Aller au contenu

Photo

Assassin, A Comprehensive Perilous Guide


  • Veuillez vous connecter pour répondre
42 réponses à ce sujet

#1
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

Assassin, A Comprehensive Perilous Guide

 

I would like to preface this guide thanking TheThirdRace for giving me the idea to try out Deathblow as an alternate skill for assassin. I ultimately used his build identically simply because I could determine no better build that could be made. Assassin is a tricky class that relies on an extremely cautious, positioning-oriented mentality—one that it's often difficult to slide into. If you don't want to play patiently and/or don't have a Heal on Kill ring, I strongly advise against playing Assassin.

 

Video Link Here

 

Skills:

 

Stealth with Enter the Shadows – Pretty Standard on an assassin. Allows for positioning and for safer approach. Its 50% damage increase and auto crits will help with bursting down targets. However, this build lacks I Was Never Here, which makes this skill less of a consistent use option and lends itself more toward timed attacks. Due to the nature of this build the loss is more than made up for.

 

Hidden Blades with Overkill – Also pretty standard on assassin. This skill does an insane amount of damage without having to reach the target in melee range which in some situations could be fatal. Throw it at targets in the back ranks that will reliably escape given a lack of burst or use it on large bruiser targets for additional damage to set up a finisher. This skill's multi-hit also gives a good chance to utilize the procs of your daggers that are equipped and to lower stealth's cooldown. In a pinch the stun lock this ability gives you can very well save your life.

 

Flank Attack with Skirmisher – Another great positioning skill for the assassin. This skill allows you to create a very nice flow from one target to the next without having to walk to them. The damage isn't amazing, but against small targets it will be sufficient and the instant stealth after landing it will allow you to proc instant crits or to position yourself to a different spot within enemy ranks. It has a rather low CD and stamina cost for its use and the stealth afterwards has an infinite duration.

 

Deathblow with Thrill of Victory – This skill is one of the most obscenely strong skills I have ever come across. It effectively instantly kills all targets below half hp. If it doesn't kill them it will deal such a high amount of damage that for an eight second nuke it's simply second to none. Its effectiveness is limited to targets above half hp. However, with ambient damage from your team or a couple quick stabs to the back that threshold is quickly removed. The tracking when compared to the other assassin skills is decent, and it is far less damaging to miss with this skill thanks to its small wind up time. Overall this makes it more reliable at catching targets. It also doesn't need flanking to gain its full effectiveness, meaning the frustrating turn around of Red Templar Knights is less of a headache. It is worth noting that this skill has some bugs. Most of the time Dance of Death won't restore stamina on kill and I've seen it phase through enemies or, rarely, have the enemy die but the CD not reset. Despite this I would still recommend this skill above its competitors.

 

Passives Nabbed:

 

Knife in the Shadows

Bloodthirst

Looked like it Hurt

Cull the Herd (obnoxiously good)

 

Skills not Taken:

 

Twin Fangs – This skill is flashy but ultimately doesn't preform to the same level as Deathblow. The damage from a successful stealth, Twin Fangs, backstab is admittedly fun to watch but the fun ends there. The tracking on this skill is one of the worst in the entire game. If a target turns to face you for any reason the damage is also largely reduced. It fits well in a build that relies on slow methodical elimination of stationary targets; however, the combination of no cooldown, easier positioning, and higher damage causes Deathblow to far outclass this skill.

 

Shadow Strike – The alternate to Twin Fangs. This skill looks great; it sends enemies flying and doesn't rely on flanking for all of its damage, though it does for its extra effect. But this skill becomes inferior to Twin Fangs due to a bug causing kills with it to not trigger I Was Never Here. Even without that bug the damage simply won't surpass Twin Fangs or Deathblow in most situations. It also has a cooldown, unlike Deathblow, and has pretty abysmal tracking as well.

 

I Was Never Here – This passive allows for some quick-paced and high damage play from assassins at little cost. However it's poorly positioned tree-wise as it's hidden behind thief's lantern, effectively making it cost two skill points. While I rate this above most passives I strongly believe there are combinations of alternatives that surpass its value, in this case Looked like it Hurt and Bloodthirst. Since the build I am using centers around consistently autoattacking its value would be further decreased as the CD wouldn't receive as much reduction from damage being dealt.

