| Name | Best Assassin PVP Builds |
| Category | PVP |
This article covers in-depth 5 of the best Assassin PvP builds.
Contents:
1) Grenth's Grasp Assassin - Assassin / Dervish
2) Phoenix Blossom Assassin - Assassin / Elementalist
3) Fox's Promise Scythe Assassin - Assassin / Dervish
4) Aura of Displacement Shock Assassin - Assassin / Elementalist
5) Golden Skull Strike Rending Sweep Assassin - Assassin / Dervish
1) Grenth's Grasp Assassin - Assassin / Dervish - (Random Arenas, Team Arenas, Alliance Battles, Competetive Missions)
Attributes:
Dagger Mastery - 11+1+1
Critical Strikes - 12+1
Wind Prayers - 6
Deadly Arts - 2
Skills:
- Golden Pheonix Strike - If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Trampling Ox - Must follow an off-hand attack. If it hits, you deal +5...17...20 damage. If you hit a Crippled foe, that foe is knocked down. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Falling Spider - Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31...35 damage and target foe is Poisoned for 5...17...20 seconds. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Blades of Steel - Must follow an off-hand attack. If it hits, this attack strikes for +5...14...16 damage (maximum bonus 60) for each recharging dagger attack. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Impale - Must follow a dual attack. Target foe is struck for 25...85...100 earth damage and suffers from a Deep Wound for 5...17...20 seconds. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5
- Whirling Charge - For 3...13...15 seconds, you move and attack 25% faster than normal. This Stance ends if you are not under the effects of any Enchantments. Cast Time: Instant (stance), Recharge Time: 20 Seconds, Energy Cost: 10
- Grenth's Grasp (Elite) - For 20 seconds, if you are wielding a cold weapon, your attack Skills also Cripple that foe for 3...13...15 seconds. Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Full Radiant insignias (Survivor insignias also work if you find the extra energy unnecessary)
- Icy Daggers of Fortitude with 15^50 or +5 Energy inscription
- A +5 energy Spear of Enchanting with a selection of Shields
- Zealous Daggers of Fortitude with a 15^50 or +5 energy Inscription
How to use efficiently:
- Precast and re-apply Grenth's Grasp (if possible, switch to your spear beforehand to get the bonus from the enchanting mod).
- Find your target, activate Whirling Charge, and activate your combo as follows: Golden Phoenix Strike, then Trampling Ox, then Falling Spider, followed by Blades of Steel and finish with Impale.
- If you're short on energy, find a target without blocking and auto attack with your zealous daggers to quickly regain energy.
2) Phoenix Blossom Assassin - Assassin / Elementalist - (Random Arena, Team Arena, Hero Ascent, Guild vs Guild, Alliance Battles)
Attributes:
Dagger Mastery - 11+1+1
Critical Strikes - 12+1
Air Magic - 6
Skills:
- Golden Phoenix Strike - If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Death Blossom - Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20...40...45 damage and all adjacent foes take 20...40...45 damage. Cast Time: Instant, Recharge Time: 2 Seconds, Energy Cost: 5
- Moebius Strike (Elite) - Must follow a Dual Attack. If it hits, Moebius Strike strikes for +10...30...35 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged. Cast Time: Instant, Recharge Time: 2 Seconds, Energy Cost: 5
- Horns of the Ox - Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +1...9...11 damage. If struck foe is not adjacent to any allies, that foe is knocked down. Cast Time: Instant, Recharge Time: 12 Seconds, Energy Cost: 5
- Storm Djinn's Haste - For 10...22...25 seconds, you move 33% faster. Each second that you are moving, you lose 1 Energy. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Conjure Lightning - For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17...20 lightning damage. Cast Time: 1 Second, Recharge Time: 45 Seconds, Energy Cost: 10
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
- Optional Skill*
*Optional Skills:
- Critical Eye - For 10...30 seconds, you have an additional 3...13% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit. Cast Time: Instant, Recharge Time: 30 Seconds, Energy Cost: 5 - Use this for more efficient energy management
- Critical Defense - For 4...9 seconds, you have 75% chance to block. Critical Defenses refreshes every time you land a critical hit. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 10 - Comes in handy for boosting your defense when you need it.
- Impale - Must follow a dual attack. Target foe is struck for 25...85...100 earth damage and suffers from a Deep Wound for 5...17...20 seconds. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5 - Used for adding another spike ability in your chain.
Equipment:
- Full Radiant or Survivor's Insignias, it's a matter of preference.
- Shocking Daggers of Fortitude
- A +5 Energy 30 HP Spear along with a selection of shields for your defensive set.
How to use efficiently:
- Cast your enchantments first, generally your Conjure Lightning spell, followed by your Storm Djinn's Haste speed buff. This way your long-recharge conjure is covered.
- Find a target and start your chain: Golden Phoenix Strike, then Death Blossom, next Moebius Strike, follow with Horns of the Ox or Death Blossom, end with Moebius Strike . . . repeat.
- Recast your enchantments as needed or as they become available.
