When do i become a sith assassin




















This advanced class specializes in the use of the double-bladed lightsaber, stealth, and dealing bursts of damage in battle. They can also be able to tank, using Force Powers and Lightsaber skills to protect allies and members of the Empire and themselves. The Republic counterpart for this archetype is the Jedi Shadow. Wookieepedia Explore. Star Wars. Clone Wars Droids Ewoks. Administrators' noticeboard IRC Discord.

Tutorials Editing sandbox Things to do Status article nominations Featured article nominations Good article nominations Comprehensive article nominations. Explore Wikis Community Central. Register Don't have an account? Force Pull is not a move that you use to start a fight, that is what stealth is for. Instead, Force Pull is to allow you to bring one enemy closer so that you can use your death spam AoEs easier.

It is true that Recklessness has a clumsy range increase built into it for Force Lightning, but your Force Lightning can be easily interrupted. Even if you have Harnessed Darkness up, the power is still cancelled by movement, and you can only do this twice every 90 seconds; it is not an adequate solution. This is where the Madness Variant comes in. Death Field is a location-targeted AoE attack with a 30m range, that also comes with the benefit of moderate self-healing. While it is limited in the number of targets that it can affect, at 3, Lacerate is quite spammable.

Additionally, even within the 10m range, the variant is considerably more capable; Raze allows Crushing Darkness to avoid the difficulty of using Shock: the high Force cost. Of note, the Madness Variant build is extremely close to the PvP version of the same build, and you can do an alright job tanking with the PvP version, as it picks up an extra 30m stun in return for a minimal loss in self-healing. Darkness and Madness suck before 20, and respecialization is cheap your first several times.

Player-versus-Player on a tank is different in this game than in World of Warcraft, which you may be accustomed to. Guarding is another story — Guarding allows you to share your HP pool with another player, which subjects you to taking more impact from Area of Effect abilities, but can make killing your partner an absolute pain. Unique to the Assassin is the ability to both Guard a target and hide in stealth until attacked, allowing them to perform an effective defender duo with a healer, or part of an offensive ninja trio on enemy objectives in Alderaan and Voidstar.

Well, think again. It is actually a knockdown, and not an incapacitate effect. There is no ability in the game which can break someone out of a knockdown — they have to recover normally. While it is a tricky ability to use, a well-timed Spike is guarantee of 2 seconds where there is absolutely nothing the target can do, no matter what, as long as their resolve bar is not overcharged. There are many notable skills in each of these PvP builds, but those are the most central ones.

Knowing when to save a Harnessed Darkness in conjunction with Recklessness can be crucial to victory. Force Slow allows the Tankasin to be a more effective harasser, especially against an opponent with cleanse support.

Induction makes casting Shock a simpler task, requiring less prediction, and improves the burst off of Exploit Weakness. Exploit Weakness sharply raises your burst output; a single Maul under its effect can deal double the damage of your Thrash, even moreso under a critical. Chain Shock randomly improves the burst off of Shock a significant amount, and Death Field allows you to finish off runners or break multiple capture attempts simultaneously in a Warzone.

Haunted Dreams pairs with Death Field as an answer to runners, allowing the short-ranged Tankasin to control enemies on a whim, at the cost of filling their resolve bar. Finally, Raze in a Darkness build partially makes up for the awkwardness associated with using Shock without Induction by adding a second source of 10m range burst damage, this one free of cost, though with backloaded periodic damage.

As with all Inquisitors, Willpower is your primary stat, and you use both physical and Force abilities, so you would rather take the Power statistic rather than Force Power.

Alacrity will increase the speed of your Force Lightning attacks, but it is not something you should try to do; it has no other benefit to you. You will obviously want to build up defensive statistics — Absorption, Shield Rating, Defense and Endurance. Absorption and Shield Rating will provide the biggest bang for your buck.

This is important, because the Sith Assassin has the least amount of survivability cooldowns relative to other specs, but has a significant advantage in how often it shields, thanks to Dark Ward. Note also that a shielded attack cannot be a critical. Because Dark Ward has a limited number of charges available, a higher avoidance chance will increase its longevity, as well.