 

General Strategy

 

As an assassin your focus is back rank target elimination followed by large enemy cleanup out in front. You almost always open with Hidden Blades, get behind enemy ranks, and begin autoattacking and rotating in Deathblow. Flank Attack to reposition or get free AoE if you have a good angle. Then just move up through enemy ranks. Deathblow allows you to kill all targets with practically no effort as soon as their hp is halved. Even with subpar daggers or against stronger enemies such as Behemoths and pride demons, a Hidden Blades into Deathblow will end the threat quickly. It's worth noting that both Red Templar and Venatori swordsmen can and will block your Deathblow. This will consume its CD so use it wisely. This class is all about being calm and selective and holding Stealth and/or Flank Attack for when your current position becomes untenable. If you become frustrated at the unfortunate or annoying enemy tactics your performance will suffer exponentially.

 

Vs Venatori

 

Venatori have the distinction of simultaneously being the easiest faction to manage and often the most annoying. Your first targets are mages and Spellbinders in the back ranks. Be cautious when you unstealth as mages will leave behind an elemental trail that will inflict a DoT on you regardless of what element they are. Spellbinders will lay down elemental mines when attacked and oftentimes these will be under your feet giving you just enough time to escape. Brutes have large swing radii on their attacks and should be approached very carefully, if at all, to avoid accidentally being knocked down and/or maimed. Watch archers carefully. Their quick shot will seriously ruin your day should they attempt to use it on you, but they usually won't attempt it until their health is low enough to be instantly killed by Deathblow.

 

Final Room -

As much as this boss is a joke its still worth assassinating her, if only for the enjoyment it brings you. Her AoE attacks will slowly whittle down your health if left alive. The extra damage against barriers that a Mighty Offense tonic will bring trivializes her further. Deathblow's second hit will knock her down in a rather hilarious fashion should it connect and not kill her. Otherwise focus on just killing everything with the misfortune to get in your way. It's a rather simple strategy, but Venatori is straightforward.

 

Vs Red Templar

 

Red Templars have a large amount of range in their ranks which is both fortunate and unfortunate. This means you'll find more targets on the back lines that you will be tasked with dealing with, which also means there are more opportunities for them to turn around and make you flee for your life. Knights and horrors should be dealt with first to prevent them from unleashing lethal attacks on your entire team. Knights very frequently turn around meaning Hidden Blades or finding them pre-weakened is highly preferred. They also sometimes repeatedly line up ranged attacks against you and then cancel them because you're invisible. Don't attack them when they do this. Horrors, on the other hand, will begin to gain a barrier once an unstealthed unit enters close range of them. This puts you on a timer before they'll gain an additional albeit small amount of health. If they're below half when they get the barrier off Deathblow will still swing twice which makes their extra health largely negligible. Shadows should be swooped in on for finishing blows only. Their attacks will crush your hopes and dreams if you allow them to connect.

 

Final Room-

Your job here is to find and kill the Commander. Feel free to clean up Knights and horrors should the Commander be dangerous to approach due to line nukes or a spin. If a Knight buffs the Commander seek him out and eliminate him rapidly. Other than the Knights killing the Commander is simple. If you have a teammate to put him to sleep to cancel his moves as he lines up, you can inflict damage quick enough that he will barely have time to act. Sleep can be triggered by having a shocked and weakened debuff on a target simultaneously, and the Red Templar Commander is vulnerable to sleep. Afterward clean up horrors, Knights, and then archers.

 

Vs Demons

 

This faction is your nightmare fuel, rather appropriately I suppose. Wraiths will often barrier just short of the half hp mark putting them barely out of Deathblow range. Fire Wraiths will burn you quickly if they connect, something I highly recommend saving Stealth for, and the flailing upon taking damage of the Rage demons will melt you quickly when you attempt to deal with them. If a Despair demon gets its barrier off your Deathblow won't have the burst to kill her. Fear demons and pride demons are largely sitting targets for your Deathblow as their large models mean they have a lot of trouble avoiding your damage. Terrors have a tendency to re-aggro constantly and jump onto you to disrupt your plans. You can stun them out of their knockdown with a Flank Attack and follow up with a couple backstabs into a Deathblow for a vengeance-fueled kill.

