Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Aion 2 is a trademark of NC Corporation. Probability data published by NC Corporation under the Republic of Korea Game Industry Promotion Act Art. 33(2).
Dungeon Assassin on Vakron and Aulamus at +10: Heart Gore at 19 resets on every crit, Insignia Explosion and Quick Slice are past their 16 breakpoints, and Illusive Clone opens the burst.
An Assassin fights from behind the boss and lives on crits.
Quick Slice puts an Insignia on the target with every hit,
Insignia Explosion blows them all up at once, and
Heart Gore shows up after every crit. Past 16, a crit also resets Heart Gore's cooldown, so the more you crit, the more Heart Gores you get.
Illusive Clone pushes that even further: while it is up, Heart Gore has no cooldown at all.
This is what most strong Assassins wear right now: the Vakron set and Aulamus jewellery from the second expedition tier, both at +10, the Spiritforged Dagger still in hand, and green cards.
| Source | Heart Gore | Insignia Explosion | Quick Slice |
|---|---|---|---|
| Skill points | 10 | 10 | 10 |
| Daevanion: a node on each of the four boards | +4 | +4 | +4 |
| Green Parchment of Vigor | +2 | +1 | +1 |
| Green Chalice of Vigor | +1 | +2 | — |
| Two Aulamus Rings | +2 | — | +2 |
| Total | 19 | 17 | 17 |
At 16,
Insignia Explosion comes back three seconds sooner and leaves two Insignias behind when it goes off, so the next one starts half full.
Quick Slice at 16 ignores block and evasion and always crits, which makes every Quick Slice one more shot at resetting Heart Gore.
| Order | Skill | When |
|---|---|---|
| 1 | Whenever it is ready. | |
| 2 | Right after a crit; back to back under the clone. | |
| 3 | Filler while both are cooling down. It casts faster and takes a second off Shadowstrike. | |
| Always | In between everything else. Every hit adds an Insignia and takes a second off Insignia Explosion. | |
| From behind | Two Insignias when it lands on the back. At 12 it can also set off Whirlwind Slice. | |
| Stagger | Keep it for the stagger window; at this level it is mostly there to refill MP. |
Everything that moves you is really a positioning tool.
Shadowstrike and
Infiltrate both land you behind the target, and
Flash Slice has two charges at this level. Spend them when the boss turns, not for damage. Rear Smite, the passive behind half your damage, only counts from behind.
| Piece | Lines | Stones |
|---|---|---|
| Weapon · | Fixed: Might, Critical Hit, MP, Block | Attack ×2, Critical Hit ×2 (Legend) |
| Off-hand · | Weapon Damage Boost, Critical Hit, Back Attack, Accuracy | Attack ×2, Critical Hit ×2 (Legend) |
| Armour · | Attack, Critical Hit and Accuracy (combat speed on the gloves, move speed on the boots), plus one of Rear Smite, Assault Stance, Exploit Weakness, Impact Hit | Attack and Critical Hit (Legend), Accuracy and HP (Rare) |
| Earrings · | Attack, Critical Hit, Accuracy, Rear Smite / Assault Stance | Same as the armour |
| Necklace · | Combat Speed, Attack, Critical Hit, Exploit Weakness | Same as the armour |
| Rings · | Attack, Heart Gore, Quick Slice, Critical Hit | Same as the armour |
| Bracelets · two | Fixed | Same as the armour |
A green card at +3 holds four lines and five levels between them, so each card leans on one skill and spreads the rest.
| Card | Lines | Why |
|---|---|---|
| Heart Gore +2, Insignia Explosion, Quick Slice, Shadowstrike | Getting Heart Gore past 16 is this card's whole job | |
| Insignia Explosion +2, Heart Gore, Rear Smite, Exploit Weakness | The second push on Insignia Explosion | |
| Savage Roar +2, Ambush, Storm Rampage, Flash Slice | Your filler and your opener from behind | |
| Rear Smite +2, Exploit Weakness, Impact Hit, Determination | The passives your damage grows with | |
| Assault Stance +2, Ambush Stance, Heightened Sixth Sense, Apply Poison | Destruction on this card means more attack |
Eight passives at 10. Once the boards, the gear and the cards are counted,
Rear Smite ends at 20,
Assault Stance and
Exploit Weakness at 19. Apply Poison stays at 5 and Revitalization Contract at 1; neither adds enough damage to be worth the points.