The Assassin Guide

Options
ArkToNE - Harshlands
ArkToNE - Harshlands Posts: 73 Arc User
edited February 2013 in Assassin
Greetings everyone. I'm writing this guide after carefully studying the Assassin class and it's abilities. Because this is one of the first guides on Assassin, I will update this guide as I progress on my character.

NOTE: Please ignore the forum trolls. If they had have any worthwhile input it would have been put in this guide. Remember: trolls thrive on the misery of others; your disappointment makes trolls happy.


The Assassin

Assassins are not fighters, they are specialists. One has to understand that, even in history, they were not the most durable and heavily armored people out there. Assassins get the job done with as little as possible, so they rely more on skill and sabotage than they do direct fighting.

In Perfect World, the Assassin class cannot be described as a sub-category of any other class (such as Blade Master). Though there can be claims of similarity, there are simply too many of them for too many different classes to label Assassin to be similar to a single one.


Why be an Assassin?

As mentioned above, the Assassin is a specialist and not a fighter. The Assassin's skill set is designed for a more technical and indirect way of fighting. Many of the skills that the Assassin has possesses an ulterior motive and are meant to work in conjunction with one another. While the skills themselves are self explanatory, when combined in a specific order, they can overcome many obstacles that other classes face constantly.


Is Assassin for me?

Through careful observation, it turns out that Assassin is not for everyone. Many found Assassin far too difficult to play and run into issues such as dying constantly and worrying about the constant low health. Others seem to go for a more direct approach with using strong, direct attack skills; however, they still run into minor tads of trouble, such as having gaps in their attacks that allow the opponent to retaliate harshly.

The Assassin class are built for methodical thinkers. The ideology is to plan ahead, strike fast, strike quickly, don't give the opponent the chance to think. If you like direct fighting, being able to take hits, and not having to think while you're swinging your weapon away, this is not the class for you.


Common Misconceptions and Explanation

Well, let's start off by restating that the Assassin is a specialist, not a fighter. The fighter classes in PWI optimizes their DPS (damage per second) by using normal attacks. While this is a viable option early on for Assassins, it becomes a major detriment to the Assassin later until it reaches the late levels (level 65-75 and above). One of the skills Assassins get at mid levels increases their damage base dramatically (30 Attack Levels, meaning you'll always do 30% more damage), but at a massive cost. Once this skill is maxed, your attack speed get shot down 100%. Yes, this is correct, your normal attacks literally stop at 0.59 or lower. So, this clearly indicates that Assassins were meant to methodically pin down opponents with skill spamming unless you happen to have a Speed Focus (which will be explained in a bit).

The Assassin class's strongest defense is within it's offense and adaptability. Though it is offense oriented, it's still not as capable in direct combat as Archers, Blade Masters, and Barbarians. Archers have defensive capabilities of Range; Blade Masters with Heavy Armor, Defense Buffs, Self Healing, and Pure Damage oriented skills; Barbarians with Heavy Armor, High HP, Defense Oriented Skills, and High Damage weapons. Unfortunately, the Assassin's weapons are among the weakest of all the physical damage oriented classes, Light Armor without the benefits of Ranged Combat, Weak and Limited Self defense skills, and is by no means a ranged class. However, this changes when Assassin reaches later levels when they can Spark Burst+ endlessly.

Assassin skills are very indirect in nature. Instead of overwhelming the opponent with sheer power, they set the pace of combat in their favor. By limiting what the opponent can do (such as making them unable to move, cast, run, chase, self-destruct nearby, attack quickly, attack accurately, so on, and so forth), the Assassin makes it so the opponent cannot function and fight under normal conditions. Assassins are meant to fight debuffed opponents while buffed, this is their edge.


Assassin Stat Builds

The Assassin class revolves around Light Armor and Daggers. The dagger's damage comes from the dexterity stat. Dexterity influences accuracy, evasion, and critical hits. There are both pros and cons to each build, but it is highly recommended to stick to one of the three builds.

Pure Dex Build

Every Level: 1 Str, 4 Dex
Pros: Maintain highest damage ratio and critical rate.
Cons: Rather fragile.

Hybrid Build
Every Even Level: 1 Str, 4 Dex
Every Odd Level: 1 Str, 1 Vit, 3 Dex
Pros: Fair attack ratio, survive a few more hits
Cons: Each fight will take just a little longer to win.

Vitality Build
Every Level: 1 Str, 1 Vit, 3 Dex
Pros: Most HP of the 3 and survive some harsh blows.
Cons: Lower damage and critical ratio, losing 1% critical every 20 levels compared to Pure Dex build.

Note: In order to maintain up to date weapons and light armor, 1 Str and 3 Dex is absolutely vital.


Assassin Focuses

The Assassin class is very varied in terms of gameplay styles, thus why many arguments and debates drag on in conversations about skills and their uses. Each skill actually has it's own uses and efficiency. The longer you play Assassin, the more you realize the effectiveness of each skill when used properly and efficiently. There will always be debates on whether or not a skill is effective, but you must first question which focus you're aiming for first before questioning others. Simply because one skill does not appeal to you does not mean it will not appeal to another.

Assault Focus
Those with this mindset will mostly be MP heavy with the mindset that every little bit of damage adds up to the speed of the kill and it is the speed of the kill that determines how much damage is taken per monster. With little belief in defense, those with this focus will concentrate more on Chi and Skill Damage. Added effects will seem only a bonus to the kill to those with this focus. Channel and Cast will also play a major role to their decision making. Though skilling should slow down around level 65+.

Defensive Focus
Those with this mindset will not be as MP heavy as those with an Assault Focus. Attack Skills are only secondary to one's own survival. Those with this belief will concentrate more of their Spirit Points into skills that minimizes the damage one takes. Attack is crucial to those with this focus, but too many will seem like a burden than helpful. With this focus, damage is not important, thus if offensive skills do not meet a certain criteria they will view it as useless. Though, defensive countermeasures don't mean as much around level 65+.

PvP Focus
Those with this mindset will be the most range oriented of them all. Their focus aims towards punishing opposition from all angles and punish them as quickly as possible. They minimize Spirit consumption by only aiming for critical attack and defense skills, leaving the rest for mobility and range. Those with this focus will be proficient in PvP, but the least efficient in PvE when compared to the other focuses. This is a focus you would want when you decide to slow down on levels and concentrate more on PvP.

Speed Focus
The rarest breed of them all, those with speed focus. Those with this mindset are minimalists in terms of skills and concentrate their spirit more into chi building skills only. Their aim is to optimize spark eruption efficiency and to kill quickly with as little MP consumed as possible. Instead of focusing on skills, they aim more towards gear that up their attack speed and critical rate. Movement is a plus, but not essential to those with this mentality. This is only recommended to those who have alternative characters over level 90 with much coin (in the hundred millions range) to throw around to optimize this build. One of the best viable PvE options post-70.


Assassin Skills

Growth Chart
Skill Level 1: 0
Skill Level 2: 1
Skill Level 3: 3
Skill Level 4: 6
Skill Level 5: 10
Skill Level 6: 15
Skill Level 7: 21
Skill Level 8: 28
Skill Level 9: 36
Skill Level 10: 45

Example Use: Skill Level = 10, Growth*7 = 45*7.

Twin Strike
Range Melee
Mana (-5+7*skill level)
Channel 0.1 seconds
Cast 0.9 seconds
CoolDown 3.0 seconds
Weapon Daggers
Require Cultivation Spiritual Initiate


A stabbing thrust with both daggers.
Deals base physical damage plus (-41.2+<Growth*7>+<skill level*51>).


Assault Focus Priority - Low: Early on, this skill is pointless, but later on used when in aerial combat as a starter attack to minimize range between player and target to compensate for the slow acceleration of wings to get into attack range. The ONLY viable replacement for normal attacks once Chill of the Deep reaches a very high level. On later note, around level 50, when used twice in 6 seconds, the damage on par with Slipstream if brought to level 10.
Defense Focus Priority - None: Pointless skill, no added defensive bonus.
PvP Focus Priority - Very Low: Subtle skill that adds damage quickly before the opponent runs. A rather unexpected move, but more useful than normal attacks when high level Chill of the Deep is active.
Speed Focus Priority - None: No speed bonus.

Puncture Wound
Range 4.5 meters
Mana (-2.2+5.6*skill level)
Channel 0.2 seconds
Cast 1.8 seconds
CoolDown 8.0 seconds
Weapon Daggers
Require Cultivation Spiritual Initiate


Deals base physical damage plus (50+5*skill level)% of weapon damage.
Causes the target to bleed for (-105.5+<Growth*35>+<skill level*274.1>) physical damage over 9 seconds.


Assault Focus Priority - Highest: The strongest skill in terms of damage over time. Always within the first 3 attacks those with this focus uses.
Defense Focus Priority - Highest: One of the few attack skills worth investing in due to it's sheer power. Usually used prior to Deep Sting.
PvP Focus Priority - High: One of the critical attack skills in PvP. Deady and Effective.
Speed Focus Priority - Low: The added bonus is nice, but it's very slow and MP can be used for something else.

