|
 |
|
|
Sign Up to Submit Guides and Earn Credibility! |
|
 |
|
|
 |
 |
Author: thrakos
4,965 Views
25 Comments
|
SHINY SIN A/E
*My first guide*
This build may be similar to other builds out there as it is my own collaboration of many builds. This build was developed and tested in the wonders of alliance battle but may be easily modified to play in all sorts of situations.
_______________
ABSTRACT:
One phrase sums up the purpose of this build: "To kill and not be seen." Shiny sin implements the elite skill Glimmering Mark as a duo-purpose hex to initiate the dagger combo and provide you with the needed edge to cut through the opponents strategies. Mark affects your target along with all adjacent enemies when the initial foe is hit by lightning damage.
_______________
PLAYING AS A SIN (general basics):
The intent of an assassin is to remain unseen and then strike rapidly disabling your opponent and leaving him in a vulnerable state where he may then perish under your blade or that of a comrade. This by no means, declares that you are obligated to stay until the end of the fight when your own life is dwindling. Though there are now builds out there that allow assassins to "tank." Though this build is quite capable at times, it is not the intended purpose of it and therefore not advised.
_______________
THE GOOD STUFF:
Assassin/Elementist
Dagger Mastery (11+3+1)
Critical Strikes (9+1)
Shadow Arts (6+1)
Air Magic (9)
Attributes are not set in stone.
_______________
ARMOR:
Full shrouded or radiant armor for the maximum possible energy. This includes a mask of dagger mastery.
_______________
RUNES:
Superior dagger mastery, Minor critical strikes, minor shadow arts, best vigor rune you can afford.
_______________
WEAPONS:
Ssaresh's Kriss Daggers or anything similar are ideal.
Lightning Damage 7-17 (req. 9 Dagger Mastery)
Damage +15% (vs. hexed foes)
Health +30
**SHOCKING TANG IS MANDATORY FOR THE FULL EFFECTIVENESS OF THIS BUILD**
_______________
SKILLS:
      
1. Glimmering Mark [cost: 10 | cast: 2 | recharge: 5]
Elite Hex Spell. For 1...13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds.
2. Black Spider Strike [cost: 5 | cast: 0 | recharge: 12]
Off-Hand Attack. Must strike a Hexed foe. If it hits, this attack strikes for +10...27 damage and target foe is Poisoned for 5...17 seconds.
3. Twisting Fangs [cost: 10 | cast: 0 | recharge: 15]
Dual Attack. 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.
4. Black Lotus Strike [cost: 10 | cast: 0 | recharge: 12]
Off-Hand Attack. Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for +10...27 damage and you gain 5...17 Energy.
5. Horns of the Ox [cost: 5 | cast: 0 | recharge: 12]
Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +15...27 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
6. Dash [cost: 5 | cast: 0 | recharge: 8]
Stance. For 3 seconds, you run 50% faster.
7. Feigned Neutrality [cost: 5 | cast: 1/4 | recharge: 25]
Enchantment Spell. For 4...9 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
8. Shadow Walk [cost: 5 | cast: 0 | recharge: 30]
Stance. Shadow Step to target foe. For 30 seconds, you cannot cast Enchantments. When this Stance ends, you return to your original location.
_______________
TACTICS:
Try to go for lone targets as attacking a mob usually ends badly. Start off from a distance and cast Glimmering followed by Shadow Walk and run through your dagger combo. The combo may be started with either Black Spider Strike or Black Lotus Strike. Use common sense to decide which is more beneficial to use at the time. When hex times out, rehex and repeat. Please by all means, if you need to get out of there, get out. There is a reason why dash is in the build and running fast is not the only reason. Break the shadow walk stance with dash and run or heal up as necessary.
_______________
NOTES:
-As stated before, this build as is, is suited for alliance battles but may be modified to fit any situation.
-Melee attackers will be shut down by this build if they do not adapt to it.
-Horns of the Ox is really an open-ended slot. It may be subbed for Blades of Steel or Malicious Strike etc.
-Skills used in the build span Prophecies, Factions, and Nightfall.
-I like using orange to emphasize things.
_______________
BENEFITS:
-Good teleporting combo.
-Blinds foe and all those around.
-Blind renews with each hit.
-Great fun to see assassins and warriors alike trying to pummel what they cannot see.
_______________
COUNTERS:
-Not having the freedom to use a stance or spell while under shadow walk.
-Your everyday hex breakers/enders, plague touch, spikes, and energy denial.
-Anything that plays nasty. (You hexers and degen experts out there)
_______________
A sin that runs away lives to sin another day.
-Thrakos
|
|
|
 |
|
|
|
|
 |
|
 |
|
|
|
|
 |
|
 |
|
|
|