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Which should i do with assassin?

Zech4Zech4 Member Posts: 80
Alrighty im about to get Guild Wars Factions and i wanted an assassin BAD so wut should my secondary be? 



I was thinking Necromancer so i can throw some curses on someone and then start attacking them



or



I was thinking warrior for the stances cause everyone says A/W are VERY good with warrior stance.



Last but not least



Monk so i can keep myself healed and attack.





i wanna make a build to WIN in pvp so i want a expert GW players opinion plz!

Comments

  • drbaltazardrbaltazar Member UncommonPosts: 7,856
    monk is a very powerfull choice to stay alive .sin god is lissa and mesmer god is also lissa so maybe a/me .would be good .1 thing what ever you choose find all quest skill and all elite skill for both . you ll need them believe me.
  • lightbladelightblade Member Posts: 219
    No one can give you the best advise, as Guild Wars is too deep and there are many possibilities.  You just have to try them yourself.
  • SerlingSerling Member Posts: 662

    Well I don't PvP much, but if you go to guildwars.com main page and click on the link to Official Wiki, you'll get all your questions answered on builds.

    I play my 'Sins mostly as A/Ws. 'Sins have their own stances (Flashing Blades, Critical Eye, to name 2) so you don't need a Warrior's stances all that much. The best reason I've found to go A/W is for Wild Blow. It knocks stances off every other profession that uses them, and allows you to finish them off with your dagger attacks. And because Wild Blow has no associated attribute, you don't have to put aps in any Warrior attributes to make it effective.

    Here's my "Tank-killer" build:

    1. Death's Charge (when they run from you).
    2. Wild Blow (never misses and knocks stances off when it hits)
    3. Jagged Strike
    4. Wild Strike (another stance-knocker, but only good if it hits, otherwise good to set up next attack, which is)
    5. Death Blossom (excellent AoE attack)
    6. Critical Eye (to keep energy up)
    7. Flashing Blades (elite stance, 75% chance of blocking while attacking)
    8. Res sig.

    This build also works against those annoying "stance rangers" that use Escape and Lightning Reflexes.

    People have questioned why I use the attack chain I do: very simple: skills 3-5 (above) are all cheap to use and recharge very quickly, which means I can deal out massive amounts of damage in a very short time. Put 16 aps on Dagger Mastery, 13 on Crtical Strikes and the rest on Shadow Mastery (for Death's Charge).

    Add a dagger that gives you energy every time you strike, and you'll be able to keep your attack chain going constantly. And because you use no enchantments on this build, you don't have to worry about Mesmers shattering them or Necros stripping them. (You will have to be wary of Empathy and Spiteful Spirit, however. Both can kill you quick when using Death Blossom).

    Death's Charge is great for reaching Monks and other casters in the rear of a group, too. I solo kill them once they've been drawn up by attacks on Warriors.

    Well, that should get you started. 'Sins are squishier than Warriors, but do a lot more damage a lot quicker than warriors.

    Oh, and use Nightstalker's armor. It gives you a +15 armor buff while attacking.

  • VGJusticeVGJustice Member Posts: 640

    I tend to agree with lightblade. The game is extremely deep, and it's better to get an idea of what you want the class to do for you before you settle on your choice.

    Once you make your assassin, go out of Shing Jea Monastery and take all of the secondary proffesion quests. This'll give you a fair idea of you can do and will unlock a good number of skills for you.

    And you're right, Assassins do benefit from Warrior stances. Trick is, they ones they REALLY benefit from are ones in Nightfall (Burst of Aggresion and Tiger's Stance specifically). You'll still get a fair number of useful stances in Factions alone, however.

    I would recommend against A/Mo if you're considering keeping yourself healed mid fight. The Assassin's greatest asset is their mobility and their spike damage. If you begin healing yourself when you're too close to the monsters, you leave yourself vulnerable (they have medium armor class with few bonuses). It's better to adopt a hit-and-run tactic in battles. Move in quickly, strike a low armor target with a massive show of force, then leave before they can truly retaliate against you. /Mo is still good, as this will give you a Resurrection spell rather than a single use Signet, but I suggest not taking it for the express purpose of self healing.

