The PvXwiki community finds this to be a great build. This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great. This build has been designed for the following use: |
This build is positively affected by the Flux: Hidden Talent. See the build's talk page for discussion and ramifications not noted here. Notes: Slight attribute bonus to air magic. |
This build is positively affected by the Flux: There Can Be Only One. See the build's talk page for discussion and ramifications not noted here. Notes: Easier spiking of other assassins in alliance battles. |
This build is significantly affected by the Flux: Xinrae's Revenge. See the build's talk page for discussion and ramifications not noted here. Notes: Can be used to disable the skills of other assassins with a similar build with the risk of backfiring. |
This build is negatively affected by the Flux: Minion Apocalypse. See the build's talk page for discussion and ramifications not noted here. Notes: Killing targets will put you under pressure, which can be troublesome when no monk is in range. |
This build is positively affected by the Flux: Parting Gift. See the build's talk page for discussion and ramifications not noted here. Notes: Picking up the gift allows easier escaping after scoring a kill |
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[]
You have an additional 9% chance to critical hit. Whenever you critical hit, you get 2 Energy. |
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.
• Main equipment : PkpxFP1Fy2oQlpJ90UlpJDLfopJHVPlpJHrTlpJFF • 40/20/20 : PgZwmne1SPF • Zealous daggers: PkZwFP9FykK • First shield set : PkpQRPfoBBZikpW5L
|
Usage[]
Build
- Maintain Conjure Frost .
- 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:
- Leaping Mantis Sting → Fox Fangs (PvP) → Horns of the Ox → Falling Lotus Strike → Twisting Fangs for a full chain when no prior knock down is available.
- →→ for a quick deep wound without knock down.
- [Knock down]→→delay→ for quarter knocking.
- [Knock down]→→→delay→ for quarter knocking.
- [Knock down]→→→delay→→→ for a full chain with quarter knocking.
- [Knock down]→→ for a quick deep wound into another player's knockdown, i.e. Mind Shock , Lightning Surge or Meteor .
- [Knock down]→→→→→ 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.
Tactics
- 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.