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Overview:
The Assassin class relies heavily on maximizing the use of its proc based buffs to play it to its full potential. Specing into and tracking these procs and responding appropriately will likely be key in playing the class at a high level. Improperly managing or ignoring these self-buff abilities will have characters missing out on a lot of potential dps and burning through force(energy) bars much faster than they should.



Procing Basics for Each Tree:

Darkness:
There are two attack-based procs that should be tracked.
1. Energize, which resets Shock's cooldown and makes it auto-crit
2.Harness Darkness, which stacks to three and buffs Force Lightning

An example of a basic rotation for this tree would be:
Darkward-> Discharge-> Shock-> Wither-> Thrash until Engergize proc->Shock,
with Force Lighting cast every time Harness Darkness is stacked three times.
Insert Saber Strike as needed for force management


Deception:
Duplicity is the main random proc that needed to be watched, it reduces the cost of the next Shadow Strike by 50% and makes it ignore 50% of the target's armor.
In addition to tracking the randomness of Duplicity procs this tree has a lot of buff and stacking buff management in abilties like:
1. Voltaic Slash, which increases Shock damge by 15% and 30% if stacked,
2. Static Charge which increased Surging Charge damage by 6% to 30% with stacks,
3. Induction which reduced the cost of Shock by 25% and 50%.
Dark Embrace/Dark Swell buffs are also important to use as often as possible to help manage force bars.

This tree is a little weak on a standard rotation but fights will consist of:
Voltic Slash(or Thrash) spammed constantly,
Discharge burned every cooldown,
Shock cast every cooldown and with two stacks of Induction,
Maul cast every possible Exploit Weakness Proc,
Dark Swell used as needed,
Insert Saber Strike as needed for force management


Madness:
There are two procs that need to be tracked:
1. Raze, which gives melee crits an 11% chance to proc an insta-cast, 0 force-cost Crushing Darkness
2. Unearthed Knowledge, which causes Shocks to apply a melee damage buff.

An example of a basic rotation for this tree would be:
Deathfield-> Shock->Creaping Terror->Discharge->Thrash->Thrash->Shock,
with Crushing Darkness cast after every Thrash crit
Insert Saber Strike as needed for force management
Ren_Ahern
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Builds

A Deception Build:

8/33/0
http://www.torhead.com/skill-calc#200Mc0cZGGMRkhMrtz.1

A Madness Build:
8/0/33
http://www.torhead.com/skill-calc#200Mc0cZZcrfRrMkrfz.1


A Darkness Build:

33/0/8
http://www.torhead.com/skill-calc#200rIbMkbskfsZZf0c.1

A Hybrid Darkness/Madness PvP Build:

23/0/18
http://www.torhead.com/skill-calc#200MIMokrskZZcMcRrMz.1


Last edited by Ren_Ahern on Fri Dec 16, 2011 11:24 am; edited 1 time in total
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If anyone else has any builds or comments they'd like to contribute please do so. I will be updating information here as things change and as additional information comes to light.
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Sith Assassin Codex:
http://www.swtor.com/community/showthread.php?t=636114
A nice resource to reference for information on the class. It is probably a must-read for anyone new to Assassins who's looking to pick up information fast. Below is an excerpt from the Codex:

DARKNESS ASSASSINS
"Jedi. Their order is a fading light in the dark. Corrupt and arrogant. They must be punished. The Jedi shall fall!"
Playstyle: High threat defender; melee with some ranged moves.
Mode: Dark Charge
PvE Builds: Standard (31/0/10), Madness Variant (25/0/16)
PvP Builds: PvP Harnessed Shadows (27/14/0), Hybrid Madness (23/0/18), Hybrid Stealth (22/19/0), Shock Spam (22/12/7)

Priority List:
0. Saber Strike (Out of Force)
1. Dark Ward (1 charge or about to expire)
2. Discharge (Every time it's up)
3. Wither (5 seconds after cooldown ends) or Death Field (every CD)
4. Force Lightning (3 stacks of Harnessed Darkness)
5. Assassinate (Target at 30% health or less)
6. Crushing Darkness (Raze buff)
7. Shock (Energize buff) or Lacerate (2 or more enemies)
8. Thrash
I'm sorry, but every time I say 'Darkness Assassin,' I can't help but think of My Immortal. The fanfic, not the song. If you don't know what I'm talking about, good for you. Keep it that way.

