User:Dakarei2683

Work!

This build is designed to integrate the damaging communing spirits with some support skills from spawning, and a hex from channeling. The result is a spike based on spirits, which is extremely effective in AB and PvE, and with some variants it is equally powerful in Random Arena and 1v1.

Equipment

 * Use the communing cap to use with the superior rune.
 * Use Halcyon armor for the extra energy. You'll need it.
 * A collector Insightful Channeling Staff of Fortitude should do nicely. Binding Rituals do not recharge or cast faster with a 20/20 Communing Staff because they are not considered spells. But the Hex Painful Bond which is important for this build can recharge faster with a 20/20 Channeling Staff or Wand/Focus.

Usage

 * Start by casting Boon of Creation to keep your energy up and health up while you're casting spirits.
 * Use Ritual Lord, and put down Pain, Shadowsong, and Bloodsong.
 * Use Arcane Echo to set up your Painful Bond.
 * Target a close group of enemies, and hit them with Painful Bond. Use the Echo-Painful Bond on another group, or save it for a few seconds. Your call.
 * Use Vital Weapon as needed. It can also be used as a quick heal.

Counters

 * Energy isn't really that big of a problem since you have the use of Boon of Creation, but excessive energy denial can cause a problem.
 * Getting interrupted while casting a spirit can be a hassle, but is avoidable if you try to hang back and cast the spirits.

Variants

 * Arcane Echo can be replaced by Ghostly Haste, but Arcane Echo is more efficient for Painful Bond in this build.
 * Vital Weapon isn't necessary, but it is a helpful health buffer during Alliance Battles to keep you alive. If you're doing a 1v1 or a Random Arena, try replacing Vital Weapon with Doom. Use Arcane Echo on Doom instead of Painful Bond, since when you're in RA or 1v1, the one hex will usually effect all of your enemies due to close grouping. If you use Doom and Arcane Echo together once you have all of your spirits cast, you can spike for a hefty chunk of damage, along with the high-damage spirits.
 * Arcane Echo can be replaced with Dissonance or Disenchantment, turning this build into a one-man army against melee bosses, like Sskai, Dragon's Birth for farming (PvE).
 * The new Nightfall Spirit Anguish could be used instead of the spirit shown here.
 * If you would like to use a channeling spell instead of arcane echo you could take a minor for communing and a superior + headgear for channeling. The build works just as well since the extra damage from painfull bond and bloodsong ofsets the lost damage from pain and shadowsong. However it does reduce the effectiveness of vital weapon slightly.

Equipment

 * Armor - Recommend full Radiant Armor, though other set-ups are viable. Equip the best Vigor rune possible.
 * Weapons - Ghial's Staff or something similiar.

Usage

 * Maintain Aura of the Lich, Dark Bond, Mystic Regeneration and Infuse Condition
 * When playing as the only MM, animate minions as the situation permits.
 * When playing with other MM's, let them make more minions than you, and tell them that you will be healing their minions as through Blood of the Master spamming. Mystic Regeneration will fill your health back up before Blood of the Master is even recharged.

Counters

 * Traditional spell caster counters (Dazed, interruption, etc.) However in this case dazed will have almost no effect since its usually instantly passed on to a minion.
 * Enchantment stripping. But only multiple or mass enchant removal skills are truly dangerous. You can use mystic regeneration as cover for your other enchants, the fast recharge and cast time makes it ideal for this.
 * Life Stealing (with Aura of the Lich, your health will be lower but it cannot reduce life stealing skills such as Vampiric Gaze)
 * Low max health makes degeneration more dangerous. Extremely heavy health degeneration though (more than -12) which is unlikely except for heavy hex based degen (remember you pass on your conditions). Builds like this are rare in pve and AB. But a significant amount of degen will impede your use of blood of the master.
 * Losing all your minions (especially in AB). This means that you have no damage reduction (from dark bond), are susceptible to conditions and most importantly posses no notable offense. If you lose al of them (trough veratas aura or aoe) attempt to create more asap or retreat.

Variants

 * Replace Infuse Condition with Verata's Aura or Dark Aura.
 * Replace Animate Bone Horror with Animate Bone Minions.
 * Replace Signet of Lost Souls with Resurrection Signet or Sunspear Rebirth Signet or Consume Corpse.
 * Replace Animate Bone Horror with Animate Shambling Horror or Animate Vampiric Horror.
 * Replace Signet of Lost Souls with Verata's Aura (to recover lost minions or steal those of enemy MM).

