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

UTILITYDESCRIPTION
AvoidanceReduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
Oppressing ForceLowers 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 PhantomAs Darkness, reduces all damage taken while stuned by 30%. As Deception and Hatred, reduces the damage taken form area attacks by 30%.
LambasteIncreases the damage dealt by Lacerate by 25%.
Electric BindingsOverload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
Snaring SlashesThrash, Voltaic Slash, and Lacerate reduce the movement speed of the targets they damage by 30% for 6 seconds.
Nerve WrackingTargets controlled by your Spike or Electrocute take 5% more damage from all sources.
Assassin’s ShelterMass 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

UTILITYDESCRIPTION
FadeReduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
ObfuscationIncreases your movement speed by 15%  and your effective stealth level by 10.
AudactiyReduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated.
Speed SurgeActivating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
MagnetismWhen 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 StabilityActivating Deflection grants 6 seconds of immunity to stun,  sleep, lift or incapacitating effects.
EmersionForce Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
Haunted DreamsIf your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.

Heroic

UTILITYDESCRIPTION
Shroud of MadnessActivating  Force Cloak grants 2 seconds of Force Shroud.
InsulationWhen 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%.
DisjunctionIncreases 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 RushPhantom 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 DarknessForce 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 DarknessWhen 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 PhantasmPhantom 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 GripDeflection 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)

TACTICALDESCRIPTION SOURCE
Ancient Tome of WrathWither 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 ShadowUsing 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)

TACTICALDESCRIPTION SOURCE
May Cause InjuryActivating Severing Slash causes your next Surging Discharge to arc to multiple targets
Flashpoint Bosses
The Awakened FlameWhen Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds
Operation Bosses
Blade of the ElementsThe 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)

TACTICALDESCRIPTION SOURCE
Two Time TroubleCreeping 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 EscalationThe 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 PayDeath Field does more damage to slowed targets and finishes the cooldown of Severing SlashFlashpoint Bosses

All Specs

TACTICALDESCRIPTION SOURCE
Chant of RegenerationRecklessness increases your Force regeneration greatly for a short timeConquest Crates
Friend of the Force
Force Shroud also applies to any ally you are guarding
Daily/Weekly Mission Crates
Jerra’s PersistencePhantom Stride gains 2 chargesCrafted – Armstech
TraumatizerMaul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%.PvP Crates
Two CloaksForce Cloak has 2 chargesPvP Crates

 


Gear Sets and Bonuses

Inquisitor

GEAR2 SET4 SET6 SET
Dire RetaliationEndurance +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 ControllerEndurance +2%Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind 
SoulbenderMastery +2%
Electrocute’s stun lasts an additional 2 seconds
 
DeceleratorsMastery +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

GEAR2 SET4 SET6 SET
Shadow PurgerEndurance +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 AssaultEndurance +2%Each target hit by Severing Slash grants 1% Damage Reduction for 10 secondsEach target hit by Severing Slash extends Deflection’s duration by 1 second
Efficient TerminationEndurance +2%Spike’s stun and slow effects last for an additional secondUsing Spike grants you 10% damage reduction for 6 seconds.
Death KnellMastery +2%The cooldown of Recklessness is reduced by 15 secondsWhenever 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 MasterEndurance +2%Reduces the cooldown of Overcharge Saber by 20 secondsKilling an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber
Name of Murderous RevelationMastery +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).

NAMESPECSOURCE
ControllerInquisitorCrafting – Syntheaving
Death KnellAssassinConquest Crates
DeceleratorsInquisitorPvP Crates
Dire RetaliationInquisitorConquest Crates
Efficient TerminationAssassinConquest Crates
Murderous RevelationAssassinPvP Crates
Rebuking AssaultAssassinDxun Operation Bosses
Saber MasterAssassinConquest Crates
Shadow PurgerAssassinOperation Bosses
SoulbenderInquisitorDaily/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.

CLASSABILITY/SET BONUS/TACTICALCHARGESBASE COOLDOWN
AssassinTactical – Jerra’s Persistance (Phantom Stride)230 seconds

Special Thanks

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

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