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GW Assassin

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GW Assassin Empty GW Assassin

Post  sarah Sun Mar 23, 2008 8:29 am

Assassins are an interesting class. For one, they have the ability to dual
wield. While the damage on the two weapons is a bit lower then anything else,
they still can put out amazing damage. Assassin skills work differently then
most others, working in combo chains. You must first use a Lead Attack,
followed by a Dual Attack, and finally a Off-hand Attack. If you try to use
one before the other, they will miss. Assassins also gain energy per critical
hit, allowing them to keep up their chains painlessly. If one attack from your
combo is blocked or misses, then the entire chain is ruined.
Critical Strikes- For each level of Critical Strikes you have, you gain
an additional 1% chance to critical hit. You will receive 2 energy per
critical hit.
Dagger Mastery- Dagger Mastery increases the damage you do with daggers
and your chance to inflict a critical hit when using a dagger. Skills
linked to Dagger Mastery also become stronger..
Deadly Arts- Improves damage of related skills.
Shadow Arts- Improves damage of related skills.
Secondary Options (To be filled out)

A/Me- I see zero reason for this secondary.
A/R- Same as above.
A/W- Not a bad choice, you can utilize tactics as a means of staying alive a
little longer.
A/Ri- Weapon skills are an option here, but certainly not the best option.
A/N- Plague Touch? That's about it.
A/E- Conjure would be a fairly decent damage booster.
A/Mo- I don't see a reason for this secondary.

What I recommend: A/W, A/E, A/N
What I went with: Haven't made one yet, and I honestly don't plan to make one.
The majority of guild went /Ri for unlocks or /W.
http://www.gamefaqs.com/computer/doswin/file/914653/36597
sarah
sarah

Posts : 201
Join date : 2008-03-22

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