Therefore, the type of encounters we face will direct the next most important survivability statistic. If we constantly see high-end content with multiple enemies which require tanking, there will be a strong lean — a higher avoidance chance will reduce the number of charges eaten up on Dark Ward , improving your AoE tankability.

If, instead, the Shadow is constantly facing a limited number of attacks, armor and absorption rating will take precedence. Endurance is of low priority at current itemization schemes, because the endurance multiplier in the Darkness tree is so low. Offensively, the Darkness Assassin wants Surge Rating, to take full advantage of auto-critical Shocks.

Critical Strike rating should be a non-priority for gearing. In PvP, Expertise Rating will be your single most important statistic. Playstyle: Spike damage striker, harasser; melee skirmisher. Maul Exploit Weakness buff about to expire, behind target 3. Lacerate 3 or more enemies 4. Discharge Every Cooldown 5. Shock 2x Induction buff… so near basically every CD 6. Voltaic Slash or Thrash.

Deception is the most martially-based of the three Assassin trees, eventually becoming extremely flashy as a melee combatant. It also is unique, as it is the only spec among all 24 Imperial specializations that has no good 30m offensive abilities, and essentially, no method of gap closing beyond Force Speed.

In return, it has the most effective control while it is on a target, and the highest damage of any Assassin specialization. The basic conceit of the tree is that you use your martial strikes with a lightsaber to either buy time for your powerful, Force-driven attacks; or that you use those abilities to get into position for a particularly vicious Lightsaber stab in the back. Surging Charge would apparently do similar average damage as Lightning Charge, right? About double the damage and half the activation rate?

Think again. Your main two abilities strike twice every period. Incidentally, this means that if you follow the pattern Voltaic Slash, Voltaic Slash, Shock, you will only reliably have one instance of Static Charges saved up. Static Charges gain very slowly. Some math will have to be done versus reliable gear levels, to show what the optimum amount of Static Charge stacks is to release in a maximum DPS cycle.

My suspicion is that Static Charge should be simply considered a bonus rather than a need in a maximum DPS cycle, and that Discharge should only be held back, waiting for a full stack, when in burst damage phases. Overload and Shock deserve special mention with this tree; their secondary effects are useful to allow you time to go behind the target and stab it. As with Darkness, it is a very erratic priority list, as the key of the tree has you watching your rotation. The Deceiver is surprisingly good at Area of Effect damage for a single-target specialist, but only in bursts; while it still has the awesome Lacerate , the Deceiver can most efficiently use it when just coming out of stealth, or under the effect of Blackout.

For those of you playing along at home, in a group situation, the Infiltrator can get 18 consecutive seconds of vicious, vicious AoE slashy goodness: coming out of stealth, blackout, Force Cloak.

When not being a whirling dervish, the Infiltrator still hits really, really hard. Without the Exploit Weakness buff which comes from your other attacks, Maul typically does not do enough damage for its crippling Force Cost versus the combination of Voltaic Slash or Thrash followed by a Shock. Entropic Field is not a strictly necessary skill, but it is an advisable one for group content due to the prevalence of PvE splash damage.

While leveling, those points can be otherwise assigned. The 2 points in Entropic Field, Fade, Resourcefulness or Avoidance can be moved to any of the slots as you see fit. This is pending on how much armor reduction enemies are calculated with on average. People keep asking me about openers. Allow me to stress that unlike Rogues and similar classes from other games, there is not a specific opener or set of abilities which can be recommended.

Here are the basics:. Not advisable unless you really, really need the person to not be doing something for two seconds and none of these alternatives are suitable:. You will probably want this for later. You probably want this for later. That aside, you will want to keep Force Slow on your target at all times, using it every cooldown or close to it. Once the person is out of your 10m grasp, they are out of your reach forever.