Welcome to our tanking tree. The Darkness Assassin is the most offense-oriented of the three tank styles available in the Old Republic. We possess a mix of battlefield control, mobility and range that makes the playstyle a blast. The bulk of its survivability is defined by its high blocking chance, while it has moderate avoidance, stable mitigation, and the unique ability among tanks to self-heal. Though its armor seems initially low, Dark Charge and several of its specialized skill brings the class armor values on par with the Sith Juggernaut, and it has superior damage reduction for Elemental and Internal damage, the two types not covered by armor.

The heal granted by Dark Charge's passive bonus is minor, and typically functions more like mitigation than damage; you won't even notice your health crawl up. However, Overcharge Saber can be modified into an instant self-heal as well as greatly improving the healing generated by this passive.

In addition to the unique ability to self-heal, the Darkness Assassin is easily the highest damage of any defender specialization in the game, tied with the Kinetic Shadow. AoE threat is not an issue after obtaining your primary area attack, Lacerate, and as awkward as ranged tanking can be in PvE, the Assassin still handles these situations with more aplomb than the Guardian ever can hope to.

Personally speaking, I found the default User Interface to be lacking as a Tankasin; most of my time is spent checking the lower bar to watch multiple cooldowns, expiring buffs, whether or not Energize had activated, the range of a selected target, as well as estimating how much of my Force Points I had remaining in order to execute the next move. This is not good, as ranged tanking - which the Assassin will be doing a lot of - is very complicated. Fun, but complicated. Some of these issues will go with time; as you get into a steady rhythm, you won't have to look at the bar so often to predict how soon you can use your next attack.

PVE
There are two builds presently available for Tankasins in Player-versus-Environment content: the Standard (31/0/10), and the Madness Variant (25/0/16). The Standard will likely prove superior to the Madness Variant for difficult group content, due to the psuedo-mitigation provided by Wither, as well as the additional 12% healing provided by Force Lightning through Harnessed Darkness. Note that the first 6% of the heal, along with half of the damage, occurs during the very first second of the ability; if you have to move, your Force Lightning will not be wasted, and the ability does significant damage. Even so, the Madness Variant has significant benefits which should be discussed.

Most notably, ranged tanking is a pain. The Standard only has one ability at greater than 10m range: Force Pull. Force Pull is not a move that you use to start a fight, that is what stealth is for. Instead, Force Pull is to allow you to bring one enemy closer so that you can use your death spam AoEs easier. If you have multiple enemies wielding ranged attacks, however, this can prove inadequate; this is not a game that often allows for the 'pull around a corner' strategy tanks would use to deal with this in the past, due to slightly smarter enemy AI. It is true that Recklessness has a (clumsy) range increase built into it for Force Lightning, but your Force Lightning can be easily interrupted. Even if you have Harnessed Darkness up, the power is still cancelled by movement, and you can only do this twice every 90 seconds; it is not an adequate solution.

This is where the Madness Variant comes in. Death Field is a location-targeted AoE attack with a 30m range, that also comes with the benefit of moderate self-healing. While it is limited in the number of targets that it can affect, at 3, Lacerate is quite spammable. Additionally, even within the 10m range, the variant is considerably more capable; Raze allows Crushing Darkness to avoid the difficulty of using Shock: the high Force cost.

Of note, the Madness Variant build is extremely close to the PvP version of the same build, and you can do an alright job tanking with the PvP version, as it picks up an extra 30m stun in return for a minimal loss in self-healing.

PVP
As a warning note, if you're planning on PvPing at low levels, I recommend doing it as Deception. Darkness and Madness suck before 20, and respecialization is cheap your first several times.