Slipstream Strike
Range Melee
Mana (1.7+8.4*skill level)
Channel 0.2 seconds
Cast 1.9 seconds
CoolDown 6.0 seconds
Weapon Daggers
Require Cultivation Spiritual Initiate


A powerful strike with the full force of the arm.
Deals base physical damage plus
(50+5*skill level)% of weapon damage plus (35.1+<Growth*22.2>+<skill level*188.4>).


Assault Focus Priority - Highest: Highest immediate damaging skill. Nothing more needs to be said.
Defense Focus Priority - Very High: One of the few attack skills worthwhile in leveling due to it's sheer power.
PvP Focus Priority - High: Very fast quick damage, but might scare off some people due to the damage efficiency.
Speed Focus Priority - None: Waste of MP and Spirit.

Raving Slash
Range Melee
Mana (5.6+7*skill level)
Channel 0.1 seconds
Cast 1.5 seconds
CoolDown 8.0 seconds
Weapon Daggers
Require Cultivation Spiritual Adept


Deals a damage equals to your basic attack plus
(83.5+<Growth*12.8>+<skill level*115.9>) physical damage.
Decreases target movement speed by (30+2*skill level)%. Lasts for 5 seconds.

Costs 30 Chi.


Assault Focus Priority - Low: Moderate Damage and costs a decent amount of Chi. Decreasing movement speed is only useful for kiting mobs.
Defense Focus Priority - Low: Best used for kiting while recovering some HP.
PvP Focus Priority - High: One of the most annoying things in PvP is when people try to run from you. Slowing them down will definitely help you catch them.
Speed Focus Priority - None: Costs Chi. Saving for a spark is more effective than this.

Tide Form
Range Self
Mana (20*skill level)
Cast instant
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Spiritual Adept


Transform into a fish.
Increases your Defense Level by (5+0.5*skill level)
and your Swim speed by (20+6*skill level)%.

Only available in water.


Assault Focus Priority - None: Does not allow usage of skills.
Defense Focus Priority - None: Decent Defense bonus, but the lack of attack skills can be rather painful.
PvP Focus Priority - Low: When on the run or chasing those who dive into the water, the defense bonus will help with the flee and the swim speed can help chase down opponent and help flee nixes.
Speed Focus Priority - High: Added Defense Bonus in addition to your already fast attacks. What's not to like?

Shadow Walk
Range Self
Mana 20
Channel 0.7 seconds
Cast 2.8 seconds
CoolDown 6.0 seconds
Weapon Daggers
Require Cultivation Spiritual Adept


Enter stealth mode.
Increases Stealth Level by (1*skill level).
Enemies with an Awareness Level lower than your Stealth Level can not see you.
Costs (25-1*skill level) mana per second.
Only usable when out of combat.


Assault Focus Priority - None: Doesn't do damage and is MP heavy. No real effective use for this skill.
Defense Focus Priority - Low: Allows you to close into targets unseen at a cost. Something to be considered when other skills normally used to close into targets are still going through cooldown.
PvP Focus Priority - Medium: Used rather often, thus warrants some spirit to save some MP for attack skills.
Speed Focus Priority - None: Too much MP used.

Wolf Emblem
Range Self
Mana (25+1.5*skill level)
Cast instant
CoolDown 60.0 seconds
Weapon Dagger
Require Cultivation Spiritual Adept


Increases your critical strike damage by (10+2*skill level)%.
Lasts 30 seconds.


Assault Focus Priority - Very Low: Adds damage, but it is very chanced at low levels due to critical hit rate. A more stable attack skill is more effective than this skill.
Defense Focus Priority - Low: Low MP cost and adds additional damage occasionally. Efficient in optimizing the damage of the few attack skills you might have.
PvP Focus Priority - Medium: Throwing in that one very fatal critical hit is a very satisfying thing.
Speed Focus Priority - Medium: No channel and cast time. Low MP cost, adds chi, and adds damage. Definitely something to be warranted.

Wind Push
Range Self
Mana (10+5*skill level)
Cast instant
CoolDown 60.0 seconds
Weapon Daggers
Require Cultivation Spiritual Adept


Increases own movement speed by (50+5*skill level)%,
Lasts for 10 seconds.


Assault Focus Priority - Very Low: Speeding up is nice, but not enough to sacrifice attacks for.
Defense Focus Priority - Very Low: Not very defensive.
PvP Focus Priority - None: PvP Opponents rarely stay on the ground, thus a pointless skill to level past 1.
Speed Focus Priority - Low: Closes the gap between monsters, no biggie.

Deep Sting
Range Melee
Mana (23.5+8.4*skill level)
Channel 0.4 seconds
Cast 0.8 seconds
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Aware of Principle


Deals a damage equals to your basic attack plus
(107.3+<Growth*4.2>+<skill level*46.3) physical damage.
Has a (85+1*skill level)% chance to bring target to sleep for 5 seconds.

Costs 50 Chi

Assault Focus Priority - None: Not very powerful, only warrants 1 level to interrupt casts.
Defense Focus Priority - Very Low: Interrupting Casts can save you on some HP, especially to close in magical monsters. Used right after Puncture Wounds in order to minimize damage taken and optimize damage given.
PvP Focus Priority - High: Stop opponents in place with lower chance of failure. Useful in stopping opponents in place for a strong attack, letting your HP charm cool down, and letting Bleed do it's work.
Speed Focus Priority - None: Costs far too much chi. Avoid at all costs.

Focused Mind
Range Self
Mana (56+7*skill level)
Channel 0.4 seconds
Cast 1.6 seconds
CoolDown 90.0 seconds
Weapon Daggers
Require Cultivation Aware of Principle


Increases your chance to evade enemy skills by (10+1.5*skill level)%,
Lasts for (30+3*skill level) seconds.

Focused Mind shares a 90 second cooldown with Tidal Protection.


Assault Focus Priority - Very Low: Doesn't increase damage at all. Extremely long cooldown. Leveling does not increase the % enough to warrant levels early on.
Defense Focus Priority - High: Reduces normal attacks from monsters to 1. Leveling it extends how long it is effective and how many more hits can be dodged.
PvP Focus Priority - Very High: Irritate the living heck out of heavy skillers by dodging their attacks, lasts long enough for one kill, always.
Speed Focus Priority - Low: Low Chi builder, that's it.

Knife Throw
Range (20+1.5*skill level) meters
Mana 10+5*skill level
Channel 0.1 seconds
Cast 1.0 seconds
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Aware of Principle


Throw your dagger at the target.
Deals base physical damage plus (98.3+<Growth*3.8>+<skill level*42.4>).
Has a (40+3*skill level)% chance to interrupt channeling.


Assault Focus Priority - Very Low: Damage is far too low to warrant any levels and it's cooldown is horribly long.
Defense Focus Priority - Medium: Adds an attack beforehand and can interrupt spell casts. Rather useful for the monsters that try to kite you and cast at the same time.
PvP Focus Priority - Very High: There are a lot of casters in PvP and a whole lot of those that run away. Might as well punish them for that.
Speed Focus Priority - None: Build little chi and spark right before they get to you, nothing special.

Dagger of Devotion
Range Passive
Require Cultivation Aware of Harmony


Increases damage dealt by daggers by (6*skill level)%.

Assault Focus Priority - Very High: Optimize Damage
Defense Focus Priority - Very High: Optimize Damage
PvP Focus Priority - Very High: Optimize Damage
Speed Focus Priority - Very High: Optimize Damage

Rib Strike
Range Melee
Mana (100+5.6*skill level)
Channel 0.3 seconds
Cast 1.9 seconds
CoolDown 8.0 seconds
Weapon Daggers
Require Cultivation Aware of Harmony


Stab up under the enemy's ribs.
Deals base physical damage plus
(50+5)% of weapon damage plus (990.8+<Growth*16.2>+<skill level*225.6>).
Reduce target's attack speed by (25+2.5*skill level)% for 30 seconds.


Assault Focus Priority - Very High: Your third most powerful skill early on, used within the first 3 attacks to optimize damage with some added defense bonus.
Defense Focus Priority - Very High: Drastically lowers enemy attack speed, lowering the damage taken and optimizing the damage given.
PvP Focus Priority - High: Half the game are casters; they're very squishy and don't use normal attacks at all. For the classes that do use normal attacks though, this is a priceless skill to have. So you have to decide between killing squishies and killing slowpokes to determine how much you want this skill.
Speed Focus Priority - None: Waste of MP that can be used for Chi Skills.

Shadow Escape
Range Self
Mana 100
Channel 0.7 seconds
Cast 2.8 seconds
CoolDown 90.0 seconds
Weapon Daggers
Require Cultivation Aware of Harmony


Force yourself into stealth. Dispel all negative status.
Increases Stealth Level by (1*skill level).
Enemies with an Awareness Level lower than your Stealth Level can not see you.
Costs (25-1*skill level) Mana per second.

A successful cast will increase one Spark.


NOTE: Does not remove many debuffs.

Assault Focus Priority - None: Build Chi and potentially escape additional monsters, that's it.
Defense Focus Priority - Very Low: Builds Chi and Avoids additional monsters that do not need to be killed at that point in time.
PvP Focus Priority - Medium: Builds Chi, forces opponent to lose target of you, and extending the time you can remain in this state.
Speed Focus Priority - Low: Builds Chi and reduces the amount it costs to build that Chi.

