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Burst DPS / Stealth
Swift, deadly practitioners of stealth combat. Their approach is difficult even for trained eyes to follow.

Whatever their target sees before their life fades away, it won't be the Assassin. For those deemed enemies of these assassins, it's only a matter of time before they meet their end. Their accuracy with a musket is as sharp as their blade skills.
Vigor is your main fuel spent on skills, regenerates on its own. Bloodlust is a separate meter that fills up as you fight, capped at 3 stacks, and spent on your biggest hits.
The Assassin is a glass cannon hunter. You're not here to trade blows you're here to pick a target, disappear, reappear behind them, and do enough damage in a few seconds that the fight is basically over before they've turned around. If that burst misses or gets answered, you're fragile, so the whole class is built around picking the right moment and vanishing when things go wrong.
Each of the three weapons gives you a different way to open and finish a fight, and the real fun is swapping between them mid combo. A typical fight: open from stealth with Wrist Blades, then swap to Sabre to bleed the target. If they survive, the Musket finishes them off from range. You're not locked into any one weapon you carry all three and switch on the fly.
the stealth weapon
Short range knives that lean hardest into the fantasy of being an assassin. The special move is actual stealth you disappear, reposition, and your next attack hits harder. Most of the kit is about ambushing, poisoning, and slipping away. This is your "I pick when the fight starts" weapon.
the bleed weapon
A curved sword for people who want to stand in melee range a little longer. Instead of one shot burst, Sabre stacks bleeds on the target that keep ticking while you keep hitting. Your damage ramps up the longer the target stays bleeding, so this is the weapon that rewards you for committing to the fight rather than disengaging.
the ranged weapon
A slow, heavy hitting firearm for when you'd rather pick people off from a distance. Lower damage per second than the melee weapons, but you're safe, you can kite, and you've got tools like smoke bombs and traps to control space. This is the "clean up from range" weapon, or the one you pull out when a fight goes sideways and you need to reset.
Per the developers’ post beta notes, each weapon will get four progression paths in the upcoming Matrix system twelve builds per class in total. Final paths aren’t published yet; these are the rough shapes players are likely to settle into.
Lean into Wrist Blades ambushes, use Musket for follow up, Sabre mostly as a panic button in melee.
Commit to Sabre in melee, use Wrist Blades to reposition, Musket for enemies out of reach.
Musket as the main weapon, Wrist Blades for emergency escapes, Sabre barely touched.
No single main weapon; build around swapping constantly to keep cooldowns rolling on all three.
Seven cross weapon abilities that belong to the class itself rather than any single weapon. Three actives (unlocked at Lv 15) and four passives (Lv 10 and Lv 20). These remain available regardless of which weapon you have equipped.