Player-versus-Player on a tank is different in this game than in World of Warcraft, which you may be accustomed to. Mind Control and Mass Mind Control are your taunts; when used, they reduce the target's outgoing damage by 30% for 6 seconds unless they attack you. Useful tools to prevent incoming damage on an ally, and you usually do not have to worry about an immediate backlash, because it's nearly impossible to point out who delivered the taunt. Guarding is another story - Guarding allows you to share your HP pool with another player, which subjects you to taking more impact from Area of Effect abilities, but can make killing your partner an absolute pain. Due to a Darkness Assassin's unique ability to break slowing effects with Force Speed, Tankasins make good partners for a huttball carrier - they can Guard the target, push and pull enemies into firewalls and off ledges, and also run the ball very effectively themselves.

Unique to the Assassin is the ability to both Guard a target and hide in stealth until attacked, allowing them to perform an effective defender duo with a healer, or part of an offensive ninja trio on enemy objectives in Alderaan and Voidstar. It's always advisable to open in stealth if possible, in order to Mind Trap potential targets.

As you may've noticed, the questionable PvP value of the top of this tree has led to a lot of potential different builds. Widely stated, the many builds are splintered around these key points: Harnessed Shadows, Force Slow, Circling Shadows, Find Weakness, Upheaval, Force in Balance, Containment and Force Strike. There are many notable skills in each of these PvP builds, but those are the most central ones.

Harnessed Darkness (go to the PvE segment for a quick look at it) is cumbersome to properly build up, but results in an extremely high spike damage/slow/self-heal that is one of the ultimate expressions of force power, and it is only ever paired with Induction for easier Shock activations. Knowing when to save a Harnessed Darkness in conjunction with Recklessness can be crucial to victory. Force Slow allows the Tankasin to be a more effective harasser, especially against an opponent with cleanse support. Induction makes casting Shock a simpler task, requiring less prediction, and improves the burst off of Exploit Weakness. Exploit Weakness sharply raises your burst output; a single Maul under its effect can deal double the damage of your Thrash, even moreso under a critical.

Due to the weakness of Guarding a target and then having you both get blasted by AoEs, it may be advisable for a defensively-playing Hybrid Stealth to drop the two points in Static Cling or Fade and opt instead for Entropic Field, which reduces your incoming AoE damage by 30%. It's ordinarily not worth it at all, but as many AoE attacks in the game are balanced around hitting two or more targets (rather than three or more), Entropic Field can prevent you from dropping too fast.

Chain Shock randomly improves the burst off of Shock a significant amount, and Death Field allows you to finish off runners or break multiple capture attempts simultaneously in a Warzone. Haunted Dreams pairs with Death Field as an answer to runners, allowing the short-ranged Tankasin to control enemies on a whim, at the cost of filling their resolve bar. Finally, Raze in a Darkness build partially makes up for the awkwardness associated with using Shock without Induction by adding a second source of 10m range burst damage, this one free of cost, though with backloaded periodic damage.

DECEPTION ASSASSINS
"You were deceived."
Playstyle: Spike damage striker, harasser; melee skirmisher.
Mode: Surging Charge
PvE Builds: Armor Piercing (5/33/3), Chain Shock (2/31/8)
PvP Builds: PvP Standard (5/33/3), PvP Chain Shock (0/33/8), Variant (11/30/0), High Regen Backstab Spam (18/23/0)

Priority List:
0. Saber Strike (Out of Force)
1. Assassinate (Target at 30% health or less)
2. Maul (Exploit Weakness buff about to expire, behind target)
3. Lacerate (3 or more enemies)
4. Discharge (Every Cooldown)
5. Shock (2x Induction buff... so near basically every CD)
6. Maul (Exploit Weakness just proc'd)
7. Voltaic Slash or Thrash
Deception is the most martially-based of the three Assassin trees, eventually becoming extremely flashy as a melee combatant. It's the tree the Assassin was built for, and thus levels the most effectively of any Assassin tree early on; where the other trees are grasping for their basics before level 20, the Deceiver already has most of what he needs. It also is unique, as it is the only spec among all 24 Imperial specializations that has no good 30m offensive abilities, and essentially, no method of gap closing beyond Force Speed. In return, it has the most effective control while it is on a target, and the highest damage of any Assassin specialization. The basic conceit of the tree is that you use your martial strikes with a lightsaber to either buy time for your powerful, Force-driven attacks; or that you use those abilities to get into position for a particularly vicious Lightsaber stab in the back.