For example, an Assassin ready to torch his opponent at low health can use the combination of Recklessness, Assassinate, Shock, Discharge, Low Slash, Maul, Assassinate in rapid succession, a combination which is nearly impossible to survive. It may even be better in PvE than the standard, due to the way Shock scales, though I would not be willing to put money on it without a combat log handy.

Variant works exactly the same as normal, but gives up a lot of its burst for better motion. Neither do I recommend High Regen Backstab Spam, which is pretty much exactly what it sounds like — it gives up a lot of its burst for the ability to shank someone really, really sithing hard.

A lot. You do not need Alacrity as none of your abilities of note have cast-times. While Surge Rating is also nice, you flat-out crave critical strike more than anything else until diminishing returns kicks in hard, because you have no method of ensuring critical strikes to keep Exploitive Strikes up aside from Force Potency.

Surge Rating is still valuable as well, because the built-in diminishing returns on Surge do not account for your flat bonuses to critical from your specialized skills. Playstyle: Periodic damage, self-healing; versatile range. Death Field Even single target, every CD 2. Force Lightning Under Recklessness 3. Shock If Unearthed Knowledge is not active, or about to expire 4.

Maul Exploit Weakness, behind target 6. Crushing Darkness Raze buff, preferentially on an unafflicted target 7. Creeping Terror On a target not currently afflicted, or about to expire 8. Discharge 9. Force Lightning if you need healing or are low on Force Thrash or Lacerate.

As you can see, it uses the largest range of completely unique skills as part of its damage rotation. Past readers will notice the addition of Force Lightning to the priority rotation. The basic idea behind the Madness playstyle is to drop Death Field on your target and go to town with periodic damage effects.

On a single target, its damage is less relative to Deception, though decent; on multiple sustained targets, the damage can rack up quickly. Abuse the fact that Death Field and Creeping Terror have full 30m ranges rather than 10m, and consider switching targets early in a group situation. Likewise, abuse your instant cast Whirlwinds as well as the fact that you get a stun if someone is damaged while contained within them; Whirlwind is normally risky to use mid-fight in PvE because it will heal the opponent, but if you Whirlwind a multiply DoTted opponent, it is unlikely a heal pulse will get off, making it an effective interrupt.

There is an alternative version of this build for leveling that takes two points out of Electric Execution and into Oppressing Force, which lets your Whirlwind affect two additional targets. You can even get away with using Dark Charge rather than Lightning Charge in order to Guard your ally, as you have a wealth of self-healing available. Crushing Darkness is significantly weaker than Shock for direct damage, and your Shocks lack the power of Darkness and Deception.

Alacrity will increase the speed at which your periodic damage takes effect, making it a useful ability in PvE for straight up damage, but only up to a point, due to the limited charges that Force Suppression leaves. The more targets you can fight simultaneously, the easier it will be to maintain Exploitive Strikes.

And all of this says nothing of the benefit to your health regeneration. Surge Rating is extremely valuable as well, because the built-in diminishing returns on Surge do not account for your flat bonuses to critical from your specialized skills.

Finally, Alacrity will be much more important since it will improve the rate at which you get health return, and ensuring that periodic damage takes effect quicker prior to being cleansed by enemy healer. Note that Deception is overall considered to be lesser PvE damage than Madness, both for its higher melee dependency and lower sustained damage.

Once you have Voltaic Slash, take Thrash off your bar. Maul: Generally, try to restrict use of this ability to when Exploit Weakness has activated, preferably near the end of Exploit Weakness' buff cycle since it can only trigger once every 10 seconds anyway. It can deal more damage than Assassinate for you when it crits. There may be once or twice you'll really need the spike of burst damage and you have the spare Force to use Maul without the Exploit Weakness buff active, but it's not going to happen very often, and miscalculated it will cost you more damage than it gives you.

You may also sometimes wish to open with this ability in PvP, such as on a weakened target. Do not open with this ability at the start of the fight, but save it to disorient the opponent after vanishing with Force Cloak, particularly if the opponent is in mid-activation of a non-instant ability.

