Assassin Talents

Sith Inquisitor assassins have many different talents they can choose from for DPS. I will be listing all of the talents available and discribe what each of these skills do.

Assassin Darkness Talents

Thrashing Blades Thrashing Blades Increases the damage dealt by Thrash, Lacerate and Voltaic Slash by [3% / 6%].
Charge Mastery Charge Mastery Improves the effect of your lightsaber charges while they're active:
Lightning Charge: Increases the critical hit chance by [1% / 2% / 3%] and the duration of Lightning Charge's Discharge by [1 / 2 / 3] seconds.
Dark Charge: Increases the internal and elemental resistance by [3% / 6% / 9%].
Surging Charge: Your attacks ignore [3% / 6% / 9%] of your target's armor.
Shroud of Darkness Shroud of Darkness Increases total Endurance by [1% / 2% / 3%].
Swelling Shadows Swelling Shadows Increases the chance your Dark Charge applies its effects by [7.5% / 15%].
Linghtning Recovery Lightning Recovery Reduces the cooldown of Force Speed by [5 / 10] seconds and Force Shroud by [7.5 / 15] seconds.
Electric Execution Electric Execution Increases the damage dealt by your lightsaber charges by [3% / 6% / 9%].
Disjunction Disjunction Activating Force Speed now removes all movement-impairing effects, and your Force Shroud now lasts 2 seconds longer.
Dark Ward Dark Ward Surrounds you in a dark ward with 8 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth.
Energize Energize While Dark Charge is active, Thrash and Lacerate have a 50% chance to finish the cooldown on Shock and make your next Shock a critical hit. Energized Shocks that consume a charge of Recklessness deal an additional 50% critical damage.
Premonition Premonition Increases your stealth detection level by [1 / 2] and defense by [1% / 2%].
Blood of Sith Blood of Sith Increases the rate at which your Force regenerates by [10% / 20% / 30%].
Hollow Hollow Increases your shield absorption by [2% / 4%]. In addition, when you activate Overcharge Saber while Dark Charge is active, you instantly heal for [5% / 10%] of your total health.
Nerve Wracking Nerve Wracking Targets controlled by your Spike or Electrocute take [3% / 6% / 9%] more damage from all sources.
Electrify Electrify Increases the threat and damage dealt by Shock by 15%.
Force Pull Force Pull Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover. Range 30 minutes.
Eye of the Storm Eye of the Storm Increases armor by 20% and allows Spike to be used while out of stealth mode.
Mounting Darkness Mounting Darkness Increases the damage dealt by Dark Charge's Discharge by [5% / 10% / 15%] and Wither by [10% / 20% / 30%].
Harnessed Darkness Shock has a [50% / 100%] chance to grant Harnessed Darkness, which makes the next Force Lightning used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Force Lightning by 25%. Stacks up to 3 times. At 3 stacks, each tick of Force Lightning heals you for 3% of your maximum health.
Wither Wither Causes up to 5 targets to wither under the weight of the Force, dealing 574 - 686 kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.

 

