RIFT: The Rebuilt Assassin

Greetings, ladies and gentlemen!

Welcome to the Assassin page! This page was created to showcase the concept discussed in the RIFT: Rebuilding the Soul Trees post, which, as the title of the post suggests, involves rebuilding the Soul Tree feature from RIFT. The subject for this particular mock-up is the Assassin, a Rogue soul that uses deception and poisoned weapons to deal with their foes. The following is a breakdown of the various abilities, talents, and traits that may be present for the redesigned Assassin soul. For regular RIFT players, expect this version of the Assassin soul to be significantly different from you know.

rift-assassin-button

The Rebuilt Assassin

In order to create the rebuilt Assassin, the Assassin soul tree was used to determine what a character would be capable of in combat. I learned the Assassin has a little bit of everything; burst damage, sustained damage, a variety of crowd control, and a mixture of physical and elemental damage. However, the Assassin can do all of these things with very little interaction between the abilities in its kit. Putting points into the soul tree doesn’t change this very much, and this can also be said when the soul is maxed out. My goal for this mock-up redesign was to add more interaction where I could, and create fun options in the talents.

Original Assassin Soul Tree

Assassin Abilities (Roots)

In this section, you will find the Assassin’s full list of root abilities. Several abilities from the original Assassin have either been moved to another section, removed entirely, merged into another ability, or redesigned to serve another purpose. However, many of the abilities remain the same, but may contain some tweaks to make them more interesting. Enjoy perusing through this list and seeing how the rebuilt Assassin differs from the original.