You can also use Spike to buy you time to set up for a Maul backstab. Low Slash: This ability has some similarities to Spike for tanks, but important differences; Low Slash does significantly more damage, almost as much as your normal attack. Low Slash is also a daze and not a stun, which means that it breaks on damage. It also fills the resolve bar less than Electrocute. This opens up several different avenues of approach: Low Slash into a brief run into a Whirlwind when you want to escape, Low Slash into Maul for burst, Spike into Low Slash into Electrocute to maximize damage uptime and minimize their time to react, Low Slash to break someone's non-instant ability In PvP, this is the most game changing single ability for an Deception Assassin; in PvE, however, the only reason you would bother to take it is because it's required for Voltaic Slash.

Force Slow: Should be spammed on your primary target judiciously in PvP, just about every cooldown. It causes no resolve, does a little bit of damage, and helps you maximize your uptime. It has no PvE usage except on very specific fights. Surging Charge, Discharge and Static Charges: Since Surging Charge has a chance to activate on each hit, even though it's capped at a maximum of 1 activation per 1.

Incidentally, you gain Static Charges very slowly. You'd need six or seven full cycles to get a stack of five with high certainty - that's around 30 seconds, and Discharge will be up every 12 to 15 seconds. Static Charges should be simply considered a bonus rather than a need in a maximum DPS cycle, and Discharge should only be held back when you want burst damage.

Whirlwind: The two second cast makes this ability uncommonly used. Any damage will break a Whirlwind, but Balance Hybrids will then get a secondary two-second stun. It's on a moderate cooldown and grants you three seconds of near-immunity. Force Cloak: Obviously, a very useful defensive escape tool - but you can use it offensively to lead into a Spike when it's absolutely vital. Blackout: You'll want to avoid using this ability for improving your stealthiness most times, and instead use it to guarantee when you can go all-out against a target; it increases your Force Regeneration.

Overcharge Saber: The additional damage increase is fairly large - it can easily pan out to an additional damage while it's active, by itself - and gets even larger when timed with other cooldowns. Use it early, use it often. Recklessness: Note that Shocks that activate with the Chain Shock skill will consume two charges of Recklessness.

You'll want to use Discharge first with this, then Recklessness, for maximum ouchies. And trust me, it will be very ouch. In PvP, your four-piece set bonus gives an extra Recklessness charge, so you can use it in whatever order you like. Force Lightning: This move is usually terrible as a Deception. You may want to bind it if you're really concerned about the lack of a 30m attack and think that there will be sufficient situations where you'll save up Recklessness to channel from 30 meters away - stranger things have happened.

But that will be rare enough that, if you are hurting for keybind space, you won't miss not having this on your bars. Shock: Only use it after two Voltaic Slashs or Thrashs. Don't bother using it before you get the Induction skill.

In PvE, Shock has a stun effect on some weaker enemies if you're desperate for a chance to backstab. Lacerate: This move is terrible and should only be used when you can guarantee you'll strike at least three targets preferably four or more , or if you like spinning in place like a pretty ballerina. Force Speed: You can do it every 30 seconds, and it increases speed enough to basically ignore most snares though not immobilizations.

You're not a tank. In PvP, refer to the Kinetic Shadow overview. Aside from the obvious 'knock someone into hazards or down cliffs' component of all knockback abilities, Overload should be used judiciously to some breathing room in PvP, such as immediately before a Cloak. You target the Stalker gearsets at 50, and lean heavily on critical hit chance in your passive gear upgrades, while picking up a bit of Surge rating here and there incidentally.

Your adrenals and active-use relics will prefer to be Surge Rating and Power so that they can be used in conjunction with your Recklessness. Accuracy Rating is of minimal importance, and I would strive to minimize it in your gear whenever possible.

In PvP, Expertise Rating will be your single most important statistic. For PvP, I recommend Survivability, which deals a good amount of AoE pressure damage, can solo annoy at nodes best, and has a strong and easy single target damage. The last has the highest burst damage available to Madness, but is the hardest to play. Which spec should I pick? It's notable for being the only type of Assassin that doesn't want to hurl a big rock or piece of scrap metal at someone every single possible cooldown; as you can see, it uses the largest range of completely unique skills as part of its damage rotation.

