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==Equipment==
 
==Equipment==
* Zealous daggers, 15^50, +30 HP
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*'''Weapons:''' Zealous daggers, 15^50, +30 HP. Optional: high-energy daggers in case of death penalty.
* Radiant/Survivor's/Nightstalker's Insignia with runes of Attunement to bring total energy above 30.
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*'''Armor:''' Radiant/Survivor's/Nightstalker's [[gww:Insignia|Insignia]] with runes of Attunement to bring total energy above 30.
* Optional: high-energy daggers in case of death penalty.
 
   
 
==Usage==
 
==Usage==
* Select a target, and cast Assassin's Promise.
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* Select a target and cast [[gww:Assassin's Promise|Assassin's Promise]]
* Activate "You move like a dwarf!" and Shadow Fang to knock down your target and teleport in.
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* Activate [[gww:"You Move Like a Dwarf!"|"You Move Like a Dwarf!"]] and [[gww:Shadow Fang|Shadow Fang]] to knock down your target and teleport in.
* Chain your attack skills, and follow with Impale.
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* Chain your attack skills, and follow with [[gww:Impale|Impale]]
 
* If [[gww:Assassin's Promise|Assassin's Promise]] expires before the target is killed, then the chain is still usable. Close with the target, knock down with [[gww:"You Move Like a Dwarf!"|"You Move Like a Dwarf!"]] and chain the attack skills as normal.
* If the target survives, auto-attack until Shadow Fang expires, then recast "You move like a dwarf!" after the return shadow step to add another knockdown and more armor-ignoring damage on top of the deep wound. Do this only if you are certain that it will kill the target--if it won't die, then save the shout to activate the chain while AP is down.
 
* If Assassin's Promise expires before the target is killed, then the chain is still usable. Close with the target, knock down with "You move like a dwarf!" and chain the attack skills as normal.
 
* Since the kill chain does not require a primer hex, feel free to use it without precasting AP or SF if you feel that 1) the target may not die in time for AP to trigger or 2) the enemy group has enough hex removal (ie, more than one mob with hex removal or a low casting time removal that your knockdowns can't shut down) to threaten your hexes. In this case, simply wait for the chain to recharge and then use the build as normally, or cast AP on a dying foe to instantly recharge.
 
   
 
==Counters==
 
==Counters==
* Immunity to knock-down.
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*Immunity to knock-down.
 
* Anti-melee: blind, block, hexes, etc.
 
* Anti-melee: blind, block, hexes, etc.
* Disruption of the attack chain, especially when it results in the removal or expiration of Assassin's Promise before the target dies. Unlike other AP builds, the chain can still be used in its entirety while AP is down, but the temporary loss of e-management, shadow step, deep wound, and instant recharge is a severe annoyance.
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* Disruption of the attack chain, especially when it results in the removal or expiration of Assassin's Promise before the target dies.
   
 
==Variants==
 
==Variants==
* If heavy hex-removal is expected, [[gw:Dark Prison|Dark Prison]] can replace Shadow Fang, covering Assassin's Promise and not teleporting you away when removed.
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* If heavy hex-removal is expected, [[gww:Dark Prison|Dark Prison]] can replace Shadow Fang, covering Assassin's Promise and not teleporting you away when removed.
   
 
Consider these skills over Impale:
 
Consider these skills over Impale:
* [[gw:Brawling Headbutt|Brawling Headbutt]]. Three successive knockdowns shine in hard mode vs monks, bosses, or nearly anything else. Lower damage than other options and no instant deep wound, though.
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* [[gww:Brawling Headbutt|Brawling Headbutt]]. Three successive knockdowns shine in hard mode vs monks, bosses, or nearly anything else. Lower damage than other options and no instant deep wound, though.
* [[gw:"Finish Him!"|"Finish Him!"]]. Instant DW, cracked armor, and armor-ignoring damage is win. The energy cost is prohibitive, however.
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* [[gww:"Finish Him!"|"Finish Him!"]]. Instant DW, cracked armor, and armor-ignoring damage is win. The energy cost is prohibitive, however.
* [[gw:Critical Agility|Critical Agility]]. IAS is good, but in this build has the drawback of having to time you skills rather then just go 1, 2, 3...etc.
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* [[gww:Critical Agility|Critical Agility]]. IAS is good, but in this build has the drawback of having to time you skills rather then just go 1, 2, 3...etc.
* [[gw:Signet of Toxic Shock|Signet of Toxic Shock]]. High armor-ignoring damage for free.
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* [[gww:Signet of Toxic Shock|Signet of Toxic Shock]]. High armor-ignoring damage for free.
* [[gw:Resurrection Signet|Resurrection Signet]], or a hard-rez from a secondary profession. The drawback is the loss of a finishing skill.
 