3) Fox's Promise Scythe Assassin - Assassin / Dervish - (Heroes Ascent, Guild vs Guild, Team Arena)
Attributes:
Critical Strike - 11+1+1
Scythe Mastery - 12
Deadly Arts - 6+1
Skills:
- Fox's Promise (Elite) - For 5...17...20 seconds, your attacks cannot be blocked. This Enchantment ends the next time you fail to hit. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Wearying Strike - If this attack hits, you deal +5...17...20 damage and inflict a Deep Wound for 3...9...10 seconds. You suffer from Weakness for 10 seconds. Cast Time: Instant, Recharge Time: 6 Seconds, Energy Cost: 5
- Mystic Sweep - If this attack hits, you deal +5...9...10 damage for each Enchantment on you (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Eremite's Attack - If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage). Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Siphon Speed - For 5...17...20 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Assassin's Remedy - For 30 seconds, the next 1...8...10 attack skills you use remove one Condition. Cast Time:1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Way of the Master - For 60 seconds, while holding a non-dagger weapon, you have an additional 3...27...33% chance to land a critical hit. Cast Time: 1/4 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Sundering / Vampiric Scythe of Fortitude (pick preference), Ebon and Zealous Scythe of Fortitude (not completely needed) and 1 scythe of enchanting if you want though it is not required.
- Defensive set.
- Survivor's Insignias with Vitae.
How to use efficiently:
- Make sure to make every effort to maintain all of your buffs at all times.
- Spike (or pressure) with your chain of Wearying Strike, then Mystic Sweep, finishing with Eremite's Attack.
- Use Siphon Speed as a snare and speed boost as often as needed.
4) Aura of Displacement Shock Assassin - Assassin / Elementalist - (Alliance Battles, Guild vs Guild)
Attributes:
Dagger Master - 10+1+1
Critical Strike - 12+1
Shadow Arts - 8+1
Air Magic - 2
Skills:
- Aura of Displacement (Elite) - When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location. Cast Time: 3/4 Second, Recharge Time: 20 Seconds, Energy Cost: 10, Energy Degeneration: -1
- Golden Phoenix Strike - If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Horns of the Ox - Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +1...9...11 damage. If struck foe is not adjacent to any allies, that foe is knocked down. Cast Time: Instant, Recharge Time: 12 Seconds, Energy Cost: 5
- Shock - Target touched foe is knocked down and struck for 10...50...60 lightning damage. This skill has 25% armor penetration and causes Exhaustion. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Falling Spider - Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31...35 damage and target foe is Poisoned for 5...17...20 seconds. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5
- Twisting Fangs - Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18...20 damage and struck foe suffers from Bleeding and Deep Wound for 5...17...20 seconds. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 10
- Shadow Refuge - For 6 seconds, you gain 5...9...10 Health regeneration. When Shadow Refuge ends, you gain 20...68...80 Health if you are attacking. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Dark Escape - For 5...13...15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. Cast Time: Instant, Recharge Time: 30 Seconds, Energy Cost: 5
Equipment:
- Zealous daggers, 15^50, +30 HP.
- Useful spears and shields, nothing out of the ordinary is required.
- Reduced cripple rune.
How to use efficiently:
- Swap to spear/shield set when not attacking to regen energy and get bonus armor.
- Use your chain against soft, weakened targets or to assist spikes. Shock interrupts skills, so you might want to use that to your advantage as well.
- Use Aura of Displacement to reach your target if it is far away or if you would like to create an escape route.
- Execute the combo: Golden Phoenix Strike, Horns of the Ox, Falling Spider, Twisting Fangs, or Shock, Falling Spider, Twisting Fangs for weaker targets. The chain can be used in a number of different ways, meaning you will still be able to unleash it to great effect even if a part of the chain is disabled.
- If the enemy is adjacent to an ally of his, use Shock instead of Horns of the Ox.
- Cancel Aura of Displacement at any time to escape back to safety. Don't be afraid to teleport out at any time; this skill is your lifeblood.
- Use Shock to interrupt Troll Unguent and Healing Signet on enemy NPCs.
- Use Shadow Refuge to heal.
- Dark Escape is mainly for mobility, but can also be used as a second "panic button" (after AoD, of course). This is especially useful if the character has to return to the stand.
5) Golden Skull Strike Rending Sweep Assassin - Assassin / Dervish - (Random Arenas, Team Arenas, Heroes Ascent)
Attributes:
Dagger Mastery - 12+1+1
Critical Strikes - 12+1
Deadly Arts - 3+1
Skills:
- Golden Fox Strike - If this attack hits, target foe takes +10...26...30 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 10
- Wild Strike - Must follow a lead attack. If it hits, this attack strikes for +10...30...35 damage and any Stance being used by target foe ends. This attack cannot be blocked. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5
- Golden Skull Strike (Elite) - Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is Dazed 4...9...10 seconds. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5
- Twisting Fangs - Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18...20 damage and struck foe suffers from Bleeding and Deep Wound for 5...17...20 seconds. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 10
- Rending Sweep - If this attack hits, you deal +5...17...20 damage. If you hit a foe suffering from a Hex, that foe loses 1 Enchantment. Cast Time: Instant, Recharge Time: 5 Seconds, Energy Cost: 10
- Siphon Speed - For 5...17...20 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Assassin's Remedy - For 30 seconds, the next 1...8...10 attack skills you use remove one Condition. Cast Time:1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Full set of Survivor armor.
- Silencing Daggers of Fortitude with a "Guided by Fate" inscription.
How to use efficiently:
- Cast Assassin's Remedy to fulfill the requirement for the 'Golden' dagger attacks and to get rid of harmful conditions.
- Execute Golden Fox Strike, then Golden Skull Strike, finished off with Twisting Fangs to cover Daze with Deep Wound and Bleeding effects.
- Use Golden Fox Strike then Wild Strike to pressure with unblockable damage.
- Use Siphon Speed to catch kiting targets.
- Use Rending Sweep to remove major and minor prots.
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