Since Surging Charge has a chance to activate on each hit, even though it's capped at a maximum of 1 activation per 1.5s, all of your multiple hit moves get more benefit from Surging Charge than it appears. Surging Charge would apparently do similar average damage as Lightning Charge, right? About double the damage and half the activation rate? Think again. Your main two abilities strike twice every period. The chance of at least one activating Lightning Charge is 75%, which is a 50% relative increase from the base activation chance of 50%. However, the chance of at least one activating Surging Charge is 44%, which is a 75% relative increase from the base activation chance of 25%. This difference becomes even more distinct with Saber Strike, which has a 58% chance to activate Surging Charge, and an 88% chance to activate Lightning Charge - relative increases of 130% and 76% respectively.

Incidentally, this means that if you follow the pattern Voltaic Slash, Voltaic Slash, Shock, you will only reliably have one instance of Static Charges saved up. Static Charges gain very slowly. You'd need six or seven full cycles to get a stack of five with high certainty - that's around 30 seconds, and Discharge will be up every 12 to 15 seconds. Some math will have to be done versus reliable gear levels, to show what the optimum amount of Static Charge stacks is to release in a maximum DPS cycle. My suspicion is that Static Charge should be simply considered a bonus rather than a need in a maximum DPS cycle, and that Discharge should only be held back, waiting for a full stack, when in burst damage phases.

Overload and Shock deserve special mention with this tree; their secondary effects are useful to allow you time to go behind the target and stab it. Overload's knockback can even pull this off in PvP; don't expect that effect from Shock in harder PvE or any PvP, however.

PVE
In Player versus Environment content, the Armor Piercing (5/33/3) damage rotation is pretty evident. As with Darkness, it is a very erratic priority list, as the key of the tree has you watching your rotation. The Deceiver is surprisingly good at Area of Effect damage for a single-target specialist, but only in bursts; while it still has the awesome Lacerate, the Deceiver can most efficiently use it when just coming out of stealth, or under the effect of Blackout. For those of you playing along at home, in a group situation, the Infiltrator can get 18 consecutive seconds of vicious, vicious AoE slashy goodness: coming out of stealth, blackout, Force Cloak.

When not being a whirling dervish, the Infiltrator still hits really, really hard. Starting out, you'll find that you like to stab people in the back. It's not as necessary as you think, though. Without the Exploit Weakness buff which comes from your other attacks, Maul typically does not do enough damage for its crippling Force Cost versus the combination of Voltaic Slash or Thrash followed by a Shock. Even under the effects of Dark Embrace, you'll only regenerate enough Force Points for another full-cost Maul about every third GCD.

Entropic Field is not a strictly necessary skill, but it is an advisable one for group content due to the prevalence of PvE splash damage. While leveling, those points can be otherwise assigned. The 2 points in Entropic Field, Fade, Resourcefulness or Avoidance can be moved to any of the slots as you see fit.

The Chain Shock (2/31/8) build has recently been brought to my attention, and on targets which have less armor (below about 20% armor), it looks like it may overtake the Armor Piercing build (which has been renamed from Standard for that reason). This is pending on how much armor reduction enemies are calculated with on average.

PVP
The PvP Standard (5/33/3) is pretty fun, and also startlingly close to the PvE version of said build.

