6.0 Assassin Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Assassins.

Updated for Onslaught.



New Ability

Severing Slash – Severing Slash strikes targets in a cone, dealing weapon damage and slowing their movement speed by 50% for 3 seconds. Players will get this ability at level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on image to enlarge.

Skillful

UTILITY DESCRIPTION
Avoidance Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
Oppressing Force Lowers the cooldwon of Electrocute by 15 seconds and increases the duration of Force SLow and reduces its cooldown by 6 seconds. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
Formless Phantom As Darkness, reduces all damage taken while stuned by 30%. As Deception and Hatred, reduces the damage taken form area attacks by 30%.
Lambaste Increases the damage dealt by Lacerate by 25%.
Electric Bindings Overload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
Snaring Slashes Thrash, Voltaic Slash, and Lacerate reduce the movement speed of the targets they damage by 30% for 6 seconds.
Nerve Wracking Targets controlled by your Spike or Electrocute take 5% more damage from all sources.
Assassin’s Shelter Mass Mind Control provides Assassin’s Shelter toa ll allies within range, excluding yourself, reducing the damage they take by 5% for the next 6 seconds and healing them for x health over the duration.

Masterful

UTILITY DESCRIPTION
Fade Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
Obfuscation Increases your movement speed by 15%  and your effective stealth level by 10.
Audactiy Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated.
Speed Surge Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
Magnetism When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slowed by 90% for the following 3 seconds. Addionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
Dark Stability Activating Deflection grants 6 seconds of immunity to stun,  sleep, lift or incapacitating effects.
Emersion Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Haunted Dreams If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.

Heroic

UTILITY DESCRIPTION
Shroud of Madness Activating  Force Cloak grants 2 seconds of Force Shroud.
Insulation When damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds. Additionally, you gain another benefit depending on your active discipline.
Darkness: Depredating Volts increases movement speed by 35% for 6 seconds.
Deception, Hatred: Increases your armor rating by 30%.
Disjunction Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows enemies within 5 meters by 75% for 2.5 aseconds when activated.
Reaper’s Rush Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper’s Rush lasts for 10 seconds. Additionally, if the target of your phantom stride is killed within 10 seconds of using Phantom Stride, Phantom Stride’s cooldown is reset.
Hand of Darkness Force Pull immobilizes the target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
Renewing Darkness When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal for 4% of your maximum health every 2 seconds for 10 seconds. Stacks alst for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
Phasing Phantasm Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
Retaliatory Grip Deflection grants Retalitory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not abosrb incoming damage.

Tacticals

Darkness (Tank)

TACTICAL DESCRIPTION  SOURCE
Ancient Tome of Wrath Wither generates Redirected Wrath stacks for every enemy it hits, increasing your Shield Absorption by 2% per stack for 5 seconds
Flashpoint Bosses
Shroud of a Shadow Using Force Shroud while Dark Ward is active consumes Dark Ward and extends the duration of Force Shroud by .25 seconds for each Dark Ward stack consumed
Operation Bosses
Ward of the Continuum
Dark Ward gains 5 addition stacks and Phantom Stride resets its cooldown
Flashpoint Bosses

Deception (DPS)

TACTICAL DESCRIPTION  SOURCE
May Cause Injury Activating Severing Slash causes your next Surging Discharge to arc to multiple targets
Flashpoint Bosses
The Awakened Flame When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds
Operation Bosses
Blade of the Elements The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1.5 seconds
Flashpoint Bosses

Hatred (DPS)

TACTICAL DESCRIPTION  SOURCE
Two Time Trouble Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack
Flashpoint Bosses
Quick Escalation The critical chance of Leeching Strike is increased by 10%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of your next Leeching Strike. Stacks up to 3 times.
Operation Bosses
Severance Pay Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash Flashpoint Bosses

All Specs

TACTICAL DESCRIPTION  SOURCE
Chant of Regeneration Recklessness increases your Force regeneration greatly for a short time Conquest Crates
Friend of the Force
Force Shroud also applies to any ally you are guarding
Daily/Weekly Mission Crates
Jerra’s Persistence Phantom Stride gains 2 charges Crafted – Armstech
Traumatizer Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. PvP Crates
Two Cloaks Force Cloak has 2 charges PvP Crates

 


Gear Sets and Bonuses

Inquisitor

GEAR 2 SET 4 SET 6 SET
Dire Retaliation Endurance +2% Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit. This effect can only occur once every 10 seconds.  
Name of the Controller Endurance +2% Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind  
Soulbender Mastery +2%
Electrocute’s stun lasts an additional 2 seconds
 
Decelerators Mastery +2% Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration  

Assassin

GEAR 2 SET 4 SET 6 SET
Shadow Purger Endurance +2% Severing Slash immobilizes the target for 2 seconds
Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shoud by 2 seconds
Rebuking Assault Endurance +2% Each target hit by Severing Slash grants 1% Damage Reduction for 10 seconds Each target hit by Severing Slash extends Deflection’s duration by 1 second
Efficient Termination Endurance +2% Spike’s stun and slow effects last for an additional second Using Spike grants you 10% damage reduction for 6 seconds.
Death Knell Mastery +2% The cooldown of Recklessness is reduced by 15 seconds Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing melee damage done by 10% for 30 seconds. Stacks up to 3 times.
Saber Master Endurance +2% Reduces the cooldown of Overcharge Saber by 20 seconds Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber
Name of Murderous Revelation Mastery +2% Overcharge Saber and Force Cloak reset the cooldown of Phantom Stride
Using Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 seconds

Sources

Where to get the new Set Bonuses (besides Vendors).

NAME SPEC SOURCE
Controller Inquisitor Crafting – Syntheaving
Death Knell Assassin Conquest Crates
Decelerators Inquisitor PvP Crates
Dire Retaliation Inquisitor Conquest Crates
Efficient Termination Assassin Conquest Crates
Murderous Revelation Assassin PvP Crates
Rebuking Assault Assassin Dxun Operation Bosses
Saber Master Assassin Conquest Crates
Shadow Purger Assassin Operation Bosses
Soulbender Inquisitor Daily/Weekly Mission Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Assassins have a Tactical with Charges.

CLASS ABILITY/SET BONUS/TACTICAL CHARGES BASE COOLDOWN
Assassin Tactical – Jerra’s Persistance (Phantom Stride) 2 30 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the information from the PTS.

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