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===Skills to Avoid===
 
===Skills to Avoid===
 
====Critical Strikes====
 
====Critical Strikes====
  +
unexpected strike = too expensive
 
 
====Dagger Mastery====
 
====Dagger Mastery====
   

Revision as of 15:30, 12 March 2010

Profession guides
WarriorWarrior RangerRanger MonkMonk NecromancerNecromancer MesmerMesmer ElementalistElementalist AssassinAssassin RitualistRitualist ParagonParagon DervishDervish
Profession Assassin

The Assassin is a very niche class. While the Assassin is a melee class, they have far less armor (70 total) compared to their melee brethren the Warriors and far fewer protective spells than the Dervish. What an Assassin can do is attempt to spike a single target fast enough to score a kill. The Assassin has 4 pips of energy regeneration and 25 energy.

Attributes

Critical Strikes

The Assassin's primary attribute is what makes it so different from every other class.

"The chance for critical hits increases 1% for each attribute point spent in Critical Strikes. For each critical hit, the Assassin receives 1 energy at rank 3 and above, 2 energy at rank 8 and above, and 3 energy at rank 13 and above."

This means that every time you make a critical hit (which will be often with higher ranks), you gain energy. If only being used as Energy Management, don't increase it above either rank 8 or 13 since it's a waste of attribute points.

Dagger Mastery

"The damage and effectiveness of Dagger strikes, dagger-based skills, and the chance to inflict a critical hit increases with rank in Dagger Mastery. Also, there's a 2% chance per rank in Dagger Mastery that attacks from your daggers will double strike."

The daggers are the Assassin's weapon of choice. With double strikes, your chance to score a critical hit increases as well. Daggers as a weapon have the lowest base damage but highest rate of attack which means they can stack well with "on attack" damage bonuses and can execute a spike very rapidly.

Deadly Arts

"No Inherent effect. Many assassins skills, especially those related to harming enemies, become more effective with higher Deadly Arts."

The Deadly Arts line encompasses almost every Assassin hex and every ranged attack that pure Assassins have access to. Deadly Arts has snares such as Siphon Speed and Shadow Prison. Also, Deadly Arts has skills that make your opponent weaker to your attacks such as Siphon Strength or Expose Defenses.

Shadow Arts

"No inherent effect. Many Assassin skills, especially those related to defense and moving as a shadow, become more effective with higher Shadow Arts."

Whereas Deadly Arts focuses on making enemies weaker, Shadow Arts focuses on making you stronger. Shadow Arts contains the Assassin's only self-heals: Shadow Refuge and Feigned Neutrality. It also contains self-augmentive skills that make it miss less often or make more double strikes.


Types of Assassins

Most assassin types fall under two categories; Martial and Caster.

Martial Assassins

A few common assassin martial builds are based on Weapon Mastery and/or Critical Strikes, with little or no spellcasting. They use skills that increase their probability to critical to a high percentage to both pump out higher damage and manage energy easier.


Dagger skill builds

  • Spike Assassins are primarily designed to use their skill combos to deal deadly amounts of damage and conditions to a single target in a small window of time, thus making it difficult for the target to receive support from its allies. Making use of Shadow Arts skills to both move rapidly around the battlefield, and prevent or escape from dangerous situations, complements the large number of abilities in the Dagger Mastery, Critical Strikes, and Deadly Arts lines that are optimized for hit-and-run strikes. This is almost always combined with a snare such as a knockdown that slows the target's movement to prevent escape and assure his or her destruction.
  • Pressure Assassins often utilize Moebius Strike and Death Blossom to do consistent AoE damage and/or keep a string of dual attacks going continuously. As dual attacks are the strongest of an assassin's skill chain, this causes a great deal of damage very quickly to the target while also inflicting various conditions and knock-downs. Being designed to stay in combat, these often utilize more defensive skills than other assassins.


Bow skill builds

  • The elite bow attack Barrage removes ranger preparations, as a limit to the damage it can deal. However, Barrage can benefit from an assassin's attack buffs, including Critical Eye, Critical Agility, and Way of the Master enchantments. In order to be effective, a barrager needs numerous targets packed in tight together. This situation rarely arises in PvP, but is frequent in PvE.


Scythe skill builds

  • Since critical hits' damage is based upon the max damage of a weapon, scythes can score the strongest criticals. By reaching high chances for critical hits, the scythe's downside, very low minimum damage, is negated. With the additional possibility of hitting up to three targets, this can create a large damage output. In specific, Way of the Master and high Critical Strikes are used to reach a critical hit chance of around 50%. Because these builds always carry many enchantments, Mystic Sweep usually reaches its full potential. Wounding Strike is popular as elite since it is one of the easiest sources for Deep Wound. A Zealous Scythe helps with energy management in addition to the Critical Strikes attribute.
  • Some assassins use a scythe to deal critical hits to multiple foes in front of them. Because the scythe has a large damage output, these critical hits can be deadly. They boost their critical hit rating with Way of the Master and Critical Eye so that they are nearly sure that their attacks will be a critical hit. They stay alive with Skills like Critical Defenses and Way of Perfection, while they boost their damage per second with Critical Agility.



