Improving Assassination

Hello all

I’ve been a bit bored lately, so I’ve come up with some ideas on how to improve and flesh out the Assassination Rogue fantasy while also adding some QoL.

To me, the assassin fantasy revolves around killing deliberately with precision and patience in one of these three ways.

  • Corrupting and rotting enemies from the inside with poisons

  • Inflicting deep wounds that bleed the life out of the target slowly

  • Dealing heavy physical damage through brutal strikes

With the changes in Midnight, I feel like the poison side is in a good spot, only needing a few tweaks to really shine. Bleeds, though, need more synergy and focus on the AoE side to truly stand on their own. And the physical execution part is still completely missing. So far, it’s only used for building combo points without doing any meaningful killing like an assassin should.

I’ve tried to organize my ideas into some clear overviews to make it easier for everyone.

Anyway, enjoy my scrambled brain and drop a like or comment if you enjoy it :blush:

Baseline Changes

Right now, too many defining abilities are locked behind talents that should simply be part of the core kit:

  • Deadly Poison – essential, should be baseline.
  • Crimson Tempest – AoE should be standard like in other specs.
  • Seal Fate – iconic, central to combo point generation.
  • Deathmark / Kingsbane – key cooldowns that should be customizable, not gated.

Other specs begin with their identity already established:

Outlaw has Blade Flurry, Restless Blades, and Roll the Bones.

Subtlety starts with Shadow Dance, Symbols of Death, Black Powder, and Shadow Techniques.

Those abilities are their fantasy - right out of the gate and Assassination deserves the same treatment.

QoL Changes / Spec tree ideas

Below here i’ll just list all changes ive thought up, starting with rework of talents.

1 - Scent of Blood really needs to work better on single targets also. Right now it feels pretty bad to spend 2 points in the bottom of the tree to have no effect on single targets. I think if you make it like this is doesnt feel that bad.

  • Scent of Blood
    Enemies affected by your bleeds increases your agility by 1%/2%, up to a maximum of 10%/20% agility

2 - Shrouded Suffucation needs a bad luck timer to help with being pulled out of stealth before opening. Something like this would be nice.

  • Shrouded Suffucation
    Garrote damage increased by 20%. Your first Garrote generates 2 additional combo points when used from Stealth and for 6 sec after breaking Stealth.

3 - Systemic Failure should also increase damage to other direct damage sources like Fan of Knives, Crimson Tempest and Kingsbanes Apex. New talent could look like this.

  • Systemic Failure
    Garrote increases the damage of all non-bleed physical damage on the target by 20%.

4 - Deadly Momentum shouldn’t be a random trigger but a more controlled one, that also feeds into itself. I’m thinking something like this.

  • Deadly Momentum
    Triggering Seal Fate increases your critical strike chance by 2% for 12 seconds up to a maximum of 10%

5 - Poisoner’s drive feels really tame compared to inspiring strike, so i think adding bonus weapon poison damage to it would make it more compelling. It would look like this.

  • Poisoner’s Drive
    Applying Envenom while Envenom is already active causes it to increase all weapon poison damage by 30% and restore 1 combo point.

6 - Bloody Mess could easily be combined with Razor Wire and Avulsions and made a 2 point talent to make more room for other new talents in the tree. I would look like this.

  • Bloody Mess

    Increases the damage of garrote by 10/20%, rupture damage by 20/40% and duration on garrote by 3/6 seconds

7 - Internal bleeding feels like a weird talent since it doesnt scale with more than 5 combo points and doesn’t work with other combo point spenders? And if it’s more of a flavor talent why doesnt kick, gouge or sap cause internal bleeding? I’ve made two ideas on how to improve it.

  • Internal Bleeding spending combo points also apply internal bleeding dealing (40% of attack power) bleed damage over 6 sec per combo point spent.

