Neonchameleon
Legend
The Assassin is a deeply flawed class and in a way no amount of feat/power support can overcome. And the problem all boils down to one little class feature: the ability to turn insubstantial and sustain as a minor action. This does two things.
First it utterly screws their action economy; every turn the assassin wants to maintain the insubstantiality, shroud something, and attack something. There's no room in there for a normal move action unless you give up something (or charge). Which also makes you incredibly vulnerable to being dazed, dominated, or stunned.
Second it means that you can take more damage even than a pimped out Warden. The incoming damage is all getting halved - meaning you start effectively with more than 40hp and gain eight every level. Also any healing has a disproportionate effect as the non-surge dependent value is effectively counted twice when set against incoming damage.
Optimal group play therefore puts you right on the front lines, going toe to toe with the biggest and nastiest close combat monster you can while wielding a fullblade and standing still. Meanwhile you are focussing on an enemy monster in the rear lines, building up your shrouds on him so you can take him out when the front line falls. And trying to make yourself a big enough target to convince the monsters to hit you not the defenders.
That's really what I signed up for when I decided to play an assassin...
First it utterly screws their action economy; every turn the assassin wants to maintain the insubstantiality, shroud something, and attack something. There's no room in there for a normal move action unless you give up something (or charge). Which also makes you incredibly vulnerable to being dazed, dominated, or stunned.
Second it means that you can take more damage even than a pimped out Warden. The incoming damage is all getting halved - meaning you start effectively with more than 40hp and gain eight every level. Also any healing has a disproportionate effect as the non-surge dependent value is effectively counted twice when set against incoming damage.
Optimal group play therefore puts you right on the front lines, going toe to toe with the biggest and nastiest close combat monster you can while wielding a fullblade and standing still. Meanwhile you are focussing on an enemy monster in the rear lines, building up your shrouds on him so you can take him out when the front line falls. And trying to make yourself a big enough target to convince the monsters to hit you not the defenders.
That's really what I signed up for when I decided to play an assassin...