Sharp Observer
Range Passive
Require Cultivation Aware of Harmony


Increases your Awareness Level by (2*skill level).

Assault Focus Priority - None: Monsters don't hide.
Defense Focus Priority - None: Monsters don't hide.
PvP Focus Priority - High: Fellow hiding Assassins can be annoying.
Speed Focus Priority - Low: Fellow hiding RPK Assassins can be annoying.

Cat-like Thread
Range Passive
Require Cultivation Aware of Harmony

Increases your Stealth level by (2*skill level).

Assault Focus Priority - None: Why hide when you can fight.
Defense Focus Priority - Low: Allows you to avoid fights with unnecessary monsters.
PvP Focus Priority - Very High: Being able to hide from higher level opponents can always lend an edge to the kill.
Speed Focus Priority - None: If you have to hide, it's probably not worth killing.

Blood Paint
Range Self
Mana (56+35*skill level)
Channel 1.8 seconds
Cast 2.4 seconds
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Aware of Harmony


Make all friendly units within 10 Meters can absorb HP equals to
2% of damage it dealt each physical melee attack.
Lasts for (900+90*skill level) seconds.

Only available for Blademaster, Barbarian, and Assassin.
Only available for melee attacks.



Assault Focus Priority - None: Raising levels does not raise efficiency, only extends time.
Defense Focus Priority - Low: Extends the time you can absorb HP.
PvP Focus Priority - None: It already lasts long enough for a kill in PvP at level 1, no point in extending it.
Speed Focus Priority - Medium: Longer duration allows less time worried about losing the buff in the middle of a fight.

Tackling Slash
Range 4.5 meters
Mana (33.6+7*skill level)
Channel 0.1 seconds
Cast 1.5 seconds
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Aware of Harmony


Deals a damage equals to your basic physical attack plus
(601.3+<Growth*12.4>+<skill level*161.3>) physical damage.
Immobilize target for (6+0.3*skill level) seconds,and increases own Chi by 50.


Assault Focus Priority - Low: Does average damage, but the cooldown time pulls away from it's efficiency. Builds 50 Chi and holds monsters in place either way. Very useful for Kiting Mobs.
Defense Focus Priority - None: Builds Chi, stops kiting monsters. You get those effects already at level 1. Increasing it will be very pointless.
PvP Focus Priority - Medium: If you have to hold someone in place, might as well do some mildly high damage while at it.
Speed Focus Priority - Very High: Builds Chi to allow you to spark faster, might as well optimize the damage while you're at it.

Shadow Jump
Range (15+1.5*skill level) meters
Mana (35+5*skill level)
Cast instant
CoolDown (30-1.5*skill level) seconds
Weapon Daggers
Require Cultivation Aware of Harmony


Instantly move to the target's location.

Costs 20 Chi


Assault Focus Priority - None: Already pretty efficient at level 1.
Defense Focus Priority - Medium: Increasing this in levels shortens the cooldown and extends the range it can be cast. More levels means it can be used more often.
PvP Focus Priority - Very High: The higher level this skill is, the less likely a person can ever get away from you when trying to flee.
Speed Focus Priority - None: Doesn't do anything for your chi.

Throatcut
Range Melee
Mana (33.6+7*skill level)
Channel 1.1 seconds
Cast 1.3 seconds
CoolDown 8.0 seconds
Weapon Daggers
Require Cultivation Aware of Discord


Deals a damage equals to your basic attack plus
(50+5*skill level)% gear attack and another
(1821.1+<Growth*12.6>+<skill level*250.6>) physical attack.
Has a (85+1*skill level)% chance to interrupt enemy channeling.
Silence target for (2+0.2*skill level) seconds.

Costs 1 Sparks


NOTE: This skill actually seals your target instead of silencing. What this means is that the target cannot use normal attacks either, but they can still move and run away.

Assault Focus Priority - Medium: Does some considerably high damage and only gets higher as you level it. The cooldown low and your chi skills allow you to use this move rather often. Definitely an upper tier attack skill.
Defense Focus Priority - Low: While it's very strong, it's also very costly. Interrupts casts and seals the opponent only briefly. Worth putting little consideration in, but not at the cost of defensive skills.
PvP Focus Priority - High: Does great damage and seals those annoying opponents briefly. What more can you really ask for?
Speed Focus Priority - None: Costs 1 spark that could have been used for spark eruption instead.

Deaden Nerves
Range Self
Mana (56+5*skill level)
Channel 1.5 seconds
Cast 2.6 seconds
CoolDown (300-12*skill level) seconds
Weapon Daggers
Require Cultivation Aware of Discord


Avoid one attack that would kill you within the next two minutes.
Recovers 20% HP upon avoiding death.


NOTE: This skill will still save you on various "sudden death" mechanisms such as the self-destructing hands in Twilight Temple.

Assault Focus Priority - None: No attack bonus.
Defense Focus Priority - Low: Lowering the cooldown can potentially save you more often than you think.
PvP Focus Priority - Very High: Saves you from that unlucky critical the opponent can give you and you can not be one shot by anything as long as this is active.
Speed Focus Priority - Low: Builds little Chi and some added HP if you ever need it.

Chill of the Deep
Range Self
Mana (10+5*skill level)
Channel 0.7 seconds
Cast 1.3 seconds
CoolDown 15.0 seconds
Weapon Daggers
Require Cultivation Aware of Discord


Reduces your attack speed by (50+5*skill level)%.
Increases your Attack Level by (15+1.5*skill level). Lasts 10 minutes.


NOTE: At level 10, this skill will not actually shoot your attack rate to 0.00, but rather to roughly around 0.58~5.9 or so. While slow, your attacks will not come to a complete halt.

Assault Focus Priority - Very High: Optimize damage your skills do at the cost of your typically unused normal attacks. Good trade.
Defense Focus Priority - Low: Increases attacks at the cost of normal attacks. Since normal attacks are the staple of Defensive Focused people, it's not really worth it to invest in this.
PvP Focus Priority - Very High: 30% Extra Damage at max level, what's not to like?
Speed Focus Priority - None: Anything that slows your attack speed is your worst enemy.

Maze Steps
Range Self
Mana 100
Cast instant
CoolDown 90.0 seconds
Weapon Daggers
Require Cultivation Aware of Discord


Increases own movement speed by (80+2*skill level)%,
Immune to Stun and Immobilize. Lasts for 10 seconds.

Costs 1 Spark


Assault Focus Priority - None: Already decent at level 1.
Defense Focus Priority - Low: Pretty good at level 1, but only useful for monsters that decide to slow you before or after kills.
PvP Focus Priority - Low: A lot of casters have skills that slow your movement speed and they usually stay on the ground to optimize that effect. Might as well break that illusion of safety they have.
Speed Focus Priority - None: Anything that costs 1 spark and does not spark erupt is your enemy.

Earthen Rift
Range Melee
Mana (94.5+8.4*skill level)
Channel 0.7 seconds
Cast 1.8 seconds
CoolDown 8.0 seconds
Weapon Daggers
Require Cultivation Aware of Coalescence


Detonate the ground under the enemy. Deals base physical damage plus
(200+20*skill level)% of weapon damage to all enemy units within 8 meters.


NOTE: This is your 2nd (right under Headhunt) most powerful skill end game (post-80). Be sure not to take this skill lightly.

Assault Focus Priority - High: This skill does the most damage of your free skills at very late levels due to it's reliance on your weapon damage. When stacked with Spark+ or greater, the damage tends to go over the roof.
Defense Focus Priority - Very Low: Does moderate damage, but you risk attacking other non-aggressive monsters in the area of cast.
PvP Focus Priority - Medium: Takes too long to cast, damage isn't good. However, you really don't have to aim with this skill, just be in the general area and use it. However, at late levels, this becomes the damage equivalent to Archer's Deadly Shot, if not greater. Definitely worth considering if you want to do intense damage.
Speed Focus Priority - None: Waste of Spirit.

Rising Dragon Strike
Range 4.5 meters
Mana (75.6+6.7*skill level)
Channel 0.2 seconds
Cast 1.8 seconds
CoolDown 30.0 seconds
Weapon Daggers
Require Cultivation Aware of Coalescence


Deals a damage equals to your basic physical attack plus
(50+5*skill level)% gear attack and another
(1377.4+<Growth*7.8>+<skill level*171.4>) physical damage.
Increases own Chi by 150.

100 percent accuracy.


Assault Focus Priority - Medium: Does some moderately high damage. Adds Chi. However, it has a horribly long recast time. Level only for the bonus damage.
Defense Focus Priority - Low: You get the Chi bonus regardless of the damage you do, level it only if you want to add some damage.
PvP Focus Priority - High: Might as well do fairly high damage while gaining Chi for other skills that potentially annoys your enemies to death.
Speed Focus Priority - Very High: Builds a lot of Chi. Might as well do some damage while at it.