 

Final room -

 

The nightmare continues. Approaching the demon Commander is a huge pain due to how fast his panic comes out. I recommend using Spirit Resistance tonics to greatly reduce the panic, Wraith, and Terror damage to manageable levels. Once you pop one, you can attempt to skirmish with the demon Commanderf while picking off the Wraiths and other targets as you wait for safe opportunities. Bloodscent will keep you relatively safe from his underground attack regardless of any lag or bouncing off terrain once he reaches 35% hp. With barrier or a good heal on kill ring you can swap between dueling with him and healing off of adds in between.


  • veramis, StrangeStrategy et Asteria aiment ceci

#2
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests
This is a great, if a bit familiar, guide. Nice strategy break-down!

I skipped Twin Fangs and Shadow Strike to not overlap the Alchemist too much, though.

#3
konfeta

konfeta
  • Members
  • 810 messages

Technically, Twin Fang and Deathblow do comparable single target damage. Twin Fang is 1000% on a flank, Death Blow is 300 - 1200% depending on enemy HP %.

 

It's basically choose your poison - Twin Fang's obnoxiously bad tracking or Deathblow's stamina bugs. If those ever get fixed, it will be Twin Fang's range + unblockability + armor shred vs. Deathblow's reset/easierAoE. Though, after playing both, I find that Twin Fang gives you a few more skillpoints to play around with as Unforgiving Chain/Sneak Attack become less useful the more crit you accumulate.



#4
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

Technically, Twin Fang and Deathblow do comparable single target damage. Twin Fang is 1000% on a flank, Death Blow is 300 - 1200% depending on enemy HP %.

 

It's basically choose your poison - Twin Fang's obnoxiously bad tracking or Deathblow's stamina bugs. If those ever get fixed, it will be Twin Fang's range + unblockability + armor shred vs. Deathblow's reset/easierAoE. Though, after playing both, I find that Twin Fang gives you a few more skillpoints to play around with as Unforgiving Chain/Sneak Attack become less useful the more crit you accumulate.

I find there are a few things that make Deathblow edge out Twin Fangs by a mile and a half.  In no particular order:

1) Deathblow doesn't have a cooldown most of the time.  That's pretty obvious but...needs to be stated in a side-by-side comparison.

2) Deathblow winds up doing more damage than you'd think because the second execute benefits from the damage done by the first.

3) Deathblow's stamina bug can be made up for getting stamina per crit for autoattacks.  Twin Fangs tracking, though, will always be bad and can't really be compensated for.

4) Assassin actually doesn't have as many good passives as you'd think once you discard I Was Never Here.  Taking Deathblow doesn't mean you're missing out on anything particularly significant.

5) Deathblow is far less reliant on flanking than Twin Fangs is, meaning your Assassin can spend much more time being a team member and much less getting into the perfect position.

6) Deathblow's AoE is much more generous than Twin Fangs, so it's entirely realistic to hit multiple targets with your spammable AoE detonator nuke.

 

Overall, I find Deathblow makes for a much more productive and team-friendly Assassin style that doesn't center solely around getting the right angle for your Twin Fangs.  Also, Unforgiving Chain is always bad.  It's slightly more god-awful when you have crit, but it's...horrible either way.  Sneak Attack, on the other hand, improves dramatically with crit chance since it flat-out doubles your crit chance--it only starts to devalue above 50% crit, a number most people aren't likely to hit.


  • Asteria aime ceci

#5
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

I find there are a few things that make Deathblow edge out Twin Fangs by a mile and a half.  In no particular order:

1) Deathblow doesn't have a cooldown most of the time.  That's pretty obvious but...needs to be stated in a side-by-side comparison.

2) Deathblow winds up doing more damage than you'd think because the second execute benefits from the damage done by the first.

3) Deathblow's stamina bug can be made up for getting stamina per crit for autoattacks.  Twin Fangs tracking, though, will always be bad and can't really be compensated for.

