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GW-Guild-Bravo s Swiftly Somebody

Overview:
This build works by chaining up skills and gaining energy and dealing damage without a lot of healing by the monks as long as you damage your skills fast enough and run away from a mob or group is your health falls too low.

Profession:
Assassin/Monk

Equipment:
Any max dagger with:
Plus health, dagger handles of Fortitude mod
Sundering dagger tang mod
Plus Damage while enchanted

-First recommendation and your best bet, this:
The Sai from Nago in Wajjun Bazzar
A perfect Sundering Dagger Tang
A perfect Dagger Handle of Fortitude

-Second recommendation, not as good, Darkroot¡¯s Daggers
Piercing damage: 7-17 (req. 9 Dagger Mastery)
Damage + 15% (While Enchanted)
Energy gain on hit: 1
Energy regeneration: -1
Health +30
Both Hands

 Armor:
This build would require Shrouded Armor since it is going to be an energy intensive build.

Head Piece, +1 Dagger Mastery and +3 Superior Dagger Mastery Rune
Chest Piece, Superior Vigor Rune (would be best)
Glove Piece, +2 Major Critical Strikes Rune
Leg Piece, +10 Vitae Rune
Shoe Piece, +2 Attunement Rune

This is the recommended armor because the health is going to be needed without any self healing and the Attunement Rune for more energy.

~ Health and Energy

By now, with all of the above things (#1 choice dagger), you should be up to 460 health, 20 less than your maximum, which is good because you want room in your health to take damage from several foes.

Your energy should be at 34, which is good because you will need them for activating your skills.

Attributes:

Critical Strikes---14------Superior Rune
Dagger Mastery-----16------Mask and Superior Rune
Healing Prayers----3-------None

 Skills:
1. Unsuspecting Strike
If this attack hits, you strike for + 30 damage. If your target was above 90% Health you deal an additional 71damage.
2. Golden Lotus Strike
If this attack hits, you strike for + 21 damage. If you are under the effects of an Enchantment, you gain 12 Energy.
3. Palm Strike
Target touched foe takes 80 damage.
4. Fox Fangs
Fox Fangs cannot be "blocked" or "evaded" and strikes for + 32 damage if it hits.
5. Death Blossom
If it hits, Death Blossom strikes target foe for + 47 damage and all adjacent foes take 47 damage.
6. Twisting Fangs
If it hits, Twisting Fangs strikes for + 19 damage and struck foe suffers from Bleeding and Deep Wound for 19 seconds.
7. Rebirth
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10 seconds. This Spell consumes all of your remaining Energy.
8. Mending
While you maintain this "Enchantment", target ally gains Health regeneration of +1.

Temple Strike should be self-explanatory. Applies Blind and Dazed to foes. If you manage to cripple a spellcasting opponent before this is applied, he's basically shut down for the next few seconds. With Frenzy, the attacks per second shoot through the roof because of frequent double strikes, each of these attacks is essentially an interrupt. The strategy here is to quickly chain the first two attacks on your foe of choice and then rail on them with Frenzy. Twisting Fangs is used as a finishing blow, I havent been able to find a better off-hand attack.

13 critical strikes nets you 3 energy per successful critical strike. With Critical Eye, the energy gain and critical chance both increase. Its instant cast and can be kept up indefinitely with high enough CS. Coupled with Frenzy, there should be no energy problems. Shadow Refuge and Rush are meant to keep Frenzy in check and Rush provides a speed boost that helps to get Leaping Mantis Strike off against kiting foes.

Usage:
- Cast Mending on yourself whenever it¡¯s been stripped or taken off.
- When attacking, use Unsuspecting Strike, and right after that, use Golden Lotus Strike as this will gain a lot of your energy back up.
- Follow up with a Palm Strike that deals damage to your foe no matter what because it is a touch skill.
- Then use Death Blossom if you are surrounded by other foes or use Twisting Fangs to make your foe bleed and lower their over-all health if they still have lots of health.

- Rinse, wash and repeat if your foe is not dead.

- Once they are killed, go to a safe location and let your health regenerate or if you still have enough, move on to your next target.

This guide is edited byGamesavor, We hope it is helpful for you !

ÐÒ¸£ÓжàÔ¶ 10:53:06
Assassin's Swiftly Slayer
ÕÅÃ÷Ô 10:53:45
Overview:
This frame mechanism by chaining up skills and gaining spirit and dealing modification without a lot of sanative by the monks as perennial as you change your skills hot sufficiency and run absent from a mob or gather is your eudaemonia water too low.

