Assassin PvE build: skills, stigmas, boards and gear priorities

Stay behind the boss, push Heart Gore to its crit reset at 16, and build every card, board and gear line around Heart Gore, Insignia Explosion and Quick Slice.
How it plays
Assassin damage comes from two places: the boss's back and your crits.
Heart Gore fires off a Critical Hit,
Insignia Explosion cashes in the Insignias you stack, and
Quick Slice fills every gap and gives MP back.
Illusive Clone takes Heart Gore's cooldown away for ten seconds. That is your burst.
Stay behind the boss.
Rear Smite,
Ambush and the extra 30% on
Triniel's Dagger only pay from there. If the boss turns, move first and hit second.
Skill levels
You put 10 points into a skill. Everything past 10 comes from Daevanion nodes, ring lines and arcana lines, and those extra levels are what open specializations.
| Skill level | What opens |
|---|---|
| 8 | First slot. Picks 1 to 3 become available. |
| 12 | Second slot, and pick 4. |
| 16 | Pick 5. Still two slots. |
| 20 | Third slot. |
Heart Gore is the skill to push first. At 16 its fifth pick resets the cooldown on every crit, and the class stops waiting on it. Four Daevanion nodes (one on each of the first four boards) take it to 14; one Heart Gore line on the Parchment and one on the Chalice make 16. Two rings and better cards take it, Insignia Explosion and Quick Slice to 20 later.
Skills
| Skill | Aim for | Specializations | Why |
|---|---|---|---|
| 20 | Reset on crit, Multi-Hit; Insignia on hit at 20 | The reset is the whole class. Multi-Hit doubles what each reset is worth. | |
| 20 | Keep 2 Insignias, -3s cooldown; +50% Multi-Hit at 20 | Keeping two stacks means the next one starts half full. Three seconds off a 10s skill is a lot of extra casts. | |
| 20 | -1s Insignia Explosion cooldown, ignores Block and Evasion and always crits; +50% Multi-Hit at 20 | Every press is a guaranteed crit, so every press is another shot at a Heart Gore. | |
Keys and macro
- Right click:
Insignia Explosion, then
Heart Gore, then
Savage Roar. The lowest skill that is ready fires first. - Left click:
Quick Slice. - E:
Shadowstrike, then
Infiltrate. Both drop you behind the target. - 1, 2, 3, Q:
Illusive Clone,
Swift Contract
The macro key is unbound by default. Put it on right mouse button. The macro presses left click twice and right click once (50, 50 and 80 ms), so you hold it and the stacks do the rest. Stigmas, Ambush and the movement skills stay manual. A macro spends them at the wrong time.
Burst
- Swift Contractthe attack speed makes everything after it come out faster, including the clone.
- Illusive Cloneno Heart Gore cooldown and 20% of your damage dealt again for ten seconds.
- Shadowstrike20% more crit damage, and you are back behind the boss if you drifted.
Stigmas
| Stigma | Level | What the levels buy |
|---|---|---|
| 15, then 20 | 10: +20 Critical Damage Boost while active. 15: Exploit Weakness 1.5 times stronger. 20: 30 seconds off the cooldown. | |
| 15, then 20 | 10: Rear Smite 1.5 times stronger. 15: Assault Stance too. 20: +10% Combat Speed. | |
| 15 | Five Insignias in one hit, a full stack for Insignia Explosion. 15: +10% PvE Damage Boost for 10 seconds. | |
| 10 | Hits hard from behind, but adds 5% to your cooldowns. At 10 it takes 10% off them on hit instead. |
Evasion Stance is your block. It dodges everything for a moment, and at level 5 it holds two charges. If one boss keeps landing its yellow attacks on you, swap it in for Savage Fang for that fight. It does not save you from red ones; walk out of those.
Passives
Rear Smite — +3% Back Attack and +3% PvE Damage Boost. Swift Contract multiplies it.
Assault Stance — +6% Critical Damage Boost. Swift Contract multiplies this one too.
Exploit Weakness — +100 Critical Hit, a chance for +5.5% attack, and a chance on crit for clones that add Insignias.
Impact Hit — more Impact-type chance and a little Double Chance.
Ambush Stance — after a rush or movement skill, attacks can deal extra damage for 10 seconds. You move a lot, so it is up a lot.
Take the first seven to 10, then Defense Break. Gear and arcana lines push Rear Smite, Assault Stance and Exploit Weakness well past 10.
Daevanion boards
On Global you work with five boards. Four of them carry a +1 node for every skill you use, so each one is a level for Heart Gore, Insignia Explosion and Quick Slice.
| Board | Opens at | Big nodes to take | Notes |
|---|---|---|---|
| 12 | Combat Speed, Attack, Cooldown Reduction | Extra Rear Smite, Assault Stance and Exploit Weakness nodes. | |
| 20 | Damage Boost, Accuracy | Defense Break and Determination nodes live here. | |
| 30 | Critical Damage Boost | Four big Crit Damage nodes. Your best damage board. | |
Skill nodes first (Heart Gore, Insignia Explosion, Quick Slice, then the three main passives), big damage nodes second, then Attack, Critical Hit and Accuracy as filler. HP nodes cost little and buy a lot of forgiveness.
Genus Insight
The pet boards (Cogni, Fera, Natura, Varian and Special) each have nine lines you reroll with crystals. Lock a good line before you reroll the rest.
| Line | What to keep |
|---|---|
| 1 and 5 | Max Attack, otherwise Attack Bonus |
| 2 and 8 | HP % |
| 3, 6 and 9 | Critical Hit or Accuracy until you are capped, then Power Shard |
| 4 | Cogni: Critical Damage Boost, then Damage Boost. Fera: Weapon Damage Boost. Varian: Back Damage Boost. Natura: Multi-Hit or Perfect Chance. Special: Double Chance. |
| 7 | Damage Tolerance or PvE Damage Tolerance, then Endurance. Natura can also roll Multi-Hit or Perfect here. |
Mastering Genus Insight also earns
Unbound by Genus, one of the best attack titles you can wear.
