GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

Secondary professions for an Assassin

From GuildWiki
Jump to: navigation, search

Assassins are highly aggressive, focused damage dealers, better for hit and run skirmishes than drawn out tanking or back-line sieges.

Assassin/Warrior Assassin/Warrior[edit | edit source]

As a warrior secondary, the assassin gains access to a number of defensive stances from the Tactics line; these allow sins to complete skill chains quickly, enabling impressive short term damage. Fast-hitting daggers quickly recharge adrenaline skills such as "Watch Yourself!" and "Fear Me!". Axe-wielding characters can take advantage from innately high critical damage and Axe Mastery skills that benefit from critical striking.

Warrior Warrior stances are useful to increase attack speed.
Warrior Flurry reduces weapon damage.
Warrior Avoid Frenzy, which is dangerous because of the sin's already low AL.
Warrior Tiger Stance's long recharge makes it useful for spiking, not for pressure.

Assassin/Ranger Assassin/Ranger[edit | edit source]

Using a bow allows the assassin to improve survivability while still dealing impressive amounts of damage. Use Critical Eye, Way of the Master, and Critical Agility to manage energy and increase criticals while taking advantage of interesting ranger skills. Assassin/Rangers are also good runners, using Storm Chaser and Dark Escape for consistent speed boosts.

Ranger Barrage damage can be devastating (using the three key assassin skills above)
Ranger Disrupting Accuracy can turn most shots into interruptions
Ranger Keen Arrow also synergizes with the assassin's high crit rate well.

Current meta running profession for Assassin primaries due to the fast speed/recharge of Natural Stride.

Assassin/Monk Assassin/Monk[edit | edit source]

A monk secondary is useful for its improved self-healing and protective skills, which work well with Critical Defenses.

Monk Vigorous Spirit and/or Live Vicariously take advantage of the fast attack rate of daggers.
Monk Protective Spirit shields against AoE damage such as Soul Explosions
Monk Restful Breeze can be used as a faster version of Feigned Neutrality.
Monk Mending Touch is a decent condition removal tool.

Assassin/Necromancer Assassin/Necromancer[edit | edit source]

The Necromancer hexes work well with Black assassin attacks and with some of the Deadly Arts skills. Also:

Necromancer Rigor Mortis can bypass blocking to ensure your chain lands.
Necromancer Plague Touch works wonders when already in melee range.
Necromancer Parasitic Bond works well to satisfy the while hexed requirement of various assassin skills; it is cheap, quick, and lasts 20 seconds.
Necromancer Demonic Flesh adds damage to adjacent foes each time an attack skill (or any other) is activated; it helps to overcome the Assassin's primary weakness of multiple enemies.

Assassin/Mesmer Assassin/Mesmer[edit | edit source]

The mesmer secondary is useful for spreading or punishing conditions, energy management, and repeating skills.

Mesmer Arcane Echo for maintaining Shadow Form.
Mesmer Channeling for energy management against crowds of foes.
Mesmer Epidemic or Fevered Dreams spread conditions from dagger attacks or other skills.
Mesmer Fragility punishes opponents for getting and removing conditions.

Assassin/Elementalist Assassin/Elementalist[edit | edit source]

Popular uses of the elementary secondary are creating knockdown chains or for Shadow Form-based farming builds.

Elementalist Shock can knock down foes quickly, which combines well with skills such as Falling Spider.
Elementalist Conjures can be used to trigger Golden attacks
Elementalist Glyph of Swiftness can be used to reduce the recharge of Shadow Form to an infinitely manageable skill.

Assassin/Ritualist Assassin/Ritualist[edit | edit source]

The Ritualist secondary can be used to setup spirits that distract foes from the character and as targets for quick escapes. Various Weapon Spells can boost combat abilities.

Ritualist Weapon spells (such as Warmonger's Weapon) can aid an Assassin in battle and are immune to disenchantment.
Ritualist Splinter Weapon can be used to do damage to adjacent foes.
Ritualist Spirit Walk can be used to quickly escape foes.

Assassin/Paragon Assassin/Paragon[edit | edit source]

A spear-wielding Assassin with a high critical strikes attribute and skills such as Way of the Master and Critical Eye will be able to deal substantial damage, due to a spear's fairly high maximum damage and Vicious Attack.

Paragon "Go for the Eyes!" provides a significantly higher chance to land a critical strike, even without investing attribute points in Command.

Assassin/Dervish Assassin/Dervish[edit | edit source]

There are three styles of Dervish secondaries: scythe assassins use Critical Strikes for massive AoE critical hits; runners; and those who use enchantments to reduce assassin fragility.

Dervish Critical Strikes used in conjunction with a scythe can create massive critical hits.
Dervish Dervish enchantments can help the Assassin survive longer in battle, or increase damage output, e.g. Vital Boon
Dervish Runners can combine Dash with Pious Haste to maintain high average speeds.
Dervish Rending Sweep is useful for removing protections from targets, when combined with hexes.

Notes[edit | edit source]

  • Native skills often have better synergy with the profession's purpose, interact better with the profession's other skills, and benefit from runes.


Secondary professions for ...
WarriorWarriorRangerRangerMonkMonkNecromancerNecromancerMesmerMesmerElementalistElementalistAssassinAssassinRitualistRitualistParagon ParagonDervish Dervish