Deception Talents

Duplicity Duplicity Direct damage attacks have a [10% / 20% / 30%] chance to grant Exploit Weakness, causing your next Maul to ignore 50% of the target's armor and cost 50% less Force. Cannot occur more than once every 10 seconds.
Insulation Insulation Increases your armor rating by [15% / 30%] while Surging Charge or Lightning Charge is active.
Dark Embrace Dark Embrace While in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by [25% / 50%].
Recirculation Recirculation Reduces the cooldown of Discharge by [1.5 / 3] seconds.
Avoidance Avoidance Lowers the cooldown of Jolt by [1 / 2] seconds and Unbreakable Will by [15 / 30] seconds.
Obfuscation Obfuscation Increases your effective stealth level by [1 / 2 / 3] and movement speed by [5% / 10% / 15%].
Deceptive Power Deceptive Power Increases your total Force by 10.
Induction Induction Increases the critical strike damage dealt by Maul by [15% / 30%]. In addition, Thrash and Voltaic Slash have a [50% / 100%] chance to grant Induction, reducing the Force cost of your next Shock by 25%. Stacks up to 2 times.
Darkswell Darkswell Blackout can now be used out of stealth mode, granting 6 seconds of Dark Embrace and restoring 10 Force. In addition, Force Cloak no longer reduces healing done and received.
Surging Charge Surging Charge Charges your lightsaber with raw surging Force, giving your attacks a 25% chance to deal 229 internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.
Entropic Field Entropic Field Reduces damage taken from area effects by [15% / 30%].
Saber Conduit Saber Conduit Your Surging Charge has a [33% / 66% / 100%] chance to restore 10 Force when it deals damage to an enemy. This effect cannot occur more than once every 10 seconds.
Static Cling Static Cling Increases the duration of Force Slow and reduces the cooldown of Force Slow by [3 / 6] seconds.
Fade Fade Lowers the cooldown of Blackout by [7.5 / 15] seconds and Force Cloak by [30 / 60] seconds.
Low Slash Low Slash Slashes the target low, dealing 1129 - 1259 weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber.
Static Charges When your Surging Charge deals damage, you have a [50% / 100%] chance to build a Static Charge, increasing the damage dealt by your next Surging Charge by 6%. Stacks up to 5 times.
Resourcefulness Resourcefulness Reduces the Force cost of Lacerate by [5 / 10], and reduces the cooldown of Overcharge Saber by [15 / 30] seconds.
Crackling Blasts Crackling Blasts Increases the critical strike damage dealt by your Discharge effects and Shock by [10% / 20% / 30% / 40% / 50%].
Voltaic Slash Strikes the target twice, dealing 685 - 764 weapon damage with each hit. Each use of this ability increases the damage dealt by your next Shock by 15%. Stacks up to 2 times.

 

Madness Talents (Shared With Sith Sage Class)

Exploitive Strikes Exploitive Strikes Critical hits with Force attacks increase your melee critical chance by [3% / 6% / 9%] for 10 seconds.
Crackling Charge Crackling Charge Increases the damage dealt by Lightning Charge's Discharge effect by [8% / 16%].
Torment Torment Reduces the Force cost of Thrash by [1 / 2] and Shock by [3% / 6%].
Chain Shock Chain Shock When you activate Shock, you have a [15% / 30% / 45%] chance to activate a second Shock, dealing 50% of normal damage.
Parasitism Parasitism Causes critical hits from periodic damage abilities to restore [0.5% / 1%] of your total health.
Oppressing Force Oppressing Force Lowers the cooldown of Electrocute by [5 / 10] seconds. In addition, your Whirlwind affects up to [1 / 2} additional standard or weak mobs within 8 meters of the target.
Death Field Death Field Creates a death field at the target location, dealing 1198 - 1309 internal damage and stealing 22 health from up to 3 targets within an 8-meter radius.
Fanaticism Fanaticism Reduces the Force cost of Death Field by [25% / 50%].
Claws of Decay Claws of Decay Madness
Sith Defiance Sith Defiance Reduces all damage taken by [1% / 2%].
Haunted Dreams Haunted Dreams Lowers the activation time of Whirlwind by [50% / 100%]. In addition, when your Whirlwind breaks early from damage, the target is stunned for [1 / 2] seconds.
Corrupted Flesh Corrupted Flesh Reduces the damage taken by all periodic effects by [7.5 / 15]%.
Raze Raze Melee critical hits have a 33% chance to finish the cooldown on Crushing Darkness and make your next Crushing Darkness activate instantly and cost 100% less Force.
Unearthed Knowledge Unearthed Knowledge Shock has a [50% / 100%] chance to increase your melee bonus damage by 10% for 20 seconds.
Calculating Mind Calculating Mind Consuming a Deathmark charge restores [1 / 2] Force.
Deathmark Deathmark Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 10 periodic damaging abilities by 20%. Lasts 30 seconds.
Devour Devour Increases the amount of healing generated by Death Field and Parasitism by [10% / 20%].
Creeping Death Creeping Death Increases the critical damage bonus of Death Field and your periodic damage abilities by [10% / 20% / 30%].
Creeping Terror Creeping Terror Paralyzes the target in fear, immobilizing it for 2 seconds and dealing 1457 internal damage over 18 seconds. Range 30 meters.

 

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