4) Assassin actually doesn't have as many good passives as you'd think once you discard I Was Never Here.  Taking Deathblow doesn't mean you're missing out on anything particularly significant.

5) Deathblow is far less reliant on flanking than Twin Fangs is, meaning your Assassin can spend much more time being a team member and much less getting into the perfect position.

6) Deathblow's AoE is much more generous than Twin Fangs, so it's entirely realistic to hit multiple targets with your spammable AoE detonator nuke.

 

Overall, I find Deathblow makes for a much more productive and team-friendly Assassin style that doesn't center solely around getting the right angle for your Twin Fangs.  Also, Unforgiving Chain is always bad.  It's slightly more god-awful when you have crit, but it's...horrible either way.  Sneak Attack, on the other hand, improves dramatically with crit chance since it flat-out doubles your crit chance--it only starts to devalue above 50% crit, a number most people aren't likely to hit.

 

While I build almost identical to you, allow me to play Devil's Advocate here:

  1. Irrelevant when you can't use it all the time from eating away all your stamina.
  2. Minuscule on harder difficulties, but that is largely calculated in it's slightly greater damage.
  3. Five auto-attacks (assuming all are critical hits) is a painful waste of about 1.5 seconds that I should be using to Death Blow.
  4. Knife in the Shadow and Cull the Herd could be argued as being "better", which is subjective.
  5. You should always be trying to flank to maximize damage. If you aren't, you're doing it wrong.
  6. Neither should be relied on as AoE. The Assassin is reliably a single-target burst DPS master.

Moral of the Story: The Assassin's beauty is her diversity. Please don't poison that with the "my build is infallible" mentality. Twin Fangs and Shadow Strike both have their place. You did not want them, which is perfectly fine. Others want them, which is also fine.

I frequently run with someone on Perilous that uses Death Blow, Twin Fangs, Hidden Blades, and Stealth. He regularly tops the score board. 



#6
HowYouSoGudd

HowYouSoGudd
  • Members
  • 91 messages

1) Deathblow doesn't have a cooldown most of the time.  That's pretty obvious but...needs to be stated in a side-by-side comparison.

2) Deathblow winds up doing more damage than you'd think because the second execute benefits from the damage done by the first.

3) Deathblow's stamina bug can be made up for getting stamina per crit for autoattacks.  Twin Fangs tracking, though, will always be bad and can't really be compensated for.

4) Assassin actually doesn't have as many good passives as you'd think once you discard I Was Never Here.  Taking Deathblow doesn't mean you're missing out on anything particularly significant.

5) Deathblow is far less reliant on flanking than Twin Fangs is, meaning your Assassin can spend much more time being a team member and much less getting into the perfect position.

6) Deathblow's AoE is much more generous than Twin Fangs, so it's entirely realistic to hit multiple targets with your spammable AoE detonator nuke.

I agree that deathblow has its perks but i think you left out a few important points.

1.Deathblow can be blocked

2.Its not a guaranteed 1 hit kill like twin fangs(for targets with 100% hp)

3. Its not a gap closer and has a very small range

4. Most builds cant afford to get deathblow til very late on.

 

Would be great to have both, they both seem optimized for certain situations. Twin Fangs is better for picking off the back line while deahblow imo seems better for group fights where you wanna play the jedi master and just mess **** up.



#7
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

While I build almost identical to you, allow me to play Devil's Advocate here:

  1. Irrelevant when you can't use it all the time from eating away all your stamina.
  2. Minuscule on harder difficulties, but that is largely calculated in it's slightly greater damage.
  3. Five auto-attacks (assuming all are critical hits) is a painful waste of about 1.5 seconds that I should be using to Death Blow.
  4. Knife in the Shadow and Cull the Herd could be argued as being "better", which is subjective.
  5. You should always be trying to flank to maximize damage. If you aren't, you're doing it wrong.
  6. Neither should be relied on as AoE. The Assassin is reliably a single-target burst DPS master.

Moral of the Story: The Assassin's beauty is her diversity. Please don't poison that with the "my build is infallible" mentality. Twin Fangs and Shadow Strike both have their place. You did not want them, which is perfectly fine. Others want them, which is also fine.