People keep asking me about openers. Allow me to stress that unlike Rogues and similar classes from other games, there is not a specific opener or set of abilities which can be recommended. Not only has BioWare taken pains to avoid 'out-of-stealth alpha strike', but there aren't even a lot of options. Here are the basics:

- You open up with a Maul, which hits hard and - as a single one - does not put too much of a strain on your regeneration since you're coming out of stealth with 110 FP and a high regeneration.
- You open up with a Spike, which is a knockdown (not a stun, and therefore cannot be escaped by a cooldown) for 2s. Not advisable unless you really, really need the person to not be doing something for two seconds and none of these alternatives are suitable:
- Jolt costs no Force, does not use a Global Cooldown, and for you it has a fast cooldown of its own. And it also doesn't increase the resolve bar, which Spike does.
- Mind Trap uses a lot of Force, causes a lot of resolve bar cost, and can't be used if your opponent is already in combat/isn't advisable if you want to engage them in combat. It's a great CC, however.
- Low Slash can be escaped, does damage, costs the same amount of Force, but has a 15s CD. You will probably want this for later.
- Electrocute has a 30m range, can be escaped, has a long CD. You probably want this for later.
- You open up with a Voltaic Slash, which does good damage, and sets up your chains early.

That's really it. There's no great complexity here. I'd go with Maul or Voltaic Slash for most situations personally, but that's me.

That aside, you will want to keep Force Slow on your target at all times, using it every cooldown or close to it. Once the person is out of your 10m grasp, they are out of your reach forever. That's it. Though you may be interested in frying a runner every now and then by using Force Lightning with Recklessness, as it gets 30m reach under the effects of Recklessness, and does good damage under its effects, as each tick will benefit from the 60% added chance to crit.

Discharge's damage may seem to be a bit low relative to Shock's; remember that Discharge deals internal damage, which bypasses armor entirely, and typically only tanks have a resistance to internal damage. It's also on a separate cooldown from Shock, which means that it can be fired in quick succession, while Shock has to contend with its internal cooldown.

For example, an Assassin ready to torch his opponent at low health can use the combination of Recklessness, Assassinate, Shock, Discharge, Low Slash, Maul, Assassinate in rapid succession, a combination which is nearly impossible to survive.

Of note is that even though you're not a tank, you can still use Mind Control, your taunt, which reduces the outgoing damage of the taunted foe by 30% unless they attack you - this is a great addition to teamplay dynamics, because it is entirely possible for you to use Mass Mind Control when everyone is beating on your healer or huttball carrier, and then using Force Cloak to vanish into nothingness.

The PvP Upheaval (0/33/8) build is the most notable alternative; it trades off more damage on every single attack that you do (by losing the armor penetration of Charge Mastery in Darkness) for a larger burst out of Energize. It may even be better in PvE than the standard, due to the way Shock scales, though I would not be willing to put money on it without a combat log handy.

There are two other alternative builds: Variant (11/30/0) and High Regen Backstab Spam (18/23/0). Variant works exactly the same as normal, but gives up a lot of its burst for better motion. Your mileage may vary, I don't personally recommend it.

Neither do I recommend High Regen Backstab Spam, which is pretty much exactly what it sounds like - it gives up a lot of its burst for the ability to shank someone really, really sithing hard. A lot. Under the effects of Dark Embrace, you're regenerating 15.6 FP/s, which means that in a teamplay situation, where someone else can keep the guy from paying too much attention, you'll get a few more Mauls. To elaborate on why this isn't worth it - roughly speaking, Maul is only half as efficient at damage as Shock and Thrash in this specialization, at least when Exploit Weakness isn't active. You'll run out of Force far too quickly for the energy difference to likely do its job. I don't think it will last long enough to deliver its damage, but as I don't claim to be a PvP god, I've included it for the sake of information.

MADNESS ASSASSINS
"Power... Unlimited power."
Playstyle: Periodic damage, self-healing; versatile range.
Mode: Lightning Charge
PvE Builds: Standard (7/3/31)
PvP Builds: Standard (3/7/31)

Priority List:
0. Saber Strike (Out of Force)
1. Death Field (Even single target, every CD)
2. Force Lightning (Under Recklessness)
3. Shock (If Unearthed Knowledge is not active, or about to expire)
4. Assassinate (Target at 30% health or less)
5. Maul (Exploit Weakness, behind target)
6. Crushing Darkness (Raze buff, preferentially on an unafflicted target)
7. Creeping Terror (On a target not currently afflicted, or about to expire)
8. Discharge
9. Force Lightning (if you need healing or are low on Force)
10. Thrash or Lacerate
The Madness Assassin is the only Melee/Range hybrid out of all six Sith specializations; obviously, Balance Shadows hold the same distinction among their kin. As you can see, it uses the largest range of completely unique skills as part of its damage rotation. Past readers will notice the addition of Force Lightning to the priority rotation. This is because the discovery has been made that Force Lightning counts as a periodic damage ability for the purposes of most skills, with the exception of Deathmark. While under the effects of Recklessness, the entire cast benefits from the improved critical rate of one charge, and it also grants you the benefit of long range with the attack.

