I need some help building my Assassin. I have all three story chapters and have finished prophecies and closing in on the end of NF and now Im starting the factions story line with a new sin build. Its time to choose a secondary profession and Im not sure what to take. I would like something that helps with my ability to survive and maybe to a lesser degree up the DPS. I have read some about the A/N build using the parasite bond (?) to do degen and get some health back. Or A/E for some spells that up the armor and possibly more DPS.
Im not limiting myself to one of these two secondaries any input would be greatily appreciated. Again staying alive is more important than more damage.
Help a Noob
Meat Tanksta
Yanman.be
[skill]Parasitic bond[/skill] is usually used for the hex in se, not the effect. You could use it for [skill]Black Lotus Strike[/skill] and [skill]Black Spider Strike[/skill], or even [skill]Iron Palm[/skill] and [skill]Black Mantis Thrust[/skill] .
Usually assassins have the best damage if they just stick to their own attributes. Fill the rest up with unlinked skills or skills that don't need investing ( [skill]parasitic bond[/skill] , [skill]shock[/skill] , [skill]web of disruption[/skill])
A sin's best surviving techniques are: Not getting Aggro: shadowstepping. It does leave you helpless against aoe and other collateral damage though.
Usually assassins have the best damage if they just stick to their own attributes. Fill the rest up with unlinked skills or skills that don't need investing ( [skill]parasitic bond[/skill] , [skill]shock[/skill] , [skill]web of disruption[/skill])
A sin's best surviving techniques are: Not getting Aggro: shadowstepping. It does leave you helpless against aoe and other collateral damage though.
Meat Tanksta
Thanks..keep the info coming Here is a reeally noob question since I never have played a character like this but does it require me to ever equip a staff/wand to cast?
SotiCoto
If you're going pure assassin (basically) as Yanman suggests (and constantly advocates) then you won't need a staff.
If you do anything like I do then you will need at least one staff in your inventory...
You see the key difference between Yanman's assassin style and mine is that Yan as I've noticed really REALLY likes his Critical Strikes... as well as plenty of Dagger Mastery... which when maxed doesn't leave many attribute points for secondary-class attributes. This works fairly well as Critical Strikes is the assassin specialised energy-management skill... as well as helping do a bit of extra damage and trigger certain other skills.
I on the other hand usually go with A/Me or A/N.... maxing out Dagger Mastery along with one attribute from the secondary class.... and I will always bring a staff with me linked to that secondary class in case I come across an enemy that I have to attack from a distance to avoid dying instantly (e.g. certain Air-Elementalist bosses).
I will typically go with an attack-chain from Dagger Mastery.... and a collection of hexes / spells / skills from the secondary class which complement the Assassin's fast-attacking tendencies (such as Mark of Pain [Necromancer : Curses]).
Ultimately.... it depends on your particular style..... and how you like to play, as well as whatever other classes are in your typical playing team (and their skills). I almost always take a hero / henchie team to guarantee synergy between my skills and theirs. If you're following Yanman's advice then it probably doesn't matter which secondary you take. If you follow mine then A/Me or A/N will probably be the choice.
If you'd prefer to stay alive longer on your lonesome though... A/Mo or A/W might be the way to go.
Thats what I have to say on the topic.
If you do anything like I do then you will need at least one staff in your inventory...
You see the key difference between Yanman's assassin style and mine is that Yan as I've noticed really REALLY likes his Critical Strikes... as well as plenty of Dagger Mastery... which when maxed doesn't leave many attribute points for secondary-class attributes. This works fairly well as Critical Strikes is the assassin specialised energy-management skill... as well as helping do a bit of extra damage and trigger certain other skills.
I on the other hand usually go with A/Me or A/N.... maxing out Dagger Mastery along with one attribute from the secondary class.... and I will always bring a staff with me linked to that secondary class in case I come across an enemy that I have to attack from a distance to avoid dying instantly (e.g. certain Air-Elementalist bosses).
I will typically go with an attack-chain from Dagger Mastery.... and a collection of hexes / spells / skills from the secondary class which complement the Assassin's fast-attacking tendencies (such as Mark of Pain [Necromancer : Curses]).
Ultimately.... it depends on your particular style..... and how you like to play, as well as whatever other classes are in your typical playing team (and their skills). I almost always take a hero / henchie team to guarantee synergy between my skills and theirs. If you're following Yanman's advice then it probably doesn't matter which secondary you take. If you follow mine then A/Me or A/N will probably be the choice.
If you'd prefer to stay alive longer on your lonesome though... A/Mo or A/W might be the way to go.
Thats what I have to say on the topic.
Pick Me
No. You can have empty hands or daggers, or even a hammer and still cast spells. Equipment will never prevent you from casting spells.
You could also go A/W, and get watch yourself (for added defense, and for an assassin, its easy to get adrenaline), and wild blow (removes stances, auto critical hit). Critical Defense and Way Of Perfection work very well with Wild Blow.
Do not overstay your welcome, so get in, do your combo and get out. Staying in the fray too long will get you unwanted attention.
Initially I went A/Mo - for condition removal and hard rez. Also a long lasting enchantment was good as well. Then I changed to A/N for long lasting hexes like PB and plague touch. Then I went to A/W for balanced stance and wild blow, as I now have long lasting enchantments, hexes and condition removal.
The only thing an Assassin lacks is a hard rez and a hex removal.
Good luck and enjoy.
You could also go A/W, and get watch yourself (for added defense, and for an assassin, its easy to get adrenaline), and wild blow (removes stances, auto critical hit). Critical Defense and Way Of Perfection work very well with Wild Blow.
Do not overstay your welcome, so get in, do your combo and get out. Staying in the fray too long will get you unwanted attention.
Initially I went A/Mo - for condition removal and hard rez. Also a long lasting enchantment was good as well. Then I changed to A/N for long lasting hexes like PB and plague touch. Then I went to A/W for balanced stance and wild blow, as I now have long lasting enchantments, hexes and condition removal.
The only thing an Assassin lacks is a hard rez and a hex removal.
Good luck and enjoy.
Meat Tanksta
Thanks guy I appreciate the help
Priest Of Sin
13 crit strikes= energy machine
But seriously, the assassin can dump AoE curses on people using a /necro secondary (suffering comes to mind) and then it's easier to use the "black" skills.
But seriously, the assassin can dump AoE curses on people using a /necro secondary (suffering comes to mind) and then it's easier to use the "black" skills.