User:Gale/l2pSins

= Assassin Techniques = This is 2011 and if you're still terrible with the Assassin profession in PvP formats then this is the guide for you. If you simply don't know anything then consult this to learn more. In this guide I will provide an in-depth analysis of multiple Assassin techniques to both improve inexperienced Assassin players and polish skills for veterans.

Assassins in Player Versus Player generally fall into 3 distinct build types:
 * Spike - utilizes single-chain combos designed to kill individual players quickly.
 * Pressure - pumps consistently high damage to exhaust enemy monks.
 * Caster - commonly uses the Deadly Arts skill list to do unblockable chunks of damage. Other gimmicks exist that use different spell lines.

Obviously each of these handle differently and there is some functionality overlap but for clarity's sake, this guide addresses primarily Spike and Pressure Assassins since they are among the most common and indisputably the most versatile.

Chain Control
Anyone can roll their face across a keyboard and kill people, indeed it's what the Assassin class is infamous for. But what makes a player better than a tabway Assassin is the ability to stretch creativity to execute their Dagger Skills. Observant players will expect an Assassin attack and prepare themselves accordingly to counter you. Being aware of this fact will allow you to be more flexible and threatening to your opponents.

Secondary Effects
Obviously Attack skills are designed for large chunks of armor-ignoring damage but the damage itself is not where the true strength lies. Virtually all Assassin Attack Skills carry some kind of effect whether it be a condition or gives the Assassin energy. Application of these secondary effects at the right moment can give an Assassin an edge in battle so don't try to use Trampling Ox on a guy already on his ass. Notable examples of secondary effect tactics include:
 * Delaying a chain so can apply Cripple.
 * Using after another teammate's KD'd victim is getting up.
 * Spamming in a pressure bar to keep energy high.
 * Following up a KD with or.

Feints
Seeing an Assassin charge at you from across the map is a ridiculous telegraph that allows your opponent to defend themselves before you even touch them. However, by playing smart, a sin can force other players into using skills before or after the sin is ready to execute their attacks.

Drawing Out Defense
Like against any melee class, defensive characters are prepared to thwart you in any way possible. Maximize your damage output by forcing them to toss around high-energy prots and waste their self-defensive skills to create an opening for your chain. Ideally, positioning skills like Shadowsteps, and an IMS allows you to capitalize enemy weakness quickly.

Draw out enemy defense through an assortment of auto-attacks, short chain sequences, and positioning threats.

Versus Prots
 * : simply attack someone and eventually you'll see a Guardian pop up. Use your 4 second window to deal damage to the monk before they can Guardian themselves.
 * /: These high-damage prots generally start flying around once someone is taking big damage. Force these energy-dumps by swapping between multiple foes and dealing damage to them.
 * /: Similar tactics to Guardian. If on split, count the rough duration of the effect and attack right before it wears off.
 * /: Another common prot. Draw it out with auto-attacks or short chains. You can still get a couple of big damage hits on SoA for more pressure/kill before it starts to really kick in.

Versus Self-Defense
 * + Attack Skill Triggers: Wait out duration by attacking user for pressure or another target to draw out more prots.
 * + Block Stances: Delay the usage of Attack skills or swap to another target.
 * + Damage Reduction Stances: Since the +Damage for the skills is armor ignoring, pressure can still be applied and chains can resume normally. Be wary of any stance effects (e.g. KD immunity or Half Damage)
 * + Positioning/IMS: If the IMS is inferior to yours, by all means keep attacking. If a you're packing a shadowstep, you can use it to pursue the enemy.

Versus Direct Defense
 * + Missing: Really there's nothing you can do. But during openings when you're free, attempt to interrupt or KD the user since many players tend to apply such defense when melee runs up to them.
 * + Attack Speed Reduction: Call for hex removal and avoid using auto attacks. If you have quick activation attacks, use those primarily.
 * + Physical Triggers: If you can safely execute a kill through such skills then attack through. However, reduce pressure on your monks and back off when under fire.
 * + Interrupts: Delay attack skills or dry-cast to draw out interrupts then resume your chain.
 * + Snares: Attack nearby enemies to keep the damage up. Use shadowsteps or IMS to keep up.

Drawing Out Offense
Though being linebacked sucks, there are situations where it can be useful to draw out damage. Opportunities like these are most common in lower end PvP such as Random Arenas.