  • Internal Bleeding
    Your kick, cheap shot, kidney shot, gouge and sap applies a bleed for (150% of attack power) over 6 sec.
    Your damage-over-time effects does not interrupt incapacitate effects.

8 - Razor Wire could be a talent that adds some instant damage to Garrote so it also can trigger seal fate. I’m thinking something like this.

  • Razor Wire

    Garrote additionally deals (120% of attack power) physical damage and generates an additional combo point.

9 - Fatal Concoction and Improved Poisons could easily be combined to one talent and then you could move Amplifying Poison up instead of Improved Poisons.

10 - If Kingsbane gets made baseline you could add a choice node which gives it some different playstyles for either more damage or shorter cooldown.

  • Fit for a King
    Kingsbane lasts 2 sec longer and it’s damage bonus can increase up to 1200% maximum.

  • Fit for a Prince
    Kingsbanes cooldown is reduced by 20 sec and it’s damage bonus is reduced to 700% maximum.

11 - Deathmark really needs some dispel protection protection as it feels pretty bad when Assa’s biggest cd gets dispelled or the target becomes immune. Also if it gets made baseline you could have a choice node in it’s place for enhancing different playstyles. I thinking some like this.

  • Deathmark
    Carve a deathmark into an enemy, dealing (320% of Attack Power) Bleed damage and restoring 80 Energy to you over 16 sec. Damage dealt to the target by your Garrote, Rupture, and Lethal Poisons is increased by 100%.

    Each time you apply a Lethal Poison to the target, apply it twice.

    If Deathmark would be dispelled all other damage-over-time effects on the target becomes undispellable for the next 10 seconds and they deal 50% more damage

  • Shroud of Death (2 min cd)
    Replaces Deathmark.

    Increases the haste of all of your bleeds within 12 yard by 30% and whenever a bleed deals damage generate 1 energy.

    Lasts 16 sec

  • Finish the Job
    Deathmark increases all damage you deal by 10% for 16 sec

12 - Blindside could use an update where it ditches the Ambush for an enhanced Mutilate. It’s the only talent which have any synergy with Ambush and after the Deathstalker rework we dont even use Ambush in the opener. You could do something like this.

  • Utter Carnage
    Mutilate has a 15% chance to make your next Mutilate free and deal 20% more damage and generate an additional combo point. Chance increased to 30% if target is under 35% life.
Apex Talents

Throughput wise I think it’s pretty good, but thematically it’s lacking, especially compared to specs like Frost DK, Affliction or Enhancement, where the focus is on empowering one ability and building gameplay around it without forcing you to pick every node.

The main issue for me is the two middle nodes (Nature and Bleed damage +10% / +20%). They feel like bad design because they’re much stronger than most spec nodes, which takes away a lot of build diversity.

The first node actually feels great. It supports the energy pooling gameplay Blizzard is going for and would fit better as a core part of Assassination’s identity.

The last node feels like a real Apex talent since it adds depth and self feeding synergy to Kingsbane.

If the first three nodes were replaced with something that fits better with the Kingsbane and weapon poison theme, it could look something like this:

  • Implacable 1/4
    During Kingsbane and Regicide’s Reward your weapon poisons deal 100% more damage and applying a weapon poison genererates 1 energy.

  • Implacable 2/4 & 3/4
    During Kingsbane and Regicide’s Reward your weapon poisons have a 20% / 40% chance to additionally apply one of your active lethal poisons.

New Talent ideas

Here i’ll just list a bunch of ideas for enhancing poison/nature, bleed and physical gameplay and giving the player a lot of choice for customization. There will be a lot more focus on seal of fate synergy as i feel it’s a shame you dont really build around it. But i think the talents will speak for themself, so here we go!

  • Grim Fate
    Triggering Seal Fate reduces the energy cost of your next Mutilate by 5, up to a maximum of 20

  • Sharpened Blades
    Triggering Seal Fate increases the damage of your next Mutilate or Fan of Knives by 15%

  • Murderous Glee
    When you critical strike with an ability generate 2 energy. Can only trigger once every 12 seconds from damage-over-time effects.