I frequently run with someone on Perilous that uses Death Blow, Twin Fangs, Hidden Blades, and Stealth. He regularly tops the score board. 

1) True, but that's just 5 crits.  Considering Deathblow is 2 attacks that can crit (especially if flanking), you can effectively reduce that stamina cost to 30ish, making the spammability rather important.  

2) Damage increase is damage increase.  Not sure I'd so offhandedly dismiss it as miniscule.  But yes, not too huge a deal.

3) You should really be autoattacking in the downtime anyways; it's not like this incentivises an otherwise bad playstyle,  What it really comes down to is how much you lose out from having Deathblow's clunkiness pop up vs Twin Fangs's; I think you'll find your experience is significantly worsened when Twin Fangs fizzles than Deathblow, which was the point of the comparison.  I'm not saying it doesn't suck when Deathblow has issues...I'm saying Twin Fangs's issues are more debilitating.

4) Those are passives we took.  I'm...afraid I don't follow your argument here.  You're saying that taking Deathblow is a problem because spending those points may cause us to miss out on passives we have?

5) It's not a matter of should you ideally flank or not.  It's a matter of how punished you are for not doing so.  With Twin Fangs, if an enemy turns around at the last second--something that happens ALL the time--you just lost a ginormous chunk of your kit.  And your damage is so much lower from the front that it's worth giving up everything to immediately circle.  That you're not so penalized with Deathblow makes the experience much smoother.

6) Free damage is free damage.  Nobody's using Deathblow primarily for its AoE, but no reasonable person would complain when it hits 2 or 3 targets.  There are several times in the video, I believe, where you can see Deathblow hit a clump of people for hilarity.  That it's much harder to do the same with Twin Fangs means that Deathblow has more icing on its cake on this front.

 

Our build is hardly infallible, but we've found Deathblow as a skill to be overwhelmingly superior to Twin Fangs (and Shadow Strike) for several easily-identifiable reasons.  It would be remiss of us as guide makers to not offer our reasoning behind the decisions we've made.


  • Asteria aime ceci

#8
Shinnyshin

Shinnyshin
  • Members
  • 1 068 messages

I agree that deathblow has its perks but i think you left out a few important points.

1.Deathblow can be blocked

2.Its not a guaranteed 1 hit kill like twin fangs(for targets with 100% hp)

3. Its not a gap closer and has a very small range

4. Most builds cant afford to get deathblow til very late on.

 

Would be great to have both, they both seem optimized for certain situations. Twin Fangs is better for picking off the back line while deahblow imo seems better for group fights where you wanna play the jedi master and just mess **** up.

1) Agreed.  If you're talking about picking your poison, I'd compare Twin Fangs tracking to Deathblow block chance.  I find Deathblow's odds much better, but still definitely a pain.

2) True.  The core difference in the playstyle, imo, comes down to the inclusion of I Was Never Here.  Twin Fang Assassin attacks overwhelmingly from stealth and revolves so heavily around cooldowns in a way that's very tied to the nature of IWNH.  Makes for two very different Assassin playstyles--though I can tell you having experimented extensively with both routes, we much prefer having the Deathblow one on our team.  Both definitely work, though.

3) True.  Though Twin Fangs as a gapcloser also has...issues as well, which is a case of choosing your poison.

4) Yup.  That said, this is a Perilous-specific guide, so higher levels are kinda understood.


  • Asteria aime ceci

#9
caoshen

caoshen
  • Members
  • 8 messages

The main reason I don't like Deathblow is that you will have to invest 2 points into 2 completely useless passive......... :wacko:  



#10
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

The main reason I don't like Deathblow is that you will have to invest 2 points into 2 completely useless passive......... :wacko:  

 

Which is?



#11
HowYouSoGudd

HowYouSoGudd
  • Members
  • 91 messages

Which is?

my guess would be Unforgiving Chain and Sneak Attack.

Both of which are made pointless by Knife in the Shadows



#12
caoshen

caoshen
  • Members
  • 8 messages

Which is?

 

my guess would be Unforgiving Chain and Sneak Attack.