Caster Assassins

A few common assassin caster builds are based on Deadly and/or Shadow Arts, with little or no melee attacks.

Death Spike

Also refered to as the Assacaster, this term refers to an Assassin that focuses specifically on dealing damage through the Deadly Arts line, taking advantage of Deadly Paradox to pump out extensive damage. An Assacaster typically uses a combination of the skills Dancing Daggers, Entangling Asp, and Signet of Toxic Shock for their main damage. As this composes the brunt of the Assacaster's offense, the other skills are highly malleable depending on what the user needs either for their own purposes or for their team.

Shadow Form

Also refered to as the Invincisin, this Assassin makes use of permanent Shadow Form, using Glyph of Swiftness, Deadly Paradox, and an Enchanting mod to fully maintain Shadow form even at as low as 14 Shadow Arts, or Arcane Echo and Deadly Paradox to maintain it at 15 Shadow Arts. These builds usually make use of Daggers, Earth Magic or Fire Magic to deal damage.

This type of build is no longer possible in PvP due to the nerf of Shadow Form's duration in PvP areas.

Snares and debuffs


Tactics

  • Common tactics

PvE

PvP

Assassins are commonly used in GvG for Split (See: Split and Ganking guide), usualy paired with a caster (this can be done also solo) for purpose of Ganking. For this purpose the assassin is usualy setup with a shadow stepping skill attack chain that end with Blades of Steel for maximum damage and an interupt, to disable targets healing skill.

Skills

Skill Nomenclature

From Guildwiki:

The naming of Assassin attack skills is straightforward. There are prefixes:
  • Black requires a Hex to function or reach full potential.
  • Golden requires an Enchantment to function or reach full potential.
  • Lotus indicates an energy gain in some way.
  • Falling indicates that the target must be knocked down to reach full potential.
  • Way of ... indicates a stance or enchantment that affects attacks.
  • Critical indicates some benefit with critical hits.
Other words in the name that come after the prefixes can help determine the effects of the skill, as follows:
  • Fox indicates attacks cannot be blocked under certain circumstances.
  • Mantis indicates the attack will cripple the target under certain circumstances.
  • Spider indicates the attack will poison the target under certain circumstances.
  • Prison indicates that you slow that target for a time.
  • Ox indicates the attack will knockdown the target under certain circumstances.
  • Fang indicates the attack will inflict a deep wound on the target under certain circumstances.

Lead Attacks

Lead Attacks are not commonly used because an Offhand->Dual->Offhand->Dual combo provides significantly better spiking capability. That said, they can still be effective.

Critical Strikes

Unsuspecting Strike Unsuspecting Strike

A powerful lead attack that is relatively expensive at 10 energy.

Black Lotus Strike Black Lotus Strike

Functions as energy management if is target is hexed.

Dagger Mastery

Black Mantis Thrust Black Mantis Thrust
Leaping Mantis Sting Leaping Mantis Sting

Both provide a conditional cripple but Black Mantis Thrust's conditional requirement is much easier to meet; can be used for snaring an opponent.

Golden Lotus Strike Golden Lotus Strike
Golden Fox Strike Golden Fox Strike

While you must be under an enchantment, the first is great energy management and the second cannot be blocked plus provides acceptable damage for a lead attack.

Jagged Strike Jagged Strike

Fast recharging attack that inflicts Bleeding on foe. Not a very common skill in attack chains as it contains none of the important AL ignoring +damage.

Disrupting Stab Disrupting Stab

Uncommonly used. Can disable spells although it isn't a timed attack so it can be hard to actually interrupt. This skill also lacks +damage.

Desperate Strike Desperate Strike

Highly conditionaly attack that can reward with high damage. Not commonly used due to the requirement.

Deadly Arts

Iron Palm Iron Palm

While not an actual physical lead attack, it does count as one and provides good knockdown capability that can be useful for KD-lock or such pressure and works with Deadly Paradox on Assacasters. Requires target foe to be suffering from a condition or a hex.

Offhand Attacks Requiring Lead Attacks

Moderately seen procedure usually Lead, Off-Hand, Dual, Off-Hand, Dual.

Critical Strikes

There are no Off-Hand Attacks that require Lead Attacks in Critical Strikes.

Dagger Mastery

Fox Fangs Fox Fangs

A moderate damage Off-Hand Attack that cannot be blocked. This skill has a 1/2 second activation making a spike a lot quicker.

Golden Fang Strike Golden Fang Strike

An attack that causes Deep Wound. This is commonly used on chains that do not have space for twisting fangs. While it doesn't bring +damage the Deep Wound can be considered 100 unconditional damage.

Jungle Strike Jungle Strike

A high damage Off-Hand Attack that increases damage with Cripple. Usually used after Black Mantis Thrust or Leaping Mantis Sting because of their Cripple conditions. This attack has a 1/2 second activation time making spikes quicker.

