08-30-2011, 10:33 AM
Figured I'd give it a try, was heavily influenced by the ones on here, any feedback would be appreciated
Sith Assassin Deception Breakdown
I.) Talent Specialization, Abilities and Rotation
A.) Talents (see talents here)
1.) Darkness
Thrashing Blades = Mandatory
Lightning Reflexes = Optional
Charge Mastery = Recommended
Shroud of Darkness = Not Recommended
Lightning Recovery = Not Recommended
Swelling Charge = Not Recommended
Electric Execution = Optional
2.) Madness
Torment = Recommended
Calcify = Optional
Will of the Sith = Mandatory
Explosive Strikes = Optional
Sith Efficacy = Optional
Chain Shock = Optional
Parasitism = Not Recommended
Oppressing Force = Not Recommended
3.) Deception
Dark Embrace = Mandatory
Duplicity = Highly Recommended
Static Cling = Optional
Obfuscation = Mandatory
Recirculation = Optional
Energize = Optional
Charged Strikes = Mandatory
Surging Charge = Mandatory
Darkswell = Mandatory
Deceptive Power = Mandatory
Entropic Field = Optional
Saber Conduit = Highly Recommended
Fade = Mandatory
Avoidance = Optional
Resourcefulness = Highly Recommended
Static Charges = Mandatory
Low Slash = Mandatory
Crackling Blasts = Mandatory
Voltaic Slash = Mandatory
B.) Skills and Rotations (see skills here)
1.) Inquisitor skills
Force Lightning- upgradable, but not to the point where you can eliminate the cooldown. Can add up to 6% damage and critical chance if you choose.
Shock- heavy hitting range ability. Can reduce the force cost by 30% (2 stacks max) with a use of thrash or voltaic slash. Can add 15% damage (2 stacks max with each use of voltaic slash). Can reach chain shock, but with only a 45% chance and the limited force, there are talents that are more use.
Overload- Good to use when surrounded, outside of that not much use.
Electrocute- Good crowd control with a manageable force cost
Trash- Solid attack that can have the damage upgraded (6%), cost reduced (2 total) and can lower the cost of your next shock by 30%
Whirlwind- Another good crowd control, replaces Electrocute
Recklessness- Adds 60% to your force critical chance, so it should be used before you perform a shock, especially if you maxed out crackling blasts (+50% critical damage)
Unbreakable Will- Use as needed only
Crushing Darkness- More of a sorcerer ability due to there being no upgrades and a very high force cost.
Sprint- Out of combat ability
Channel the Force- In combat self-heal over time, use as needed
Force speed- Gap closer, use as needed
Jolt- Interupt, use as needed
Force Slow- Pretty low force cost, could be a decent utility against stronger foes
Cloud Mind- Lowers threat, use as needed
Sacrifice- Sacrifices companion to heal you, use as needed
2.) Assassin skills
Discharge- High damage ability, especially combined with the maximum 5 static charges and crackling blasts (+50% critical damage). Not sure if this is considered melee or a force attack.
Dark Charge- Tanking ability
Guard- Tanking ability
Lightning Charge- First DPS charge. Adds more consistent damage, but lower than the Surging charge. Discharge does sustained damage not burst.
Maul- Alpha Strike ability, almost needs to be done while in stealth since it has to be behind your target. With Duplicity, you can reduce the force cost to a more manageable 25 force and you can bypass 50% of enemy armor (an extra 9% with charge mastery).
Mind Control- Tanking ability
Assassin's Training- Adds an additional 25% damage to shock per rank as well as 5 endurance per rank.
Mind Trap- Very high force cost, but keeps a target from detecting you until you are ready or if you wish to avoid him completely in a tight space
Blackout- Most important part of this ability is it grants Dark Embrace which adds 10% damage and +50% force regen for 4 seconds. Definitely want to spam this ability, so the -15 seconds to the cooldown from Darkswell is a must
Deflection- Adds defense with no force cost so there’s no reason not to spam this ability. With the Lightning reflexes talent, it should add even more force regen to you as well.
Lacerate- Good AoA ability that you can add 6% damage to with Thrashing blades
Force Shroud- use as needed
Force Pull- gap closer use as needed. also adds a lot of threat, so use at own risk.
Overcharge Saber- Increases damage dealt by saber charges for 15 seconds, and with a force cost of only 10, means this is a spamable move.
C.) Rotations
1.) Non-Combat abilities
a.) Either Lightning or Surging charge should be active at all times. If you activate discharge, you should as soon as possible activate another charge.
b.) Overload adds an extra 10% to all saber charges for 15 seconds (has a 2 minute cooldown that can be reduced by 30 seconds).
c.) Blackout can be used every 45 seconds with the help of Darkswell and it’s worth it due to +10% damage and +50% force regen
d.) Reclessness is a must as well, since it lasts for 20s and makes it highly likely that your 2 strongest attacks (Shock and Discharge with the +50% crit) go critical
2.) Combat abilities
a.) If you have an “Exploit weakness” you should open every fight with a “Maul” done from stealth since that adds 10% damage and will allow you to get behind your target.
b.) Depending on the level of your enemy, “Low Slash” may be quite usefull because of it’s 4 second stun. Depending on how many other mobs surround your target, you may use this opportunity to give them a longer stun, like Electrocute.
c.) Your next priority should likely be to activate “Shock,” but at a reduced cost. “Thrash” reduces it’s base cost by 25%, so that should be your next attack.
d.) You should likely follow this with “Voltaic Slash” which further reduces “Shock” by 25% (total of 50%) and adds 15% damage.
e.) Finally you are ready for “Shock.” At this point it should cost between 17-23 focus as opposed to 45.
f.) Depending on how many Static Charges you have (maximum of 5) you may want to activate a “discharge” to add more damage.