It's also unbelievably complicated to play compared to the other Assassin specs in PvE; maximizing your damage as a Madness Assassin involves very careful proc watching, managing your Force carefully, timing your cooldowns and a constant game of positioning. Especially if you do the Mad-Deception build, which is higher damage than the Standard, but is extremely complicated to play and monitor. By contrast, it's also probably the easiest Assassin specialization in PvP, as several moves are reserved for situational moments or used on CD rather than at specific times to maximize DPS.

And no Maul. Death Field Even single target, every CD 2. Shock If Unearthed Knowledge is not active, or about to expire 3. Maul Exploit Weakness, behind target 5. Crushing Darkness Raze buff, preferentially on an unafflicted target 6. Creeping Terror On a target not currently afflicted, or about to expire 7. Discharge every CD 8. Thrash 9. Saber Strike Conserving Force Thrash: You have the strongest Thrash of all three specializations, and it's worth noting that your Thrash is better for you than Shock.

Death Field: Use it on cooldown. It deals a lot of armor-bypassing damage and heals a moderate amount on each usage. Deathmark allows it to return Force to you, but you will always lose more Force than you gain on a cast unless you're using a Razed Crushing Darkness. It's particularly effective for breaking enemy attempts at capturing an objective - you can use it to blast someone around a corner - but beware its three person target cap.

In Dark Charge, it functions like a cheaper 20 cost versus 30 cost and weaker version of Wither that bypasses standard armor-based damage reduction. Reserve it for cap breaking or very large crowds.

Creeping Terror: In PvE, you simply use this ability on rotation - note that its cooldown is much shorter than its duration, so be careful of over-early reapplication. In PvP, its thirty meter range is your best friend; it can be used to stop opponents for two seconds, and does not respect Resolve; a well-timed Creeping Terror handles most of your anti-kiting needs and when well-timed, can kill a ball carrier over a fire pit, or prevent successful enemy capture of a point until you're able to return from the dead.

However, if you suspect that you will need to use Whirlwind on a target soon, do not use this ability on that target. Whirlwind: The primary incapacitate basically gives the opponent a full grey resolve bar from nothing. Any damage will break a Whirlwind, but you will then get a secondary two-second stun. You can use it offensively to lead into a Spike when it's absolutely vital. In PvP, it's of limited function; it will provide a decent survivability bonus against specializations that rely heavily on weapon damage, such as the Infiltration Shadow, Sentinels and some Gunslingers; it is of less useless against those that primarily rely on tech or force damage, such as the Commando, and completely useless against a Sage.

Recklessness: Death Field and Force Lightning are your best candidates to maximize the damage done by this ability, especially since in unison they allow you to briefly fight from well beyond the 10 meter range. Shock benefits very little for a Madness Assassin. Force Lightning: Most situations where you think you might want to use Shock, use Force Lightning instead unless you absolutely need to keep moving, need to refresh Unearthed Knowledge, or are not likely to get at least one second of channel time with this ability.

It is more efficient for damage and can never accidentally consume two Potency charges. Shock: Ideally, you should only use Shock with Recklessness or when Twin Disciplines is about to fade. It's Force inefficient and hard to set up with your slow regeneration rate. In PvP, Shock should be reserved for dealing with opponents when attempting to kite or gap close - the damage added by Unearthed Knowledge is unfortunately minor for PvP, as you need very high and consistent melee range uptime to make good use of it..

Crushing Darkness: Only when Raze is active. Instant, no-cost Crushing Darknesses will give you a significant amount of burst, as well as regen from Deathmark charges.

The only bad part is that you'll have to watch your buff bar closely as there is no easily noticed visual indicator of this somewhat rarely activated ability. Lacerate: This move is terrible and should only be used when you can guarantee you'll strike at least four targets, or if you like spinning in place like a pretty ballerina. In PvP, refer to the Darkness Shadow overview. Usually around each. Your adrenals and active-use relics will prefer to be Surge Rating and Power so that they can be used in conjunction with your Potency.

