Leonim/Character/Mya Kurugi
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Mya Kurugi
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- Birthplace : Burning Isle (Cantha) in Zalfawn 1558 CC
- Campaign : Factions
- Level : 20 (Weh no Su, Ascended)
Playstyle
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- PvE : Solo with henchmen
- PvP : Competitive Missions, Random Arenas, Alliance Battles
- Lifetime : 500+ hours (since 04/2006)
- Experience : 1 950 000+ XP
Earned Titles
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- Tyrian Pathfinder (80%)
- Canthan Master Carthographer (95%)
- Adept Skill Hunter (2)
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- Ally of the Luxons (2)
- Skillz (1)
Favorite Builds
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Death bringer
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Attributes
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- Critical Strikes : 11 + 1 + 2
- Dagger Mastery : 12 + 1
- Shadow Arts : 6 + 1
Notes
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A team build to collect elite skills and other PvE contents with a band of henchmen and/or fellow team members, a very versatile build to confront nearly every situation with confidence : both campaigns done with this setup after all. ;)

Deceptive support
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Attributes
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- Communing : 10
- Critical Strikes : 2 + 1
- Deadly Arts : 8 + 1 + 1
- Restoration : 12
Notes
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For those who forgot that assassins are potent spellcasters, and ritualists decent healers, the surprise is deadly in random battles and warmly welcomed after a PvE trek or mission.
The elite slot can be replaced by Shadow Arts or Critical Strikes usage :
- Shadow Form coupled with Generous Was Tsungrai item spell dropped right after expiry to ensure your casting gets through,
- Palm Strike for finishing moves,
- or even Beguiling Haze against bosses and tough-support spellcasters.
While the optional slot can be filled with :
- global damage reduction spirit of Union (or any specific usage binding ritual for that matter),
- self-healing (and protection against spike and hex pressure, or while touching targets) due to Generous Was Tsungrai item spell,
- Caltrops to help control foes breaking into casters' line.

One-man havoc
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Attributes
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- Critical Strikes : 10 + 1 + 2
- Dagger Mastery : 11 + 1
- Shadow Arts : 4 + 1
- Tactics : 9
Notes
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A build to annihilate touchers, healers, nukers and other pests who feel invincible behind their stances and/or skill spams : all is about focus on a soon-to-be-dead target, you're a one-man spike and king of duels.
Dealing damage, health degeneration, interruptions and knockdowns at a fast pace is generally inducing enough panic, change or disruption to change the tide of all those mini-fights we have in Alliance Battles and stop opponents before they reach the limit of a shrine.
Depending on how "soft" is a target, you can chain another kill before recovering health or not : warrior being in general the lowest threat, while mesmers and air elementalists the highest.
Variants
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Fox Fangs and Horns of the Ox could be effectively traded for another couple of skills, like Entangling Asp (to cycle the combo again) and a Resurrection Signet or a Death's Charge shadow step to make contact faster and more safely.
