Nibelung
First Post
Originally posted by erachima:
Many guides begin by singing the praises of their class. This guide will not. If you're looking at the class because you think the word "assassin" would look badass on your character sheet, I'd heavily suggest you refluff an avenger, ranger, or rogue. If you've been reading the class descriptions from Dragon, forget them. The Assassin is simply horrendously written, and what potential it has is, if we were honest, probably put there by mistake. But whoever heard of an honest Assassin? The class was written the way it was written, and if you're committed to playing it, then I will wring every drop of strength from it for you that I can.
This isn't to imply the class is without its strengths, however, it just means it's not easy mode. The shroud Assassin has many of the most unique character mechanics in the game, and if played correctly, it offers a solid damage baseline combined with very flavorful utilities and style.
Still with me? Then take a sip of nightshade, and let's begin your initiation into the secrets of the Assassins.
This handbook will use the standard system for ratings:
[sblock]Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
Green - Non-mechanical option. There is no way to tell if you want this.
[/sblock]
This handbook will also use the standard abbreviations for rule sources:
[sblock]AP - Arcane Power
AV - Adventurer's Vault
AV2 - Adventurer's Vault 2
BoVD - The Book of Vile Darkness
DXXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
DSH - Into the Darkness: The Dungeon Survival Handbook
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotEC - Heroes of the Elemental Chaos
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
HotFW - Heroes of the Feywild
MotP - Manual of the Planes
MP - Martial Power
MP2 - Martial Power 2
NWCS - Neverwinter Campaign Setting
PHB1 - Player's Handbook
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3
PHDB - Player's Handbook Races: Dragonborn
PHTF - Player's Handbook Races: Tieflings
PriPow - Primal Power
PsiPow - Psionic Power
RotG - Revenge of the Giants
[/sblock]
The Assassin can have an AoE encounter power if it wants, and some of its powers throw out reasonably obnoxious status effects. It comes nowhere near the level of the Bard or Cleric in this respect, however, much less the actual controllers. What really does in this rating, though, is that most of the Assassin's best control options throw down giant zones of darkness that stop its allies from being able to hit things.
Damage Per Round: Assassin DPR starts solid, or even good if you take the right guild. You'll be jumping through some impressive hoops to keep it up in the higher tiers, however.
Durability: The Assassin has Rogue defenses and Wizard HP, which would normally land it a red in this category. However, the Black Flame Form power gives you effectively permanent scaling damage resistance, and if you're using Shade Form instead you're probably spending all your time stealthed, so the Assassin's real durability is actually pretty good. God help the hybrids though.
Leadership: The Assassin does not play well with others. It has no real native enabling capability and some of its powers even make it harder for its allies to hurt its targets. Certain feat and paragon path options can raise this a bit.
Mobility: It's hard to keep an Assassin pinned down, locked in, or locked out. At-will teleportation is a core class feature, and you get plenty of attack and utility options that enhance your mobility as well. Your only real competitors in mobility are the Scout and teleport-optimized Warlocks.
Nova damage: The Assassin unfortunately does not really live up to its name in this respect, but it's not entirely slouching either. The class's nova capability starts out existing only if you manage to shroud pre-combat, but gets better by tiers, and its paragon pair of multi-damage roll single-hit damage powers are among the closest things to "one hit, one kill" powers that exists in the system.
Skills: The Assassin masters five skills (one of which must be stealth) and has a broad set of potential talents to choose from. Not quite up to the Rogue's level, but you'll be rolling a lot more often than the Fighter, to say the least, and can effectively fit in as fetcher, filcher, and face. This category earns a bump from the unique utility powers the Assassin receives, which are useful for skill-like functionality both in and out of combat. Note that if you do not choose Charisma as your secondary stat, you will be notably less good at skills.
Alcestis and Alraune's bitter squabbling over the extra damage rules inspired the second look at the Assassin's Shroud power that made this guide worth writing.
##4eCO acted as a sounding board as I mused over the Assassin's content.
Doobledigoop archived this handbook during the forum transfer so I didn't have to completely rewrite the thing.
Look Very Carefully: The Shroud Assassin's Handbook
This is the law of life and death: Nothing is permanent but impermanence. When even life and death have passed away, nirvana will be bliss. —Samurai Executioner
To become an Assassin, you must first learn to see. You must strip away preconceptions, reputations, orthodoxy, and see all things for exactly what they are: Mortal. To play an Assassin, you'll need to walk a similar path. Contrary to all you've been taught, this class has power, if you've just got the eyes to see it.