The problem is gearsets. The 2 piece bonus is immense. Depending on whether you use Project kiting regularly or prefer to slow to melee range more often, you may stick with Force-Master for the 4 piece bonus, or switch to Stalker for its 2 piece bonus.

While they will remain with you regardless of how you treat them, making sure that they like you is important; a companion who likes and respects you will craft faster and perform skill missions more successfully. To avoid accidental spoilers, each companion is listed in a dropdown beneath their planet. However, your masters and lessons do not really explain a lot about gearing, and I feel that it is useful to have a reference list available here.

If you're looking for specific gearing instructions per specialization, look back at the final paragraph for each specialization instead. This is general information. All characters use one primary ability score of Aim, Cunning, Strength or Willpower. All four of these abilities has a specialized purpose. Aim will only increase your ranged damage and critical chance, Cunning will only increase your tech damage and critical chance, Strength will only increase your melee damage and critical chance, and Willpower will only increase your Force damage and critical chance.

Normally, anyway. Each base class has a different primary ability score. A primary ability score equally improves both of the damage vectors which your class will use. Through the Force, all things are possible; Willpower is the primary score for Consulars and Inquisitors, and grants both Melee Damage and Force Damage, as a result.

This holds true for the Shadow and Assassin advanced classes, but the Sage and Sorcerer advanced classes uniquely lose this dual benefit. Presence measures your ability to inspire, lead, and guide your companions. A higher presence score will increase your companion's health, damage and healing. Companions take up the party slot of a player, but are less effective than a player; if you intend to do a lot of content which requires full or nearly full groups, it's not wise to invest much into presence.

Endurance, simply enough, improves one's raw health. Secondary stats are available, which add more complexity to the matter. Absorption Rating: Increases the amount of damage blocked by a successful shield reaction.

More rating is required to achieve the same percentage bonus at higher character levels. It's not typically a very useful stat. Alacrity Rating: A secondary stat which improves the speed of activation time for non-instant abilities. It does not affect the Global Cooldown for instant abilities. Critical Rating: Improves the chance of a critical hit. Defense Rating: Improves the chance of a avoiding an attack. Expertise Rating: Increases damage and healing done, and reduces damage taken, but only in PvP.

Force Power: A secondary stat which improves Force Ability damage and healing only. Power: A secondary stat which improves damage and healing from all sources. Shield Rating: Increases the chance that a shield reaction is triggered against an attack.

Surge Rating: Improves the effect of a critical hit. Tech Power: A secondary stat which improves Tech Ability damage and healing only. Those of you coming from World of Warcraft post-Classic are familiar with the skill layout of that game, where every single craft skill had to have a mechanically advantageous thing that it 'owned' each of them being roughly as good as the others.

Several of the crafting skills in that game effectively were worthless to anyone besides the wielder, to boot. That is not how this game works, mechanically. Every single crew skill mechanical perk originates from the fact that you're getting the benefit cheaper or earlier than someone who does not have your craft skill.

For example, anyone can use medpacks; only a Biochem producer can get a reusable medpack, which costs more to craft but will never get used up. You do not need to be an artificer to upgrade your lightsaber; artificers make the upgrades, you just buy them and insert them into the lightsaber yourself. The other thing is that all of the crafting skills have some sort of aesthetic option which is unique to them, and these are among the rare bind-on-pickup items that cannot be given to anyone else.

Therefore, there are three approaches to take when choosing your Crew Skill layout: Do I want to get something that will save me money on a reusable I want a lot of, do I want to get something that will make me a lot of money, or do I want to get something that will give me a unique visual perk? It cannot be stressed enough that crafting of any kind while leveling up will only be of limited use; you will always end up ahead in credits while leveling by not crafting anything.

It becomes a question of time and money spent now, versus time and money spent later to either level up your own craft skill or constantly purchasing everything you need. To make your decision, you need to have a good grasp of what can be made by each craft skill.

