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SWTOR – Assassin Haine (3.0)


Guide for Difficult and Nightmare PvE players

Here is the Empire side translation of Elfeden's guide to Serenity Shadow, offered by Quanxing.

Hello, I am Elfeden (Elfy for close friends), from the Perseids guild on the Mantle of the Force server and I am offering you an update to my guide on Assasin Haine 3.0 in PvE.


I wanted to make the guide in two parts, one complete and the other with only the changes, but the latter affect not only the equipment, but also the gameplay and I will have to repeat myself in both parts. I therefore use the same structure as the previous guide which will include improvements and clarifications on certain points. Sorry for the lack of originality ^^


The aim of this guide is to be as complete as possible and is intended for those who want to do HL. It is therefore very long (18 Word pages ^^). Sometimes I may have complicated something more than necessary by trying to explain it in depth. I apologize in advance. I tried to make small summaries (noted "in brief") for those who would like to stick to the bare minimum and descriptions as detailed as possible (noted "in detail").

Since 2.8, Assassin Madness (and now Hate) has grown very strong, whether in PvE or PvP. It has been one of the best PvE DPS and since the new mechanics of 3.0, we see a lot of Assassins in the War Zone, being considered one of the PvP classes opti of the moment. (with Sorcerer / Scholar, Ravager / Guardian and Specialist / Vanguard). The Discipline has not really changed, it's a safe bet that it remains among the most popular.



I would like to point out that at the time of this writing, we are three weeks after the release of 3.0 and that all the tests have not been carried out, all the components not yet fully assimilated and that I can make a mistake or do not yet have all the information. In short, let's approach this guide with caution and try to challenge it as soon as new information pops up.

(Off Topic: moreover, regardless of the sites where you will see guides, I recommend a little “caution.” Nothing beats keeping information, experience and the tests that can be done at a distance. . Never swallow everything you are served raw, especially on the Internet ^^)

 

  • Discipline, passive and utilitarian powers
  • Equipment
    • Precision
    • Influx
    • Alacrity
    • Critical
    • Engime
    • improvements
    • Relics
    • Seven bonuses
    • In summary
  • Cycle
    • Terms & Conditions
    • Advanced cycle above 30%
    • Order of priority and Cycle under 30%
  • Know how to adapt your interface to the DOT spec
  • Conclusion and Parses

 

Discipline, Passive Powers and Uses

Let's start with the new passive powers. They are inherited from the old talent trees and are common to all of the Assassin's specializations.

  • Assassin's Training allows your Saber Strike to restore up to 3 Strength points.
  • Punishing Blades increases the damage of Correct, Lacerate, Sucking Strike, and Sucking Strike by 5% and decreases their cost by 3.
  • Charge Mastery increases the critical strike chance of your Lightning Charge by 50%. Note that this no longer gives 3% accuracy, one of the big changes of 3.0.
  • Exploiting Strikes activates on a Force critical hit, lasts 10s, and grants 5% critical strike chance to your melee attacks (was 9% before)

 



In short:

Depending on the bosses, groups and strats, you will want to take different combinations of utilities.

  • Classic Selection of Uses
  • To help heals
  • If no add
  • So much control

With 3.0, once your discipline is chosen, the game fills the tree by itself and only utility points are to be chosen which makes respecialization fast and convenient.

These Uses are generally oriented towards PvP and / or survival as well as some power upgrades to make them more powerful.

 

In details :

Let's take a quick tour of these uses, remembering that our priority is to do damage and that we will focus on anything that allows DPS (up damage, up spells providing DPS indirectly, mobility, etc.) . My presentation will therefore be access to a general idea outside the precise stratum.

  • Skill
  • mastery
  • Heroic

Evitement : A must have, especially in PvP but also very good in PvE. Increase your mobility, reduce the time of your destun and your interrupt. But good.

Oppressive force : A rather uninteresting use in PvE, insofar as the targets will not be very often controllable and / or weak and standard. In addition, the Cyclone of the assassin lasts only 8 seconds and we prefer to use those of the other classes which last one minute. As for the hardstun, the Lightning strike of the assassin, going from one minute to 50 seconds will often have little impact in PvE. To be avoided unless a strategy specifically requests it.

Shapeless mind : additional survival on controlling bosses. Instead we will try to interrupt, to place the Shroud of Strength or Deflection improved on those times to counter those powers. Not very useful in PvE therefore.



Red herrings : Increased stealth will have little impact in PvE, but the higher movement speed means less movement time and therefore increased DPS. To take, especially on the bosses where you have to move a lot.

Vilipendage : the Laceration having become very interesting thanks to its reduction of cost allowing to include it in its cycle without worry of Force, this talent becomes important for all battles including several targets. Note that if the adds have little health point and the Laceration is not essential, this use loses its interest.

Insulation : Up damage reduction. A default choice still valid but which will go into 4th choice in the Skill tier most of the time

Electric ties : Same as Oppressing Force. Except specific strategy (like Styrak Nightmare for example), little interest in PvE.

Disjunction : Improved Force Speed and Shroud of Strength which makes very good use of it. Namely that the Shroud of Strength of the'Force Occultation Shroud of Madness (Heroic Use) is also increased, which allows to have 9 seconds of Shroud accumulated. Very practical for mobility, AoE and boss mechanics involving one-shots, controls etc ...

Static cramping : same as the other uses of control, little involvement in PvE insofar as the targets are rarely controllable.

Fanage : If the reduction of the cooldown on the Black-Out will be almost useless in Hate, the one on theForce Occultation may be appreciable to allow more flexibility to reduce the threat, rez fufu, but also especially to have the Shroud of Strength of the'Force Occultation. Very good.