Subsea Strike
Range 4.5 meters
Mana (156.8+8.4*skill level)
Channel 0.3 seconds
Cast 1.3 seconds
CoolDown 30.0 seconds
Weapon Daggers
Require Cultivation Transcendent


Instantly strikes all nearby targets.
Deals base physical damage plus (1848.1+<Growth*4.6>+<skill level*143.0>)
to all targets within 8 meters.
Increases all damage taken by the target by (15+1.5*skill level)% for 8 seconds.
This skill works with the Heaven's Flame skill.
This skill will cancel the Extreme Poison skill.

Costs 2 Sparks


Assault Focus Priority - Very High: Optimize Damage that can be done with the 30% Amp effect while doing some serious damage.
Defense Focus Priority - Low: Does some serious damage, but the other 2 spark moves will be more effective for those with this focus.
PvP Focus Priority - Very Low: Does good damage and amps opponents, but has the lowest PvP quality of the 2 spark attack skills.
Speed Focus Priority - None: Too expensive in both Spirit and Chi.

Headhunt

Range 4.5 meters
Mana (156.8+8.4*skill level)
Channel 0.5 seconds
Cast 1.5 seconds
CoolDown 30.0 seconds
Weapon Daggers
Require Cultivation Transcendent


Deals a damage equals to your basic attack plus
(50+5*skill level)% gear attack and another
(3569.7+<Growth*8.6>+<skill level*276.2>) physical attack.
Stun enemy for (3+0.2*skill level) seconds.

Costs 2 Sparks

Assault Focus Priority - High: One of Assassin's strongest skills and does immense damage.
Defense Focus Priority - Very High: Stunning prevents incoming damage, always. Do very good damage while at it. Costly, but useful.
PvP Focus Priority - High: Stunning opponents does so many things, I don't even know where to begin.
Speed Focus Priority - None: Too expensive in both Spirit and Chi.

Power Dash
Range 4.5 meters
Mana (156.8+8.4*skill level)
Channel 0.4 seconds
Cast 0.8 seconds
CoolDown 30.0 seconds
Weapon Daggers
Require Cultivation Transcendent


Deals a damage equals to your basic physical attack plus
(1457.9+<Growth*3.4>+<skill level*112.7>) physical damage.
Increases your Rage Damage by (20+2*skill level)%. Lasts for 8 seconds.

Costs 2 Sparks


NOTE: After various tests and with many other testers, it is concluded that this skill raises Critical Attack Rate, not Rage.

Assault Focus Priority - Very High: Gives you an outrageously high critical attack rate. Definitely worth considering.
Defense Focus Priority - High: Makes the critical attack rate obscenely high, but not as defensive as the other skills.
PvP Focus Priority - Very High: Do some devastating damage with sheer amounts of criticals. With your high critical hit rate and added damage to it, you have a very good chance to slaughter your opponent with the next few hits with this skill.
Speed Focus Priority - Low: Too expensive in both Spirit and Chi, but allows you to achieve critical hits like a madman.

Tidal Protection
Range Self
Mana (56+7*skill level)
Channel 0.1 seconds
Cast 1.6 seconds
CoolDown 90.0 seconds
Weapon Daggers
Require Cultivation Transcendent


Increases your chance to avoid negative status effects by (25+2.5*skill level)%.
Lasts (30+3*skill level) seconds.

Tidal Protection shares a 90 second cooldown with Focused Mind.


Assault Focus Priority - Low: Cooldown is horribly long and the effects aren't that great for Assault types.
Defense Focus Priority - High: Especially useful for monsters that casts poison and other negative effects later on.
PvP Focus Priority - Very High: Nothing is more irritating than being slept, stunned, immobilized, sealed, bled, so on, and so forth. Definitely the best buff against squishies.
Speed Focus Priority - None: Does nothing for speed and Chi.

Inner Harmony
Range Self
Mana (84+8.4*skill level)
Cast instant
CoolDown 60.0 seconds
Weapon Daggers
Require Cultivation Transcendent


Instantly gain (150+5*skill level) Chi.

Assault Focus Priority - Low: Already gives very good chi at level 1. No point in raising it much.
Defense Focus Priority - Low: Already gives good chi at level 1. No point in raising it much.
PvP Focus Priority - Medium: Adds a lot of chi and a little more extra each level. Allows you to spam those chi and spark costing skills more.
Speed Focus Priority - Very High: You have no greater friend in this game. This skill is your best friend. Don't leave home without it at capped level.

Shadow Teleport
Range (20+1.5*skill level) meters
Mana (75+5*skill level)
Cast instant
CoolDown 180 seconds
Weapon Daggers
Require Cultivation Transcendent


Instantly move to the target's location.
Stuns the target for 3 seconds.

Costs 1 Spark


Assault Focus Priority - None: Stunning is good, but it's already very good at level 1.
Defense Focus Priority - Low: Stuns while teleporting and increases the distance it covers. Still, the cooldown is horrible.
PvP Focus Priority - High: Horrible cooldown, but PvPers can't complain because it stuns those annoying runners to add in that additional fatal blow.
Speed Focus Priority - None: Costs Chi, not worth it.


Analyzing PvP
One of the Assassin's greatest assets is it's PvP capabilities. Although the strategies are not perfect and still in development, this will give you some heads up on the classes.

Barbarian: Common mistake is believing they can't be hurt. Be sure to have Deaden Nerves up or else they will attempt to One Shot you with Armageddon. This is a very difficult class to defeat for an Assassin. Not only does this class have a lot of HP, but they also have the defense to match it. In order to combat them on even grounds, you must first lower their defense with various Genie skills such as Tangling Mire. Keep them stun locked as long as possible. If all your stuns are in cooldown and the Barb is nowhere near dead, it is a good idea to flee the scene. Rib Strike will also play a major role in this fight.

Blademaster: Common mistake is believing your daggers can't go through Heavy Armor. Tidal Protection for Axe Wielders, Focus Mind the others. A difficult class to defeat, but not impossible. If you can, start the fight at max distance since your max Knife Throw will have an outstanding 35 meters range and keep kiting them until they can no longer be kited. Much like Barbs, you want to lower their physical defense with Tangling Mire, Stun Lock, and be sure to Rib Strike them. Also note that another way to kill them is with Metal Genie Skill named Thunderstorm (Level 7 Fire Based, which makes no sense to me). If you strike them with Power Dash level 10 at level 80 or so, you'll have a good 60% chance of landing a critical hit on top of triple damage if target is on ground and double if you are close to them (1200% Genie Damage on crit). Choose carefully though, a good Tangling Mire genie is STR based and a good Thunderstorm genie is DEX based.

Venomancer: Common mistake is actually WALKING to your target when you should teleport to them right when pet approaches.Don't use your important buffs, such as Tidal Protection, until purged. Under normal circumstances, Venomancers will not be an issue, but the real issue comes from the ones that have Phoenix and Hercules pets. The key to defeating these Venos is to dive underwater. There are several options while you're in the water, one is to knife throw if they're not too far above water, but once they dive into the water, teleport to their side and assault them quickly before they can pull out a water pet. If they refuse to dive in the water, simply knife throw them while several meters underwater to avoid attacks. If the Veno proves to be more powerful than you thought, you can simply hide or use Tide Form to flee the scene. Discretion is the better part of valor.

Clerics: Common mistake is believing only squishy Clerics exist. Tidal Protection is definitely a must in this fight. While Clerics are very squishy, it does not change the fact that they're less squishy than Assassins (especially the Light Armor type) and that they can make Assassins even squishier. If a Cleric catches you off guard, pray that they will not one shot you with Tempest while you're slept. Then the other issue is getting past their Plume Shell, a skill that reduces all physical damage by 80% at the cost of MP, in which case you don't. Your best friend in this fight is the invisibility feature due to Plume Shell and be very sure that you're not near any monsters. The reason why you do not want to be near any monsters or other players while invisible next to a target Cleric is because of their ability called Siren's Kiss (an AoE with a 12m radius <24m diameter> for a level 1 skill). They might attract attention of the monster this way, but killing the Assassin takes priority over killing the monster when it comes to Clerics. Once Plume Shell is over, be sure to keep them stun locked, or they will use that opportunity to seal you before you seal them. Overall, a very tough fight against a veteran Cleric.

Wizard: Common mistake is going invisible while they're casting, should knife throw > teleport > deep sting instead.A favorable fight for the well-prepared Assassin. The key to victory here is landing that first shot to keep them attempting to kite. Do note that they CAN Distance Shrink (aka Teleport) while immobilized, so be sure to have Shadow Jump maxed to keep up with them. Throat Cut, Deep Sting, Knife Throw, Shadow Teleport, and Headhunt will be your best friends in this fight, as they are all means of interrupting casts. Note that most of the Wizard's most powerful skills have a long cast time, so it'll be plenty of time to nail them with Throatcut if you must. Although, if you're going to interrupt them, be sure to interrupt them early and fast, because once they cast Sutra, they'll be casting 2 very painful spells a second.

Archer: Common mistake is believing it'd only take a few hits to kill a prepped archer. Be sure to have Tidal Protection on for this fight. Perhaps one of the easier classes to fight due to the fact that they cannot flee from the Assassin to get into good range. Turn invisible until up close and nail them as hard as you can at close range. Be sure not to let them escape. A genie with immunity to metal damage can make this an impossible fight for an Archer due to the fact that Metal Skills are the only skills that's damage is not influenced by distance. Other than that, they can only do half damage the entire fight in melee range.