Both of which are made pointless by Knife in the Shadows

Yeah, those



#13
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

my guess would be Unforgiving Chain and Sneak Attack.

Both of which are made pointless by Knife in the Shadows

Yeah, those

 

See, I'd argue that the Knife in the Shadows perk that is the useless passive. Since he did not take I Was Never Here, he will be in Stealth just a little bit less time. Because of this, those passives are well placed, meaning that he will almost always critical hit no matter what.

 

See, once you get a handful of rogue promotions, you can outright skip Knife in the Shadows entirely and still critically hit all the time.

 

This becomes more prevalent when you do a Twin Fangs, Death Blow, Hidden Blades, and Stealth build, as it means you can skip having to spend a point into Flank Attack as well.

 

Big picture, mates. Big picture.



#14
caoshen

caoshen
  • Members
  • 8 messages

See, I'd argue that the Knife in the Shadows perk that is the useless passive. Since he did not take I Was Never Here, he will be in Stealth just a little bit less time. Because of this, those passives are well placed, meaning that he will almost always critical hit no matter what.

 

See, once you get a handful of rogue promotions, you can outright skip Knife in the Shadows entirely and still critically hit all the time.

 

This becomes more prevalent when you do a Twin Fangs, Death Blow, Hidden Blades, and Stealth build, as it means you can skip having to spend a point into Flank Attack as well.

 

Big picture, mates. Big picture.

Make sense, if u don't have I was never there and flank attack.

However, those won't give u 100% crit chance, therefore less badass  :ph34r:

I tried DeathBlow in SP, not really feeling it. I want to try DeathBlow in MP, but one more promotion to my assassin I'm gonna throw up..........



#15
SLooPPy JOE

SLooPPy JOE
  • Members
  • 181 messages

See, I'd argue that the Knife in the Shadows perk that is the useless passive. Since he did not take I Was Never Here, he will be in Stealth just a little bit less time. Because of this, those passives are well placed, meaning that he will almost always critical hit no matter what.

See, once you get a handful of rogue promotions, you can outright skip Knife in the Shadows entirely and still critically hit all the time.

This becomes more prevalent when you do a Twin Fangs, Death Blow, Hidden Blades, and Stealth build, as it means you can skip having to spend a point into Flank Attack as well.

Big picture, mates. Big picture.

Now you see the light!!

This wasn't in your guide ;)


Edit: Ah I see you're making another build video! I much prefer stealth, twin fangs, death blow, and hidden blades. Good on ya

#16
The Allslayer

The Allslayer
  • Members
  • 131 messages

Am I the only one that has problems with Dance of Death restoring stamina? Everyones talking like its Deathblow specific yet I've never used Deathblow, I've even noticed it happening with the Archer.



#17
HowYouSoGudd

HowYouSoGudd
  • Members
  • 91 messages

See, I'd argue that the Knife in the Shadows perk that is the useless passive. Since he did not take I Was Never Here, he will be in Stealth just a little bit less time. Because of this, those passives are well placed, meaning that he will almost always critical hit no matter what.

 

See, once you get a handful of rogue promotions, you can outright skip Knife in the Shadows entirely and still critically hit all the time.

 

This becomes more prevalent when you do a Twin Fangs, Death Blow, Hidden Blades, and Stealth build, as it means you can skip having to spend a point into Flank Attack as well.

 

Big picture, mates. Big picture.

You must be talking about alot of promotions.

Your looking at atleast 30+ promotions to get even close to a 75% crit chance, unless you wanna give up ring slots.

 

Edit:

Actually, after thinking about it for a bit. It really wouldnt be all that hard. This is something i think i might look into.



#18
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

Make sense, if u don't have I was never there and flank attack.

However, those won't give u 100% crit chance, therefore less badass  :ph34r:

I tried DeathBlow in SP, not really feeling it. I want to try DeathBlow in MP, but one more promotion to my assassin I'm gonna throw up..........

 

Watch my guide on the Assassin, and maybe try the build I did... No promotions needed for this one:

Spoiler

 

Now you see the light!!