Anxiety : Another use based on control. Even in PvP this ability is up for debate, so in PvE ... ^^

Emersion : Very good use in the line of Avoidance and Disjunction. If in PVP, he is as good as them, even better, in PvE it remains subject to the immobilization abilities of the bosses. And these can be countered by the Destun and the Shroud which remain more versatile and augmented by other uses.

Sape spirit : If we control a target, it is generally so that it does not go out of control. Little impact in PvE therefore.

Imprudence : one more charge on Insouciance, therefore one more potential critical, therefore more DPS. We take !

Magnetism : same as the other supervisory powers.

Assassin's Shelter : a default choice increasing the healing received and giving a bonus to healers by placing their Phase walk. Just ask to think about rethinking your phase March if it wears off and / or is used to teleport. However, if we know that we are going to use it to move around, it is preferable to take another utility related to the strategy such as Isolation or Fanage which will be good all the time. Note that no damage bonus is given, this is an error in the tooltip.

Haunted dreams : Like the other supervisory powers. Except strategy asking it, useless.

Dark stability : allows to transform the Deflection in a Have Good of FT for 12 seconds. Some bosses will absolutely not ask for it, others will make it necessary. A good choice especially that certain bosses (like Sparky on Ravageurs) control by a physical attack and therefore that the Shroud of Strength is ineffective.

Hand of Darkness : Another controlling power ... (who said the Assassin has no control in PvP? ^^)

Veil of madness : allows to have a Shroud of Strength additional, increased by Disjunction. One of our best uses.

Gait manipulation : On paper, allows more mobility but in fact, not very interesting when you have a Force Speed increased. In addition, it forces us to keep our vanish for specific times, going against its use as désaggro, rez fufu and Shroud of Strength additional. Note that you can also use your Force Occultation to be out of combat and have access to the Inheritance Accelerator. This power is even more dispensable. Not convinced.

 

Equipment

In details :

Let's take a look at the curves first:

 

Precision

The target cap is now 758 index, or 6 objects of index 198 minimum with precision plus an improvement. Without the improvement, in 198 we are back at 99,63%, with we are at 100,14%.

To see if the 0,37% missing is not preferable to the damage bonus provided by the improvement in Will or Power. On a sufficiently long fight, being capped in Precision seems more interesting.

Note that I am currently at 99,85% and that this translates into little miss.

This change, along with the removal of the 3% accuracy in talent trees, is one of the major changes in 3.0.

Of course, when the object index goes up, this change will gradually diminish.

 

Influx

Once your precision is achieved, you can ramp up your influx. With the space required for precision (6 or 7 objects out of 10) and the overhaul of alacrity, we will be much more interested than before in the decreasing yield of the influx. This one, past the 400, becomes quite obvious. That's good, items 198 give 120 stats. Investing in 3 influx items to hit 360 seems like a good balance.

Be careful, DoTs and Death Field no longer have increased critical damage, but melee attacks now benefit. These melee attacks almost always benefit from Exploiting Strikes, so the influx can remain interesting.

 

Alacrity

Here is the second big change of 3.0! Who says heading to be reached in precision and decreasing return in inflow, says investment in another statistic. But we are still currently lacking data and experience with alacrity.

The question will be: will the number of attacks (= of GCDs) gained thanks to the alacrity compensate for the loss of damage linked to the influx and / or the damage bonus?

Because yes, we can also add alacrity by the improvements instead of putting the power or the main stat (willpower for the assassin).

These questions are still under debate and I will therefore not be able to answer them here and now.

Right now I'm thinking maybe go up to test 120 alacrity (one item) so as not to suffer too much from the diminishing yield of inflow and maybe adjust with some enhancements to make it fit a time specific gain (such as 12 GCDs in X minutes, ie a cycle of 18s which corresponds to the duration of the Dots (Damage Over Time), if of course this is possible).

Note that Alacrity also acts on DoTs, which makes statistics useful at all levels.

On the other hand, we must also be aware that when we have a limited connection with a server delay greater than 100ms, we will lose the time bonus given by the alacrity. Likewise if we have a slightly low APM. Alacrity is only profitable when you can fully utilize the speed of execution it allows.

In short, tests still in progress but you have understood the principle.

 

Critical

Let us remember that the critic suffers from a decreasing return (the more one puts in critical index, the less it gives percentage of chance) while the power is not concerned.

Remember that the influx is reduced, and that the Hate Assassin no longer has a critical damage bonus in his tree on his Force attacks but now on his melee attacks, or about 30% of his DPS.

Suddenly, I think to stay on an optimization roughly equivalent to that pre 3.0, ie between 200 and 300 critical index, depending on the level of equipment. Also, up to around 300, the critic is not really affected by the diminishing return. If you want to be more stable, you can limit yourself to 200, the critical tending to produce differences in DPS according to the fights.

To be reassured, keep in mind that optimizing crit on the Hate Assassin won't drastically change your DPS. Indeed, the only mechanic related to critical in Hatred is the Exploiting Strikes proc which can trigger with all Force attacks, DoT included. Even with 0 crit, we still have a 20% chance and with 3 DoTs ticking every 3s (and 1s for Demolition), there is plenty to keep it constantly up.

 

Engime

Once your critical number is reached, crank up your power.

 

improvements

Many choices :

  • Will: the choice that will remain good no matter what, bringing bonus damage and a little criticism.
  • Engime : which becomes interesting again following the decrease in value of the critic.
  • Alacrity : if it turns out that the loss of bonus damage is counterbalanced by the speed of your strike.

Note that the difference between Willpower and Power is very low in terms of DPS (some have calculated it to be less than 10 DPS).

 

Relics

Always the same: without any hesitation, the Unexpected Assault and the Concentrated Punishment.

