Guide:Generic Pressure Assassin

The point of this bar is to pump pressure by spamming fast and dual attacks. The elites taken on this common template are limited to the Assassin and Warrior skillsets, as no other profession provides many useful elites.

The Core Build
[build prof=Assassin/any CriticalStrikes=12+1 DaggerMastery=12+1+1][Optional][Jagged Strike][Fox Fangs][Critical Strike][Optional][Twisting Fangs][Optional][Dash][/build]

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 * This Lead&rarr;Offhand combo is extremely fast thanks to the 1/2 second activation times they carry. This allows you to reach your dual attacks quickly and compresses damage.
 * They also have short recharges, meaning they can quickly lead into another dual attack after the first.


 * A dual attack that automatically lands two critical hits and returns energy in addition to the energy gained from the Critical Strikes attribute. Essential for fueling the energy-hungry bar.


 * Provides a source of 'self-activating' Deep Wound for finishing off opponents.


 * Used for anti-kiting and splitting. Preferred over in GvG due to having an energy cost as opposed to an adrenaline cost.

Your Elite Skill
Generally, the elites commonly used supplement the pressure provided by the attack chain and are fueled by it.

- Build
 * Provides a slight IAS and large boost to critical hit rate.
 * Requires a non-stance IMS, usually paired with  for more damage.

Archived Choices
These elite skills saw use after the buffs to Jagged Strike and Fox Fangs, but fell out of use due to subsequent nerfs/meta shifts.

- Build (Archived)
 * Since you quickly reach the dual attack of your chain, Assault Enchantments was almost available on demand to remove all enchantments from the foe.

- Build (Archived)
 * Has a low 4 adrenaline cost that is filled with each use of the chain, and provides extremely effective anti-kiting.
 * Seen much less after the nerf that gave "Coward!" a 2 second recharge and after the nerf that increased Fox Fangs' recharge to 6 seconds.

- Build (Archived)
 * A powerful snare that can take both a hex and condition removal skill to remove.
 * Disables non-assassin skills, limiting skill choice.

- Build (Archived)
 * Unlinked snare that also inflicts weakness.

- Build (Archived)
 * Two chains charged its 9 adrenaline cost (there's an auto-attack or two that occurs between the chains).
 * Inflicted a threatening duration of Daze for no attribute investment.

Popular Skills

 * Provides an alternate/second offhand to Fox Fangs that carries stance removal, but has a longer activation.


 * Has a shorter recharge than either Fox Fangs or Wild Strike, and inflicts a Deep Wound if enchanted.
 * Only really seen on WotA bars with Conjure Lightning + Storm Djinn's Haste since it has no additional effects if not enchanted.
 * Twisting Fangs is dropped when taking this skill.


 * Jagged Strike&rarr;Exhausting Assault is fast enough to easily catch 1 second cast spells.


 * A strong pressure skill for Assassins. Taken and spammed alongside Critical Strike when using Golden Fang Strike (as it's recharge is short enough to justify having both).


 * Commonly seen in GvG for ganking purposes with Dash taken to cancel it.


 * Useful knockdown on splits, less valuable when fighting a team.


 * Can be used on the YAA build for knockdown instead of HotO.


 * Taken in RA and sometimes in HA.

Snares

 * Knockdown on fleeing foes.


 * Cripples hexed foes.
 * Is a 1 second activation lead attack, but with longer recharge than Jagged Strike.


 * Provides a half-ranged snare on moving foes.


 * Requires that the foe be moving.

Interrupts

 * An interrupt that can be used at half of spell range.


 * Has spell disable, but is slower than Exhausting Assault.

Mobility

 * Usable as a more maintainable IMS than Dash, but requires adrenaline.

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 * Shadowsteps aren't as useful in a pressure build as in a spiking one, but can still be used to gain positional advantages.