   
 
* Alternately, replace Blades of Steel with [[gw:Twisting Fangs|Twisting Fangs]], and use [[gw:Signet of Deadly Corruption|Signet of Deadly Corruption]] as a finisher--in this case, consider lowering dagger mastery (as the breakpoint for BoS no longer has to be met) and raising Deadly Arts to 12+1+1, gaining additional energy from AP to cover the more expensive dual attack and ensuring that the four conditions result in the full 130 damage from SoDC. This may be preferred as the damage from SoDC is armor-ignoring.
 
* Alternately, replace Blades of Steel with [[gw:Twisting Fangs|Twisting Fangs]], and use [[gw:Signet of Deadly Corruption|Signet of Deadly Corruption]] as a finisher--in this case, consider lowering dagger mastery (as the breakpoint for BoS no longer has to be met) and raising Deadly Arts to 12+1+1, gaining additional energy from AP to cover the more expensive dual attack and ensuring that the four conditions result in the full 130 damage from SoDC. This may be preferred as the damage from SoDC is armor-ignoring.
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==Notes==
 
==Notes==
 
* Works extremely well with the [[Build:Team - Discordway]] and [[Build:Team - 2 Man Discordway]].
 
* Works extremely well with the [[Build:Team - Discordway]] and [[Build:Team - 2 Man Discordway]].
[[Category:Multi-campaign builds|A/any Dwarven Promise Spiker]]
 

Revision as of 13:02, 9 March 2010

The PvXwiki community finds this to be a good build.

If you disagree with this rating, please discuss it on the build's talk page.

This build has been designed for the following use:

This build takes full advantage of the skills "You Move Like a Dwarf!", Shadow Fang, and Assassin's Promise to create an extremely mobile, knock-locking pve assassin with a devastating, spammable spike.

Attributes and Skills

<pvxbig> [build prof=assas/any dagger=11+2 critic=8+1 deadly=11+1+1][Assassin's Promise][Shadow Fang]["You move like a dwarf!"][Falling Lotus Strike][Trampling Ox][Falling Spider][Blades of Steel][Impale][/build] </pvxbig>

Equipment

  • Weapons: Zealous daggers, 15^50, +30 HP. Optional: high-energy daggers in case of death penalty.
  • Armor: Radiant/Survivor's/Nightstalker's Insignia with runes of Attunement to bring total energy above 30.

Usage

Counters

  • Immunity to knock-down.
  • Anti-melee: blind, block, hexes, etc.
  • Disruption of the attack chain, especially when it results in the removal or expiration of Assassin's Promise before the target dies.

Variants

  • If heavy hex-removal is expected, Dark Prison can replace Shadow Fang, covering Assassin's Promise and not teleporting you away when removed.

Consider these skills over Impale:

  • Brawling Headbutt. Three successive knockdowns shine in hard mode vs monks, bosses, or nearly anything else. Lower damage than other options and no instant deep wound, though.
  • "Finish Him!". Instant DW, cracked armor, and armor-ignoring damage is win. The energy cost is prohibitive, however.
  • Critical Agility. IAS is good, but in this build has the drawback of having to time you skills rather then just go 1, 2, 3...etc.
  • Signet of Toxic Shock. High armor-ignoring damage for free.
  • Alternately, replace Blades of Steel with Twisting Fangs, and use Signet of Deadly Corruption as a finisher--in this case, consider lowering dagger mastery (as the breakpoint for BoS no longer has to be met) and raising Deadly Arts to 12+1+1, gaining additional energy from AP to cover the more expensive dual attack and ensuring that the four conditions result in the full 130 damage from SoDC. This may be preferred as the damage from SoDC is armor-ignoring.

Notes