  • Savage Strike (0 Points)
    X Energy, Melee Range, Instant
    Unleash a savage attack upon an enemy, dealing X physical damage.
    Generates 1 Combo Point.
  • Final Blow (0 Points)
    1 to 5 Combo Points, Melee Range, Instant
    Finishing Move. End your combo with a powerful strike, dealing massive physical damage. Deals more damage per Combo Point spent.
  • Virulent Poison (0 Points)
    Self Buff, Instant
    Weapon Enchantment. Coats the Rogue’s weapons in poison, granting weapon attacks a 30% chance to deal an additional X water damage. Lasts 1 hour.
    Legendary Version: When triggered, Virulent Poison also adds a stack of Acidic Wrath to the Rogue. Upon reaching 7 stacks, the next 3 non-Assassin Finishing Moves deal 100% more damage.
  • Puncture (2 Points)
    X Energy, Melee Range, Instant, 6 sec cooldown
    Pierce through an enemy’s flesh, dealing X physical damage, ignoring Armor, and then causing X bleed damage over 10 seconds. Generates 1 Combo Point.
  • Stealth (4 Points)
    Self Buff, Instant, 10 sec cooldown
    The Rogue enters stealth for up to 30 seconds, or until dealing or receiving damage. While stealthed, movement speed is reduced by 30%. Cannot be used in combat.
  • Assassinate (6 Points)
    X Energy, Melee Range, Instant
    From Stealth. Assassinate an enemy, dealing X physical damage. Damage ignores Armor on Critical Hits. Generates 1 Combo Point. Requires Stealth.
    Legendary Version: Assassinate also has a 100% chance to trigger your poisons.
  • Ruthless Strike (8 Points)
    X Energy, Melee Range, Instant, 10 sec cooldown
    Poison Attack. Strike an enemy with a ruthless attack, dealing X water damage. The critical hit chance of this attack is increased by 50%. Generates 1 Combo Point.
  • Elusiveness (10 Points)
    Self Buff, Instant, 30 sec cooldown
    Become as elusive as a shadow. Greatly increases the difficulty of detecting you while stealthed, and prevents stealth from breaking due to receiving damage. Lasts 6 seconds. Requires Stealth.
  • Paralyzing Strike (12 Points)
    X Energy, Melee Range, Instant, 20 sec cooldown
    From Stealth, Poison Attack. Paralyze an enemy with a precise attack, dealing X water damage, and causing stun for 3 seconds. Stun duration increased by 50% on Critical Hits. Generates 1 Combo Point. Requires Stealth.
  • Lethal Poison (14 Points)
    Self Buff, Instant
    Weapon Enchantment. Coats the Rogue’s weapons in poison, granting weapon attacks a 30% chance to deal X water damage and inflict a Lethal Poison upon an enemy for 10 seconds, increasing the enemy’s chance to be critically hit by 5%. Lasts 1 hour.
  • Impale (16 Points)
    1 to 5 Combo Points, Melee Range, Instant
    Finishing Move. Thrust your blades deep into an enemy and tear it asunder, dealing massive bleed damage over 20 seconds. Deals more damage per Combo Point spent.
  • Blinding Powder (18 Points)
    X Energy, 20 meter range, Instant, 1 min cooldown
    Temporarily blind an enemy with a special powder, causing confusion for 6 seconds. Non-periodic damage breaks the effect.
  • Backstab (20 Points)
    X Energy, Melee Range, Instant, 10 sec cooldown
    Stab an enemy with your blades, dealing X physical damage. Damage is reduced by 25% when not flanking the target. Generates 1 Combo Point.
  • Jagged Strike (24 Points)
    X Energy, Melee Range, Instant
    From Stealth. Slash an enemy with a jagged edge, dealing X physical damage, and additional X bleed damage over 10 seconds. Bleed damage is increased by 50% on Critical Hits. Generates 1 Combo Point.
  • Expose Weakness (28 Points)
    X Energy, 20 meter range, Instant, 20 sec cooldown
    Marks the weak spot in the enemy’s defenses, increasing damage taken from the Rogue by 10% for 20 seconds. Does not break Stealth.
  • Slip Away (32 Points)
    Self Buff, Instant, 2 min cooldown
    Escape into the shadows, removing all movement impairing effects and entering Stealth. For the next 3 seconds, it is significantly more difficult to detect you, and receiving damage doesn’t break Stealth.
  • Enfeebling Poison (36 Points)
    Self Buff, Instant
    Weapon Enchantment. Coats the Rogue’s weapons in poison, granting weapon attacks a 30% chance to deal X water damage and inflict an Enfeebling Poison upon an enemy for 6 seconds, reducing damage done to the Rogue by 10%. Lasts 1 hour.
  • Poison Malice (40 Points)
    Self Buff, Instant, 1 min cooldown
    The Rogue begins to emanate vile energy, becoming empowered by poison. Grants all attacks a 100% chance to trigger your poison Weapon Enchantments, increases the damage of your poison Weapon Enchantments by 100%, and causes attacking enemies to take X water damage. This damage does apply Lingering Poison. Lasts 15 seconds.
    Legendary Version: While Poison Malice is active, Finishing Moves extend its duration by 1 second per Combo Point spent. Recasting Poison Malice while it is active extends the duration by 5 seconds and causes the Rogue to explode, dealing X water damage to nearby enemies. This damage does apply Lingering Poison.
  • Debilitating Dart (44 Points)
    X Energy, 30 meter range, Instant, 30 sec cooldown
    Throw a dart at an enemy, dealing X physical damage and causing snare for 10 seconds, reducing movement speed by 20%. Generates 1 Combo Point.
  • Poison Gas (48 Points)
    X Energy, Instant, 30 sec cooldown
    Poison Attack. Release a cloud of poisonous gas that lingers for 10 seconds, dealing X water damage every second in the area. Enemies damaged by Poison Gas are also snared for 3 seconds, reducing movement speed by 45%.
  • Serpent Strike (52 Points)
    X Energy, Melee Range, Instant, 24 sec cooldown
    Poison Attack. Strike an enemy with a venomous blade, dealing X water damage. Generates 1 Combo Point. Critical Hits from non-periodic damage sources reduce the cooldown of Serpent Strike by 1 second.
  • Leaping Plunge (56 Points)
    X Energy, 3-30 meter range, Instant, 12 sec cooldown
    Poison Attack. Leap at an enemy and plunge your blades into its body, dealing X water damage, and rooting the enemy for 1.5 sec. Generates 1 Combo Point.
  • Viper Fangs (60 Points)
    1 to 5 Combo Points, Melee Range, Instant, 15 sec cooldown
    Finishing Move, Poison Attack. Plunge poison-tipped blades into an enemy, dealing massive water damage. Deals more damage and applies one additional stack of Lingering Poison per Combo Point spent.
    Legendary Version: When used at 5 Combo Points, Viper Fangs also resets the cooldown of Serpent Strike and grants a stack of Virulent Haste. Virulent Haste causes the next Serpent Strike to be free and to not incur a cooldown.

