Assassins Squaded: Function & Role

Kassiel - Dreamweaver
Kassiel - Dreamweaver Posts: 8 Arc User
edited January 2010 in Assassin
Lol so I'm having lots of fun with my sin especially with the stealth mode skills :P but after using them a few times while squaded, it kind of made me realize that an assassin in a squad is very likely to get other squad members killed if your assassin doesn't know what he/she is doing.

Take for example the following situation:

You are squaded with a cleric who has your back, healing and throwing down some nice DD. All of a sudden you multi agro and decide to force stealth with shadow escape but the cleric doesn't realize you've done this (thinking you still have agro)... *cleric dead*. If the assassin wishes to stop stealth mode (by hitting shadow walk while already in stealth mode), he/she must wait until he/she is NO LONGER IN COMBAT, that is, the red flashing around your name has stopped. Otherwise, the assassin can drop stealth by engaging in combat.

Other skills the assassin has are also likely to cause issues on the battlefield such as the teleportation skills, shadow jump/teleport which not only can be used on mobs but on other players, pets, NPCs, and most targetable objects. Teleporting accidentally into a group of mobs is a very likely scenario which may cause other classes to think twice about setting up a PuG squad with an assassin. (fortunately for other classes, assassins can't use teleportation while in instances)

While the assassin is a powerful DD, its effectiveness in a squad is extremely dependent upon the actual skill of the player (unlike other DD classes which simply spam skills regularly).

Pulling "agro": Due to an assassin's high damage output, he/she is very likely to pull agro away from the actual tank causing death. An assassin can prevent this by either, regulating their attacks with respect to the tanks ability to hold agro, using stealth mode appropriately (given the low HP of assassins, the player will have to act extremely quickly to survive taking agro especially against stronger mobs/bosses (it is very important at this point for the assassin to be fully buffed with Deaden Nerves)).

Being a successful squad member: Basically an assassin serves as a physical DD much like an archer . Other than that, the assassin serves as a rapid response combat regulator much like a BM, that is, he/she has the role of protecting the squad from multi-agros, tank agro-loss (either to the mages or archers), and support which can include regular stunning, amplifying, immobilization, silence, sleep. The only team buff the assassin possesses is Bloodpaint which he/she should maintain on the BMs, barbs, and assassins as much as possible since it offers a minor regenerative effect.

Though, with an appropriate armor setup, it theoretically is possible for an assassin to tank but I don't believe that it would be very efficient, given the skills he/she has. I suppose skills like Focused mind and Tidal Protection could make a bit of a difference but even then, the assassin was not built for that kind of punishment.

This might put things in perspective for all starting assassins:

The assassin has 31 skills.
Of these 31 skills there's:

1 Chi-gain skill (Inner Harmony)
1 Transformation (Tide Form)
2 Teleport skills (Shadow Jump, Shadow Teleport)
2 Accelerate skills (Wind Push, Maze Steps)
2 Stealth skills (Shadow Walk, Shadow Escape)
3 Passive skills (Dagger Devotion, Sharp Observer, Cat-Like Tread)
6 Buffs (Self: Wolf Emblem, Focused Mind, Deaden Nerves, Chill of the Deep,Tidal Protection. Others+Self: Bloodpaint)
14 Attack skills (Twin Strikes, Puncture Wound, Slipstream Strike, Raving Slash, Deep Sting, Knife Throw, Rib Strike, Tackling Slash, Throatcut, Earthen Rift, Rising Dragon, Subsea Strike, Headhunt, Power Dash)

The sheer amount of attack skill evidently points to the primary function of the assassin class but it's not that simple. Many of the skill the assassin possesses have useful functions that every squad member should know. On top of damaging the enemy, the effect of each skill can be seen below:

Twin Strikes [N/A]
Puncture Wound [bleed]
Slipstream Strike [N/A]
Raving Slash [accelerate]
Deep Sting [sleep]
Knife Throw [ranged, interrupt]
Rib Strike [slow enemy attack]
Tackling Slash [immobilize, chi-gain*]
Throatcut [interrupt, silence]
Earthen Rift [AoE]
Rising Dragon [chi-gain]
Subsea Strike [AoE, amplify]
Headhunt [stun]
Power Dash [increase crit rate]

( A [*] symbol represents an edit)