PVE
There's not too much to say or watch out for here that the priority list doesn't already cover.

Standard (7/3/31) has been altered from previous builds, because my assessment is that Discharge is simply not used enough on multiple targets in most situations to make a faster cooldown worth it, versus a bonus to the critical melee skill of Thrash. The basic idea behind the Madness playstyle is to drop Death Field on your target and go to town with periodic damage effects. On a single target, its damage is less relative to Deception, though decent; on multiple sustained targets, the damage can rack up quickly.

Abuse the fact that Death Field and Creeping Terror have full 30m ranges rather than 10m, and consider switching targets early in a group situation. Likewise, abuse your instant cast Whirlwinds as well as the fact that you get a stun if someone is damaged while contained within them; Whirlwind is normally risky to use mid-fight in PvE because it will heal the opponent, but if you Whirlwind a multiply DoTted opponent, it is unlikely a heal pulse will get off, making it an effective interrupt.

There is an alternative version of this build for leveling that takes two points out of Electric Execution and into Oppressing Force, which lets your Whirlwind affect two additional targets. It's of no use in PvP or endgame PvE, but can be very nice for managing large crowds while soloing.

PVP
As a warning note, if you're planning on PvPing at low levels, I recommend doing it as Deception. Darkness and Madness suck before 20, and respecialization is cheap your first several times.

Standard (3/7/31) is standard. There's really not much to say here, honestly, given the currently undeveloped state of the metagame, making it difficult to speak of specific counters.

The biggest thing to note is that Creeping Terror can be a great way to nail someone who thinks that they've just gotten out of your range, for a minimal resolve cost; you can save it if you suspect that someone is going to flee in short order, or you can save it to backstab someone who's gotten low, then chain into a Electrocute or Whirlwind to stab them some more..

Of note is that even though you're not a tank, you can still use Mind Control, your taunt, which reduces the outgoing damage of the taunted foe by 30% unless they attack you - this is a great addition to teamplay dynamics, because it is entirely possible for you to use Mass Mind Control when everyone is beating on your healer or huttball carrier, and then using Force Cloak to vanish into nothingness. You can even get away with using Dark Charge rather than Lightning Charge in order to Guard your ally, as you have a wealth of self-healing available. Guarding allows you and your ally to share a health pool, which is a fantastic way to help keep them alive; 50% of their damage intake gets redirected to you as long as you remain within 15 meters. It's not recommended for large periods of time as you are not a tank and your self-healing goes down without the ability to Discharge someone with a DoT, but you're more capable of it than Deception Assassins, so take advantage of it from time to time.

You're going to take the role of a Pressure Player; though you have burst, it's significantly less than that available to the other two Assassin trees, so you are unlikely to get the burst damage necessary to down someone quickly. Crushing Darkness is significantly weaker than Shock for direct damage, and your Shocks lack the power of Darkness and Deception. You don't have the force regeneration of Darkness, or the efficiency in burst of Deception - but your DoTs are extremely efficient, and you have the hardest hitting Thrash of any Assassin.
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Thank you for the guide Aaron! Well done! Avoided playing an assassin during beta but come launch I'll be posting my thought on specs, gear, and such.


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New location for the Assassin Codex Guide by Astralfire( read this first if your are looking for a good class overview).
http://www.swtor.com/community/showthread.php?t=778
and a back-up incase the swtor forums link goes bad again:
http://blackrabbit2999.blogspot.com/2011/12/swtor-sith-assassin-comprehensive-guide.html

Some Assassin tanking discussion with a lot of mixed info but worth skimming if you're interested in Darkness: http://www.swtor.com/community/showthread.php?t=78826
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