  • Overflowing Toxins
    Envenom causes your next Mutilate to deal an additional 20% damage as nature damage.

  • Serrated Flying Blades
    Fan of Knives deals an additional 20% bleed damage over 8 sec

  • Severe Mutilation
    Mutilate attacks 1 additional times with both weapons.
    Mutilates damage is reduced by 50%/25% and critical strike chance is increased by 8/16%

  • Venomous Ending
    Each combo point generated by Seal Fate increases the damage and crit chance of your next envenom by 5% up to 20% maximum.

  • Aggressive Bloodshed
    Garrote causes your next Rupture within 6 sec to be applied as if 2 additional combo points were spent.

  • Enhanced Neurotoxins
    Your mastery bonus applies to your non-bleed physical damage also

  • Death is Inevitable
    Combo points generated by Seal Fate can exceed your maximum by 1/3

  • Violent Exsanguination
    Mutilating an enemy afflicted by Garrote and Rupture causes them to erupt in a bloodbath, spreading Violent Exsanguination to them and up to 2 nearby enemies.

    Violent Exsanguination causes all of your bleeds on affected targets to deal 30% of their damage to enemies within 8 yards for 12 sec.

    Damage reduced beyond 5 targets.

  • Deadly Rhythm
    Applying Rupture with 6 or more Combo points causes your next Garrote to be cast as though it was from stealth, last 4 sec longer and deal 10% more damage.

  • Brutal strikes
    Mutilate and Fan of Knives deal 20% more damage and have 10% increased critical strike chance.

  • Blackend Blood
    Using Envenom on a target with 4 bleeds causes your blades to become infected with blackend blood for 12 sec.

    Each stack of blackend blood increases your mastery by 3% up to a maximum of 15%

  • Sepsis
    Gaining five stacks of blackend blood causes your next envenom within 12 seconds to also apply Sepsis to your target.

    Consumes all stacks of Blackend Blood and increases your weapon poisons damage by 100% for 12 seconds

    Corrupt the blood of your target applying all of your active lethal weapon poison 3 times and a concentrated form of your active non-lethal poisons and deals (100% of attack power) Natures damage over 12 seconds

  • Improved Crimson Tempest
    Crimson Tempest also applies a bleed to the 5 nearest targets for (60% of attack power) over 12 sec Crimson Tempest damage is increased by 10% for each bleed it applies.

  • Serrated Bone Spike (TWW version)
    Prepare a Serrated Bone Spike every 30 sec, stacking up to 3. Rupture spends a stack to embed a bone spike in its target.

    Serrated Bone Spike: Deals (174.24% of Attack Power) Physical damage and (17.424% of Attack Power) Bleed damage every 3 sec until the target dies or leaves combat.

    Refunds a stack when the target dies.

    Awards 1 combo point plus 1 additional per active bone spike.

  • Improved Serrated Bone Spike
    Serrated Bone Spike damage increased by 20%. Serrated Bone Spike generates 2 energy each time it deals damage and can apply up to 3 stacks to a single target.

  • Creeping Demise
    Damage-over-time effects from combo generating abilities may trigger Seal Fate once every 12 seconds.

  • Brutal Finality
    Replaces kingsbane
    35 energy
    30 second cooldown

    Can only be cast on a target with a bleed.

    Tear open your targets wounds with five brutal stabs dealing (240% of attack power) each.

    Deals 30% more damage on targets with less than 35% life.

    Awards 1 combo point.

  • Overkill
    Brutal Finality strikes with such excessive force that it deals 50% of its damage to enemies within 8 yards of your target.

  • Sheer Brutality
    Brutal Finality sends you into a lust for carnage causing your next 2 Mutilates to attack 2 additional times with both weapons and have 10% additional crit chance.