Any thoughts? Please add some comments!
Post edited by Kassiel - Dreamweaver on

Comments

  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited January 2010
    Pulling "agro": Due to an assassin's high damage output, he/she is very likely to pull agro away from the actual tank causing death. An assassin can prevent this by either, regulating their attacks with respect to the tanks ability to hold agro, using stealth mode appropriately (given the low HP of assassins, the player will have to act extremely quickly to survive taking agro especially against stronger mobs/bosses (it is very important at this point for the assassin to be fully buffed with Deaden Nerves)).
    i started taking weapon off and punching the mob, sometimes. As pure dex its hard not to take aggro so i either have to 1)step away/stop a few sec and give my dps a rest or 2) take weapon off and use fist, again a way to reduce overall dps.
    [SIGPIC][/SIGPIC]lagunal8.deviantart.com
    ★"New weekly quests! "Discover the bug in the patch""-Nihillae★"My father would beat me if he found out I was QQing over a virtual pony."-Neurosis★"You're amongst the biggest blobs of fail I've ever seen in my life."-Ninnuam★"A statistic said 3% people of the world get enjoyment primarily from making people upset, and you are trying to discriminate them"-ilystah★["How To Tank Rebirth Order Delta (86+)"-Stickygreen Barb (1)restat. you want full magic, Arcane armour build (2)when mobs come /faceroll on your keyboard and you will one shot all the mobs (3)rinse and repeat]★"I've been spammed with 3 poops for 2 hours."-ColdSteele★"If someone fights learning, I don't bother with them outside of amusement factor."-Telarith★"This thread is a joke right? Please say yes."-eatwithspoons★ "This is why you don't post your opinions on the internet, most of the replies you get will be from people who missed a hug or two sometime in their youth."-Alacol★"Sexy! A post with a Binomial Distribution."-Asterelle★"It's about time PW starts to separate out the noob Sins from the rest."-salvati0n★"Shoo troll >:O"-TheDan
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited January 2010
    You're just another DD... hit whatever the tank is hitting. If you take agro, stop hitting. If you agro multiple things, suck it up if you're being healed. Focused Mind and Nerve will keep you alive long enough for a party to help you out. If another ranged DD in your party takes agro, windpush and tackling slash on normal mobs to keep them off of the squishies, same for anything running at the cleric(s). Give the barb/BMs bloodpaint. Use Rib Strike on any boss. It's all pretty easy...
    Wondering how much longer these **** packs are going to be around.
  • Lusca - Sanctuary
    Lusca - Sanctuary Posts: 754 Arc User
    edited January 2010
    Any thoughts? Please add some comments!

    don't use power dash or adv spark without a proper tank


    and don't aoe mobs after a bm aoes them once, it hurts lol
  • Shade - Raging Tide
    Shade - Raging Tide Posts: 61 Arc User
    edited January 2010
    I lol'd so hard at the beginning, of your post, because honestly if a sin does anything like shadow escape and make the cleric die, or tele into a bunch of mobs, they aren't worth partying with because they are morons. Does this mean all sins are moronic enough to do that? Of course not, and most people won't discriminate a class because some people are stupid.

    As for aggro, yeah it's an issue, just as it's an issue for any other good DD, you just have to figure out how to regulate your damage, and adjust to the skill level of whatever tank you have. A good tank at or above your level should be able to hold aggro as long as do nothing but regular attack (no chill of the deep), and a great tank can hold it through you double sparking occasionally, though once you start stringing crits you gotta watch yourself.

    As with most classes, sins aren't hard to play, you just gotta use that muscle between your ears once in awhile.
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited January 2010
    I've used Double spark - wolf emblem - melee - chi skill - double spark again - melee combined with veno amp/tangling mire/etc multiple times, good barbs will keep agro and hercs in HH will too on bosses. Just don't do it if the barb isn't good or if something other than a barb is tanking. I steal agro faster than most archers I've partied with... but I do have a lot of +dex gear and -.1 interval.
    Wondering how much longer these **** packs are going to be around.
  • Lusca - Sanctuary
    Lusca - Sanctuary Posts: 754 Arc User
    edited January 2010
    I've used Double spark - wolf emblem - melee - chi skill - double spark again - melee combined with veno amp/tangling mire/etc multiple times, good barbs will keep agro and hercs in HH will too on bosses. Just don't do it if the barb isn't good or if something other than a barb is tanking. I steal agro faster than most archers I've partied with... but I do have a lot of +dex gear and -.1 interval.

    i did a 51 bh the other day but we didn't have a barb so it was a bm that was tanking
    stole aggro in 2 seconds after power dash =[

    by proper tank i meant a barb in tiger form or a veno in TTs lol
  • Sharian - Raging Tide
    Sharian - Raging Tide Posts: 50 Arc User
    edited January 2010
    By the way the role of an assassin in a squad depends also on "how the player is confident with all these funny skill's effects" such as bleed, immobilize, sleep. Of course sleep effect isn't indicated ecause other members hardly realize that you've put on sleep on a target, BUT it is extremely useful if you have to gain time or stop a mob that took aggro on the healer or on the veno or wiz or psy. For example, if the tanker (barb or Bm) takes aggro on a mob but with that mob comes another one that begins to target the magic members, simply sleep him or imobilize him and take aggro on you (you are capable to take at least a mob on you). If two mobs comes, you can manage both of them with sleep and immobilize, and if you can't reach one fo them while he is following a magic member, you can always teleport or run to him and stop it accordingly. Obviously, while imobilized, magic classes and yourself can spam skills on the mob without fear. Assassins are DD, we agree with it, but don't forget that thanks to their skills that has such great effects, you can also become the "squad controller" wich means that you can overview the situation and literally control the mobs, preventing other members from being attacked. this is a great teamwork between you and the tanker. >_^
  • Ussichu - Sanctuary
    Ussichu - Sanctuary Posts: 429 Arc User
    edited January 2010
    When i joined a BH51 on my sin for a weapon token quest. I actually saved a squishy veno who took aggro from her pet by immobilizing it. Managed to stop one mob slip past the BM/barb that went after the cleric. Sins are great at actually stopping 1-2 (maybe 3+ depending on the mob) mob going over squishies. With a sleep, freeze, and seal, you can help a chaotic situation be saved.