Headline text
The Spirit of the Assassin build is a heavy pressure build meant to combine the power of Spirit's Strength with the speed and spammability of dagger attacks. This build is primarily designed for the Random Arenas, but can be adapted for other areas of PvP.

Equipment

 * Halcyon's Armor or armor with Radiant Insignia to have additional energy for the combos. Alternatively, a Blessed Insignia could be used for additional armor while enchanted, or a Ghost Forge Insignia could be used for additional armor with a weapon spell. The Ghost Forge Insignia has the advantage of relying on weapon spells which can not be removed.
 * Zealous daggers of Enchanting are preferred to help offset some of the costs of the skills.
 * The best Vigor Rune available to help offset the Superior Rune and increase overall survival.

Usage

 * Before engaging in combat, activate Spirit's Strength and follow up with Vital Weapon.
 * Proceed to attack your chosen target with your attack chain. As long as you are enchanted these attacks should rarely miss (they cannot be blocked or evaded).
 * In between chains continue pressure with normal attacks. The damage will still be notable, these attacks are susceptible to evasion and blocking skills though.
 * If you are ever blinded, activate Sight Beyond Sight to quickly cancel the blind effect and prevent future applications for 20 seconds. Alternatively, if you suspect blinding from your target apply the skill before engaging your target.
 * When a target dies, or when you need to heal activate Feigned Neutrality and proceed to move away from combat. At 7 seconds it should be enough for a notable heal and the +80 armor should minimize any incoming damage. Be careful not to use any other skills or attack while this skill is active.

Counters

 * As this build is a pressure build, Weakness will lower the overall damage, lessening the impact of the pressure. Though the effect of this would be minimal as it would only affect base weapon damage and lower attributes by 1.


 * Relying on an enchantment for the additional damage, the build is susceptible to enchantment removal. If such techniques are suspected it is advisable to use sight beyond sight as a cover enchantment. Alternately you could lay Feigned Neutrality on before coming within casting range so that will get stripped instead.


 * This build lacks speed boosts and snares making it extremely susceptible to kiting. The Major Variant listed can overcome this somewhat by adding a snare or speed boost to the optional slot.

Major Variants

 * This variation attempts to capture the strengths of the main build while removing several weaknesses. The overall +Damage from Spirits strength drops a bit in favor of a more variable combo. Additionally the optional slot can be used on the ever popular Falling Spider, OR a speed boost. This will allow for either a spike or an increase in pressure.
 * Consider using Deadly Paradox in the optional slot; this would allow more frequent use of Feigned Neutrality.
 * However by doing so you lose your unblockable attacks.

Minor Variants

 * Other weapon skills can also be effective, more notable ones are Resilient Weapon, and Weapon of Warding, although the higher cost, and lower duration means you are more susceptible to running out of energy.


 * In Alliance Battle and Competitive Mission battles, the Resurrection Signet can be removed and replaced with another skill. Dark Escape is suggested as it can be used before feigned neutrality to greatly increase the survivability of the build.


 * Replace Feigned Neutrality with Shadow Refuge if you prefer a more consistent heal as opposed to a panic button type skill.


 * You can also put the 7 points from shadow arts into deadly arts. Then you can use Impale as extra "unblockable" damage (and deep wound) or Siphon Speed to counter kiting. Both of these skills significantly improve your offensive power. However this makes you reliant on others to keep you alive.

Random builds I'm saving the link to:

http://gw.gamewikis.org/wiki/User:Velox_Lamia

http://gw.gamewikis.org/wiki/User:Hafit/buildarchive/SS_Nuker

http://gw.gamewikis.org/wiki/User:Batno_mercy/Build:Rt/Me_Vengeful_Farmer

http://gw.gamewikis.org/wiki/User:Alesain/Build:R/any_Prepared_Needle

http://gw.gamewikis.org/wiki/User:Nightshadow/N/Me_Foc_Spiker

http://gw.gamewikis.org/wiki/User:Deca/Build_Archive/Build:Team_-_DoA_Balanced

http://gw.gamewikis.org/wiki/User:Rebeccamurii/Builds/SpiritNuker