"Last minute" Assassin rework for 3,27

Free to use if u like.

Work has been carried out on survival issues + outdated material has been updated.
If there is problems with image:

Noxious Strike: 40% chance to Damaging Ailment on Hit
Recover 1% of Life per Damaging Ailment affecting Enemies you Kill, up to a maximum of 20%
Toxic Delivery -> Delivery Master:
All Damage from Hits can Damaging Ailments
Your maximum Chance to Damaging Ailments is 50%
2 Small nodes: 10% increased Damage over Time
10% increased Duration of Damaging Ailments

Ambush and Assassinate:
150% increased Stealth
+50 to Dexterity and Intelligence
Small node: 20% increased Stealth
15% increased Evasion Rating

Mistwalker: You are Elusive
You take no Extra Damage from Critical Strikes

Deadly Infusion, which moved to old position of Opportunistic:
20% chance to gain a Power Charge on Hit
+1 to Maximum Power Charges
+5% to Critical Strike Multiplier per Power Charge
Unstable Infusion -> Destabilisation Strikes:
If you've dealt a Critical Strike Recently, you and nearby Allies have 15% more Damage
If you've dealt a Non-Critical Strike Recently, nearby Enemies deal 15% reduced Damage
Opportunistic:
+3% Critical Strike Chance while Dual Wielding same Weapon type
Critical Strikes have Culling Strike
3 Small nodes: +10% to Critical Strike Multiplier
15% increased Critical Strike Chance









Last bumped on Oct 24, 2025, 5:17:42 PM
This is abominable. To start at the smallest thing, what's even the point of being elusive if it doesn't increase the minimum value?
actually Elusive without condition and needing to refresh it equals to:
15% chance to Avoid All Damage from Hits
30% increased Movement Speed

and these values CAN be increased by Elusive %effect. sure, it is not Nightblade (so no crit multi) but as a buff it is kinda strong

with 50% effect these stats are now:

22% chance to Avoid All Damage from Hits
45% increased Movement Speed

and tell me that there is anyone who would handwave it


Stealth on the other hand i do not like. it is a stat that is BROKEN after certain threshold, anyone playing Phrecia knows it is bonkers to kill pinnacles that do not notice your existence due to Stealth. it is a dangerous stat - useless in most scenarios (vs thrash) but broken-gameplay-broken vs bosses with unholy cheeze potential. In all honesty I would like to see Stealth (and any other AI-dumbing mechanic) removed from the game

rest is fine, altho - I still wouldnt pick Assassin over Trickster nor Pathfinder. in big part because both are THAT good at what they do. lack of ANY synergy with ES in ES-or-looser meta kills this version of assasin, sorry. 20% life recovery is functionally the same as 1% - sufficient when clearing, useless vs pinnacles

this version's defences are all in Elusive and that.. I would go Trickster and just FF the good node
"
actually Elusive without condition and needing to refresh it equals to:
15% chance to Avoid All Damage from Hits
30% increased Movement Speed


Those are the 100% stats. What he posted doesn't state anything close to what you're suggesting. And by the way, your interpretation of his idea is equally atrocious. It isn't "kinda strong", it's ridiculously overpowered.
his idea states just 'elusive' - that means in all similar cases just flat, 100% effect of something - no going up and down, just 100% value all the time, constant

so it is what it says on the lid

is it overpowered? there are at least 3 Trickster nodes that are better. 22% chance to avoid something is strong 22% of the time. other % it does nothing. it is like 22% block chance but without the perk of 'on block' effects

maybe in HC ruthless it would make people impressed, in SC it is just strong, with high emphasis on Heist runner

will that help vs pinnacless that are a) small area b) DoT heavy? doubt
Idea is:
With new Noxious Strike you have life sustain in map with big chance to poison, ignite and bleed.
With new Delivery Master you specialize in damaging ailments as your primary damage and can have 3 harmful ailments on an enemy at once using any offensive skill that Hit.
With new Ambush and Assassinate you no longer off-screened, yes for long range builds 150% is too much, but for melee its good to not be damaged before u came close to attack and some attributes for easier gearing up.
With new Mistwalker (100% Elusive at all times) have 15% chance to avoid damage and 30% inc. MOVESPEED. (Crit immune probably should be in next master Circle as solo option with some extra like extra effective of Elusive). Gives good survivability.
New Deadly Infusion is just merged 2 Infusions nodes together. If u play with Power charges you pick it.
New Destabilisation Strikes More group oriented, periodically more damage and reduces damage dealt by enemies, still good for solo play too.
New Opportunistic is about dual wielding same weapon type and do a lot of crits.