This wasn't in your guide ;)


Edit: Ah I see you're making another build video! I much prefer stealth, twin fangs, death blow, and hidden blades. Good on ya

 

Actually, I'm in the editing my Necromancer guide right now, so yes, I am making another build video right now.

However, I am never "finished" with any build. The moment I put up my Templar video, I promoted her to start over on a new build. Same thing with the Assassin. Once I go through the initial builds for each class, I'll then tackle any added DLC classes, then I will revisit those rebuilds. My only hope is that I can starting speeding up the process a bit.

Boatzu has collaborated and offered some useful information on longer-term ideas. I am filling in the blanks and/or expounding upon that. That guy is a promotion machine...

 

You must be talking about alot of promotions.

Your looking at atleast 30+ promotions to get even close to a 75% crit chance, unless you wanna give up ring slots.

 

Ah, but you forget about weapons, armour upgrades, and Sneak Attack passive mate! Also, there is nothing wrong with throwing a Critical Chance ring on next to the revered Heal on Kill ring...



#19
HowYouSoGudd

HowYouSoGudd
  • Members
  • 91 messages

Ah, but you forget about weapons, armour upgrades, and Sneak Attack passive mate! Also, there is nothing wrong with throwing a Critical Chance ring on next to the revered Heal on Kill ring...

yeah. I managed to get up to 90% crit with 0 promotions and no ring slots used when flanking with sneak attack. Ofc I'm assuming players have a 5% base crit chance


  • Boatzu aime ceci

#20
-PenguinFetish-

-PenguinFetish-
  • Banned
  • 1 421 messages
No Twin Fangs or I was never here. Really? For perilous? Dealthblow isnt even good on threatening. Flank attack doesnt always make you undetectable to enemies, so it's not a reliable restealth tool. What happens when dogs are around and perceive you and flank attack is on cooldown?

Twin Fangs is pretty easy for any experienced player to manage. Use it on stationary targets such as archers. Hidden blades and flank attack will take care of moving targets. Without twin fangs, you only have 1 move which can reliably 1 hit kill enemies. Thats just unacceptable on perilous given how quickly you die to ranged units.

OP, can we have a video of an entire perilous pug with this build (preferably without the music)? Because i dont see it being that good at all without a good team to support you. Im happy to be proven wrong though.
  • III Poison III aime ceci

#21
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

No Twin Fangs or I was never here. Really? For perilous? Dealthblow isnt even good on threatening. Flank attack doesnt always make you undetectable to enemies, so it's not a reliable restealth tool. What happens when dogs are around and perceive you and flank attack is on cooldown?

Twin Fangs is pretty easy for any experienced player to manage. Use it on stationary targets such as archers. Hidden blades and flank attack will take care of moving targets. Without twin fangs, you only have 1 move which can reliably 1 hit kill enemies. Thats just unacceptable on perilous given how quickly you die to ranged units.

OP, can we have a video of an entire perilous pug with this build (preferably without the music)? Because i dont see it being that good at all without a good team to support you. Im happy to be proven wrong though.

 

Penguin, I love you to death mate, but any glass cannon needs good team support (something to draw enemy attention). The Assassin is not a tank. Otherwise, you have to LOS and kite enemies for hours, carefully flanking then quickly moving away. Even then, sometimes archers get a shot off too fast, or those bloody Jedi Zealots just "know" where you are, even in Stealth. Having a distraction makes the Assassin's job infinitely easier, even if it is a PUG.

Death Blow is amazing, by the way. I know you don't agree, but it is. Twin Fangs is amazing too. In fact, they are even more amazing together. I won't be doing another build guide for the Assassin for a little while yet, but I'll get you some fun Perilous footage in a few days if I can. Just promise not to squee too much, savvy? ;-)



#22
konfeta

konfeta
  • Members
  • 810 messages

2) Deathblow winds up doing more damage than you'd think because the second execute benefits from the damage done by the first.

See, Twin Fangs winds up doing more damage than you'd think because it shreds armor - especially relevant when you are doing a Twin Fang into Hidden Blades (6 hits; remember armor is flat reduction so multi-hit abilities suffer more from it). Other points have been argued by others.