    Also Sins are great for making tanks take less damage with rib strike. (however means less bramble damage meaning can steal aggro better) BUT lower level tanks can be able to tank certain bosses now since they are attacking slower.

    lastly blood paint helps with BMs that AoEs as its per hit it restores. Granted not a lot, but helps a little.
    Navarre was your everyday veno, until she learned her true form. Now she's fox walloping and purging over and over again.. all for a deep stinging, head hunting, wind pushing Assassin. Will there be inner harmony and myriad rainbows? But of course! Yuri&Lemon Find it on Fanfiction XD "Discovering Sanctuary" Chapter 2 is up ^_^
  • Evict - Heavens Tear
    Evict - Heavens Tear Posts: 2,301 Arc User
    edited January 2010
    Twin Strikes [N/A]
    Puncture Wound [bleed]
    Slipstream Strike [N/A]
    Raving Slash [accelerate]
    Deep Sting [sleep]
    Knife Throw [ranged, interrupt]
    Rib Strike [slow enemy attack]
    Tackling Slash [immobilize]
    Throatcut [interrupt, silence]
    Earthen Rift [AoE]
    Rising Dragon [chi-gain]
    Subsea Strike [AoE, amplify]
    Headhunt [stun]
    Power Dash [increase crit rate]

    Tackling Slash adds Chi too. :3
    [SIGPIC][/SIGPIC]
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  • Somebody - Raging Tide
    Somebody - Raging Tide Posts: 112 Arc User
    edited January 2010
    I've used Double spark - wolf emblem - melee - chi skill - double spark again - melee combined with veno amp/tangling mire/etc multiple times, good barbs will keep agro and hercs in HH will too on bosses.
    i've been squaded with a lvl 78 barb while i was lvl 71. he had good gear and i still managed to steall agro from him with double spark -> regulair attacks
    and i only have 16% crit and no -int between hits.

    that said. i'm sad sins cant teleport inside instances.
    think about this, squishy steals aggro. we have just used speed up skills so we cant go after them. this is the perfect time to use shadow teleport, its gives 3/4 second stun! perfect for any situation.
    of course if the sin is stupid and uses the porting into a group of mobs he'll die fast and **** you all over. but that's just a stupid move. not a bad skill
  • Centll - Dreamweaver
    Centll - Dreamweaver Posts: 34 Arc User
    edited January 2010
    All interesting facts to know, im starting on my sin now this is my last post as wizb:surrenderb:thanksb:bye
    [SIGPIC][/SIGPIC] Why these horrible things happen to good people ill never know but theres always something you can do *picks up pitch forks and torchs* Calls forth Angry Mob b:angry
  • Elviron - Dreamweaver
    Elviron - Dreamweaver Posts: 812 Arc User
    edited January 2010
    i've been squaded with a lvl 78 barb while i was lvl 71. he had good gear and i still managed to steall agro from him with double spark -> regulair attacks
    and i only have 16% crit and no -int between hits.

    I doubt if aggro is dependant on the equips hes wearing. Its more to do with the aggro generating skills he uses. There is also a possibility that due to lag or a slow connection, he couldve casted the aggro skills a little late due to which aggro wouldve switched to you. Archers have similar problems due to which they need to control their damage quite a bit unless they know the barb is extremely good at holding aggro no matter what.

    Hmm but am surprised that teleport cant be used inside instances. Thats something sad since the tele+stun would be very useful to save a cleric who might have just got a mob on him/her.
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited January 2010
    I doubt if aggro is dependant on the equips hes wearing. Its more to do with the aggro generating skills he uses. There is also a possibility that due to lag or a slow connection, he couldve casted the aggro skills a little late due to which aggro wouldve switched to you. Archers have similar problems due to which they need to control their damage quite a bit unless they know the barb is extremely good at holding aggro no matter what.

    Hmm but am surprised that teleport cant be used inside instances. Thats something sad since the tele+stun would be very useful to save a cleric who might have just got a mob on him/her.
    Problem is you could teleport straight through any wall or door with a mob or npc behind it. Bad idea, basically.
    Wondering how much longer these **** packs are going to be around.