  • Overdosed Injections
    During Envenom, your weapon poisons have a 20% chance to additionally apply one of your active lethal poisons.

  • Revel in Blood
    Each time your bleeds deal damage gain a stack of Revel in Blood up to a maximum of 30 stacks.

    For each 5 stacks gain 2% haste, 5% movement speed and 2% leech.

    The stacks decay rapidly when you have no active bleeds.

Home made talent tree

I’ve also made an upgrade talent tree with a lot more nodes so you really can customize how you want to play.

The tree without tooltips:

https://imgur.com/gallery/tcfZr1a

The tree with tooltips:

https://imgur.com/gallery/S5tLPmj

Below are all talent descriptions for each talent in each row.

The order will be from top to bottom and left to right:

------- Row 1 -------

- Grim Fate -

Triggering Seal Fate reduces the energy cost of your next Mutilate by 5, up to a maximum of 20

------- Row 2 -------

- Sharpened Blades-

Triggering Seal Fate increases the damage of your next Mutilate or Fan of Knives by 15%

- Motivated Murderer -

Increases your Energy regeneration by 30%.

- Fatal Concoction -

Increases the application chance of your weapon poisons by 5% and the damage of your weapon poisons by 20%

- Path of Blood -

Increases maximum Energy by 50

- Doomblades -

Mutilate deals an additional 20% Bleed damage over 8 sec.

------- Row 3 -------

- Flying Daggers -

Fan of Knives has its radius increased to 12 yds, deals 20% more damage, and an additional 10% when striking 5 or more targets.

- Murderous Glee -

When you critical strike with an ability generate 2 energy. Can only trigger once every 12 seconds from damage-over-time effects.

- Overflowing Toxins -

Envenom causes your next Mutilate to deal an additional 20% damage as nature damage

- Improved Garrote -

Garrote deals 50% increased damage and has no cooldown when used from Stealth and for 6 sec after breaking Stealth.

- Razor Wire -

Garrote additionally deals (120% of attack power) physical damage and generates an additional combo point.

------- Row 4 -------

- Serrated Flying Blades - (Choice node) - Thrown Precision -

Fan of Knives deals an additional 20% bleed damage over 8 sec

Or

Fan of Knives has 5% increased critical strike chance and its critical strikes always apply your weapon poisons.

- Severe Mutilation -

Mutilate attacks 1 additional times with both weapons.

Mutilates damage is reduced by 50%/25% and critical strike chance is increased by 8/16%

- Venomous Ending -

Each combo point generated by Seal Fate increases the damage and crit chance of your next envenom by 5% up to 20% maximum

- Venom Rush -

When your Envenom bonus expires, gain 40% increased Energy generation for 5 sec.

Gain an additional 15% increased Energy generation for each Envenom you used while Envenom’s bonus was active, up to 100% total.

- Bloody Mess -

Increases the damage of garrote by 10/20%, rupture damage by 20/40% and duration on garrote by 3/6 seconds

- Aggressive Bloodshed -

Garrote causes your next Rupture within 6 sec to be applied as if 2 additional combo points were spent.

------- Row 5 ------

- Enhanced Neurotoxins -

Your mastery bonus applies to your non-bleed physical damage also

- Sanguine Strategem -

Gain 1 additional max combo point.

Your finishing moves that consume more than 5 combo points have increased effects, and your finishing moves deal 5% increased damage.

- Death is Inevitable -

Combo points generated by Seal Fate can exceed your maximum by 1/3

- Caustic Spatter - (Choice Node) - Violent Exsanguination

Envenom or Kingsbane apply Caustic Spatter for 10 sec. Limit 1.

Caustic Spatter causes 40% of your Nature damage dealt to splash onto other nearby enemies, reduced beyond 5 targets.

-- Or –

Mutilating an enemy afflicted by Garrote and Rupture causes them to erupt in a bloodbath, spreading Violent Exsanguination to them and up to 2 nearby enemies.

