User:Germx/Build:A/any Palm of Critical Defense

The Palm of Critical Defenses Build combine a steady combo that can maintain energy effectively and the blocking enchantment critical defenses.

Attributes and Skills
[build prof=assas/any dagger=12+1 critic=12+1+1 shadow=3+1][jagged strike][wild strike][critical strike][palm strike][nine tail strike][shadow refuge][critical defenses][dash][/build]

Equipment

 * A Full Set of armor with Nightstalker Insignias/Survivor Insignias and a vigor rune doesn't hurt.
 * Daggers of Fortitude

Usage

 * If facing meele opponents or archers, start of with critical defenses, and if you have to, use dash to get close and start hitting criticals before CD ends.
 * When close to an enemy, just use the skills in order 1-5:
 * jagged strike -> wild strike -> critical strike -> palm strike -> nine tail strike
 * Then you can just start over again.
 * Use shadow refuge if you are taking too much damage.

Counters

 * The usual anti-melee spells like Mesmer domination and Necro Curses. eg.: Blackout, Clumsiness, Empathy, Ineptitude, Price of Failure, Reckless Haste,  Insidious Parasite
 * Energy denial.
 * Blocking Stances/Wards/Enchantments. Though it's still possible to deal damage with Palm strike and nine tail strike (and Wild Blow if you manage to hit with jagged strike first.)
 * Elemental damage. This build has good defense agains meele, but is lacking any protection against spellcasters.
 * "Can't Touch This!" disables Palm Strike

Variants

 * dash can be changed against a shadow step skill, or condition removal etc. But then the build is bad aginst somone running away untill [critical defenses] ends and then turning around killing you ;)