These Relics are the best in terms of DPS. They also have another advantage that I will detail in my advanced cycle.

You can, for certain situations, prefer the relics that can be activated in order to control a burst (Raptus Nim challenge for example) but apart from the strategies requiring them, there is no debate ^^

Currently, I have seen a double proc (on damage and on healing for up to 12s stacked proc) of Concentrated Smite 192. Which makes it very powerful. To see if the developers correct it quickly, if not, it will be necessary to take into account this possible double proc.

 

Seven bonuses

Prowler, 6 pieces. The loss of the old set bonuses will be detrimental in the equipment research phase, especially the loss of bonus to 4 (the one to 2 being now a passive power of the assassin) but the higher statistics and the new bonuses will come quickly. compensate for all that.

Some people think that the new set bonus is basically better than the old one, but we don't have much choice anyway ^^

 

In summary

A good compromise at the moment seems to be, in full 198:

  • 6 precision items (+ 1 improvement if you wish)
  • 3 influx items
  • 1 again quickly
  • 100 to 300 crit (300 has the advantage of being close to the stats for deception)
  • the rest in power
  • improvements in will

Once more tests are done in full stuff with alacrity, we will review all that and when the equipment goes to higher indexes, why not go up to 2 or 3 items? ?

 

Aelanis, author of the Sérénité / Haine sur Dulfy guide and active poster on the Shadow / Assassin section of the official English forum, has made some theorycrafting calculations and recommends the following statistics:

  • Index 192
  • Index 198

Will : 4074

Engime : 1803

Critical Index : 82

Influx Index : 222

Alacrity Index : 222

Precision Index : 770

12 Willpower Upgrades, 2 Accuracy Upgrades, 1 Critical Mod, 6 Accuracy Pieces, 2 Surge Pieces, 2 Alacrity Pieces, the rest in power. Analgesic stimulus of willpower.

Will : 4354

Engime : 1886

Critical Index : 171

Influx Index : 240

Alacrity Index : 240

Precision Index : 772

13 Willpower Upgrades, 1 Precision Enhancement, 1 Critical Mod, 1 Critical Sophistication (or 1 Implant / Earpiece), 6 Precision Pieces, 2 Surge Pieces, 2 Alacrity Pieces, the rest in power. Analgesic stimulus of willpower.

He specifies that this remains calculations and therefore a starting point. From what I was able to see from his parses, we are on very close results. Both optimizations are therefore viable. One might be better than the other on some points.

 

For my part, currently in almost full 192, I will stay for the moment on 7 precision items and therefore 0 Precision improvements, and 3 Influx items.

Being on almost identical results with those where I put Alacrity, my Surge is not yet capped, I prefer to maximize my damage bonus via the upgrades, maximize my Surge while having an optimized Accuracy (100,18% ) and this to the detriment of Alacrity (my connection being sometimes a little limited).

As you can see, beyond the optimization of the stats, it is also necessary to take into account the relationship between the number of coins invested and the statistics given, as well as the elements external to pure theorycrafting (connection, gameplay etc ... ).

It's up to you to see what seems most right to you.

Cycle

Terms & Conditions

In short:

How does Hate work? It is a discipline mainly focused on DoTs (Damage Over Time), damage over time in spanish ^^

  • Death field heals you for 20% of its damage, debuffs all targets it hits making your DoTs more powerful (20% more damage for 15 times they trigger, lasts 30s) and makes it vulnerable to attacks area (10% more damage for 45s). It now hits 8 targets.
  • Your DoTs can trigger (30% chance every 15s) the ability to use your Assassination (does it) no matter what your target's standard of living is.
  • Any melee attack that hits a target hit by Lightning charge triggers the Tidal Wave (which lasts 15s), cancels theCrushing darkness et Demolition and allows you to use it for free. Available every 9s.
  • Creeping terror et Dump Heal 25% of the damage back to you.
  • Lightning charge Restores you 5 strength when it triggers.
  • Suction strike (12s CD) transforms 100% of the damage dealt into health points (50% of base + 100% of base via Absorption talent lv 52).
  • Demolition completely replaces theCrushing darkness and increases Force attacks on the target by 5%.
  • Under 30% of the target's health, the Death field Demolition Dump and the Creeping terror inflict 15% more.

 

Once all this information has been assimilated, we end up with a basic cycle that looks like this:

  • I put my Death field.
  • I put my Dump.
  • I put my Creeping terror.
  • I use my Suction strike as soon as it is available ...
  • ... or I use my Assassination as soon as it activates or becomes available (under 30% of the target's health) ...
  • ... Otherwise I use my Correction...
  • ... Or when I run out of Force, I use Saber Strike.
  • I put my Demolition as soon as it is available.
  • I do my Death field as soon as it is available.
  • I put back my DoTs as soon as they disappear.
  • And I continue in a loop ...

Here is a cycle which is not very complicated, it is enough to press on the buttons as soon as they light up or as soon as the small icon of the DoTs disappears from the Boss, but which however already does a lot of damage.

Yes, Assassin's DoTs hurt and that makes it an easy discipline to play for an already powerful render. If you are just starting out and want to discover the DPS in operation, I can only recommend La Haine.

BUT...

The purpose of this guide is to take you to the next level of the Hate Assassin. All the little cumulative advice that I am about to present to you can earn you nearly 300 DPS and turn this simple discipline into a concentration abyss.

This part is intended to be exhaustive in terms of information regarding the Hate Assassin. Some details are not of critical importance, but knowing them fully allows the assassin's full potential to be exploited at all times.

