[url=]A-any Critical Blocker[/url]The Critical Blocker is, in a way, a tank assassin. With a 93.25 chance of blocking and a 46% chance of landing critical hits, it is very effective for taking out other melee attackers. In addition, the energy management for this build is well rounded, since you gain around 4 energy for almost half of all your attacks.
| Attribute Rank | |
|---|---|
| Critical Strikes | 12 + 1 + 1 |
| Dagger Mastery | 11 + 2 |
| Shadow Arts | 6 + 1 |
Obviously, a healing skill is highly recommended for the optional slot. Shadow Refuge is the standard. You may also switch your Shadow Arts attribute to another attribute that provides healing if you wish.
Half Nightstalker's Armor, half Radiant armor should do the trick. Zealous Daggers of Fortitude with a 15^50 mod. The 15^50 mod is not vital, though useful.
Select a target. Afterwards, get in aggro-zone range to your target, and use Critical Eye, then charge to your target. At the halfway range, activate Flashing Blades and when you get close enough, utilize Critical Defenses. Open with Jagged Strike, followed up by the unblockable Fox Fangs, and finish off with Critical Strike. Note: If you're confident that you will land a critical by this time, switch the dual attack to a condition causing strike.
Extremely prone to anti-melee. This is because the build requires you to be attacking to maintain it's blocking capabilities. Blinding is also a problem, but you still will be able to upkeep your Flashing Blades block to fend off some damage, if you decide to attack the enemy anyway.
If used in Team Arena with a monk, you can switch out Shadow Refuge for Dark Escape. I am aware that this particular attack chain is highly ineffective. If you use this build in a place that automatically resurrects you like in Alliance Battles, I would switch out the chain and the resurrect for Golden Phoenix Strike, Horns of the Ox, Falling Spider, and either Critical Strike or Twisting Fangs.