Arcana
| Card | God stat | Skill lines |
|---|---|---|
| Life | Heart Gore, Insignia Explosion, Quick Slice | |
| Time | Heart Gore, Insignia Explosion, Quick Slice | |
| Freedom | Savage Roar, Ambush, Storm Rampage | |
| Illusion | Rear Smite, Exploit Weakness, Impact Hit | |
| Destruction | Assault Stance, Ambush Stance, Heightened Sixth Sense |
Four Vigor cards give the Primal Vigor set: +60 PvE Attack at two pieces and +150 at four, while your HP is above 70%. A fifth Vigor card adds nothing to the set, so the Bell goes to Magic for Destruction.
Card grade sets how many skill lines it holds: one on a Common, up to four on a Unique, with each enhance adding a level and a line. Put the first lines of the Parchment and the Chalice on Heart Gore until it reaches 16.
Gear lines
Weapon and guard roll damage. Armour pieces each roll stats plus one Assassin passive; put Rear Smite, Assault Stance and Exploit Weakness there.
| Slot | Lines, best first |
|---|---|
| Dagger | Weapon Damage Boost, Combat Speed, Back Attack, Might, Precision |
| Guard | Weapon Damage Boost, Combat Speed, Damage Boost, Back Attack, Multi-hit Chance |
| Helm | Attack increase, Double Chance, Attack, Rear Smite. Incoming Heal while you are still learning fights. |
| Pauldrons | Critical Damage Boost, Accuracy, Attack, Assault Stance |
| Top | Damage Boost, Critical Hit, Accuracy, Attack, Exploit Weakness |
| Legs | Attack increase, Perfect Chance, Attack, Impact Hit. Damage Tolerance if you keep dying. |
| Gloves | Combat Speed, Perfect Chance, Attack, Rear Smite |
| Boots | Move Speed, Perfect Chance, Attack, Exploit Weakness |
| Cloak | Double Chance, Attack increase, Attack, Assault Stance |
| Earrings, necklace | Attack, Accuracy, Might, Precision, plus Rear Smite or Assault Stance. Once those are high, Impact Hit, Determination or Ambush Stance. |
| Rings | Heart Gore, Insignia Explosion, Quick Slice, Attack, Precision |
Start on
Spiritforged Dagger at +10 with Pilgrim jewellery and two
Ascension Bracelet. The top of Season 1 is
Aulamus Dagger at +15, Vakron armour such as
Vakron Helm and
Aulamus Ring at +10.
Stones and stats
Manastones roll at random. Keep Attack and Critical Hit on the dagger and guard, and Attack, Critical Hit, Accuracy Bonus and HP on the armour.
For theostones, put
Theostone: Tassin's Command on one weapon and
Theostone: Feruk's Instinct on the other. A poison stone such as
Theostone: Santras's Secret does about as well early on, and the gap closes as the stones get better. Later,
When two rolls compete, value them in this order: Back Attack Damage Boost, Weapon Damage Boost and Critical Damage Boost, Damage Boost, Double Chance, then flat Attack. Accuracy and Critical Hit only matter until you hit the cap.
Wings and titles
| Wings | Equipped effect | Verdict |
|---|---|---|
| ilkkaeun-geungjiui-nalgae | Max Attack, Back Attack Critical Hit, Back Attack Damage Boost, Penetration | Built for Assassin. Equip these once you have them. |
| gongheoui-talriseura-nalgae | Attack Bonus, Accuracy, 4% Cooldown Reduction | A strong all-round pick. |
| jamsikdoen-geumbit-nalgae | Max Attack, 5% Multi-Hit, Front Attack Damage Boost | Popular for Multi-Hit, but the front bonus is wasted from behind. |
| debaui-choesanggeup-nalgae | Penetration, Defense, HP, MP | The safe default until one of the above drops. |
Wings also give an owned effect just for being in your collection. pureun-jeongwangui-nalgae, pureun-padoui-nalgae, tusaui-nalgae, deuramata-dungjiui-nalgae, sup-jeongryeongui-nalgae, heosangui-meari-nalgae, akmongui-nalgae and guwonbateun-tarakui-nalgae are worth levelling for that alone.
| Slot | Easy to get | Later |
|---|---|---|
| Attack | ||
| Defense | ||
| Utility |
Title: Playing God shows up on a lot of attack lists. It is a PvP title first: the Double Chance helps in dungeons, but Unbound by Genus carries far more PvE Damage Boost.
Pantheon
- Colossus:
Colossus: Zikel's Apparition (Bound) and
Colossus: Kromede's Desire (Bound) first,
Colossus: Kaisinel's Illusion (Bound) in Season 2. - Statues: Freedom, Death and Space.
- Artwork: Illusion and Wisdom, then Life.
Mistakes
- Fighting from the front. Rear Smite, Ambush and Triniel's Dagger all lose their bonus.
- Spreading levels evenly. Heart Gore at 16 is worth more than every other skill at 12.
- Mixing arcana families. Two Vigor cards is half the set bonus.
- Opening Illusive Clone on trash. Keep it for the boss.
- Letting the macro fire stigmas or movement skills.
- Taking Triniel's Dagger's +3% cooldown pick.
- Pushing one piece to +15 while the rest sit below +10.