You have access to three crew skills per character; a maximum of one may be a craft skill, and it's recommended that the other two be a gathering skill and a mission skill which support that craft skill. Everything is oriented around the crafting skills; mission skills provide a nice little bit of flavor, but are essentially a second gathering skill oriented around the rarer materials that cannot be obtained through direct gathering.

It's important to note that you will not automatically get all of the important recipes for Craft Skills from the skill itself, even by reverse-engineering; you will need to get some of these schematics from the Galactic Trade Network.

It's also important to note that you will always lose money by sending crew members to do missions, as the point is more to raise your skill and gain materials while not being out in the field yourself.

If it was strictly superior to self-gathering, no one would ever do it. I'll go over each of the Crew Skills in brief - each section will contain the Crew Skill's codex entry, followed by my input.

If you take one of these, it is your most important skill. As noted above, once you get to endgame, you are not getting unique mechanical perks from what you make via these skills; you're just getting it cheaper, easier, prettier, faster, or reusable. For leveling content, they do create some unique stuff for lower levels, so rich rerollers will make purchases from dedicated crafters a lot.

They supply the basic materials used in crafting skills. You may send your companions on gathering missions which cost money, but provide you with skill-point appropriate resources.

There is a chance for your companion to fail when deployed on missions I believe it is related to their affection , but it will always give you a skill point even if they fail. Out of your maximum of three crew skills, all three may be gathering skills.

They provide the rare resources used in crafting skills as well as providing a host of other benefits, such as giving you companion gifts to raise their affection, rare schematics, and sometimes rare equipment.

Out of your maximum of three crew skills, all three may be mission skills. Rating: If you read all that and are confused still - or didn't read all of that, because it's a lot to chew through, that's okay. You just want the bottom line on which three crew skills I recommend, right? I've arranged them into sets of three based on what your main selling market is. Death Field. Applies overwhelm debuff on the target thanks to Profuse Horror passive ability at level Death Field is an instant ability, costs 30 force thanks to Fanaticism passive ability granted at level 12 , its range is 10m and its CD lasts for 10 GCDs.

Creeping Terror. This is one of our three DoTs. Its uptime must be always up, if we are to do maximum DPS. It can hit any target within 30m; the only ability left to us that can be used that far, rest are nerfed down to 10m.

The second DoT in our arsenal. It also lasts 12 GCDs, dealing damage over time to its target. It can hit any target within 10m. Our third DoT which plays a vital role in our force management system. Eradicate is an instant ability, costs 30 force, has a range of 10m, and its CD is 20 sec.

It deals a certain amount of damage to its target as soon as it is applied and damage over time for the next 4 GCDs. Thanks to Raze passive ability granted at level 28 Eradicate procs with our melee attacks and our assassin stride once every 9 seconds. This means that we can use it without any force cost. This is a vital part of our force management technique, because every time Eradicate is used for free, our force gain is big.

It should never be used off CD; with one exception during our opener. This is our hardest hitting melee attack. This proc is available to us every 10 GCDs. Phantom Stride also gives us a free Assassinate attack for the next 6,67 GCDs, regardless their health. Leeching Strike. Our second best hitting melee attack. Moreover this effect stacks up to 3 times.

Thrash Our bread and butter melee attack. Saber Strike Our weakest melee attack, but Saber Strike instead of costing force, it regenerates force. Lacerate Cost 20 force and is one of the two melee AoE attacks we have. Thanks to Profuse Horror passive ability granted at level 24, Lacerate spreads our DoTs to all enemies it strikes. During these instances, it replaces Thrash.

Phantom Stride Phantom Stride allows us to instantly close to any foe within 30m. Also, its CD is refreshed if this foe dies within 6. Recklessness increases the critical chance of our direct attacks. It has 2 charges that benefit us, 3 if Audacity masterful skill is selected.

Must always be used with Death Field and on CD. Boosted greatly by the Death Knell Set. Lightning Charge A passive now ability in 5. Last, Imbibe granted at level 52 heals you as well. Severing Slash.



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