#23
veramis

veramis
  • Members
  • 1 956 messages

Shinny, I see you gave shadow strike as an alternative to twin fangs. I like to run both at the same time. Throw hidden blades, twin fang someone, shadow strike someone's butt, twin fangs should be off cooldown or near off cooldown for another go because of shadow strike reducing cooldowns. It may not be as high DPS or survivable as other builds at high levels, but it lets you obtain all of your active abilities and your passive stamina gain abilities much faster for more low lvl playability.

 

Agree with Mortiel. Twin Fangs and Deathblow shouldn't be seen as competing abilities. If deathblow is used it ought to be used in conjunction with twin fangs. Reduce enemy hp with twin fangs, if they are still alive, deathblow. If you have random mobs around you and no abilities on cooldown, poke at their backs with basic attack until less than 50% hp, and then deathblow. Deathblow synergizes very well with static cage or pull of the abyss, hit twin fangs once they are within arc range of deathblow, then hit deathblow to finish off all of the enemies with the second deathblow hit triggering even off a mob that just recently died from your twin fangs (thanks for the lag bioware).



#24
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

Shinny, I see you gave shadow strike as an alternative to twin fangs. I like to run both at the same time. Throw hidden blades, twin fang someone, shadow strike someone's butt, twin fangs should be off cooldown or near off cooldown for another go because of shadow strike reducing cooldowns. It may not be as high DPS or survivable as other builds at high levels, but it lets you obtain all of your active abilities and your passive stamina gain abilities much faster for more low lvl playability.

 

Agree with Mortiel. Twin Fangs and Deathblow shouldn't be seen as competing abilities. If deathblow is used it ought to be used in conjunction with twin fangs. Reduce enemy hp with twin fangs, if they are still alive, deathblow. If you have random mobs around you and no abilities on cooldown, poke at their backs with basic attack until less than 50% hp, and then deathblow. Deathblow synergizes very well with static cage or pull of the abyss, hit twin fangs once they are within arc range of deathblow, then hit deathblow to finish off all of the enemies with the second deathblow hit triggering even off a mob that just recently died from your twin fangs (thanks for the lag bioware).

 

I think I was trying to say that they can be used in conjunction. I try to avoid telling people what they ought to do or not do. Aside from that, you have a good strategy with Static Cage or Pull of the Abyss! :-)



#25
-PenguinFetish-

-PenguinFetish-
  • Banned
  • 1 421 messages

Penguin, I love you to death mate, but any glass cannon needs good team support (something to draw enemy attention). The Assassin is not a tank. Otherwise, you have to LOS and kite enemies for hours, carefully flanking then quickly moving away. Even then, sometimes archers get a shot off too fast, or those bloody Jedi Zealots just "know" where you are, even in Stealth. Having a distraction makes the Assassin's job infinitely easier, even if it is a PUG.

Death Blow is amazing, by the way. I know you don't agree, but it is. Twin Fangs is amazing too. In fact, they are even more amazing together. I won't be doing another build guide for the Assassin for a little while yet, but I'll get you some fun Perilous footage in a few days if I can. Just promise not to squee too much, savvy? ;-)

 

This is true, but you have stealth, so you never have to tank anything. Hell, with I was Never Here and Flank attack, you never need to engage an enemy from the front. 

 

My point was that if you have a competent team, you can use any build and you'll be successful. Having a team give you barriers/static cage, counterstrike is ideal, but it highlights that a good team will faceroll anything. It doesn't really highlight how good the build is.

 

As for deathblow, you need to take 2 obsolete abilities to even get to deathblow, so you are using 4 points to get it upgraded is as opposed to the 1 you need for upgraded twin fangs. Deathblow is also buggy at the moment and the upgrade often doesn't work.

 

This build also isn't even possible unless you are a level 18. It also means you cant get great passives like Cripple (which really helps with Twin fangs targeting) and I was Never Here (my personal favorite passive, giving archers non existant cooldowns and enabling you to crit for almost every attack you do).

 

OP has convinced me to at least try Deathblow again, but I won't be skipping I was Never Here or Twin Fangs. 

 

Good write up OP nonetheless. Glad more people are starting to put together guides.