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4.1 Assassin!

The spec -

61 Assassin 11 Saboteur 4 Ranger

The Legendaries

[Assassin Legendaries]

Poison Malice - Increases Poison Buff damage done by 275%. This effect can be recast during its duration to refresh the effect. Each time its refreshed your poison damage is reduced by 25%

Thread of Death - Allows stealth abilities to constantly be used out of stealth

Master of Poisons - Allows for more Serpent Strikes in your rotation 

[Ranger Legendary]

Call: Razorbeast - 20% increased damage for 20 seconds

[Saboteur Legendary]


Satchel Charge - Now a 30s DoT, grants 3 charges every tick ~ The reason this is chosen over Time Bomb is because every tick of Satchel Charge procs poisons.



Masteries;
 

  • 61 - Soul Steal - The only one you should be using, your dots (impale, puncture and jagged strike) will apply a debuff to the mob (Hemophilia) that increases the damage taken from you by 1.5% per stack, stacks up to 3.

  • 62- Revitalize - Everything else in this section is pretty much worthless for assassin, so revitalize is the best choice for the increased healing taken.

  • 63 - You have 2 choices here. You can either go with Juke and Run - Which helps on disconnects with a 12% increased movement speed - Or you can go with Boundless Energy to help with energy drain - Usually if you have Fervor or Living Energy draining isnt an issue, so I went for Juke and Run.

  • 64 - Repetitive Strikes - Increases the Duration of Expose Weakness by 40 seconds and does the most amount of damage compared to the other masteries in this row.

  • 65 - Energy Manipulation - Doesn't really need explaining - Has the highest dps increase. (When parsing use Planar Conservation as this spec can get easily drained)



61 Assassin works really well for full ST fights, its disconnect ability is better than Bladedancers but still needs to spend most of its time in Melee.

Buffs: (You're allowed to have 3 poisons thanks to the 61 point Master of Poisons) 

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  • Malicious Poison 

  • Virulent Poison 

  • Leeching Poison

    ~ If noone is applying the crit debuff use Lethan and replace it with Virulent


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Key points 

Jagged Strike ~ Awards 3 Combo Points, high damage dealing dot. 6s CD with a 10s duration, reapply instantly as it falls off.

Satchel Charge - Small DoT but procs poisons, very important to keep up on your target.

Serpent Strike - oGCD attack (when procced) that deals a lot of damage, counts as a poison so deals more damage when you are buffed by Poison Malice.

Poison Malice - You can now refresh this, but every time you do you it decreases your poison damage by 25% each time ~ Use of this ability can be situational ~ If you’re at 6 stacks and you know the fight will allow you to wait for the 1m CD to then re-use it again, let it drop at 6 stacks. If the fight is about to end soon, keep using it, don’t go over 10.

 


Builder macro

#show Fragmentation Sticky Bomb
suppressmacrofailures
cast Serpent Strike
cast Detonate
cast Fragmentation Sticky Bomb
cast Assassinate
cast Backstab
cast Savage Strike
cast Quick Shot
cast Call: Razorbeast
cast @self Energy Manipulation
cast Debilitating Dart


Jagged Strike now has a 6s cd, the DoT will last 10seconds, let it drop and re-apply instantly

Puncture is now useful to use again

Re-apply the DoT from Impale when it falls off, don't use any other finisher

CD macro;

#show Call: Razorbeast
suppressmacrofailures
cast Call: Razorbeast
cast Debilitating Dart
cast @self Energy Manipulation

If you want to take them out of the builder macro, I find macroing cd's (even ogcd) makes a rotation feel weird

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Other abilities you should have on bar;

  • Impale - DoT finisher (should have a 100% uptime) - ticks once every 2 seconds (will tick at 0 seconds so re-apply as soon as it falls off

  • Jagged Strike - Also ticks at 0 seconds so re-apply as soon as it falls off

  • Leaping Plunge - Charge (30m range)

  • Stealth 

  • Expose Weakness - Apply to targets if you target switch

  • Enduring Brew - Small self-heal and energy regen (use for the energy regen, Sin drains quite easy)

  • Poison Malice



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Rotation is fairly simple, keep up your dots (Impale, Puncture, Jagged and Satchel Charge), when nothing else to do, spam Builder, refresh Poison Malice to a maximum of 6 stacks, then just spam your builder macro.


Use your personal cd's as soon as they come off CD - As there will most likely only be one raid CD per boss fight you don't need to try and link up with the supports (unless fights last more than 5 minutes)

Your dots will snapshot the current damaging buff you have active (in this case Call: Razorbeast) so it#s worth clipping your dots if it means they will carry on past the duration of the buff. 

Stealth abilities that stun do not work with Legendary ToD, you need to be in stealth to use things like Paralyzing Strike (from assassin) and Ebon Terror (from Nightblade) however, you don't need to use Slip Away as part of your dps rotation anymore, so you can use slip away > Ebon Terror/Debilitating Strike.

However, you can still use Thread of Death how it was normally intended to be able to use Paralyzing Strike out of stealth, with a macro like

#show Thread of Death
suppressmacrofailures
cast Thread of Death 
cast Paralyzing Strike

Will let you do this. Not so much use for pve but very useful for pvp.

Energy Manipulation is boosted by Call: Razorbeast

You have a lot of CC to use in PvP, for example;

  • Blinding Powder - ST confuse - Lasts 10 seconds (or until damaged) - 20m range - 1m CD

  • Poison Gas - AoE confuse - Last 6 seconds (or until damaged) - 5m range - 30s CD

  • Foul Play - 4 second ST stun - 30s CD

  • And the fore-mentioned from Stealth attacks.

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kalert set;

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