Violent Exsanguination causes all of your bleeds on affected targets to deal 30% of their damage to enemies within 8 yards for 12 sec.

Damage reduced beyond 5 targets.

- Venomous Wounds -

You regain 4 Energy each time your Garrote or Rupture deal Bleed damage to a target affected by your weapon poisons. Energy gain is reduced for bleeds beyond the first.

If an enemy dies while afflicted by your Rupture, you regain energy based on its remaining duration.

- Improved Deathmark - (Choice Node) - Finish the job -

Deathmarks duration is increased by 4 sec and energy generation by 20.

If Deathmark would be dispelled all other damage-over-time effects on the target becomes undispellable for the next 10 seconds and they deal 50% more damage

-- Or –

Deathmark increases all damage you deal by 10% for 20 sec

- Internal Bleeding - (Choice Node) - Deadly Rhythm

Your kick, cheap shot, kidney shot, gouge and sap applies a bleed for (150% of attack power) over 6 sec.

Your damage-over-time effects does not interrupt incapacitate effects.

-- Or –

Applying Rupture with 6 or more Combo points causes your next Garrote to be cast as though it was from stealth, last 4 sec longer and deal 10% more damage.

- Iron Wire -

Garrote silences the target for 5 sec when used from Stealth.

Enemies silenced by Garrote deal 15% reduced damage for 5 sec.

------- Row 6 ------

- Brutal strikes -

Mutilate and Fan of Knives deal 20% more damage and have 10% increased critical strike chance

- Amplifying Poison -

Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy, dealing (8.14% of Attack Power) Nature damage and applying Amplifying Poison for 12 sec. Envenom can consume 10 stacks of Amplifying Poison to deal 35% increased damage. Max 20 stacks.

- Lethal Dose -

Your weapon poisons and Nature or Bleed damage over time abilities deal 2% increased damage to targets for each of your lethal poison or damage over time effects on them.

- Poison Bomb - (Choice Node) - Secondary Poisoning -

Envenom has a 5% chance per combo point spent to smash a vial of poison at the target’s location, creating a pool of acidic death that deals [(38.3328% of Attack Power) * 4] Nature damage over 2 sec to all enemies within it.

-- Or –

When you apply a Weapon Poison with a single-target attack, you have a 50% chance to strike a nearby enemy for (15% of Attack Power) Physical damage and apply the same Weapon Poison to them.

- Blackend Blood -

Using Envenom on a target with 4 bleeds causes your blades to become infected with blackend blood for 12 sec.

Each stack of blackend blood increases your mastery by 3% up to a maximum of 15%

- Improved Crimson Tempest -

Crimson Tempest also applies a bleed to the 5 nearest targets for (60% of attack power) over 12 sec

Crimson Tempest damage is increased by 10% for each bleed it applies

- Serrated Bone Spike -

Prepare a Serrated Bone Spike every 30 sec, stacking up to 3. Rupture spends a stack to embed a bone spike in its target.

Serrated Bone Spike:

Deals (174.24% of Attack Power) Physical damage and (17.424% of Attack Power) Bleed damage every 3 sec until the target dies or leaves combat.

Refunds a stack when the target dies.

Awards 1 combo point plus 1 additional per active bone spike.

------- Row 7 -------

- Utter Carnage -

Mutilate has a 15% chance to make your next Mutilate free and deal 15% more damage. Chance increased to 30% if target is under 35% life.

- Creeping Demise -

Damage-over-time effects from combo generating abilities may trigger Seal Fate once every 12 seconds

- Dashing Scoundrel -

Envenom’s effect also increases the critical strike chance of your weapon poisons by 5%, and their critical strikes generate 1 Energy.

- Inspiring Strike - (Choice Node) - Poisoner’s Drive -

Applying Envenom while Envenom is already active causes it to increase all damage you deal by 5% in addition to increasing your poison application chance.

