Assassin
Assassin | |||||||||||||
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Job Base(s): | Thief | ||||||||||||
Job Type: | 2-1 | ||||||||||||
Race: | Human | ||||||||||||
Changes At: | Sograt Desert 16 | ||||||||||||
Number of Skills: | 10 | ||||||||||||
Total Skill Points: | 85 | ||||||||||||
Total Quest Skills: | 2 | ||||||||||||
Job Bonuses | |||||||||||||
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Overview
Assassins (and their transcended Assassin Cross) are able to equip a weapon in each hand and the exclusive users of Katar weapons. Assassins have a variety of damage dealing and poisoning skills. The Assassin are the only class who can walk slightly faster than any other class ingame as long as they leveled the proper skill (Thief's Improve Dodge). The Katar wielding Assassins also receive double the normal amount of critical hit rate. Therefore, whatever amount of critical rate Assassins have, it would always be doubled.
The doubled CRIT while wielding Katars will NOT show in the status screen. A sample calculation using the following formula:
2 x (CRIT Stat + CRIT modifiers)
CRIT Stat | CRIT Modifiers | Final CRIT |
---|---|---|
20% (from LUK) | 15% (e.g. 15% to demi-human from shoes) | 70% |
Job Change Guide
See Assassin Job Change Guide for detailed information.
Changing into an Assassin from a Thief requires the player to complete a number of tasks:
- A Written Test
- An Assassination Test
- An Endurance Test
- A Maze test
After completing these tests, the player will be transformed into an Assassin. All this takes place inside the Assassin Guild in the Morroc Desert (moc_fild16 205, 292).
Builds
As a note of clarification, most Assassin stat builds are very similar to one another. For example, the terms 'equip critical', and 'DD' describe equipment preferences, but the actual stats of these two builds are similar.
The skills which most Assassins will get is very similar, because of the relative weakness of the poison skills, and the small number of available assassin skills:
- Righthand Mastery Lv. 5
- Lefthand Mastery Lv. 5
- Katar Mastery Lv. 10 (for katar builds - though many DD sins max this as well to increase damage from Sonic Blow and Grim Tooth)
- Sonic Blow Lv. 10
- Grimtooth Lv. 5
- Enchant Poison
This leaves 5~15 points to use for poison skills, depending on the level of Enchant Poison and Cloaking.
Equip Critical
This build is very similar to that of a Dual Dagger Assassin, the difference being that they use Katars with cards that add to the CRIT rate of attacks. Even if your HIT is not high enough to hit the monster with your auto attacks, a CRIT will still land. A small amount of DEX is still necessary for skill usage, as many skills require DEX to land the hit on the monster.
Examples of Useful Cards:
- Soldier Skeleton Cards: (CRIT +9)
- +7 CRIT vs. Race, +10% crit damage cards (commonly referred to as "Racial Crit" cards, such as Assaulter Card)
- Kobold Cards: (STR +1 and CRIT +4 each)
- Zhu Po Long Cards: (AGI +1 and CRIT +3 each)
Natural Critical
Natural Critical Assassins are built almost the same as the Equipment Critical Assassins but with less DEX, more LUK (around 50~60), and sometimes less STR. They're equipped with damage cards (i.e. Hydra, Santa Poring, etc) instead of critical rate enhancement cards for the Equip Critical Assassins. Natural Critical builds are not very effective and are generally not worth the tradeoffs.
Double Attack Katar
There are two ways to accomplish this: a high ATK Katar (like a Jamadhar) carded with one Sidewinder Card or with a Chick Hat. It is important to note that multi slotted low ATK weapons is not effective in Zero anymore, and it is usually best to go with the highest ATK weapon available (level 3 or 4 weapon preferred).
Dual Dagger