 

Advanced cycle above 30%

Deathfield, DOTs and Optimal Spacing

First of all, you need to know several things:

  • Death field is available every 15 seconds and it should NEVER be delayed. Not only does it bring significant damage, but the debuff it poses makes DoTs even stronger.
  • Creeping terror et Dump each last 18 seconds. Delaying the installation of a DoT implies loss of damage. In the case of Dump, it can also involve the delay of the process of Demolition. We should therefore NEVER delay the installation of one of these DoTs which has just ended (except under 30%, I will come back to this)

In a cycle where Death field, Creeping terror et Dump follow each other, we end up after a while with an overlay that forces us to delay the use of one of the three. Needless to say, we then lose in DPS.

The solution is therefore to space the installation of Creeping terror and Dump of 3 GCDs. This makes the management of DoTs more complicated, because we no longer put them back at the same time and it is therefore necessary to monitor the 2 on the boss (or count to 3 ^^), but this makes it possible to never superimpose the Death field with the installation of DoTs.

The Tidal Wave, proc the Destruction, can only be triggered every 9 seconds (i.e. a multiple of 18) which means that we are sometimes obliged to delay the installation of the Destruction to place the Death field. Unlike before, this is not a problem because the DoT only lasts 6s and we therefore have 2 GCDs of margin to replace it without losing DPS. When this happens, do not place Demolition just after the Death field, but wait for the second GCD so that an overlay with the other two DoTs does not happen afterwards.

In addition, the optimal spacing of 3 GCDs allows the Suction Strike to be always placed in the same place without ever overlapping with the rest either.

This gives us a diagram for an 18s rotation looking like:

Dump> A> B> A> Creeping Terror> A> B> A> C> A> B> A

  • A being the GCDs where we place Death field ou Demolition.
  • B being the GCDs where we place Suction strike if available otherwise a melee attack
  • C being the GCDs where we place a melee attack

 

Of course, this also only applies to a pole parse or a fight that doesn't require a lot of target switching. From the moment you change the target and know that you will not be able to put your DoTs back as soon as they disappear, the spacing becomes much more anecdotal.

In addition, the dispersion of DoTs by the Death field will overcome this concern but we will come back to it.

There are 3 DoTs in all, and all of them consume a charge of Deathmark (placed by your Death field). Except that there are only 15 charges!

  • Creeping terror fires 7 times in 18 seconds and is the strongest DoT
  • Dump also fires 7 times and is a little quieter
  • Crushing the Demolition only fires 6 times and is the least powerful

So there is not enough charge for all DoTs. Prioritize the Creeping terror and the Dump when there are always loads instead of the Demolition therefore results in a gain of DPS.

However, beware, the Demolition is an attack, a DoT, and a + 5% Force damage debuff all for free. While the DoT should not be favored over Deathmark charges, the entire movement remains powerful!

It should also be noted that what makes the Creeping terror stronger is that it deals internal damage and therefore its damage is not mitigated by the armor, unlike the other two which deal kinetic damage. On bosses losing their armor, this can therefore change (Kephess on Asation for example). Note that with a loss of only 20% of armor (debuff of armor of TE, Ravager, Shadow Deception etc ...), Creeping terror stay ahead.

 

Finally, a small detail: we always leave Dump et Creeping terror end and we put them back in the GCD right after. It is then important to have a high APM (action per minute) in order to be able to have our GCDs in synchronization with the DoTs. The less synchronized they are, the more difficult it will be to recognize when to refresh your DoTs.

Having a little bit of alacrity in your stuff could be a good counter to APM which tends to fall into ops. To see if it's worth it.

 

Melee attacks

There are 5 melee attacks, of which the Laceration, optional attack valid if there are several targets. We will talk about this later.

The four that interest us are Assassination, Suction strike, Correction et Saber Strike. Necessary in the cycle to proc the Tidal Wave, they are ranked according to three levels: damage, Strength and CDs.

  • In terms of damage
  • In terms of Strength
  • In terms of CD and proc

THEAssassination is your biggest attack and therefore is your priority. It consumes as much Force as the Correction for more damage. It therefore completely replaces it. Above 30% it is only available thanks to the Bleeding proc (talent level 48), triggered by your DoTs. This proc can only appear every 15 seconds, lasts 12 seconds, and is consumed as soon as your Assassination is used. Where it gets interesting is that your Relics trigger every 20 seconds. This allows you, two out of three times, to match Assassination with them. Useless to specify the gain of DPS. Your Relics will not always trigger synchronously, however. They will sometimes even be shifted. You will then have to choose which Relic proc to use your Assassination. Basically, favoring the Unexpected Assault is more profitable, but you must respect your cycle which will prevent you sometimes. In this case, do it on the Concentrated Punishment.

La Suction strike is your second priority in terms of damage. It costs as much in Force and will also replace a Correction. It should be noted that it produces a substantial treatment, which can reach up to 9000. In a tense situation, it can therefore become a priority! Like Assassination, placing it on the Relic Proc is a DPS gain. If you can place your two big attacks on a proc of both relics at the same time, your DPS will receive a significant boost.

La Correction is your most used move that could be called the default attack.

Le Saber Strike is the weakest of your attacks. If you have Strength, you won't be using it.

If you have no more Force, logically the only attack you can do is the Saber Strike. Nothing difficult. On the other hand, where you must be vigilant, it is to anticipate the 2 or 3 GCD which come and what will be your consumption of Force at that moment. Too much Saber Strike, it is not enough Force consumed for more powerful attacks, not enough Saber Strike and it is the missing Force which obliges to delay an attack, or even to do nothing. This will slow down your DPS, on the one hand, but will destabilize the whole “harmony” of your cycle, and will irrevocably cause your DPS to drop.