Psychic: Common mistake is killing yourself for being impatient.Psychics can potentially be easy targets or Assassin's worst nightmare. While their magic attack is quite powerful, it's not what makes them so dangerous. What makes them dangerous is if they're severely aware of how to raise their Psychic (instead of grinding, they farm for mats to craft; they're slow levelers, but extremely dangerous for their level) and their defensive skills. Their true damage is when you strike AT them. Not only is the reflected damage outrageous, but the stun per hit is rather outrageous as well. Your best friend in this fight is to bleed, deep sting, and headhunt. If you cannot kill them within a few moves, hide and get out of there.

Assassin: Perhaps one of the trickiest fights. There are far too many variables that will change the outcome of this fight, so when it comes down to it, it's really who has the better prepared Genie. One really good Thunderstorm and your fellow Assassin will either fall or be shot out of Deaden Nerves easily. On contrary to popular belief, maxing Sharp Observer will not allow the Assassin of same level to see an Assassin with max Cat-like Thread and a slightly higher stealth skill level. Therefore, MOST evenly matched Assassin matches will end up in a stalemate.


Overview

Overall, Assassin is a deadly class when in the right hands. While it's a fairly popular class, it is definitely not recommended for all. Thank you very much for reading and I'll try to keep this guide up to date as often as possible.



ArkToNE's Combo List
This is for reference for those who are interested in Combos. Keep in mind I have an Assault Focus.

NOTE: "Loop" is actually the "Walk behind Enemy" icon. What it does is start again from that location once the combo ends. If you do not know where this icon is, it is circled in red in this picture. skillloopcommand.jpg

Combo 1: Twin Strike > Slipstream Strike > Twin Strike > Rib Strike > Twin Strike > Slipstream Strike > Twin Strike > Earthen Rift

Combo 2: Knife Throw > Tackling Slash > Twin Strike > Loop > Rib Strike > Slipstream Strike > Earthen Rift > Puncture Wound

Combo 3/4 > Twin Strike > Spark Erupt(+) > Tackling Slash/Rising Dragon Slash > Loop > Rib Strike > Slipstream Strike > Earthen Rift > Puncture Wound

Combo 5: Super Ninja
Knife Throw > Spark Eruption > Shadow Jump

Buff 1: All at once (Re-use once Focused Mind is up and ready)
Chill of the Deep > Bloodpaint > Focused Mind > Wolf Emblem

Endless Double Sparker
This combo set is design for levels 65~70 and up to help maintain double spark status in a prolonged battle.

Chi 1 (200 Chi): Tackling Slash > Rising Dragon Strike > Spark Burst+
Chi 2 (205~250 Chi): Tackling Slash > Inner Harmony > Spark Burst+
Chi 3 (150 Chi): Shadow Escape > Tackling Slash > Spark Burst+
Chi 4 (50 Chi): Tackling Slash > Spark Burst+
Chi Pre-emptive (30 Chi): Knife Throw > Wolf Emblem

In a prolonged fight you use it in this order:

Chi 1 > Chi 2 > Chi 1 > Chi 3 > Chi 4 > Start Over
[SIGPIC][/SIGPIC]
Post edited by ArkToNE - Harshlands on
«13456710

Comments

  • IxTsuki - Dreamweaver
    IxTsuki - Dreamweaver Posts: 6 Arc User
    edited December 2009
    Options
    Not bad I agree with a lot of skills not being leveled yet nice guide some people may disagree.. I do admit I disagree with some stuff because some turn out useful and others have not


    Also note a beginner combo for those who want to make quick work of monsters (may not work everytime but very useful)

    Dagger Throw>puncture wound>attack>attack>attack>slipsteam

    It makes quick work of mobs works better on range mobs then meleee

    (if your slipstream doesn't kill them right away the puncture would will kill them after)
  • Sanivo - Dreamweaver
    Sanivo - Dreamweaver Posts: 1 Arc User
    edited December 2009
    Options
    Sticky this ^^ great guide

    Definitely the best guide out there this early on, will follow it quite nicely.
  • TehMage - Lost City
    TehMage - Lost City Posts: 209 Arc User
    edited December 2009
    Options
    I dunno bout making this a sticky because it's not complete, but its a decent guide nonetheless.
  • IxTsuki - Dreamweaver
    IxTsuki - Dreamweaver Posts: 6 Arc User
    edited December 2009
    Options
    it shouldnt be stickied yet now you said dont lvl shadow walk until much later levels, well shadow walk needs to be leveled just at a pace. Its very handy. A friend and I did some test before we were sure
  • Mavado - Harshlands
    Mavado - Harshlands Posts: 728 Arc User
    edited December 2009
    Options
    The sin skills.... i just want them all =( But i won't/don't have enough spirit =(
    >_< I'm a wizard in disguise... you know like the old cartoon... except with less robots and more fire/ice/rocks....
  • DayzFade - Heavens Tear
    DayzFade - Heavens Tear Posts: 50 Arc User
    edited December 2009
    Options
    Very nice guide, lots of info verified that I really needed an opinion on.

    Just to let anyone know who doesn't, the bleed skill will not interrupt sleep effect. If I'm finding something to be messy I will use

    Slipstream Strike -> Puncture Wound -> Deep Sting -> Slipstream


    I also favor using the bow to start often as with the rate and range I can easily get in 1-3k dmg ahead of time, swap to daggers, do the skills above, run out, and restart.
    -Works wonderfully for phys mobs that eat your hp if you need to cut down on pot costs
  • Mavado - Harshlands
    Mavado - Harshlands Posts: 728 Arc User
    edited December 2009
    Options
    -Works wonderfully for phys mobs that eat your hp if you need to cut down on pot costs

    I'm noticing that my evasion is actually making quite a lot of difference so far... i'm only 25, but i see misses at least twice in every battle with a physical mob =P It's more than i've ever seen, even on my archer.
    >_< I'm a wizard in disguise... you know like the old cartoon... except with less robots and more fire/ice/rocks....
  • Sora_Kaiyou - Dreamweaver
    Sora_Kaiyou - Dreamweaver Posts: 66 Arc User
    edited December 2009
    Options
    You keep mentioning "damage ratio". A ratio is a comparison between two numbers. What are you comparing the damage to?
  • _Whisper_ - Raging Tide
    _Whisper_ - Raging Tide Posts: 132 Arc User
    edited December 2009
    Options
    Greetings everyone. I'm writing this guide after carefully studying the Assassin class and it's abilities. Because this is one of the first guides on Assassin, I will update this guide as I progress on my character.


    The Assassin

    Assassins are not fighters, they are specialists. One has to understand that, even in history, they were not the most durable and heavily armored people out there. Assassins get the job done with as little as possible, so they rely more on skill and sabotage than they do direct fighting.

    In Perfect World, the Assassin class cannot be described as a sub-category of any other class (such as Blade Master). Though there can be claims of similarity, there are simply too many of them for too many different classes to label Assassin to be similar to a single one.


    Why be an Assassin?

    As mentioned above, the Assassin is a specialist and not a fighter. The Assassin's skill set is designed for a more technical and indirect way of fighting. Many of the skills that the Assassin has possesses an ulterior motive and are meant to work in conjunction with one another. While the skills themselves are self explanatory, when combined in a specific order, they can overcome many obstacles that other classes face constantly.


    Is Assassin for me?

    Through careful observation, it turns out that Assassin is not for everyone. Many found Assassin far too difficult to play and run into issues such as dying constantly and worrying about the constant low health. Others seem to go for a more direct approach with using strong, direct attack skills; however, they still run into minor tads of trouble, such as having gaps in their attacks that allow the opponent to retaliate harshly.

    The Assassin class are built for methodical thinkers. The ideology is to plan ahead, strike fast, strike quickly, don't give the opponent the chance to think. If you like direct fighting, being able to take hits, and not having to think while you're swinging your weapon away, this is not the class for you.


    Assassin Stat Builds

    The Assassin class revolves around Light Armor and Daggers. The dagger's damage comes from the dexterity stat. Dexterity influences accuracy, evasion, and critical hits. There are both pros and cons to each build, but it is highly recommended to stick to one of the three builds.

    Pure Dex Build
    Every Level: 1 Str, 4 Dex
    Pros: Maintain highest damage ratio and critical rate.
    Cons: Rather fragile.

    Hybrid Build
    Every Even Level: 1 Str, 4 Dex
    Every Odd Level: 1 Str, 1 Vit, 3 Dex
    Pros: Fair attack ratio, survive a few more hits
    Cons: Each fight will take just a little longer to win.

    Vitality Build
    Every Level: 1 Str, 1 Vit, 3 Dex
    Pros: Most HP of the 3 and survive some harsh blows.
    Cons: Lower damage and critical ratio, losing 1% critical every 20 levels compared to Pure Dex build.

    Note: In order to maintain up to date weapons and light armor, 1 Str and 3 Dex is absolutely vital.