This is the law of life and death: Nothing is permanent but impermanence. When even life and death have passed away, nirvana will be bliss. —Samurai Executioner
To become an Assassin, you must first learn to see. You must strip away preconceptions, reputations, orthodoxy, and see all things for exactly what they are: Mortal. To play an Assassin, you'll need to walk a similar path. Contrary to all you've been taught, this class has power, if you've just got the eyes to see it.
A Hard Look Within: Do You Want To Be An Assassin?
Many guides begin by singing the praises of their class. This guide will not. If you're looking at the class because you think the word "assassin" would look badass on your character sheet, I'd heavily suggest you refluff an avenger, ranger, or rogue. If you've been reading the class descriptions from Dragon, forget them. The Assassin is simply horrendously written, and what potential it has is, if we were honest, probably put there by mistake. But whoever heard of an honest Assassin? The class was written the way it was written, and if you're committed to playing it, then I will wring every drop of strength from it for you that I can.
This isn't to imply the class is without its strengths, however, it just means it's not easy mode. The shroud Assassin has many of the most unique character mechanics in the game, and if played correctly, it offers a solid damage baseline combined with very flavorful utilities and style.
Still with me? Then take a sip of nightshade, and let's begin your initiation into the secrets of the Assassins.
This handbook will use the standard system for ratings:
[sblock]Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
Green - Non-mechanical option. There is no way to tell if you want this.
[/sblock]
This handbook will also use the standard abbreviations for rule sources:
[sblock]AP - Arcane Power
AV - Adventurer's Vault
AV2 - Adventurer's Vault 2
BoVD - The Book of Vile Darkness
DXXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
DSH - Into the Darkness: The Dungeon Survival Handbook
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotEC - Heroes of the Elemental Chaos
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
HotFW - Heroes of the Feywild
MotP - Manual of the Planes
MP - Martial Power
MP2 - Martial Power 2
NWCS - Neverwinter Campaign Setting
PHB1 - Player's Handbook
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3
PHDB - Player's Handbook Races: Dragonborn
PHTF - Player's Handbook Races: Tieflings
PriPow - Primal Power
PsiPow - Psionic Power
RotG - Revenge of the Giants
[/sblock]
The First Glance: General Capabilities of the Assassin
Control:The Assassin can have an AoE encounter power if it wants, and some of its powers throw out reasonably obnoxious status effects. It comes nowhere near the level of the Bard or Cleric in this respect, however, much less the actual controllers. What really does in this rating, though, is that most of the Assassin's best control options throw down giant zones of darkness that stop its allies from being able to hit things.
Damage Per Round: Assassin DPR starts solid, or even good if you take the right guild. You'll be jumping through some impressive hoops to keep it up in the higher tiers, however.
Durability: The Assassin has Rogue defenses and Wizard HP, which would normally land it a red in this category. However, the Black Flame Form power gives you effectively permanent scaling damage resistance, and if you're using Shade Form instead you're probably spending all your time stealthed, so the Assassin's real durability is actually pretty good. God help the hybrids though.
Leadership: The Assassin does not play well with others. It has no real native enabling capability and some of its powers even make it harder for its allies to hurt its targets. Certain feat and paragon path options can raise this a bit.
Mobility: It's hard to keep an Assassin pinned down, locked in, or locked out. At-will teleportation is a core class feature, and you get plenty of attack and utility options that enhance your mobility as well. Your only real competitors in mobility are the Scout and teleport-optimized Warlocks.
Nova damage: The Assassin unfortunately does not really live up to its name in this respect, but it's not entirely slouching either. The class's nova capability starts out existing only if you manage to shroud pre-combat, but gets better by tiers, and its paragon pair of multi-damage roll single-hit damage powers are among the closest things to "one hit, one kill" powers that exists in the system.
Skills: The Assassin masters five skills (one of which must be stealth) and has a broad set of potential talents to choose from. Not quite up to the Rogue's level, but you'll be rolling a lot more often than the Fighter, to say the least, and can effectively fit in as fetcher, filcher, and face. This category earns a bump from the unique utility powers the Assassin receives, which are useful for skill-like functionality both in and out of combat. Note that if you do not choose Charisma as your secondary stat, you will be notably less good at skills.
A Look Behind The Scenes: Acknowledgements
LordDuskBlade invented this handbook format, so he gets his royalty applause here as always.Alcestis and Alraune's bitter squabbling over the extra damage rules inspired the second look at the Assassin's Shroud power that made this guide worth writing.
##4eCO acted as a sounding board as I mused over the Assassin's content.
Doobledigoop archived this handbook during the forum transfer so I didn't have to completely rewrite the thing.