For safety, we recommend to make a Saber Strike instead of a melee attack when under Strength 30. Starting from this base is a good point, but you will learn to recognize the times when you can hit a little more (use of Free Demolition, Saber Charge available) and times when Force consumption will increase (Deathfield mainly, sequence of Dot refreshes and attacks etc ...)

Having the duration of your relic procs in mind will sometimes allow you to strike Saber Strikes in advance to anticipate the proc and have the necessary Strength to make the proc as profitable as possible and avoid making Saber Strikes on it.

Above 30% of the target's health, place the Suction strike (12s of CD) beforeAssassination will allow it to come back faster while Assassination has a 15s cooldown which makes it available immediately whether it was used 10 seconds ago or 2. Additionally, every 30s your bonus from set to 2 allows the Suction strike to produce a 2% damage boost. Being available every 30s, there will only be a 6s delay between the cooldown of the set bonus and the cooldown of the set bonus. Suction strike, the bonus will then activate automatically when using the Sinking Strike. So we don't have to worry about that.

We will therefore prioritize the Suction strike in a perspective of DPS in the length. The only exception will be when you have the Aspirating Strike and Bleed at the same time, your proc relics, and you can only benefit from their boosts for one attack. In this case, we will prioritize theAssassination rather than the Suction strike, especially if the Assassination benefits from the set bonus proc at 6. Be careful to replace the Aspirating Strike in its dedicated GCD so as not to be superimposed with DoTs, Demolition or the Killing Field.

Likewise, the Correction triggers the set bonus to 6 every 60s making your next critical Assassination. It is therefore important for the hiring to start with a Correction and to prioritize it every 60s (= 4 Fields of death or Assassination for memo-technical means).

Delaying these set bonus triggers is not very damaging if you are sure that you will be able to fully benefit from them during the fight and that a delay will not imply a loss of one of your bonuses because you have fallen on the front boss, or wipe etc ...

 

Carelessness, Saber Charge and Doping

THECarefree gives you 2 charges (+1 thanks to Recklessness) which will be consumed as soon as one of your Critical Force attacks. While you have these charges, your Force critical chance is increased by 60%. So it is not a self-written word, as some people think. These charges remain for 20 seconds after Recklessness activates, allowing you to cast it early, in preparation for future attacks.

In the cycle of Hate, only two attacks consume charges: the Death field and the Demolition. We will always try to use one of the charges by the Death field in priority and the second by a Demolition (There Overload andCrushing darkness also uses some, but we'll come back to that).

Be careful, because if the Death field hits multiple targets, it will use as many charges as it uses crit. It is a loss of DPS because the Death field tends to criticize on all his targets even with a single charge ofCarefree.

In the cycle, you will have to pay attention to when you start theCarefree if you haven't taken the Imprudence utility. Indeed, launching it as quickly as possible will allow you to retrieve it earlier in the course of the fight, and thus make more criticism again but between two Death field, there can be two Demolition. If your Carefree is badly placed, you risk no longer having charges for the Death field.

La Saber Charge has several effects. It restores you 15% health and heals you whenever your ability goes proc. It is therefore perfect for lifting you up slightly if your healers are in a bit of a panic. Additionally, it increases the damage of your Abilities by 50% and increases their proc chance by 25% for 15 seconds. On its own, it will only bring bonus DPS. On the other hand, coupled with a dopant, it will only be more efficient.

Note that when the Lightning charge deals damage, it is supposed to give us 5 Strength and Saber Charge increases its proc rate, giving us strength more often.

(Strange case, I cannot find this effect in my combat logs ... I therefore do not know if it is related to the Creeping terror or simply to the technique process.)

The Dopant lasts 15 seconds, which corresponds to an entire cycle of Death field. To make it as profitable as possible, try to trigger it when you know that a maximum of DoTs will be running. You will be able to place a single Death field, so don't bother to activate your dopant according to it. On the other hand, you must maximize the number ofAssassination which are up every 15 seconds. The best way to proceed is to wait until your Bleeding proc is there to launch your dopant and thus ensure two assassinations.

Likewise, the Suction strike being at 12s of CD, you will be able to place 2 of them if it coordinates well. Be careful not to disrupt your cycle though.

There are two particularly interesting moments to slam the dopant (apart from the particular boss strat): the engage and once under 30%.

The specific commitment of which I will speak later makes it possible to make the use of Dopant as profitable as possible. In addition, the faster you use it, the faster you will get it later. Hitting very hard at the opening is not a problem thanks to our vanish which will reset the aggro. You should also know that the Dopant has a cooldown of 3min while the Saber Charge has one of 2min. This allows, on long fights, to use them in conjunction with the engagement and 6 minutes of fight.

Below 30%, the dopant becomes particularly strong since theAssassination is used almost every 6 seconds and your DoTs and Death field are increased by 15%.

The cooldown of Dopant is currently subject to alacrity. The assassin is not too concerned because he does not have a skill increasing his alacrity, but if it turns out that this statistic is interesting in large numbers, this decrease in the cooldown of the Dopant will have to be taken into account. .

 

Deflection, Force Shroud, Force Occultation, Phase Shift and Mass Mind Control

La Deflection only increases our defense, leaving all Force and Techno attacks to hit us with no worries as the Shroud of Strength Only grants immunity to these attacks, but for 3 seconds only. This varies according to the bosses, you will quickly learn what to use the Deflection and Shroud. However, you should know that most devastating attacks (mostly channeled) from bosses or add-ons are in Strength or Techno while their basic attacks will be countered by Deflection.

Le Shroud is not really to be seen as a defensive power, but rather as a tool which gives you the possibility of cheating with the game. The curse on the Asation Dreadguards? Shroud. Brontès balls? Shroud. The attack that should have one-shot you or hurt you? Shroud. Etc ...