-- Or –

Applying Envenom while Envenom is already active causes it to increase all weapon poison damage by 30% and restore 1 combo point.

- Sepsis -

Gaining five stacks of blackend blood causes your next envenom within 12 seconds to also apply Sepsis to your target.

Consumes all stacks of blackend blood and increases your weapon poisons damage by 100% for 12 seconds

Corrupt the blood of your target applying all of your active lethal weapon poison 3 times and a concentrated form of your active non-lethal poisons and deals (100% of attack power) Natures damage over 12 seconds

- Shrouded Suffucation -

Garrote damage increased by 20%. Your first Garrote generates 2 additional combo points when used from Stealth and for 6 sec after breaking Stealth.

- Improved Serrated Bone Spike -

Serrated Bone Spike damage increased by 20%. Serrated Bone Spike generates 2 energy each time it deals damage and can apply up to 3 stacks to a single target

------- Row 8 -------

- Systemic Failure -

When at least two bleeds and one weapon poison is on a target increase all non-bleed physical damage taken by you by 20%

- Deadly Momentum -

Triggering Seal Fate increases your critical strike chance by 2% for 12 seconds up to a maximum of 10%

- Rapid Injection -

Envenom’s effect increases the damage of Envenom by 15/30%.

- Scent of Blood -

Enemies affected by your bleeds increases your agility by 1%/2%, up to a maximum of 10%/20% agility

------- Row 9 -------

- Brutal Finality -

Replaces kingsbane

35 energy

30 second cooldown

Can only be cast on a target with a bleed.

Tear open your targets wounds with five brutal stabs dealing (240% of attack power) each.

Deals 30% more damage on targets with less than 35% life.

Awards 1 combo point.

- Fit for a King - (Choice Node) - Fit for a Prince -

Kingsbane lasts 2 sec longer and it’s damage bonus can increase up to 1200% maximum.

-- Or –

Kingsbanes cooldown is reduced by 20 sec and it’s damage bonus is reduced to 700% maximum.

- Overdosed Injections -

During Envenom, your weapon poisons have a 20% chance to additionally apply one of your active lethal poisons.

- Zoldyck Recipe -

Your Bleed, weapon poison, and other Nature damage is increased by 15/30% against targets below 35% health.

- Revel in Blood -

Each time your bleeds deal damage gain a stack of Revel in Blood up to a maximum of 30 stacks.

For each 5 stacks gain 2% haste, 5% movement speed and 2% leech.

The stacks decay rapidly when you have no active bleeds.

------- Row 10 -------

- Overkill -

Brutal Finality strikes with such excessive force that it deals 50% of its damage to enemies within 8 yards of your target.

Deals reduced damage beyond 8 targets.

- Sheer Brutality -

Brutal Finality sends you into a lust for carnage causing your next 2 Mutilates to attack 2 additional times with both weapons and have 10% additional crit chance.

- Regicide’s Reward -

When Kingsbane ends, gain 2% haste for every 5 stacks of increased Kingsbane damage that you had, decreasing by 2% every 2 sec.

- Dragon Tempered Blades -

You may apply 1 additional Lethal and Non-Lethal Poison to your weapons, but they have 30% less application chance.

- Sudden Death -

Bleed damage increased by 10%.

Targets below 35% health instantly bleed out and take fatal damage when the remaining Bleed damage you would deal to them exceeds 150% of their remaining health.

1 Like

[quote=“Badwinds-garrosh, post:1, topic:2198961”]

7 - Internal bleeding feels like a weird talent since it doesnt scale with more than 5 combo points and doesn’t work with other combo point spenders? And if it’s more of a flavor talent why doesnt kick, gouge or sap cause internal bleeding? I’ve made two ideas on how to improve it.

[/quote]

I was ready to judge this post but nah you were cooking at points. Nice to read a post with reasonable ideas.

