I got carried away in a different thread and ended up making a full guide on playing assassin, so I thought I'd share it with you guys.
Lately I've been seeing more and more assassins in Perilous and they end up with 3 deaths before we even finish Zone 1, so this is my build. Hopefully this will undo the stigma of assassins = bad in Perilous.
Deathblow - Upgrade if you find that you need more damage to kill the mobs from 50% health.
Stealth - Upgrade. For the self dispel (got hit by fire wraith/walked over the mine and want to dispel) AND for being able to walk through mobs to get behind them.
Passives are:
Deadly (Dexterity 5 + Cunning 4)
Looked Like It Hurt (10 stamina every hit)
Easy to Miss (Threat Reduction the most important passive)
Culling The Herd (50% Damage increase to isolated mobs)
I Was Never Here (Stealth reset after killing a target (Yes, I know, some people will say that's a waste of a point on Fallback Plan, but having aggro reset after every kill is very very important for this build))
Bloodied Prey (Damage bonus 10% for mobs with lower HP than yours)
Play style: Always be flanking since you generate less aggro (with the Easy to Miss passive) and have a high chance of critting with the Sneak Attack passive. Learn to gauge your damage and time your Deathblow so it resets after every kill usually at or around 50% health. Take out high priority targets in zones 1-4. In zone 5(different with every team composition, but this is the main idea), while your group is in the starting room dealing with the boss, take out the mobs out in the open. Unless it's Venatori, then just poop on the VC before she even gets in the room.
High Damage tip:
If you have an Elementalist or Necromancer in the group, keep an eye out for the Frozen debuff. All of the Assassin skills (except stealth) are Precision Detonators meaning you can double sometimes triple your damage output for a nice group combo also giving more experience to the participating classes.
Target priorities [high - low] by faction (I don't remember all the mob names by memory, so I'll update later):
Venatori - Stalker, Mage, Marksman, Brute
Red Templar - Shadow, Knight, Horror, Marksman
Demons - Despair Demon, Terror, Rage Demon, Fear Demon (Demons are all interchangeable depending on the situation and/or team composition except for Despair Demons. I hate Despair Demons...)
(I am aware there is no sound. Bandicam doesn't record sound for me for some reason and my video editing skills are nonexistant)
Also featured in this video are my favorite bugs! The "stamina wont regenerate from half" bug and the "my character is standing still and wont move until I jump" bug. Enjoy!
EDIT: I got the sound to start recording. I'll make another vid to replace this one.
Good build Stev. I remember when I started playing Assassin, and dying a bunch too; I didn't know decent builds or playstyle then.
Staying in stealth as much as possible, running to back of enemies, attack from flank > kill > stealth > repeat = huge difference in survivability.
Also, check out Altbouli's recent Assassin build thread. He uses Evade in a great way for a solo run.
I saw that thread and it's an awesome build! However, I don't see Evade as being a necessity in group play since you won't have aggro at all and it cuts your damage output by a lot. In solo play it's a totally different story, but this guide is mostly for players having trouble in Perilous pugs.
I'd consider Knife in the shadows pretty important if you don't have high cunning.
True, but considering an assassin should always be behind the mob, Sneak Attack makes that unnecessary. (For me at least. I don't know everyone's stats lol)
True, but considering an assassin should always be behind the mob, Sneak Attack makes that unnecessary. (For me at least. I don't know everyone's stats lol)
Ah, of course. You take Deathblow. I don't go far enough down that tree.
I saw that thread and it's an awesome build! However, I don't see Evade as being a necessity in group play since you won't have aggro at all and it cuts your damage output by a lot. In solo play it's a totally different story, but this guide is mostly for players having trouble in Perilous pugs.
Yep, agreed. Completely different situation soloing.
I can't stand the tracking, and I'm forced to use it early on. Well, until I unlock the abilities I do want.
I agree the tracking sucks, but I'm not finding shadow strike to be much better on my alchemist. Basically, the mook has to stand still for either to be a guaranteed hit for me. l2p issue for me, I guess.
I agree the tracking sucks, but I'm not finding shadow strike to be much better on my alchemist. Basically, the mook has to stand still for either to be a guaranteed hit for me. l2p issue for me, I guess.
Yeah, I find that with these moves it's best to let the target stop moving, and ensure you're at the same elevation.
I find that with these moves it's best to let the target stop moving, and ensure you're at the same elevation.
Surprisingly, I don't think I had same issues with an assassin\DW rogue in SP. I've played with SP rogue for 150+ hours (2 complete PTs), but I had never missed my targets that often.
I agree the tracking sucks, but I'm not finding shadow strike to be much better on my alchemist. Basically, the mook has to stand still for either to be a guaranteed hit for me. l2p issue for me, I guess.
I use Shadow strike mostly when they're running past/through me.
Surprisingly, I don't think I had same issues with an assassin\DW rogue in SP. I've played with SP rogue for 150+ hours (2 complete PTs), but I had never missed my targets that often.
Cool. My take on this is really MP only. Have only 12hr in SP so far.. lol been playing DAMP for the most part.
If something is standing still, I use twin fangs out of stealth. If something is moving, I find it helpful to stab a time or two with auto attacks, cancel the autoattack string with shift, and then attack with twin fangs or whatever isn't tracking (This is usually in combat after killing something and things are running by me). This is more effective at getting her to track, or any abilities to track with the attacks that don't always do it on command.
Ive had two problems with my assassin so far progressing to about level 12.
1. Twin fangs misses so freaking much - elevation issues with no strike or just plain jumping in the wrong direction (even after auto hitting).
2. Spinning blades. I had 2 rings for this so thought I'd try it. It sucks bad. the word picture is misleading as you don't push on the mob at all. "Spin like a top and fail to connect" would be a better tooltip.
Essentially Im finding too many times where I end up not connecting with target and ending up out of position. Combined with the awesome camera lock you get in doorways etc and I die a lot .
I play a lot of time with lego so it's not purely a LTP melee issue. Just struggling to come to grips with the assassin.
Flanking is my biggest struggle - with no auto lock on target strafing is terrible in this game for shifting to a targets flank.