Build:A/E PvP Wastrel's Collapse

A powerful spike sin using Wastrel's Collapse for shadowstepping and knock downs while improving its damage output with a Conjure.

Frequency
Infrequently seen as a part of split builds, usually replacing a split elementalist, or in main team as a spike caller.

Attributes and Skills
[build prof=Assassin/Elementalist Dagger=12+1+1 WaterMagic=10 CriticalStrikes=8+1][Wastrel's Collapse][Leaping Mantis Sting][Fox Fangs (PvP)][Horns of the Ox][Falling Lotus Strike][Twisting Fangs][Conjure Frost][Dash][/build]

Equipment
Runes and insignia
 * 5 blessed insignias.
 * Rune of superior vigor.
 * 2 runes of vitae.
 * Rune of restoration.

Weapons
 * 40/20/20 water magic.
 * Icy daggers of defense with "Guided by Fate."
 * Zealous daggers as a backup when disenchanted.
 * Icy spear of defense, with
 * Strength shield of fortitude, -20% cripple duration.
 * Strength shields of fortitude, +10 armor against each damage type.

Usage
Build Tactics
 * Maintain [[Conjure Frost@10].
 * Whenever you are in main team let your monks know you're going to cast your conjure so they can cover it with a throwaway enchantment.
 * Use [[Wastrel's Collapse] to knock a target down and shadowstep to it.
 * The aftercast delay of skills counts as not using a skill and is a safe moment for a knock down.
 * You can immediately start your attack chain, but in some situations it's better to switch to a nearby target instead.
 * [[Dash] for a general IMS when splitting or collapsing. In main team you can use it for fast target switching.
 * Use the attack skills as you see fit:
 * &rarr;&rarr;&rarr;&rarr; for a full chain when no prior knock down is available.
 * Leaping Mantis Sting.jpg&rarr;Fox Fangs.jpg&rarr;Twisting Fangs.jpg for a quick deep wound without knock down.
 * [Knock down]&rarr;Falling Lotus Strike.jpg&rarr;delay&rarr;Horns of the Ox.jpg for quarter knocking.
 * [Knock down]&rarr;Leaping Mantis Sting.jpg&rarr;Fox Fangs.jpg&rarr;delay&rarr;Horns of the Ox.jpg for quarter knocking.
 * [Knock down]&rarr;Leaping Mantis Sting.jpg&rarr;Fox Fangs.jpg&rarr;delay&rarr;Horns of the Ox.jpg&rarr;Falling Lotus Strike.jpg&rarr;Twisting Fangs.jpg for a full chain with quarter knocking.
 * [Knock down]&rarr;Falling Lotus Strike.jpg&rarr;Twisting Fangs.jpg for a quick deep wound into another player's knockdown, i.e. [[Mind Shock], [[Lightning Surge] or [[Meteor].
 * [Knock down]&rarr;Falling Lotus Strike.jpg&rarr;Twisting Fangs.jpg&rarr;Leaping Mantis Sting.jpg&rarr;Fox Fangs.jpg&rarr;Horns of the Ox.jpg for a full chain with delayed knock down and quick deep wound.
 * Spiking variant for extended main team fights: Mark a target fight fox fangs or falling lotus strike, switch to a different target without using attack skills, dash or shadow step back onto the marked target for an immediate deep wound with twisting fangs.
 * Don't use your skills predictably in skirmishes where rangers are involved.
 * When hexed with [[Diversion], use an attack skill other than falling lotus strike out of order. This will remove the hex but not divert the skill.
 * When in main team, coordinate with your hammer warrior and mesmer: Each of you can take out one monk while the midline spikes into a deep wound.
 * By knocking down a monk with horns of the ox and then using wastrel's collapse on another you can disable two monks for a short period of time.
 * When splitting try to make the opponent do mistakes. Trick them into thinking you're somewhere else so you can either collapse onto the main team and perform a killing spike or sneak out an NPC in the opponent's base.
 * If your team successfully delays the runner or split defense character for a few seconds it will allow you to get an NPC easily.

Counters

 * Enchantment removal.
 * Stronger split teams.
 * Knock down immunity.
 * Chain interruption.