  • With Dark Stability, the Deflection allows us to avoid controls which will require us to use it as a defensive power, on the one hand, but also as a tool, a bit like the Shroud.
  • With Disjunction, our Shrouds (normal and during Force Occultation) accumulate at 9s, as said above, which allows us much more flexibility than before!

Le Mass Mind Control is both your desaggro and a 6 second defensive power that reduces damage taken by 30%. Perfect when you take the aggro from the boss because you protect yourself while reducing your threat, a little more limited when you are low in life and you have to hold out.

Le Phase shift is now inserted in 0,5 seconds, excluding GCD, which allows it to be placed while cycling. Use it to cover long distance after a bump or a TP (Raptus for example), to reposition yourself or conversely to go to safety (Titan 6 and its rocks). Used properly, it can save your life or save you precious seconds.

If you took Assassin's Shelter, place it before the start of the fight where your healers will be placed so that they benefit as much as possible.

Finally, theForce Occultation has several interests: reset your threat, generate a Shroud if you have taken the corresponding talent, you save your life after a crappy try, or even try a rez fufu (go revive the dead friend because he did not see the AoE).

Whether or not to keep your Occultation in reserve will really depend on the need to reset your aggro (and therefore your tank) as well as the boss mechanics for which the Shroud would help you. As a matter of principle, I do not keep my Occultation for stealth ground (if I have it, so much the better, if not too bad), the chances of them succeeding in the middle of a fight being slim (except at specific time) and the group often having classes that can fight ground. The Rez Fufu is a bonus, no more, no less. If you want to place a fufu rez, remember to wait until none of your DoTs are spinning, otherwise it will put you back into combat.

There are also 2 other uses for using Occultation: getting out of combat allows you to use your accelerator (very useful on certain bosses requiring a lot of travel) and resets the limit of one medipac per combat. Very often, I vanish to be able to use the medipack again and thus reduce the work of the healers.

 

AoE and DOT dispersion

  • AoE
  • The dispersion of DOTs

With 3.0, all classes now have the ability to strike in AoE, more or less easily. For the Hate Assassin, this will go through 4 tools:

  • Le Death field is an attack that now hits up to 8 targets with significant damage. But be careful if there are Adds and your main target (often the boss) make sure it is hit. Typically, if there are ten addons + the boss, do not hesitate to place your AoE so that it certainly hits the boss and only a part of the adds in order to ensure the installation of the debuff ( and watch out for the Carelessness stack as explained above), otherwise you will lose efficiency. This attack also poses a debuff allowing AoE attacks to do + 10% damage! Being up only every 15 seconds, you will need to find other attacks.
  • La Laceration is your only melee attack typing in AoE. Note that if it hits a marked target on the Dump, it will trigger the Tidal Wave. The Laceration Now costs the same as your other attacks, and when there are 3 or more targets within range, it can therefore fully replace the Correction in your cycle. If there are only 2 targets, you will have to choose between inflicting a little less damage but on 2 targets or inflicting more on one.
  • If you absolutely must do maximum damage in AoE and you're running low on Force, you can also use your Overload which has the advantage of being free. Be careful if you have recklessness stacks because the Overload will consume them. Be careful not to take enemies out of your companions' AoEs. Best to only use it on uncontrollable adds.
  • Finally, we now have the dispersion of DoTs thanks to the Death field. We will talk about it right away.

How it works ? If the Death field hits a target undergoing Dump and the Creeping terror, any additional targets hit by the Death field will be afflicted with these 2 DoTs for 18s. Be careful, if a target already suffers DoTs, it will not be reset to 18s duration. For DoTs to disperse and apply for 18s duration, targets must not be already afflicted with them.

You must therefore apply your DoTs (the Demolition is not affected) then launch its Death field by hitting as many targets as possible. Of course, like any mechanism involving DoTs, this will only be really interesting if the targets live for at least more than ten seconds after the DoTs are applied.

In the case where the targets have a sufficiently long lifespan and the mechanics demand to hit them at the same time, we have the life much simplified. Before, you had to use multiple GCDs on targets to afflict them all with DoTs. This is no longer the case.

We can now apply our 2 DoTs on our main target, hit both with the Death field and continue our cycle on the main one. When your Killing Field is available again, do not use it. Likewise when your first DoT ends, don't put it back. Wait for your 2 DoTs to disappear from your primary target and use your Death field making sure it hits a secondary target that still suffers your DoTs from the first dispersion (you have a 1,5s window from the disappearance of your second DoT on your main target). This will scatter your DoTs again and your primary target will be hit by them again without you needing to invest GCDs (melee attacks will be used instead) and Force in them. On the other hand, your secondary targets will find themselves without DoTs in the 3s that follow.

We can therefore otherwise proceed otherwise, waiting 1,5s more so that no secondary target contains more DOT and we use this time to maintain our DoTs on our main target, always delaying our Death field to place it only when we are sure that it will disperse the DoTs. This allows to increase the DPS by the DoTs on all the targets, to the slight detriment of the damage in mono on the main one.

There are several possible combinations of this type, each with advantages and disadvantages. To know which one you choose, it will depend on the life of the targets (if low health, the DoTs will be unprofitable and we will favor a fast AoE DPS) and the strategy (the targets must be dropped together? 'other? Etc ...), as well as your party (should I catch up to the DPS of my party members by increasing the damage on their target? Should I focus on mine as they hit as hard or harder than me? etc ...).

This mechanic is common to other classes (Juyo with Force Sweep, Vigilance with the new class spell). Always think about the fact that they too can scatter their DoTs.