Sith Assassin Deception Breakdown
I.) Talent Specialization, Abilities and Rotation
A.) Talents (see talents here)
1.) Darkness
Thrashing Blades = Mandatory
Lightning Reflexes = Optional
Charge Mastery = Recommended
Shroud of Darkness = Not Recommended
Lightning Recovery = Not Recommended
Swelling Charge = Not Recommended
Electric Execution = Optional
2.) Madness
Torment = Recommended
Calcify = Optional
Will of the Sith = Mandatory
Explosive Strikes = Optional
Sith Efficacy = Optional
Chain Shock = Optional
Parasitism = Not Recommended
Oppressing Force = Not Recommended
3.) Deception
Dark Embrace = Mandatory
Duplicity = Highly Recommended
Static Cling = Optional
Obfuscation = Mandatory
Recirculation = Optional
Energize = Optional
Charged Strikes = Mandatory
Surging Charge = Mandatory
Darkswell = Mandatory
Deceptive Power = Mandatory
Entropic Field = Optional
Saber Conduit = Highly Recommended
Fade = Mandatory
Avoidance = Optional
Resourcefulness = Highly Recommended
Static Charges = Mandatory
Low Slash = Mandatory
Crackling Blasts = Mandatory
Voltaic Slash = Mandatory
B.) Skills and Rotations (see skills here)
1.) Inquisitor skills
Force Lightning- upgradable, but not to the point where you can eliminate the cooldown. Can add up to 6% damage and critical chance if you choose.
Shock- heavy hitting range ability. Can reduce the force cost by 30% (2 stacks max) with a use of thrash or voltaic slash. Can add 15% damage (2 stacks max with each use of voltaic slash). Can reach chain shock, but with only a 45% chance and the limited force, there are talents that are more use.
Overload- Good to use when surrounded, outside of that not much use.
Electrocute- Good crowd control with a manageable force cost
Trash- Solid attack that can have the damage upgraded (6%), cost reduced (2 total) and can lower the cost of your next shock by 30%
Whirlwind- Another good crowd control, replaces Electrocute
Recklessness- Adds 60% to your force critical chance, so it should be used before you perform a shock, especially if you maxed out crackling blasts (+50% critical damage)
Unbreakable Will- Use as needed only
Crushing Darkness- More of a sorcerer ability due to there being no upgrades and a very high force cost.
Sprint- Out of combat ability
Channel the Force- In combat self-heal over time, use as needed
Force speed- Gap closer, use as needed
Jolt- Interupt, use as needed
Force Slow- Pretty low force cost, could be a decent utility against stronger foes
Cloud Mind- Lowers threat, use as needed
Sacrifice- Sacrifices companion to heal you, use as needed
2.) Assassin skills
Discharge- High damage ability, especially combined with the maximum 5 static charges and crackling blasts (+50% critical damage). Not sure if this is considered melee or a force attack.
Dark Charge- Tanking ability
Guard- Tanking ability
Lightning Charge- First DPS charge. Adds more consistent damage, but lower than the Surging charge. Discharge does sustained damage not burst.
Maul- Alpha Strike ability, almost needs to be done while in stealth since it has to be behind your target. With Duplicity, you can reduce the force cost to a more manageable 25 force and you can bypass 50% of enemy armor (an extra 9% with charge mastery).
Mind Control- Tanking ability
Assassin's Training- Adds an additional 25% damage to shock per rank as well as 5 endurance per rank.
Mind Trap- Very high force cost, but keeps a target from detecting you until you are ready or if you wish to avoid him completely in a tight space
Blackout- Most important part of this ability is it grants Dark Embrace which adds 10% damage and +50% force regen for 4 seconds. Definitely want to spam this ability, so the -15 seconds to the cooldown from Darkswell is a must
Deflection- Adds defense with no force cost so there’s no reason not to spam this ability. With the Lightning reflexes talent, it should add even more force regen to you as well.
Lacerate- Good AoA ability that you can add 6% damage to with Thrashing blades
Force Shroud- use as needed
Force Pull- gap closer use as needed. also adds a lot of threat, so use at own risk.
Overcharge Saber- Increases damage dealt by saber charges for 15 seconds, and with a force cost of only 10, means this is a spamable move.
C.) Rotations
1.) Non-Combat abilities
a.) Either Lightning or Surging charge should be active at all times. If you activate discharge, you should as soon as possible activate another charge.
b.) Overload adds an extra 10% to all saber charges for 15 seconds (has a 2 minute cooldown that can be reduced by 30 seconds).
c.) Blackout can be used every 45 seconds with the help of Darkswell and it’s worth it due to +10% damage and +50% force regen
d.) Reclessness is a must as well, since it lasts for 20s and makes it highly likely that your 2 strongest attacks (Shock and Discharge with the +50% crit) go critical
2.) Combat abilities
a.) If you have an “Exploit weakness” you should open every fight with a “Maul” done from stealth since that adds 10% damage and will allow you to get behind your target.
b.) Depending on the level of your enemy, “Low Slash” may be quite usefull because of it’s 4 second stun. Depending on how many other mobs surround your target, you may use this opportunity to give them a longer stun, like Electrocute.
c.) Your next priority should likely be to activate “Shock,” but at a reduced cost. “Thrash” reduces it’s base cost by 25%, so that should be your next attack.
d.) You should likely follow this with “Voltaic Slash” which further reduces “Shock” by 25% (total of 50%) and adds 15% damage.
e.) Finally you are ready for “Shock.” At this point it should cost between 17-23 focus as opposed to 45.
f.) Depending on how many Static Charges you have (maximum of 5) you may want to activate a “discharge” to add more damage.