0
I really dont know what to go for. I am making my assassin for pvp but I am not sure what to choose as a secondary class.
Can someone possibly recommend me a great and mighty build :D?
From reading this forum I believe I am leaning towards A/Mo
| Thumbs Up: |
| Received: 0 |
A/Mo is good because you can use cop to get rid of hexes/conditions on you
No such thing really. It all depends on what you use in combining with your sin skills. I'm not too sure about the monk secondary since I have not gotten the chance to get to know the skills. Removeing conditions is nice and perhaps some form of small smite build may help in survivability.
Simply put, I do not know which secondary best suits a sin since any secondary can be good.
Well you usually seem to take the secondary for 1 skill
Monk: Cop
Elementalist: Shock
Mesmer Blackout
A/W in PvP are quite good, though most AoD builds are best for a PvP Assassin.
If you want some good damage you could try an A/E build I've been working on:
12 dagg
9 Air elemental
10 shadow arts
12 crit strikes
Your combo is basically:
Lighting Surge
Falling spider
Twisting fangs
(something else)
Shadow Refuge
(Shadow Skill)
(Shadow SKill)
Res sig
It's not completely down pact but it's something that does good damage and is fun to play with.
The current build everyone and their dead grandmother is running is:
15 crit strikes (could make 12)
12 dagg mast (could make 15)
11 Shadow Arts
Golden Phenox Strike
Horns of the Ox
Falling spider
Twisting Fangs
Shadow Refuge
Aura of Displacement
(Something else)
Res Sig (Signet of Malace)
Basically teleport to your target with Aura of displacement, do the GPS, Ox, Spider, Fangs combo then teleport out. Many people put CoP in the extra slot to get rid of all enchantments (Aura of Displacement) to teleport back and get rid of one hex and one (or two? cant remember) conditions for each enchantment removed.
It's important to use zealous daggers too.
Offatwork, if you are willing to use your elite slot for a KD+dmg anyway, you might want to try A/W with Shove. The cooldown has been nerfed from FPE (15 to 20) and it disables your non-attack skills for 10-6 seconds. But it could allow you to put points in only 3 attributes (crit, dagger, tactics).
Ofc you may not be comfortable with using heal sig instead of shadow refuge (because of the -40 armour) but I find it to be a better out-of-combat self-heal that shadow refuge personally and ofc it costs no energy.
I have run shove-->falling spider-->twisting fangs a bit in RA and it's quite good. Less damage than golden phoenix --> horns, but it's faster and the KD is non-conditional. It also opens up some nice tactics skills.
Trying to make a chain knockdown assassin. Takes a lot of skill slots because of recharge times. :/
Since there are simple counters to every attack and skill in the game the "Best Build" as it were is whatever people aren't expecting at that moment.
I can vouch for A/Mo builds that they are strong, but the setup has something very bad going for it now.
Predictability. . .
If your opponent knows what your build is before you even lay off a skill you will be hard pressed to win.
Getting back to my original point the "Best" overall build does not exist, but the subclass you take does weigh heavily on the most efficient build you can make.
Essentially yeilding these results:
A/Mo = Superior Surviability (relentless)
A/W = Superior Aggression (pressure)
A/E = Superior Damage (burst dps)
A/Me = Superior Counters (utility)
A/Rt and A/R are both rather bad and the A/N is a bit of a taboo.
I say taboo because if you match the core skills of the necro to synergize perfectly with the assassin the result is the most reckless class in Guild Wars.
Long-Story-Short if you have any respect for your team you won't touch A/N or the other two.
Hope this gets you rolling in one way or another.
/all i got
If you try to go sacrifice mad with A/N then yes, but A/N with high curses as utility to complement damage from critical strikes and dagger mastery is nice. Especially against those warriors who think you are all squishy squishy and come running and drooling with their hammer or axe, only to find you are outdamaging them and knocking them down when they try to run and use heal sig.
A few people run A/N with plague touch being their only N skill because they don't like signet of malice and prefer "pure" assassin.
I do agree about A/R and A/Rit.
Personally I think A/W, A/E and A/Me are the best. A/Mo for CoP in RA is nice though, especially with the current FotM build.
It's sad that Aura of Displacement is almost always a requirement for the Assassin to survive now-a-days.![]()