Finally, it is important to specify that on some bosses, the dispersion mechanics of DoTs can turn against you. For example, Asation Nim, on the Dread Guards and Nightmare From Elsewhere. Ciphas and Kelsara being tanked side by side, the Death field plus DoTs can gradually bring Kelsara to 75% involving the pop of adds. On Nightmare, the "infinite" range of attacks will scatter DoTs over the boss as you tap the tentacles, potentially bringing the last phase ahead and potentially putting your party in difficulty. Not to mention the 3rd Ravager boss where it could kill the little repair droids.

So be careful.

 

Shock and Force Bolt

These two attacks do not normally enter your cycle. However, don't take them out of your bars. You will sometimes be led to use them: immobilized far from your target you can use Carefree to make a Eclair the Force at 30m, theElectrochoc is an instant mid-range attack that can sometimes enter a movement phase outside of 4m melee attacks while your DoTs are already active.

Sometimes you don't want to go melee (Draxus 'Subteroth, Raptus' Force Execution etc ...) and / or need to keep your Deathfield for just after on the next target. Using these attacks works around the problem.

In short, it remains anecdotal.

 

Demolition + Crushing Darkness

It is possible to land both DoTs at the same time in several ways despite sharing a common cooldown, thanks to the Tidal Wave proc. Simply channel the first spell without the proc, then trigger the proc with a melee attack on the afflicted target of the Dump.

The Tidal Wave buff lasts for 15s and can appear every 9s, we also have a 6s window to place the two attacks one after the other. It is enough to delay the use of the Demolition once the Tidal Wave is available for 7,5s (5 GCDs), use it at that time, follow up with a melee attack if the Dump still spinning on the target, this will proc a second Tidal Wave allowing you to place your Crushing darkness.

The interest will often remain limited because it leads to a decrease in DPS but in the case of a specific burst, I prefer to talk about it. An example that comes to mind would be Brontes on Dread Fortress. We could thus use this technique to place on the Kephess which pops the two DoTs plus the rest of our cycle. Likewise with the droids on the ray phase.

I couldn't test it but it could be interesting.

 

Classes that combine well with Assassin Hate

With 3.0, another less showy mechanic has arrived. Each class has the ability to pose specific debuffs that everyone can benefit from. For Hatred, this is + 5% to Force damage by Demolition and a + 10% to area damage by the Death field.

We will therefore think of other Sith classes typing mainly in Force and having AoE abilities entering their cycle, even in mono.

The Madness or Lightning Sorcerer seems ideal to benefit from the two debuffs. As Ravagers, Marauders and Deception Assassins have a large share of melee damage, they will be less affected even if Annihilation, for example, has 40% of its DPS due to its DoTs and therefore in Strength.

Hate will benefit from armor debuffs (75% of its DPS being mitigated by armor and 25% being internal), Strength debuffs (60% of its DPS), as well as area effects (10% of his DPS by the Field of Death + the possible uses of Laceration).

 

The Commitment, Order of Priority and Cycle

When we add all this information, we arrive at this order of priority above 30% of the boss's life (except in the specific case detailed before):

  1. Force field as soon as up
  2. Dump (or Creeping Terror) to rest the DOT
  3. Creeping terror (or Discharge) to rest the DOT
  4. Demolition (if Tidal wave)
  5. Saber Strike if under 30 force
  6. Suction strike
  7. Assassination (with bleeding)
  8. Correction

We will tend to prioritize Dump above Creeping terror when we want a proc of Demolition, and the reverse when the proc is not immediately available and we want to prioritize the higher damage of Creeping terror (but it is rare in particular because of the short time between two Demolitions).

I also remind you that it is better to place theAssassination and the Suction strike on relic procs.

The Assassin, like many DPS Disciplines, has an engage that is slightly different from their usual cycle.

Here is the most optimal opening in terms of DPS and profitability of our different buffs (dopants, Saber Charge, ranger bonus to 2, raid buffs if launched etc ...). It is used in particular for parses on an operating pole.

  1. Pipeline Demolition
  2. Dump
  3. Dopant + Carefree + Saber Charge + relics (if present)
  4. Death field
  5. Melee attack according to priority (here Correction for the set bonus)
  6. Assassination (if Bleeding proc + Relic proc otherwise Sucking Strike)
  7. Creeping terror (3 GCD after the installation of Discharge)
  8. Demolition
  9. Suction strike ou Assassination (according to phase 7)
  10. Melee attack x2
  11. Demolition (end of dopant)
  12. Death field
  13. Dump
  14. We continue following the priority ...

We will try to prioritize the auto-crit of the set bonus at 6 over the relics proc rather than triggering the bonus at 2, because it is more profitable in terms of damage. We are therefore led to make a Correction on the GCD of the Suction strike, followed by Assassination.

We will use theCarefree just before the first Force field in order to benefit from 3 out of 2 accumulations Death field and Demolition, unlike a use of theCarefree at the start of the sweater which would be less optimized since there would be 2 Demolition and only one Death field. This is the only time in the cycle where we can place this, due to the precast of the Demolition.

If you are not comfortable with tight management of the Force and engaging it as closely as possible, I recommend that you do not precast the Force. Demolition.

Note that we respect the place of GCDs, DoTs, Demolition, Death field and Suction strike.

If you are not able to be close enough to your target, you can trade Dump with the Creeping terror, although this is slightly less optimized. I do not recommend it because the whole cycle is transformed.

With stealth and the Force Speed, there is almost always a way to perform the previous engagement, even if it means slightly delaying the application of your Dump.

There is another order of precedence which places Demolition above Dump et Creeping terror. The cycle appears more complex since sometimes we will still prioritize Dump to have the Tidal Wave, which will tend to shift the 3 GCD spacing and destabilize the cycle.

Personally, I have always had less good results with it, but I would point it out anyway.

The advantage is that it coordinates better with the cycle under 30% boss health and tends to be easier to burst.