 * [[File:Warrior-icon-small.png]] Against melee players, once you've gotten their attention, attempt to fake out their anti-kite skills (e.g. Bull's Strike) and pull them gradually deeper into your team, forcing an over extension and possibly a Frenzy if they really want to kill you. Take the opportunity to spike the melee.
 * [[File:Elementalist-icon-small.png]] Against casters, utilize your compass to pull casters away from the team, many will stop to cast on the edges of the aggro. Use this opportunity to turn around and punish their bravery.
 * [[File:Ranger-icon-small.png]] Against ranged physicals, dodge potentially dangerous attacks like and apply similar tactics versus casters.

Dry Casts
Dry casting a Dagger Attack is the act of skipping a prior requirement for the skill to land, thus receiving a "Fail" message. While this is typically what you want to avoid, dry casting serves two key functions: The best skills to dry cast with are, , or. They can all be safely used outside of the chain, easy on energy, and have fast activation time though any other out of sequence attack works as well. Since "Failed" skills recharge instantly, Diversion has no effect and interrupts don't trigger a recharge, making it ideal if you think a Mesmer or Ranger is reflexively camping you.
 * Removing from yourself.
 * Faking out an interrupt.

Positioning
Like any other melee class, being in the right place at the right time is key to the Assassins' damage output and safety. Unlike the Warrior who can soak up lots of damage, the lightly armored Assassin is extremely vulnerable to all types of damage. Knowing when to keep punishing enemies and when to get out is key to the Assassins' playstyle. Failure to recognize such situations means exhausting your backline, getting spiked, or both. Pressure Asssassins in particular can feel like superpowered Warriors when it comes to damage, but one must always be wary to defend themselves against harm. Luckily, there are several notable tools Assassins possess that allow them to avoid damage based on their positions.


 * - The bread and butter IMS. The 50% speed increase equals about one full aggro circle. Use this skill creatively to chase kiting enemies, create bodyblocks, escape out of range, and swiftly dodge projectiles. You can never go wrong putting this on your bar.
 * - Though these see no use in organized play, these skills can sometimes catch foes by surprise in lower end arenas. They act as defensive shadowsteps that move you directly away from your target. The fast activation lets you avoid potentially dangerous attacks.
 * - Like Dash, it is an IMS but completely defensive in nature. The longer duration and damage reduction makes it more powerful in Alliance Battles and Fort Aspenwood, but less viable on a Sins bar if they want to deal physical damage.
 * - A quirky skill that carries Anti-Melee potential and is very effective at kiting and sometimes even approaching enemies. However the longish recharge and ally only targeting prevent it from being great. Like the Dark Escape and VD/HoS, it's better suited for lower arenas.

Offensive Shadow Steps
While seemingly simple in function, Shadowsteps are extremely powerful since they essential reset any spacing between the user and the target to zero as long as the enemy is within the effective range. Not impressed? Think of it this way: a Warrior using Sprint to chase a monk from full aggro will take about 4 seconds to reach the monk, during that time the Warrior is not contributing the team in any way thus making his effectiveness zero. However, an Assassin with Wastrel's Collapse uses his Shadowstep on the monk from the same distance. Not only does the sin cut back the 4 wasted seconds the war would have used but he also puts himself in prime position to attack, possibly before the monk even realized an Assassin teleported to him! As such, Shadowsteps are powerful but delicate tools. The common pitfall is overextending, be smart and don't do it unless you have a very good reason.

Notable Offensive Shadow Steps


 * - The standard step with a cheap cost, fast activation and mediocre healing bonus. Due to it's barebones nature this step is better suited for Assassin secondaries in gimmick spike builds.
 * - An old favorite, these steps double as powerful snares that are prevent the opponent from escaping your chain. There is also a lot of synergy with skills that trigger on hex like Black Spider Strike or Iron Palm.
 * - The current ruler of splits in the metagame. WC packs a conditional knockdown and a lower recharge time, making it especially effective as a utility tool or an attack chain primer.
 * - A step that lets you reset your own position back to where it was. It's usage as an enchantment allows easy trigger of 'Golden' prefix skills but can also be removed.
 * - A key in the Deadly Arts line. The triggerable Deep Wound makes it powerful in spikes and lets you follow up with a close range attack if you so choose.
 * - Commonly seen on split Assassins, this Stance step is great for uninterruptable mobility and getting in and out fast. Note the drawbacks.