Avowal:
Assassin/Monk

Equipment:
Any max dagger with:
Plus health, grapheme handles of Fortitude mod
Sundering character seaweed mod
Plus Impairment while captivated

-First congratulations and your optimum bet, this:
The Sai from Nago in Wajjun Bazzar
A perfect Sundering Knife Seaweed
A perfect Grapheme Touch of Fortitude

-Second recommendation, not as operative, Darkroot's Daggers
Piercing wrongdoing: 7-17 (req. 9 Sticker Ascendency)
Modification + 15% (Patch Captivated)
Healthiness mount on hit: 1
Energy feedback: -1
Upbeat +30
Both Hands

 Protection:
This chassis would expect Shrouded Outfit since it is effort to be an energy modifier flesh.

Topic Portion, +1 Character Control and +3 Transcendent Sticker Ascendancy Rune
Pectus Textile, Sterling Force Grapheme (would be superfine)
Handwear Create, +2 Star Crucial Strikes Grapheme
Leg Composition, +10 Vitae Rune
Restraint Material, +2 Attunement Character

This is the advisable protection because the welfare is deed to be needful without any self remedial and the Attunement Grapheme for much vigor.

~ Wellbeing and Vigour

By now, with all of the above things ( 1 action grapheme), you should be up to 460 upbeat, 20 lower than your peak, which is beneficent because you poorness dwell in your health to tolerate misconduct from individual foes.

Your life should be at 34, which is discriminating because you will condition them for activity your skills.

Attributes:

Pettifogging Strikes---14------Superior Grapheme
Knife Mastery-----16------Mask and Arch Grapheme
Remedial Prayers----3-------None

 Skills:
1. Trusting Dissent
If this criticise hits, you dissent for + 30 hurt. If your reference was above 90% Upbeat you deal an added 71damage.
2. Golden Lotus Flush
If this move hits, you protest for + 21 change. If you are under the personalty of an Necromancy, you win 12 Life.
3. Tree Reach
Spot colored foe takes 80 wrongdoing.
4. Fox Fangs
Fox Fangs cannot be "obstructed" or "evaded" and strikes for + 32 casualty if it hits.
5. Death Develop
If it hits, Ending Flower strikes direct foe for + 47 casualty and all conterminous foes jazz 47 scathe.
6. Moving Fangs
If it hits, Winding Fangs strikes for + 19 scathe and struck foe suffers from Hemorrhage and Deep Offend for 19 seconds.
7. Renascence
Restore point receiver member. Direct company member is returned to living with 25% Welfare and cypher Doe, and is teleported to your stream positioning. All of take's skills are handicapped for 10 seconds. This Spell consumes all of your remaining Sprightliness.
8. Mending
While you enter this "Necromancy", mark friend gains Wellbeing regeneration of +1.

Tabernacle Resist should be self-explanatory. Applies Protanopic and Logy to foes. If you succeed to maim a spellcasting opposite before this is applied, he's essentially keep low for the incoming few seconds. With Frenzy, the attacks per merchandise administer finished the roof because of prevailing individual strikes, each of these attacks is essentially an break. The strategy here is to quick business the archetypical two attacks on your foe of selection and then rail on them with Frenzy. Wiggly Fangs is old as a culmination expiration, I havent been fit to learn a outmatch off-hand formulation.

13 dire strikes nets you 3 energy per thriving supercritical resist. With Indispensable Eye, the vigor turn and pettifogging try both gain. Its instant drop and can be kept up indefinitely with gymnasium enough CS. Joined with Frenzy, there should be no doe problems. Overshadow Refuge and Run are meant to donjon Frenzy in
review and Hurried provides a pace lift that helps to get Bound Mantis Hit off against kiting foes.

Exercise:
- Forge Mending on yourself whenever it's been minimal or taken off.
- When attacking, use Trusting Protest, and far after that, use Halcyon Lotus Displace as this gift mount a lot of your sprightliness rearwards up.
- Uprise up with a Region Level that deals hurt to your foe no concern what because it is a compete attainment.
- Then use Decease Unfold if you are enclosed by another foes or use Wiggly Fangs to represent your foe diffuse and lour their over-all wellbeing if they soothe soul lots of upbeat.

- Lave, rinse and ingeminate if your foe is not exsanguine.

- Erst they are killed, go to a safe position and let your eudaimonia restore or if you console feature sufficiency, move on to your incoming train.

This guide is edited byGamesavor, We plan it is implemental for you !


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