You still need dodge. Don't get me wrong. The idea of this build is that, if you play your actions right, you won't need dodge that much. Since dodge is a very sucky stat at the moment and needs work it's not very reliable and we see that everyday. I found hit perchentage to be a reliable stat however. This is a high damage hitting build. My current build : http://www.duels.com/paths/skills/#2nzVVzpVVVzV (I'm specking back to it soon. )
Ambush is a mix defense/offense opener that is very dependent on dodging OR your opponent missing you. Most ambushers to succeed in dodging sacrifice valuable offense to be able to get in those dodges which ruins part of the purpose of the opener since there is no point in dodging if you can't make those hits count. The whole point of this build revolves around two actions that give you a high chance of making your opponent miss for two consecutive turns every three turns: Cryptograph and Gouging strike used in this order. The action between two consecutive uses of these actions is up to you. I use Smokescreen since a little dodge never does any harm.
So your basic action set is "Crypto->Gouge->filler action"
Skills and why:
AO: Since you wanna hit regardless of your opener or the enemy's opener. AO works well versus Ambush, Slow, Dodgy Arms etc. It helps your other openers and more than makes up for Quickness.
Fortitude: Because you wanna stay alive and get that neat extra damage bonus, don't ya?
Armor: More items, better stats.
Defensive Power: Like I said. You don't need to dodge. He just needs not to hit you. Make those hits count.
Offensive Power: Why? Assassins have the best chance to crit and extreme. AO gives a better hit chance than OP will ever give.
Quickness: Bad, bad, bad. Counter intuitive to all that means ambush builds. First of all think: SS, Ambush, FS, Ironman, Thorns. You DON'T want to hit them or try to hit them more often. Secondly think of Slow and Ambush. You'll rarely hit them even WITH a decent hit percentage.
Hope this helps someone . Also a new action is being tested in the forge which will make assassins rock!!!
Ambush is a mix defense/offense opener that is very dependent on dodging OR your opponent missing you. Most ambushers to succeed in dodging sacrifice valuable offense to be able to get in those dodges which ruins part of the purpose of the opener since there is no point in dodging if you can't make those hits count. The whole point of this build revolves around two actions that give you a high chance of making your opponent miss for two consecutive turns every three turns: Cryptograph and Gouging strike used in this order. The action between two consecutive uses of these actions is up to you. I use Smokescreen since a little dodge never does any harm.
So your basic action set is "Crypto->Gouge->filler action"
Skills and why:
AO: Since you wanna hit regardless of your opener or the enemy's opener. AO works well versus Ambush, Slow, Dodgy Arms etc. It helps your other openers and more than makes up for Quickness.
Fortitude: Because you wanna stay alive and get that neat extra damage bonus, don't ya?
Armor: More items, better stats.
Defensive Power: Like I said. You don't need to dodge. He just needs not to hit you. Make those hits count.
Offensive Power: Why? Assassins have the best chance to crit and extreme. AO gives a better hit chance than OP will ever give.
Quickness: Bad, bad, bad. Counter intuitive to all that means ambush builds. First of all think: SS, Ambush, FS, Ironman, Thorns. You DON'T want to hit them or try to hit them more often. Secondly think of Slow and Ambush. You'll rarely hit them even WITH a decent hit percentage.
Hope this helps someone . Also a new action is being tested in the forge which will make assassins rock!!!