Your point about Internal Bleeding - Ive always been a fan of having Rogues output damage from CC. If I’m expected to help the group by spending gcds on Cheap Shot, Kidney, Gouge etc., then I should be rewarded for it in some way.

Death is Inevitable would single handedly fix the Seal Fate friction.

1 Like

I like a lot of these ideas.

Dispatch becoming an enhanced Mutilate is cool. Because even from stealth you are more likely to use Mutilate than Ambush so it is thematic and makes more sense from a gameplay point of view.

Deathmark has too many downsides for a major DPS CD and I think it needs some QOL updates so I am with you there.

The proposed changes to Internal Bleeding sounds good but at that point Blizzard would more than likely be inclined to make it a cap stone at that power level.

Overall lots of interesting suggestions.

:surfing_man: :surfing_woman:

1 Like

Should have an option for deathmark to be “convoke the spirits” like. So at least if you want to play the fantasy of instantaneously opening up when you need to, its there. Not that it wouldn’t be optimal to first dump energy and stack up envenom, but I think convoke would be more fitting for assassination (even more than outlaw w/ old killing spree which they’ve altered now) than feral druid.

Could add a talent where every time you cast a 5+combo point rupture, your next deathmark is guaranteed to have one if its casts as envenom. So if you want a chain of X(max) envenoms, you overcast rupture during the 2 min cd, then in the seconds leading into deathmark you start building your envenom stacks, pop deathmark and all X of those envenoms are chain buffed.

This would make it so if you default on 3-4 ruptures per cd, then when you have adds you need to rupture you’re in a sense funneling “that envenom” instead into whoever you deathmark. So spreading dots is more methodical and less intrusive to your major envenom window.

Since it would stack with the apex talent, I’d replace sudden demise with a talent that makes mutilate cast while above 80% energy consume more energy based on your energy regeneration rate dealing additional nature damage. Turning “rotational downtime” that would be brought on by a convoke like spell into a method of funneling energy into that heightened mutilate (also buffed by your deathmark envenom chain).

-This being obviously contrarian to the suggestions you’re making, which pushes the spec more into a "funneling buffs/passive effects” brought on by general rotation. Not that I disagree with it, but I think dividing the spec via two forms of deathmark would enable more variety in talent flavour; some already existing revolving around envenom chains, while another being around dot damage interactions

I do agree with its good for the spec if a major cooldown like Deathmark have more varieties which enhance different playstyles, and thats honestly the goal with the ideas im proposing.

Though i dont understand how your version of Deathmark could look like? Even though im pretty curious. Maybe you could post how it would look like?

1 Like

I’d probably put it at either a 90s or 150s cd. Having cds line up “feels good” but it also makes it so the class has to be balanced around them always lining up. Personally I’d rather be able to pick and choose if I want to it to line up every time and to hold a cd for 30s so I get more burst at the loss of 1-2 individual uses in a fight.

With kingsbane being 1min and current deathmark being 2 min, having this alternative be out of sync from kingsbane would enable each to remain powerful. I’d rather kingsbane be 90 and this suggestion be 60, but maybe thats the flaw in my suggestion as its not really designed as a 150s cd whereas putting it and kingsbane both at 60 would require heavily gimping the rest of the kit.

Baseline talent I’d say its just a rapid series of mutilate and envenom (with zero energy cost) sort of like convoke. 4s channel, casting two mutilates every second, instead spending combo points X+ on envenom when reached.

Then an additional talent which adds the interaction I mentioned earlier, where for every x+ combo point rupture one of your envenoms during your next deathmark refunds all combo points spent. So if during the cd you had a bunch of adds, cast 5 full ruptures, then during deathmark you have 5 envenom refreshes pooled, even if you start at 0cp you’ll probably get mutilatex2 → 5 envenom refunds → 1 envenom cp spend.

Add in the sudden demise alternative talent I suggested as well, and you’d have a huge mutilate to drop following the deathmark buffed by your apex talents and envenom.