Lotus Strike Lotus Strike

A fair damage attack that gives Energy. Similar to the skill Black Lotus Strike.

Golden Skull Strike Golden Skull Strike
Temple Strike Temple Strike

Elite Off-Hand Attacks that cause Daze. But Temple Strike causes Blind at the cost of 5 more Energy than Golden Skull Strike.

Wild Strike Wild Strike

Unblockable stance remover with very respectable damage.

Deadly Arts

Mantis Touch Mantis Touch

No damage dealing spell hardly ever used. Usually used after Iron Palm then Trampling Ox for a 3 skill Knockdown.

Shadow Arts

There are no Off-Hand Attacks in Shadow Arts.


Other Offhand Attacks

Critical Strikes

Palm Strike Palm Strike

Armor ignoring touch skill. Alows the use of a Dual attack without any requirements.

Dagger Mastery

Moebius Strike Moebius Strike

Recharges all other attack skills and does significant damage with a meager 5 energy cost. Must follow a dual attack.

Black Spider Strike Black Spider Strike

A recent nerf increased its energy cost to 10. Now does mediocre damage for quite a bit of energy. Requires foes to be hexed.

Golden Phoenix Strike Golden Phoenix Strike

Decent damage with no side effects. Requires you to be enchanted.

Falling Spider Falling Spider

Lots of damage plus poison for a meager 5 energy. Requires foe to be knocked-down.

Falling Lotus Strike Falling Lotus Strike

Used primarily for energy management and to get to valuable dual attacks faster. Requires foe to be knocked-down.

Dual Attacks

Almost every assassin build has a Dual Attack. The two strikes over extremely high damage.

Critical Strikes

Twisting Fangs Twisting Fangs

Powerful Dual attack that causes deep wound and bleeding conditions. Used frequently.

Critical Strike Critical Strike

Dual Attack usually used for decent damage and quick recharge in addition to the energy management it provides at higher attribute levels.

Dagger Mastery

Death Blossom Death Blossom

Used with Moebius strike for good pressure and can be seen on some spikes.

Blades of Steel Blades of Steel

The strongest Dual Attack in terms of long combos. Seen usually at the end of combos with at least 4 skills.

Exhausting Assault Exhausting Assault

Rarely used. Provides a quick interrupt and cause Exhaustion if it interrupts a spell. Also follows a Lead Attack.

Horns of the Ox Horns of the Ox
Trampling Ox Trampling Ox

Low damage and very common Dual Attacks. Used to Knockdown the target but Horns of the Ox Requires no one adjacent of the target and Trampling Ox requires target to be Crippled. Falling Lotus/Spider is usually seen after it.

Nine Tail Strike Nine Tail Strike

A high damage Dual Attack that cannot be blocked at the cost of 5 energy.

Shattering Assault Shattering Assault

A high damage Elite Dual Attack that cannot be blocked and takes off 2 enchantments at the cost of 10 energy.

Deadly Arts

Vampiric Assault Vampiric Assault

New GWEN skill that allows a full Deadly Arts chain. Steals a small amount of health on each strike. Seen on DA sins.

Shadow Arts

There are no Dual Attacks in Shadow Arts.


Special Attacks

Critical Strikes

Malicious Strike Malicious Strike

Melee attack with incredible amount of damage for a low cost of 5 energy. Requires a foe suffering from condition .

Shadow Steps

Deadly Arts

Shadow Prison Shadow Prison

Perhaps the most infamous Shadow Step in non-GvG; it cuts the target's movement by 66% and supplies a hex.

Shadow Arts

Death's Charge Death's Charge

Considered the basic Shadow Step. You gain health if used on a target with more health than you.

Death's Retreat Death's Retreat

Used to step to ally and be healed if they have more health than you.

Return Return

Used to shadow step to ally as well as inflicted Crippled to adjacent foes. A handy tool for Assassin secondaries, and experienced players can use this skill offensively as a snare.

Other

Aura of Displacement Aura of Displacement

In GvG, this skill is godly. It allows a route in and an escape route plus an enchantment to be used with Golden Pheonix Strike.

Shadow Meld Shadow Meld

This skill can be used as a retreat. Often used in HB on Derv capper heroes.

Self-Heals

Shadow Arts

Death's Charge Death's Charge

Heals if target foe has more life than you.

Death's Retreat Death's Retreat

Heals if target ally has more life than you.

Feigned Neutrality Feigned Neutrality

Provides +80 armor and +7 health regeneration. Ends if you hit with an attack or use a skill.

Heart of Shadow Heart of Shadow

Heals and you shadow step to a random nearby location. Useful if you are body blocked.

Shadow Refuge Shadow Refuge

Provides health regeneration and an additional heal if you were attacking when it ended.

Way of Perfection Way of Perfection

Heals for small amounts every time you land a critical hit.

Misc

Critical Strikes

Dagger Mastery

Deadly Arts

Shadow Arts


Skills to Avoid

Critical Strikes

unexpected strike = too expensive

Dagger Mastery

Deadly Arts

Shadow Arts


Equipment

Builds

PvE

PvP