Assassin Talents (Branches)

In this section, you will find a list of talents for the rebuilt Assassin. The concept of the rebuilt branches is that players will unlock a new talent tier for every 5 points spent in the soul. Within each talent tier, players have two options and must select one. There are 12 choices to be made for a build, and hopefully they are interesting.

Note: There are some empty spaces here, especially in the early tiers. My goal for the early tiers is that they need to improve more broad aspects of the player’s playstyle so they can offer viable options for hybrid builds. Also, it is kind of difficult to come up with talents that don’t sound game breaking or go too far outside the theme of the Assassin.

Tier 1 Talents (5 Points)

  • Not yet implemented.
  • Not yet implemented.

Tier 2 Talents (10 Points)

  • Cloak and Dagger
    (Passive) After using a From Stealth ability, your damage is increased by 10% and damage received is reduced by 10%. Lasts 10 seconds.
  • Serrated Blades
    (Passive) Melee attacks have a 30% chance to apply a bleed to an enemy, dealing X bleed damage over 10 seconds. Stacks up to 5 times

Tier 3 Talents (15 Points)

  • Not yet implemented.
  • Not yet implemented.

Tier 4 Talents (20 Points)

  • Incapacitate
    Melee Range, Instant
    Bash an enemy over its head, incapacitating it for up to 45 seconds. Damage breaks the effect. This ability cannot be used on players, or while in combat. Affects 1 target. Requires Stealth. Does not break Stealth.
  • Foul Play
    X Energy, Melee Range, Instant, 45 sec cooldown
    Hit an enemy below the belt, dealing X physical damage and stunning it for 4 seconds.

Tier 5 Talents (25 Points)

  • Subterfuge
    (Passive) From Stealth abilities generate an additional Combo Point.
  • Precision Combos
    (Passive) Critical Hits with Savage Strike, Ruthless Strike, Serpent Strike, and Heartseeker generate an additional Combo Point.

Tier 6 Talents (30 Points)

  • Improved Backstab
    (Passive) Removes the damage penalty from Backstab. Additionally, Backstab now has 2 ability charges, and recovers 1 ability charge every 10 seconds.
  • Poison Potency
    (Passive) Damage done by poison Weapon Enchantments has a 50% chance to increase the damage of the next Ruthless Strike or Serpent Strike by 25%. Lasts 6 seconds.

Tier 7 Talents (35 Points)

  • Silent Footsteps
    (Passive) Elusiveness grants immunity to movement impairing effects, including the one caused by Stealth, and increases movement speed by 20% for its duration.
  • Shrouded Escape
    (Passive) Slip Away applies Blinding Power to nearby enemies. Reduces Slip Away cooldown by 30 seconds.

Tier 8 Talents (40 Points)

  • Enduring Brew
    Self Heal, Instant, 1 min cooldown
    Imbibe a special, non-toxic, concoction that restores 30% health, and 50 Energy.
  • Leeching Poisons
    (Passive) Each time a poison Weapon Enchantment or Poison Attack deals damage, you recover 1% health and 2 Energy.

Tier 9 Talents (45 Points)

  • Magnify Pain
    (Passive) Increases the damage bonus from Expose Weakness to 20%, but reduces its duration to 8 seconds.
  • Cruel Vengeance
    (Passive) Critical Hits from non-periodic damage sources increases damage done by 1% for 10 seconds. Stacks up to 15 times.