Maybe make it prefer targets with garrote? Or funnel it entirely into your main target. I think the current deathmark would have to be tweaked a bit as well, maybe enabling it to cleave on a secondary target or something alongside the damage amp, so each fulfills a separate niche.

The most interesting interaction to me would be if it were a 60s cd, you could assume two ruptures during the cd, meaning you get 2 refunds. Now if you have a trinket thats 1 min, or if you have kingsbane coming up in 30s, that means you get a third refund before you use deathmark. So it may actually be beneficial to over refresh rupture and in that sense build 5-6 refunds for your deathmark. Maybe then its worth adding talents that consume rupture when you cast ambush? So the gameplay loop doesn’t feel as wasteful.

I really think the best way to design CDs is to have them line up as much as possible and if your biggest CD enhances the lesser ones, it’s very much feel good design. :pinched_fingers:

So if we put your Deathmark upgrade in a tooltip would it look something like this?

  • Violent Dismemberment
    2 min cd
    100 energy

    Over the next 3 sec channel your lust for carnage to cast a total of 12 Assassination spells on your target.

    The spells used will Garrote, Mutilate, Rupture and Envenom.

    Whenever you exceed 5+ combo points Envenom or Rupture will be prioritized.

    Bleeds will be prioritized if your target doesnt have any.

Something like this? Because then you could enhance different parts of the cooldown when taking talents that influence either Garrote, Mutilate, etc.


So the whole idea of the op post is also to highlight parts of the Assassination fantasy which in my opinion has solid foundation to build upon.

One example is the physical execution part of Assassination which is really lacking as an option right now. (I hope it changes ofc)

This is why i feel like improving on how core builder abilities like Mutilate and Fan of Knives functions and integrates with other parts of the spec really helps expanding player choice and customization.

I’m also curious about what yall think about my replacement for Kingsbane as a more instant damage capstone? It would off course also integrate with Supercharger.

Brutal Finality with upgrade talents
  • Brutal Finality
    Replaces kingsbane
    35 energy
    30 second cooldown

    Can only be cast on a target with a bleed.

    Tear open your targets wounds with five brutal stabs dealing (240% of attack power) each.

    Deals 30% more damage on targets with less than 35% life.

    Awards 1 combo point.

  • Overkill

    Brutal Finality strikes with such excessive force that it deals 50% of its damage to enemies within 8 yards of your target.

  • Sheer Brutality

    Brutal Finality sends you into a lust for carnage causing your next 2 Mutilates to attack 2 additional times with both weapons and have 10% additional crit chance.

First, you put an enormous amount of effort into the post. Thank you for that.

Second, not every talent needs to be viable in both single target and multi-target scenarios.

Third, it’s okay for “core” spec talents to be unlocked as you go, as it helps ease people into the class over time. Placing all of the “core” stuff baseline can become overwhelming and make the talent tree feel pretty flat.

3 Likes

I appreciate you recognizing the effort i put into this post, it means a lot to me :heart:

I fully agree that all talents shouldn’t be viable in both single target and AoE, but i don’t know to which one you refer?
But if its Scent of Blood i just think it would harmonize much more with other bleeds if they are able to trigger it, and it would also incentivize you to focus on keeping all your bleeds up as much as possible, while also making Doomblades a talent that does something other than just add bleed dmg to Mutilate. The ekstra damage from making it trigger from all bleeds is actually only 4% more in single target, and i think thats fair for a 2-point bottom tree talent.

In my opinion the foundation of a class and spec should come from the abilities/spells you learn as you level up, while the tree should help you customize how your spec plays and which spells you enhance.
If you take Assa as example, you could learn Deadly Poison at lvl 10, seal fate at lvl 15, Crimson tempest at 20, Deathmark at lvl 28, Kingsbane at lvl 45 etc. And this would still ease you into your spec while having more room for customization in the talents tree.