    Necromancer and Mesmer are both good options, but for different reasons. Both have many hexes and drain type damage, but the Necromancer is more for conditions and afflictions while the Mesmer is more subtle.

    Whichever you choose, it will work. This game is very nice in how everything has purpose if you're willing to look for it.

    --~~--
    Play Guild Wars? Go here - http://gw.gamewikis.org/wiki/Main_Page
    And go here for the new official Guild Wars Wiki! http://wiki.guildwars.com/wiki/Main_Page

  • kramtkramt Member Posts: 86
    I would say your best teacher is experienced. Try all professions you like and from there may be you can come up with a combination that suits you best. It's nice to know that you can try every secondary profession for a single character so experiment with it. Every player has its own taste
  • SerlingSerling Member Posts: 662

    "Necromancer and Mesmer are both good options, but for different reasons."

    I'd stay away from Necro for a 'Sin. I tried playing a "touch warrior" with Necro curses, and found the fastest curse I wanted to use (barbs I think it was, but don't hold me to that) took two seconds to cast. That's a long time to let someone beat on you while you cast, and that's provided you don't get interrupted. And since a Sin doesn't have the armor a tank does, I'd stay away from anything that takes too long to cast right in front of your foe, Monk spells included (as you already noted).

    With Flashing Blades, I can stand toe-to-toe with most foes and even a really crappy healer can keep me alive through a whole fight. But a sin - even moreso than a tank - does need support. Let the tank go in, grab the aggro, then charge in and finsh them while they focus on the tank. Most of the "hit and run" tactics when a good tank and decent healer are on team boils down to "hit" and "run" to next group. :)

    That said, an A/E is an excellent solo build, but works very well on teams. Use Sliver Armor (from Earth set) when close to a boss, and most of the damage you take is redirected to nearest foe. That's the build I used to beat Thirsty River's last three bosses in less than 4 minutes. (And I did it with all hero/henchie team). :)

  • VGJusticeVGJustice Member Posts: 640

    Well, I looked up some quick casting Necro spells and here's what I came up with:

    Signet of Agony - http://gw.gamewikis.org/wiki/Signet_of_Agony
    Could work if you're careful, and I'd mix it with Plague Touch.

    Touch of Agony - http://gw.gamewikis.org/wiki/Touch_of_Agony
    Prophecies skill. Should add a small amount of damage at the end or beginning of a combo. Wouldn't wanna spam this one, since it's a sacrifice skill, but extra damage that's quick to cast is nice.

    Unholy Feast - http://gw.gamewikis.org/wiki/Unholy_Feast
    If you get into the middle of a group, this could be a rather nice skill and a self heal. Slightly expensive, but that's what energy management is for. :P

    Vampiric Bite - http://gw.gamewikis.org/wiki/Vampiric_Bite
    Factions skill. Another quick cast self heal, this one on a single target.

    All of these skills are under the Blood line, except for Plague Touch which is unlinked. Assassins have fairly good energy, but they need a lot of it for their attack chains. With a bit of practice and some well timed skill usage, any of these would aide an Assassin. In fact, I'm thinking Unholy Feast is pretty sexy for that despite it's higher cost.

    --~~--
    Play Guild Wars? Go here - http://gw.gamewikis.org/wiki/Main_Page
    And go here for the new official Guild Wars Wiki! http://wiki.guildwars.com/wiki/Main_Page

  • SerlingSerling Member Posts: 662

    Yep, those are quick. But they're too expensive (and I'm not just talking energy cost here). The last thing I want my Sin doing is sacrificing health in the middle of a melee. :)

  • VGJusticeVGJustice Member Posts: 640

    I'll give you that.

    Ok, how about just Plague Touch then? Always nice to get rid of harmful conditions. ^_^

    --~~--
    Play Guild Wars? Go here - http://gw.gamewikis.org/wiki/Main_Page
    And go here for the new official Guild Wars Wiki! http://wiki.guildwars.com/wiki/Main_Page

  • SirShadowSirShadow Member Posts: 28
    You could just use all Assassin skills,  I would recommend to play around with

    all the skills not just dagger ones,  blinding powder is a good skill........



    I have not played for a couple of months and I was just looking at the skill

    lists again, and it looks like some are gone ?????