 

Burst and when not to apply DOTs

Difficult to burst when you have a DoT discipline that draws its effectiveness over time. And yet ...

The order of priority for burst is the same as under 30% insofar as we will prioritize the attacks that do the most damage. It will also be necessary to take into account an important thing: how quickly will the target die?

Indeed, putting down your DoTs means using 1,5 seconds for a skill that only draws its power over the long term. A DOT tick is about 1000 damage points. At the same time, you could have inflicted 3000 with a Correction.

On the other hand, under 18 seconds Dump equals 7000 minimum damage points, Creeping terror 9000 and Demolition to 8000 in 6s, which is much stronger than your biggest attack!

If it takes longer than 18 seconds, you can do your usual cycle and increase it by one. Saber Charge, from Carefree and / or a Dopant.

If it will not survive more than ten seconds, you can put your Demolition if you already have your Tidal Wave. If it is slightly more resistant, you can also lay your Dump to have a second Demolition.

Finally, if the target will only last 3 or 4 GCD, no need to place a DoT. Just hit her with your melee attacks.

 

With 3.0, we have the ability to chain together three big attacks with Assassination, Suction Strike, and Deathfield. By anticipating the burst, you can even keep your Demolition and your Bleeding to have 8s of burst. Without criticism we arrive at a minimum of 27 damage points:

  1. Assassination by bleeding (kept in advance)
  2. Death field
  3. Demolition by Tidal wave (guarded in advance)
  4. Aspiring Strike
  5. Assassination if the target is below 30%

That is 3350 DPS without any criticism. With some critics (especially Carelessness), buffs, relics, the burst can easily reach much more, up to 6000.

 

Priority order and Cycle under 30% (execute phase)

When we go under 30% of the target's health, our DoTs, the Demolition and our Force field hurt more (15%) and above all we can use Assassination without the bleeding.

The cycle under 30% is a clever mix between prioritizing our biggest shots with maintaining our DoTs and our rotation.

Delay a Assassination is difficult at this time because it is our biggest attack and we risk in addition to having the Bleeding when theAssassination is already available when we could chain two in a row. We will then tend to make it our priority. The only attack that passes in front is the Death field thanks to its heavy damage and its Deathmark debuff (and sometimes Dump when you want to have Tidal Wave only if you feel that delaying theAssassination of a single GCD will not be a problem).

La Suction strike go after theAssassination due to its longer cooldown and the ability to proc from Bleeding.

THEAssassination passing in front of the two DoTs, its more frequent and delayed use less often to maximize the DPS, the force consumption then increases (because it costs 2 more), which makes the Saber Strike also more frequent so as not to delay anything.

Suddenly, the Demolition which hits hard and which is free (thus allowing to regen its force for a GCD without loss of DPS) becomes all the more important. Especially since increased by 15%, it now does more damage than the Dump. It therefore passes above the other two DoTs in the priority list if there is a lack of Force and above Dump unless it involves a Tidal Wave proc delay.

We end up with the following order of priority:

  1. Death field
  2. Assassination
  3. Demolition (if tidal wave and lack of strength)
  4. Dump (to make proc Tidal Wave)
  5. Creeping terror
  6. Demolition
  7. Dump
  8. Suction strike
  9. Saber Strike (in anticipation of Force consumption)
  10. Correction

I put Saber Strike above Correction arbitrarily because the rule of> 30% force is completely exceeded by the need to anticipate the force available for the next blows. We will also do as much see more Saber Strike that of Correction.

Note that delaying the refitting of your DoTs too much may also make you lose dps ... I repeat, therefore, it is a clever dosage that is hard to take in hand.

If you manage to keep your DoTs as much as possible on target without missing any Death field and placing a maximum of Suction strike and D'Assassination by bleeding and natural CD, your DPS will skyrocket.

Also be careful not to put your DoTs down when the target has only a few seconds to live, as we discussed above.

The cycle under 30% is a real puzzle to optimize and will ask you to have all the durations in mind (Bleeding, proc of relics, proc of set bonuses, refresh and spacing of dowries etc ...) in addition to the possible combinations if multiple targets.

Knowing how to adapt your interface to the DoT discipline

In your interface editor, select the target frame. Check "Highlight Debuffs" to have your debuffs surrounded by a yellow border, check "Personal Debuffs" in "Sort option" and finally, put "by time remaining" in "Debuff sort type".

This will allow you to have your DoTs and debuff at the bottom of the debuff area, those soon ending on the far left and thus be able to more easily monitor the remaining times of your DoTs.

Feel free to experiment with other configurations to choose the one that suits you best.

 

Conclusion

I think I've covered things to know about the Assassin Hate in PvE. If I forgot any, I would be happy to add them.

As you may have noticed, a multitude of procs, of priorities, sometimes conditional, come together to make the cycle of Hate a rotation much more complex to master than it seems. Despite my numerous proofreading and modifications when necessary, it is not impossible that some errors still linger, or that a small effect is forgotten or not specified. I am thinking in particular of the priority lists which do not always repeat the details explained previously.

Despite my desire to make an exhaustive guide, I sometimes had to simplify it so as not to make the thing indigestible (which it is already too much ^^), otherwise I was not doing it ^^ If some passages lack clarity , feel free to ask questions, I will try to answer them.

The equipment used is mainly in 192 with still 186 optimized and 198 not optimized. Set bonus 4/6 + the old 2/4.

The discipline is very regular, the majority of my pole parses oscillating between 4300 and 4450 with climbs to 4550, but never below.

I would like to remind you that I may be wrong on several aspects and / or conclusion and that nothing can replace one's own experimentation. I am currently working on a video guide that can complement this paper guide.

In the meantime, I hope you liked and interested this guide.



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