Assassin Combo List?

Decimate - Raging Tide
Decimate - Raging Tide Posts: 9 Arc User
edited March 2010 in Assassin
I'm fairly new to this game (around 2 weeks) and honestly, I haven't searched too indepth for Assassin combos. The only, few combos I've seen were in the two attempts at Assassin guides: The Assassin Guide. and Another Look At A Guide.

I understand that sins are pretty new to PWI, but I'd love to see a lengthy list of effective combos; both on PVP and PVE.

I'd really appreciate it if anybody can provide me with a list to evalute or links to lists b:victory
Post edited by Decimate - Raging Tide on

Comments

  • Aclucius - Lost City
    Aclucius - Lost City Posts: 260 Arc User
    edited March 2010
    Well, I'll give you a list of combos I recommend for PvE, but I am a spark spammer so I tend to not use combos except on bosses.

    Puncture Wound --> Slipstream Strike --> Normal Attacks

    Throw Dagger --> Switch to bow/normal attacks till the mobs reaches you --> Switch to daggers --> Any Combo/Normal Attacks

    Rib Strike --> Puncture Wound --> Normal Attacks

    Puncture Wound --> Deep Sting (wait till mob wakes up) --> Normal attacks

    Spark (starting with 199 chi) --> Tackling Slash (after spark dispels) --> Spark --> Rising Dragon Strike --> Spark --> repeat as necessary (good for bosses in squad if you manage your aggro)

    Spark+ (Starting with at least 250 chi) --> Rising Dragon Strike --> Subsea Strike --> Normal Attacks (not economical on anything except bosses)

    Spark+ (Starting with at least 299 chi) --> Rising Dragon Strike (after dispel) --> Spark+ --> Tackling Slash (after dispel) --> Spark+ --> Inner Harmony --> Spark+ --> Repeat from Rising Dragon Strike as necessary (my personal favorite for bosses in squad)

    Shadow Teleport (starting with at least 199 Chi) --> Rising Dragon Strike --> Headhunt --> Puncture Wound --> Deep Sting (wait till mob wakes up) --> Normal Attacks

    Subsea Strike (starting with at least 250 chi)--> Earthen Rift --> Deep Sting (one mob) --> Switch to other target --> Rising Dragon Strike --> Spark+ --> Normal Attacks till mob is dead --> Switch to other mob and kill

    For PvP, I don't have too many that I use, but they are very effective. Note that I always start with full chi, Focused Mind, Wolf Emblem, and Deaden Nerves all active.

    On Magic classes: Shadow Teleport --> Puncture Wound --> Deep Sting (wait till player wakes up) --> Rising Dragon Strike --> Headhunt --> Inner Harmony --> Spark+ --> finish off with normal attacks IF they are still alive

    On HA classes: Rib Strike --> Tackling Slash --> Run --> Throw Dagger --> Puncture Wound --> Deep Sting --> Run --> Spark+ (right before they reach you) --> Inner Harmony --> Headhunt --> Normal Attacks (until stun wears off) --> Shadow Teleport --> Puncture Wound --> Deep Sting

    (After this, they should be dead, but if they aren't, fill in with whatever you need to and keep distance whenever you can. Use your sleep/stun/freeze skills and get away so they have to run to you, after which you only put them immobile again)

    On Archers: Shadow Teleport --> Puncture Wound --> Deep Sting (wait till they wake up) --> Rising Dragon Strike--> Headhunt --> Puncture Wound --> Tackling Slash --> Finish with Spark+ and Normal Attacks


    By the way, I can't speak for ArkToNE, but thank you for giving credits to my guide.
  • Decimate - Raging Tide
    Decimate - Raging Tide Posts: 9 Arc User
    edited March 2010
    I'm not sure if that was sarcasm or not, but if it wasn't... you're welcome. :)

    I really appreciate your effort in writing up this list of combos for me and I'll DEFINITELY be taking them into consideration in the game. :D Take care.
  • Aclucius - Lost City
    Aclucius - Lost City Posts: 260 Arc User
    edited March 2010
    I'm not sure if that was sarcasm or not, but if it wasn't... you're welcome. :)

    I really appreciate your effort in writing up this list of combos for me and I'll DEFINITELY be taking them into consideration in the game. :D Take care.

    Well, it wasn't sarcasm. Most people I have seen will give information, but will not say where they got their information. It does help to promote the guides that are on here though, so it should help anyone else who may have these kinds of questions find the answers.
  • Evict - Heavens Tear
    Evict - Heavens Tear Posts: 2,301 Arc User
    edited March 2010
    On Magic classes: Shadow Teleport --> Puncture Wound --> Deep Sting (wait till player wakes up) --> Rising Dragon Strike --> Headhunt --> Inner Harmony --> Spark+ --> finish off with normal attacks IF they are still alive


    Switch the location of RDS with Inner Harmony, that way you stun right at the end of sleep so they don't have any chance of getting something potentially lethal in there.
    [SIGPIC][/SIGPIC]
    Dysk is my tasty chimichanga. <3
  • Aclucius - Lost City
    Aclucius - Lost City Posts: 260 Arc User
    edited March 2010
    Switch the location of RDS with Inner Harmony, that way you stun right at the end of sleep so they don't have any chance of getting something potentially lethal in there.

    Well, so far with my experience I have never had any of them last beyond the RDS. What I put in there after is theoretical, but your way is more efficient, so I have to agree.