    Assassin Skills

    Twin Strike: This is the most basic of the Assassin attacks. It's very quick and has a low cooldown, but that is the only real quality of this skill. It is definitely not recommended to upgrade this skill due to the low damage output.

    Puncture Wound: This skill does low initial damage, but very devastating bleed damage. Over time, this skill does the most damage of all your initial skills and will continue to out damage your latter skills for some time. It is definitely recommended to keep this skill up to date at all times as this is one of the key skills to maintain high damage ratio. One of the benefits of such high bleed value is to strike self-destructing opponents with this and make a run for it, giving you ample time to escape while still getting the job done.

    Slipstream Strike: Though one of your earliest skill, this is your highest direct damage skill. Since it has the highest damage output for a very long while, it should be kept up-to-date at all times.

    Raving Slash: This skill ups your movement speed for 3 seconds after being cast. Most would wonder why it has such a strange effect. This is what I would call an "Execution" or "Final Strike" type move. This skill is meant to be used as the very last attack on a monster so you can quickly get into striking range of the next monster. You don't exactly have to finish a monster with this skill. If Puncture Wound is still active and this move does not kill the monster, progress to the next monster anyway because the sliver of health will be bled away from Bleed. As for the item drops, you can always pick that up after 2 or 3 kills, only the most desperate of people will wait patiently to steal from you.

    Tide Form: Turns you into a mermaid, allowing you to swim faster and gives you some defense levels. The only problem is that you cannot use any skills while in this form. You are limited to normal attacks only. Thus it is pointless to raise this skill beyond 1. Until you have more than enough Spirit to throw around at the end levels, leave it at 1.

    Shadow Walk: Turns you invisible to monsters and players. Monsters and players of higher level, even if it's only one level, will still see you with this active. It does not matter what level Shadow Walk you have, upping the level only reduces MP cost, not your ability to hide from higher levels. Therefore, it's best to keep this skill at level 1 until MUCH later levels.

    Wolf Emblem: This increases the critical damage you do. Early on, this skill doesn't increase much (only 12%) and you do not do enough critical strikes to make it worth while. Until your critical rate is roughly 10% or above, I suggest keeping this skill at level 1 because it only lasts 30 seconds and it is a pain to constantly recast every single minute.

    Wind Push: A skill that increases your running speed for 10 seconds. While this skill is very tempting to keep up to date, you really should save your spirit for something else. It's a great skill, but it does not have to be higher than level 1. I personally recommend saving your spirit for attack skills.

    Deep Sting: An attack that has a very high ratio of putting an opponent to sleep (86% at level 1). This skill is actually one of the more useful skills; when fighting opponents that normally run away to attack with ranged attacks such as bows and magic, this should be the very first attack you hit them with. This will hold them in place for the next attack. The chi cost is also very high (50 Chi), so be sure to keep yourself at minimum 70 Chi before you fight any opponent. This move is excellent against casting opponents as well, because as you approach them, hit them with this and their casting stops. Even though this is one of the more vital skills, I highly recommend keeping it at level 1 until you can afford getting it higher at the level 50+ range.

    Focused Mind: This skill, when used in PvP, dodges enemy skills. This skill, when used in PvE, turns a certain % of hits into 1 damage. Even a monster's magic will only do 1 damage if dodged. Though this is a very tempting skill to have, the amount dodged at early levels is not enough to warrant upgrading this skill past 1~2. It has an incredibly long cooldown (90 seconds) and it only lasts 30~ or so seconds. I do not recommend leveling this skill early, but rather late when the effects start to become much greater (such as dodging 20%) and lasts at least 50 seconds. So, I'll definitely leave this at level 1 pre-50.

    Knife Throw: Does little damage, 43% chance of interrupt channeling. It is your only ranged attack skill and it does very little damage. Normally used to pull a monster closer to you. While this skill is used often (followed by Shadow Jump), it should be kept at level 1 until you decide to go PvP heavy. Otherwise it works great for its purpose.

    Dagger of Devotion: Passive skill that increases dagger damage (up to 60% at level 10). Definitely a skill you want to keep up-to-date and should ALWAYS have top priority when deciding what to upgrade.

    Rib Strike: Both a strong offense and a strong defense skill. Not only does this skill do good damage, but it also reduces the attack speed of your opponent rather dramatically at 100% activation if hit. The less attacks the opponent pulls off, the more attacks you can go in. In PvP, this will make melee classes resort to their attack skills, which when used in conjunction with Focused Mind corners them into being unable to attack normally and risk missing a lot with their skills. Since it doubles as a defensive skill, this skill should be kept up-to-date at all times.

    Shadow Escape: This forces Stealth Mode in the middle of battle, but raising it in levels only reduces the MP cost, nothing more. However, there are many other uses for this skill as well. This skill actually raises your Chi by 100 (you'd think it'd cost 100, but apparently not) when used and it also removes ALL negative affects off your character. So not only does it work like Purify, but it's purify with a spark bonus. The drawbacks of this is the MP cost and the 90 second cooldown. It is a great skill, but definitely should be kept at level 1 until end levels.

    Sharp Observer: Allows you to see invisible people a few levels higher than yourself. Only recommended for PvP purposes, otherwise it should be ignored.

    Cat-like Thread: While upgrading Shadow Walk and Shadow Escape only lowers the MP cost, this is the skill used to make people higher level than yourself not be able to see you. With this skill at level 10, people up to 20 levels above yourself will not be able to see you. If you go to a PvP server, this is actually a good investment, but only at levels 50+ due to the fact that a good majority of people are above level 50.

    Blood Paint: Every melee attack AND skill absorbs 2% of the damage given. If you do 2000 damage you absorb 40 HP, it's not a bad trade off. The recast time is only 15 seconds and the duration is 165 seconds at level one. Raising it in levels only raises the duration, but it's not really a necessity because you can simply recast when needed. Thus this skill should be kept at level 1 no matter what level you are, and should be one of the LAST skills to up to level 10.

    Tackling Slash: A skill that both immobilizes the opponent 100% of the time when struck and gives 50 chi bonus. This is a very important skill and should be upgraded occasionally. This is actually one of the key moves to fighting opponents that like to run away to attack (such as archers and magic using monsters). A good way to use this attack is to use Deep Sting to sleep the opponent at the COST of 50 Chi, and then hit them with Tackling Slash to RECOVER 50 Chi and stop the monster/person from moving. Like Deep Sting, it has a 15 second cooldown, so Deep Sting and Tackling Slash can always be used together.

    Shadow Jump: A teleporting skill that instantly moves you next to the targeted opponent. This skill is used to close the gap very quickly. Even though it's a great move, upgrading it will decrease the cooldown time, and increase the distance this can be cast... I suggest keeping Spirit for attacks first. Mostly use Knife Throw followed by Shadow Jump to perform a very ninja-like maneuver of reaching the opponent before the knife does then slit their throat with the next move. Even though it's a sweet move, it should be kept at level 1 for a long while.

    Throatcut: Not only do you throw a dagger at the opponent and teleport right behind them, now you can slit their throats too! Even though it is an attack skill, it's best used on enemies that cast magic. I would recommend keeping it at level 1 early on, as it's not a skill to be used on all monsters and your spirit can be used elsewhere.

    Deaden Nerves: This buff has no known time limit as far as I can tell. When you reach 0 HP, you will automatically recover 20% of your max HP. As long as you have this buff on, you cannot be killed with a single strike no matter how hard it hits (ie. Armageddon from a level 100 Barbarian). Upgrading this skill only lowers the cooldown time. I would not recommend getting this skill past level one unless you happen to be PvP heavy.

    Chill of the Deep: Dramatically lowers your attack speed but ups your attack level up to 30 levels. This skill is invaluable for those who skill nonstop, but horrible for those that do not skill a lot. Although, if you're not skilling endlessly as an assassin, you're probably not using the class to the fullest. Thus, it is highly recommended that you keep this skill up to date at all times.

    Maze Steps: Another skill that increases your movement speed. This time, it costs 1 spark and it grants you immunity to stun and immobilization. Has a 90 second cooldown time, so I do not recommend upgrading this skill past level 1 until the end levels.

    Earthen Rift: No comment yet, don't know enough about it to give a proper evaluation.

    Rising Dragon Strike: A skill with 100% accuracy and gives 150 Chi while at it. It's one of your latter damage dealing skills, thus it's bound to do a lot more damage where your early skills leave off. Thus it's highly recommended to keep this skill up to date if you wish to keep on par with other melee classes when it comes to damage dealing, even though it has a 30 second cooldown.

    Subsea Strike: This is an AoE move that uses 2 sparks and gives the enemy AMP effect. It stacks with dragon, but cancels Extreme Poison. Given the nature of the skill, it's guaranteed to be powerful.

    Headhunt
    : A skill that attacks and stuns your opponent at the cost of 2 sparks. Also guaranteed to be powerful.

    Power Dash: Another attack skill at the cost of 2 sparks, but increases your rage (critical) damage instead. Also guaranteed to be powerful.

    Tidal Protection: Allows you to dodge status effects at a certain percentage, but shares the same recast time as Focused mind. I cannot say I recommend raising this skill unless for PvP purposes (such as escaping stun lock).