    Wasn't there an Assassin skill called "shroud of silence" ??? where is it now ???



    thx....
  • SecromSecrom Member Posts: 318
    Originally posted by VGJustice

    I'll give you that.Ok, how about just Plague Touch then? Always nice to get rid of harmful conditions. ^_^

    My assassin is A/N, and I love it. Plague Touch is indeed very nice, though there are tons of other spells/skills that are effective, e.g.

    Parasitic Bond (hex curse, core skill): cheap Hex with short cast and recast (5/1/2), gives health when it ends (expiration, dead target, removal...)

    Weaken Knees (elite hex curse, Factions): target knocked down if hit while moving, also relatively spammable (5/1/5)

    Etc...



    I was using this a while ago:
    • Black Mantis Thrust
    • Jungle Strike
    • Twisting Fangs
    • Weaken Knees (5 in curse gives you a 15 sec duration, which was enough IMO)
    • Siphon Speed (8 in Deadly Arts -> 13 seconds duration, makes a good cover for WK, helps get to your target faster, also good to cast on peeps rushing your squishy teammates)
    • Plague Touch
    • Shadow Refuge
    • Rez Sig
    Shroud of Silence is still in game... (it's an elite)
  • SirShadowSirShadow Member Posts: 28
    Ok to answer my question, I was freaking out there, figured out guru website is missing the

    skill from there list for Assassin,  nope it's not there, nada......but is great caster killer skill,

    I used a build centered around the skill to capture most elites with, shutdown those nasty

    2xdps bosses in factions......





    " Wasn't there an Assassin skill called "shroud of silence" ??? where is it now ???"
  • Drow_RangerDrow_Ranger Member Posts: 49
    Originally posted by Serling


    Well I don't PvP much, but if you go to guildwars.com main page and click on the link to Official Wiki, you'll get all your questions answered on builds.
    I play my 'Sins mostly as A/Ws. 'Sins have their own stances (Flashing Blades, Critical Eye, to name 2) so you don't need a Warrior's stances all that much. The best reason I've found to go A/W is for Wild Blow. It knocks stances off every other profession that uses them, and allows you to finish them off with your dagger attacks. And because Wild Blow has no associated attribute, you don't have to put aps in any Warrior attributes to make it effective.
    Here's my "Tank-killer" build:
    1. Death's Charge (when they run from you).

    2. Wild Blow (never misses and knocks stances off when it hits)

    3. Jagged Strike

    4. Wild Strike (another stance-knocker, but only good if it hits, otherwise good to set up next attack, which is)

    5. Death Blossom (excellent AoE attack)

    6. Critical Eye (to keep energy up)

    7. Flashing Blades (elite stance, 75% chance of blocking while attacking)

    8. Res sig.
    This build also works against those annoying "stance rangers" that use Escape and Lightning Reflexes.
    People have questioned why I use the attack chain I do: very simple: skills 3-5 (above) are all cheap to use and recharge very quickly, which means I can deal out massive amounts of damage in a very short time. Put 16 aps on Dagger Mastery, 13 on Crtical Strikes and the rest on Shadow Mastery (for Death's Charge).
    Add a dagger that gives you energy every time you strike, and you'll be able to keep your attack chain going constantly. And because you use no enchantments on this build, you don't have to worry about Mesmers shattering them or Necros stripping them. (You will have to be wary of Empathy and Spiteful Spirit, however. Both can kill you quick when using Death Blossom).
    Death's Charge is great for reaching Monks and other casters in the rear of a group, too. I solo kill them once they've been drawn up by attacks on Warriors.
    Well, that should get you started. 'Sins are squishier than Warriors, but do a lot more damage a lot quicker than warriors.
    Oh, and use Nightstalker's armor. It gives you a +15 armor buff while attacking.
    ima gunna try this thanks!!
  • SirShadowSirShadow Member Posts: 28

    Flashing blades is a good skill, but it is an energy sucker really,
    if you have 25 energy or less you will be running out fast if you
    keep pulling off fast recharge dagger skills, imho.....I used to use
    this skill alot, but there are alot of elite skills out there to try.....

    I have my Assassin at lvl-4 skill hunter so I have tried alot of them....

  • lightbladelightblade Member Posts: 219
    I wonder if OP is still reading this.  This thread is 2 pages now and OP haven't reply once.
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