Spider
Twisting Fangs
Golden Pheonix Strike or Black Lotus Strike
Chillblains
Shadow Refuge
Ressurect Signet

"You Goin Nowhere's Freak!"

"It's just you and me for a little Play Time!"

http://lepslair.com/entertainment/spiderman/bonesaw.jpg

ContactCombat
10-04-2006, 19:51
Cool! Someone actually posted something using a Necro Secondary.

Would you do me a favor, though, and outline the basic strategy for each configuration?

It looks pretty simple, with some enhancements pre-engagement, a hex pre-attack, then a nice attack chain. Do you envision a specific strategy for each separate set-up, based on the arena qualities and such?

I'm very interested in possible A/N or N/A set-ups, so I'm glad someone is giving it some serious thought.

MaximumSquid
10-04-2006, 22:58
Most of the successful assassin builds i've seen ran up till now ran hit and run style guerrilla tactics.

What's starting to come around now are assassin builds that run pressure instead.

This build is all about pressure.

While your target is under weaken knees they will be unable to kite you without first disableing you.

The benefit here is that weaken knees is a 5 second recharge so while it may not do damage like other quick knockdown skills you can spam this and have no penalty.

What this lets you do is soften up the target first before laying into them with your spike.

The combos are mostly just two shots and very easy to run. The only thing you need to concentrate on is when your target takes a dirt nap.

Random Arena

Basically you're just running the best stuff you can throwing caution to the wind. Essentially you'll be hoping that the other team doesn't counter any of your skills. Your less likely to run into people that can handle horns of the ox and enchant drains in Ra than you are in larger fights where it's expected.

Team Arena

Shadow refuge gets the nod now over way of perfection.

People may also be keen on horns of the ox. You could probably still get away with it, but disruptive is the sure thing in Team Arena.

If your team can't enchant you then Golden will have to be replaced with Lotus Strike instead.

12 vs. 12

No res sig means you can load up one more untility skill. I prefer a good teleport since you are constantly moving, but plague touch might be another man's forte while in the fray.

AoE is king here so make sure you have Deadly Blossom

GvG

You'll most likely be expected to carry a team utility for GvG. Chillblains is the best I can think of off the top of my head.

If the cost is too high run energizing winds or a cheaper/slower enchant removal.

Weaken knees could be extremely effective though in an 8v8. A target tagged with weaken knees could be in for serious trouble since they now can't run to the backline when the spike hits.