    Inner Harmony: Instantly gain a lot of chi. Highly recommended to supply Spark skills.

    Shadow Teleport: Same as Shadow Jump, except it stuns for 3 seconds and has a 180 second recast time. Not too reliable, highly recommended to keep only at level 1 until end levels.


    Skill Upgrading Priority

    Group A: Top Priority, Must Have Up to Date at all Cost
    Puncture Wounds (lvl 3)
    Slipstream Strike (lvl 6)
    Rib Strike (lvl 29)
    Dagger Devotion (lvl 29)
    Chill of the Deep (lvl 44)
    Subsea Strike (lvl 59)

    Group B: High Priority, Keep up to date, but not at the cost of Group A
    Raving Slash (lvl 9)
    Tackling Slash (lvl 29)
    Focused Mind (lvl 19)
    Rising Dragon Strike (lvl 49)
    Inner Harmony (lvl 59)
    Wolf Emblem (lvl 9)


    Group C: Optional, get these based off personal preference only.
    Cat-like Thread (lvl 29)
    Sharp Observer (lvl 29)
    Deaden Nerves (lvl 39)
    Shadow Jump (lvl 29)
    Deep Sting (lvl 19)
    Throatcut (lvl 39)


    Group D: Low Priority, get it only when you have enough to spare
    Tidal Protection (lvl 59)
    Shadow Walk (lvl 13)
    Shadow Escape (lvl 29)
    Knife Throw (lvl 19)


    Overview

    Overall, Assassin is a deadly class when in the right hands. While it's a fairly popular class, it is definitely not recommended for all. Thank you very much for reading and I'll try to keep this guide up to date as often as possible.



    ArkToNE's Combo List
    This is for reference for those who are interested in Combos.

    NOTE: "Loop" is actually the "Walk behind Enemy" icon. What it does is start again from that location once the combo ends.

    Combo 1: Strictly Melee Monsters (Press again if Tackling Slash isn't going off 2nd time)
    Loop > Attack > Rib Strike > Puncture Wound > Slipstream Strike > Raving Slash > Attack > Tackling Slash.

    Combo 2: Magic + Ranged Monsters (Throatcut for Mages, Raving Slash for Archers)
    Deep Sting > Tackling Slash > (Throatcut)> Loop > Attack > Rib Strike > Puncture Wound > Slipstream Strike (> Raving Slash)

    Combo 3a: Ninja
    Knife Throw > Shadow Jump

    Combo 3b: Super Ninja
    Spark Eruption > Knife Throw > Shadow Jump

    Buff 1: All at once (Re-use once Focused Mind is up and ready)
    Bloodpaint > Focused Mind > Wolf Emblem

    Endgame, regular attacks max your DPS, thats all im saying, this guide is ok as a beginners guide, but this really needs some work.

    The Combo guide is very mp wasting and I know much better skills that would get the job done quicker and easier.

    Great beginner guide though
    [SIGPIC]http://i21.photobucket.com/albums/b274/skyeuser/Whispercopy.jpg[/SIGPIC]


    I got my Fishy Gills, And my Flippy Floppy's. Im a fish on land, no one can stop mehb:chuckle
  • Sora_Kaiyou - Dreamweaver
    Sora_Kaiyou - Dreamweaver Posts: 66 Arc User
    edited December 2009
    Options
    Endgame, regular attacks max your DPS, thats all im saying, this guide is ok as a beginners guide, but this really needs some work.

    The Combo guide is very mp wasting and I know much better skills that would get the job done quicker and easier.

    Great beginner guide though

    Such as bleed + normal attacks to death? Yeah, I do that on my BM too. Kills fairly quickly and is quite MP efficient.
  • TehMage - Lost City
    TehMage - Lost City Posts: 209 Arc User
    edited December 2009
    Options
    Such as bleed + normal attacks to death? Yeah, I do that on my BM too. Kills fairly quickly and is quite MP efficient.

    ↑ this, thats all I've been doing on my sin. 16 thus far. Although I do add a slipstream strike if the mob has alot of hp.
  • SeimeiKaika - Sanctuary
    SeimeiKaika - Sanctuary Posts: 11 Arc User
    edited December 2009
    Options
    Pure Dex Build
    Every Level: 1 Str, 4 Dex
    Pros: Maintain highest damage ratio and critical rate.
    Cons: Rather fragile.
    Im going this build and its extremely squishy. its possible that some might want to go hybrid until they have any TT gears. i myself am thinking to go more hybrid because atm its a good charm raip and pots just cant make up for the HP loss as pure dex.

    Sharp Observer: considering most people chose assassin for TW or pvp, there will be more than a handful of people lvling up their invisibility skill. I personally prio-ed this since the last thing i want is someone sneaking up on me.
  • IxTsuki - Dreamweaver
    IxTsuki - Dreamweaver Posts: 6 Arc User
    edited December 2009
    Options
    Very nice guide, lots of info verified that I really needed an opinion on.

    Just to let anyone know who doesn't, the bleed skill will not interrupt sleep effect. If I'm finding something to be messy I will use

    Slipstream Strike -> Puncture Wound -> Deep Sting -> Slipstream


    I also favor using the bow to start often as with the rate and range I can easily get in 1-3k dmg ahead of time, swap to daggers, do the skills above, run out, and restart.
    -Works wonderfully for phys mobs that eat your hp if you need to cut down on pot costs
    I use this it works from time to time but after deep sing it takes a min to do slipstream i'm actually wasting more hp then i did
  • DayzFade - Heavens Tear
    DayzFade - Heavens Tear Posts: 50 Arc User
    edited December 2009
    Options
    First off that's my below 29 set up for uniform stuff xD, afterward is much different


    Not sure how you can be losing more hp though after sleep, that's 5 seconds of no attacks

    Keep in mind that after it is hit up close after sleep, you still get tagged from the last atk deal as long as it's in range.

    The basis on that one is just that slip takes longer to cast, so i used it as an opener, then bleed to make sure it does its course. Normal attacks are very fast for afterward depending on weather or not you'll need a skill after at all
  • Lusca - Sanctuary
    Lusca - Sanctuary Posts: 754 Arc User
    edited December 2009
    Options
    Im going this build and its extremely squishy. its possible that some might want to go hybrid until they have any TT gears. i myself am thinking to go more hybrid because atm its a good charm raip and pots just cant make up for the HP loss as pure dex.

    yes because increasing your hp not your defense and lowering your damage helps save your charm
  • Ballistixz - Heavens Tear
    Ballistixz - Heavens Tear Posts: 690 Arc User
    edited December 2009
    Options
    Such as bleed + normal attacks to death? Yeah, I do that on my BM too. Kills fairly quickly and is quite MP efficient.

    yup, its good way to lvl in early lvls for sins seeing as how imo the skills for sins seem more geared towards pvp and not rly pve. adding slipstream+bleed then melee also helps aswell.
  • OceanTitan - Sanctuary
    OceanTitan - Sanctuary Posts: 1 Arc User
    edited December 2009
    Options
    Endgame, regular attacks max your DPS, thats all im saying, this guide is ok as a beginners guide, but this really needs some work.

    The Combo guide is very mp wasting and I know much better skills that would get the job done quicker and easier.

    Great beginner guide though

    What are the combos that kill quicker and use less mp then??
  • Ballistixz - Heavens Tear
    Ballistixz - Heavens Tear Posts: 690 Arc User
    edited December 2009
    Options
    What are the combos that kill quicker and use less mp then??

    slip+bleed+melee is one

    slip+bleed+sleep+slip is another.
  • Telarith - Sanctuary
    Telarith - Sanctuary Posts: 1,417 Arc User
    edited December 2009
    Options
    So far, thinking of changing at lvl 23 to boost nothing but str for the next few levels. Should allow me to use HA armor, for the 2X quests which are primarily all phys damage critters. Afterwards, I can pump only dex until it ends up back to 4 dex 1 str per lvl. Just an idea for others to try if they are taking too much damage as LA on those mobs. Nice thing is, you don't need to reset.
    Fist are the worst at PvP AND PvE, if you disagree, as I said, take it to PM's or make your own guide. Go here if you want to debate about it. - Lyndura

    Get a High lvl Fist warrior use it, Restat to axes. GG - complexx

    :NOTE: These signatures are to forever immortalize, how stupid people can be.
  • ArkToNE - Harshlands
    ArkToNE - Harshlands Posts: 73 Arc User
    edited December 2009
    Options
    Well, to start off...

    Yes, this is MP heavy and the damage isn't that much greater than normal attacks. However, the point isn't to do damage as I've said. If you REALLY wanted to do some serious damage, BM and Archer would have been the better choice. The point of using all these skills is to do what Assassins do best, cripple the opponent.

    The combo that I recommend actually does: Pre-damage, close in quickly, Sleep to cancel Cast and halt enemy from running, Immobilize them to prevent from moving, Reduce their attack speed, Bleed, then it starts to do some damage, then finish it off with a rush tactic to speed up grinding/questing with that short 3 second speed burst. Though it's a 3 second burst, it still grants you the ability to get to Knife Throw range more quickly, so you can pull off a few extra kills over time.