I updated the assassin to his theme, using fewer lines of text and featuring a few unique power-ups.
Last edited by Vaqic#7503 on Oct 17, 2025, 4:13:02 AM
call me crazy but i rather have assasin being all about high burst damage


with keystones such as

premeditation:
modifiers that increase attack speed instead add flat chaos damage to attacks at 600% of its value.
modifiers that increase cast speed instead add flat chaos damage to spells at 600% of its value.

example: 100% increased cast speed would become Adds 600 chaos Damage to spells.

death rush:
Poisons you inflict deal Damage % faster
has Unholy might



self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Those DoT nodes are weak......woof.


It's a strange setup for an ascendancy:
1) basically two completely "defensive" nodes on a class not designed to be defensive in any way.

2) DoT nodes that....don't scale DoT damage in any way and actually hamper your DoT output a LOT by the simple "capped at 50%" chance line.

3) Crit nodes that don't play nice with DoT.....at all.

It's all very disjointed to me, and far far weaker than even the version we currently have. As others said, the only node here that's in any way decent is going to be the perma-elusive node. And its better taking that from a different ascendancy.
Starting anew....with PoE 2
"
Those DoT nodes are weak......woof.

It's a strange setup for an ascendancy:
1) basically two completely "defensive" nodes on a class not designed to be defensive in any way.

2) DoT nodes that....don't scale DoT damage in any way and actually hamper your DoT output a LOT by the simple "capped at 50%" chance line.

3) Crit nodes that don't play nice with DoT.....at all.

It's all very disjointed to me, and far far weaker than even the version we currently have. As others said, the only node here that's in any way decent is going to be the perma-elusive node. And its better taking that from a different ascendancy.

They are average, so as not to make the same mistakes as with Trickster.
WHO decides that an Assassin can't have 2(3) defensive nodes? (Which mostly involve movement and Dodge)
First DoT node is mostly the same. From 0,5% Hp per poison to 1% Hp per Damaging Ailment up to 20% Hp + 40% chance to Ignite and Bleed (this is a Buff!)
Second DoT node - less damage for Poison(because max chance is 50%), but overall more dmg with different damage types (since all damage can cause Poison, Ignite and Bleed and u dont need to scale atk/cast speed much with how long Bleed and Ignite lasts even with 50% max chance to do them).
Crit nodes can be played outside of DoTs nodes, but if you insist - there is Perfect Agony.
"
Vaqic#7503 wrote:

They are average, so as not to make the same mistakes as with Trickster.
WHO decides that an Assassin can't have 2(3) defensive nodes? (Which mostly involve movement and Dodge)
First DoT node is mostly the same. From 0,5% Hp per poison to 1% Hp per Damaging Ailment up to 20% Hp + 40% chance to Ignite and Bleed (this is a Buff!)
Second DoT node - less damage for Poison(because max chance is 50%), but overall more dmg with different damage types (since all damage can cause Poison, Ignite and Bleed and u dont need to scale atk/cast speed much with how long Bleed and Ignite lasts even with 50% max chance to do them).
Crit nodes can be played outside of DoTs nodes, but if you insist - there is Perfect Agony.


Explain how that is actually going to function in-game. You are going to create a build that can capitalize on poison chance, bleed chance, AND ignite...while being able to scale each to a degree where they deal enough damage? Because I certainly can't see that happen, even IF all damage contributed to them. That's simply not how the game is setup in terms of scaling. And with no scaling associated in the ascendancy itself.....its basically a DoA nerf. If you REALLY want this node to function at all, it needs to provide a blanket (and pretty darn high) chance to poison, bleed, AND ignite.

It also forgets that the CALCULATION of the ailment is still going to be in the damage element of the ailment. Your hit may be bigger, but an ignite is still dealing fire damage. A poison is still dealing chaos damage. etc. Damaging ailments are almost entirely scaled off of THAT.

Who decides that an assassin can't have the defensive nodes? The defenses you are providing does. They aren't "defense". They are avoidance, which is the weakest form of defense and does nothing outside of a REAL mitigation defense. With no scaling and no true mitigation anywhere. you force the player to build that on gear and their tree.....which will result in a pathetically weak dps assassin.

Couple those two problems together and you are left with an assassin design that can neither defend nor deal damage. I wouldn't really describe that as an "average" ascendancy. It simply makes Assassin less desirable than its even current below-average state. But at least the currently designed assassin has synergy across basically all its nodes.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Oct 20, 2025, 9:06:07 AM

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