Tier 10 Talents (50 Points)

  • Not yet implemented.
  • Not yet implemented.

Tier 11 Talents (55 Points)

  • Manslaughter
    (Passive) Finishing Moves have a 20% chance per Combo Point spent to apply Expose Weakness. Additionally, applying Expose Weakness to an enemy already affected by Expose Weakness triggers a free Savage Strike.
  • Physical Trauma
    (Passive) Final Blow deals 30% more damage to enemies afflicted with Impale, and inflicts Physical Trauma upon an enemy for 6 seconds, increasing periodic damage received from the Rogue by 10%.

Tier 12 Talents (60 Points)

  • Heartseeker
    X Energy, Melee Range, Instant
    Plunge your blades into an enemy’s heart, dealing X physical damage. Generates 1 Combo Point. Must be used after the Rogue uses a Finishing Move. Gains a bonus effect based on the Finishing Move used.
    Final Blow: Damage ignores armor and is a guaranteed Critical Hit.
    Impale: Deals an additional X bleed damage over 15 seconds.
    Viper Fangs: Deals an additional X water damage over 15 seconds.
    Non-Assassin: Refreshes the duration of Heartseeker’s periodic damage effects.
  • Malicious Venom
    X Energy, 20 meter range, Instant, 10 sec cooldown
    Poison Attack. Throw a poisoned dart at an enemy, dealing X water damage. Generates 1 Combo Point. The dart inflicts a malicious venom upon the enemy which deals X water damage every 2 seconds, applies a stack of Lingering Poison each time it deals damage, and deals 10% more damage per stack of Lingering Poison on the enemy. Lasts 10 sec.

Assassin Traits (Trunk?)

In this section, you will find the 12 passive traits players will earn as they spend points in the rebuilt Assassin soul. The minor traits consist of flat bonuses that improve the Assassin’s main group role — damage. The major traits improve the Assassin’s core gameplay and grant access to additional features.

Minor Traits

  • Improved Precision (5 Points)
    Increases critical hit chance by 5%.
  • Physical Prowess (15 Points)
    Increases physical damage by 10%.
  • Water Proficiency (25 Points)
    Increases water damage by 10%.
  • Fleet of Foot (35 Points)
    Increases movement speed by 10%.
  • Lingering Pain (45 Points)
    Increases periodic damage by 10%.
  • More Power (55 Points)
    Increases Attack Power by 10%.

Major Traits

  • Lingering Poisons (10 Points)
    Each time one of your poison Weapon Enchantments or Poison Attacks deals damage to an enemy, you also apply a lingering poison that deals X water damage over 20 seconds. This effect can stack up to 20 times.
  • Advanced Flanking (20 Points)
    While in Stealth, the first attack used is a guaranteed critical hit. Damage is increased by 10% while flanking a target.
  • Stealth Mastery (30 Points)
    Stealth now lasts until it is cancelled, but it can still be broken by dealing or receiving damage. It is also more difficult to detect you while stealthing.
  • Poison Proficiency (40 Points)
    Increases the chance to trigger your poison Weapon Enchantments by 20%, and increases the damage they deal by 20%.
  • Thread of Death (50 Points)
    Ruthless Strike has a 50% chance to allow your next From Stealth ability to be used outside of Stealth and be a guaranteed critical hit. Critical hits double this chance.
  • Master of Poisons (60 Points)
    Allows Lingering Poison to stack up to 30 times, and improves each of your poison Weapon Enchantments.
    – Virulent Poison deals 30% more damage.
    – Lethal Poison also increases periodic damage received from the Rogue by 10%.
    – Enfeebling Poison also reduces healing received by 10%.

The Rebuilt Assassin FAQ

Wait a second. What kind of FAQ is this? There are no questions here! Oh, right. That is where you come in. If you have a question related to the Rebuilt Assassin, feel free to head to my Contact page and ask me directly.