    Oh well, time to do some minor updates on the 39 skills.
    [SIGPIC][/SIGPIC]
  • HeavensWing - Sanctuary
    HeavensWing - Sanctuary Posts: 192 Arc User
    edited December 2009
    Options
    LOVE this guide, This is DEFFINATLY Going to help me in the future. Two Thumbs up, Just Perfect. Gorgeous Writen and percisely thought out. I wish I could get everyone of the skills but unfortunately I have no spirit. I have to keep Giving my Badges of speed from my BM to my assassin :P
    [SIGPIC][/SIGPIC]
    Original Join date: Nov 24, 2008
    Originally Posted by Russiee - Raging Tide

    As for Shadow Escape. "I am sin, I Shadow Escape on a boss, Boss attacks cleric and squad wipes. Lolol im pro fish".


    ^ So pro b:victory ^
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited December 2009
    Options
    Raving Slash is awful if you ask me, not touching it again unless I have nothing else to waste spirit on.


    Only skills I leveled were Slipstream, Windpush, Focused Mind, Knife Throw, Rib Strike and Mastery. Leveling is easy and I'm not spamming a lot of pots. Yes, I left puncture wound at 1, I'm not interested in it. Combination of Second Wind, Focused Mind and Bloodpaint = nice pot savings. I generally only use Rib Strike - melee on most mobs so training is fast and cheap.


    And lol, skill spamming on a melee class like this? There's some good skills, but come on. Slipstream is a nice finisher, but opening with it is horrible in pve.


    Also, I suggest you try out Shadow Escape some more... it's no purify.
    Wondering how much longer these **** packs are going to be around.
  • ArkToNE - Harshlands
    ArkToNE - Harshlands Posts: 73 Arc User
    edited December 2009
    Options
    Raving Slash is awful if you ask me, not touching it again unless I have nothing else to waste spirit on.


    Only skills I leveled were Slipstream, Windpush, Focused Mind, Knife Throw, Rib Strike and Mastery. Leveling is easy and I'm not spamming a lot of pots. Yes, I left puncture wound at 1, I'm not interested in it. Combination of Second Wind, Focused Mind and Bloodpaint = nice pot savings. I generally only use Rib Strike - melee on most mobs so training is fast and cheap.


    And lol, skill spamming on a melee class like this? There's some good skills, but come on. Slipstream is a nice finisher, but opening with it is horrible in pve.


    Also, I suggest you try out Shadow Escape some more... it's no purify.
    This is the best example of people who don't understand the concept of playing Assassin. As I've mentioned in the guide, this class is NOT a fighter but a specialist.

    Well, either way. In order to get attack level 30, you lose 100% of your attack speed, meaning your attack speed will just shoot through the floor at no attacking at all. Thus this is where skill spamming is necessary. You can claim attack level 30 is baloney, but it's 30% more damage. Skill spamming will ALWAYS do more damage than normal attacks and it's damage actually optimizes even more when you get Chill of the Deep. Even at level 1, Chill of the deep shoots your attack rate from 1.25 to 0.80.

    Also, you can avoid spamming a lot of pots, yes. Then again, if you wish to play defensively, Barbarian is the better choice.
    [SIGPIC][/SIGPIC]
  • DayzFade - Heavens Tear
    DayzFade - Heavens Tear Posts: 50 Arc User
    edited December 2009
    Options
    Woo new favorite for chaining

    Uses either bow or normal attack in beginning or end

    bow 2/3shots, rib strike, puncture wound, sleep, next target

    ribstrike, puncture, normal atk for about 5-800total,sleep, next target


    Both use a consistent amount of mp, the kills are quick and allow you to skip taking any damage for the last portion of a mob depending on your puncture.

    The bow is nice but it doesn't take advantage of the bloodsuck at 34
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited December 2009
    Options
    This is the best example of people who don't understand the concept of playing Assassin. As I've mentioned in the guide, this class is NOT a fighter but a specialist.

    Well, either way. In order to get attack level 30, you lose 100% of your attack speed, meaning your attack speed will just shoot through the floor at no attacking at all. Thus this is where skill spamming is necessary. You can claim attack level 30 is baloney, but it's 30% more damage. Skill spamming will ALWAYS do more damage than normal attacks and it's damage actually optimizes even more when you get Chill of the Deep. Even at level 1, Chill of the deep shoots your attack rate from 1.25 to 0.80.

    Also, you can avoid spamming a lot of pots, yes. Then again, if you wish to play defensively, Barbarian is the better choice.
    Except that chill of the deep is a skill you get after 43 levels where you shouldn't be spamming skills only like an idiot unless you're dealing with mobs that kite.


    And you keep calling assassins specialists... but what does that matter in pve, lol? Ofcourse you're going to have to play completely different in pvp since you're going to die in few hits at most. But you can easily play like a fist BM in pve. Your defense is slightly lower but your damage, critrate and evasion are higher. Rib Strike-melee mob to death will kill a mob in less than 7 seconds after Rib Strike hits. If two mobs are next to eachother I won't be able to use Rib Strike on the second one right off the bat because it'll still be in cooldown. Learn how to play DD classes please, because that's all you are in pve.
    Wondering how much longer these **** packs are going to be around.
  • Lusca - Sanctuary
    Lusca - Sanctuary Posts: 754 Arc User
    edited December 2009
    Options
    Except that chill of the deep is a skill you get after 43 levels where you shouldn't be spamming skills only like an idiot unless you're dealing with mobs that kite.


    And you keep calling assassins specialists... but what does that matter in pve, lol? Ofcourse you're going to have to play completely different in pvp since you're going to die in few hits at most. But you can easily play like a fist BM in pve. Your defense is slightly lower but your damage, critrate and evasion are higher. Rib Strike-melee mob to death will kill a mob in less than 7 seconds after Rib Strike hits. If two mobs are next to eachother I won't be able to use Rib Strike on the second one right off the bat because it'll still be in cooldown. Learn how to play DD classes please, because that's all you are in pve.

    even without chill of the deep i kill mobs faster with

    puncture wound > rib slash > slipstream than i do just auto attacking them or even rib slash > auto attack

    but you do have a point that they are only a DD in pve and not some specialist or anything
  • ArkToNE - Harshlands
    ArkToNE - Harshlands Posts: 73 Arc User
    edited December 2009
    Options
    Actually, I'd go Rib Slash first then puncture wound. While it doesn't take advantage of Puncture Wound, it makes it so you can make an escape from self destructing mobs. Also, interesting guide you made there, Lusca.

    Yes, it's a DD, but all classes are DD to an extent. That and I've had many prior experiences to this type of class. The most similar class of a different game is the Force Blader in Cabal, a class that specializes in debuffing during its attacks and also a medium/light armored class (got it to level 113).

    That and you should have noticed by now, the higher level you get the longer it takes to kill monsters, especially when you get to the Taurocs. Once that happens, you'll need all the debuffing attacks you can get and Knife Throw has much too long of a recast time (15 seconds) to be a viable source of damage. Knife throw also increases in damage very slowly while Raving Blade (8 seconds) goes at a decent pace. You can also use Raving Blade almost three times before you can Knife throw twice. In my book, Rave Blade 3x is much more Damage Dealing than Knife Throw x2.

    As great as your defense skills really are for pot saving, I think it'd be much preferable to kill very quickly and simply rest up in the time saved. Also, even at level 10, Focused Mind lasts 60 seconds while the cooldown is 90 and the maximum evasion rate is 25%. Great, but not something I'd want to wait to level 64 to achieve.
    [SIGPIC][/SIGPIC]
  • Lusca - Sanctuary
    Lusca - Sanctuary Posts: 754 Arc User
    edited December 2009
    Options
    if i go rib slash first the mob gets an extra hit in and i have to use a few melee hits to kill it with puncture first the mob takes bleed just after my slipstream and dies lol

    i hate the taurocs, i normally save there quests for several levels and just grind of the vipions above swift wind since they drop fine meat o=

    i still don't like raving slash or knife throw while leveling but maybe after i get chill of the deep i'll level up raving slash but for now i don't see a point of wasting spirit on it


    and thank you, i think my guide has turned out ok so far but i do have a lot to add lol
  • ArkToNE - Harshlands
    ArkToNE - Harshlands Posts: 73 Arc User
    edited December 2009
    Options
    You do have a point about Puncture Wounds first for lower leveled monsters since they die fairly quickly.

    So, Puncture Wound > Rib Strike earlier levels

    Rib Strike > Puncture Wound later levels (when you face Taurocs).
    [SIGPIC][/SIGPIC]
  • Sneakret - Heavens Tear
    Sneakret - Heavens Tear Posts: 618 Arc User
    edited December 2009
    Options
    Rib Slash (lvl2 ) - Puncture(lvl5-6) - mele to end

    about 160 mana and 1 hit on average from mobs, nice'n efficient
    I can see what you see not,
    Vision milky, then eyes rot.
    When you turn, they will be gone,
    Whispering their hidden song.
    Then you see what cannot be,
    Shadows move where light should be.
    Out of darkness, out of mind,
    Cast down into the Halls of the Blind.
This discussion has been closed.