Overview
61 Assassin / 15 Bladedancer. Poison-fueled melee burst with deep combo point finishers. Poison Malice is the core damage amplifier — if it drops, disengage and wait. Open from stealth, spam to 5 combo points, Impale → Final Blow finisher cycle. High kill threat with strong stealth re-entry via Slip Away.
Rotation
Spam to 5 combo points → Impale (if not already on target) → Final Blow (if Impale is already applied) → repeat. Finishers are optional if the added complexity isn't worth it for you, but they are a meaningful damage increase.
Poison note: Malicious Poison is the only mandatory poison — it does drastically more damage than the others. Leeching Poison does more damage than Lethal but does not provide the crit debuff. Swap the other two around as you like.
KAlert Poison Malice. If it falls off, disengage from combat and wait for it to come back up, or swap to Bladedancer / Nightblade / Marksman. Without it your damage is drastically reduced.
Macros
suppressmacrofailures cast Expose Weakness cast energy manipulation cast assassinate cast Jagged Strike cast Serpent Strike cast Backstab cast puncture cast reprisal cast Debilitating Dart cast quick shot cast call: razorbeast cast Fading Light cast break free
suppressmacrofailures cast slip away cast hidden veil
suppressmacrofailures cast thread of death cast paralyzing strike
suppressmacrofailures cast leaping plunge cast flash of steel
Key Abilities
- Poison Malice REQUIRED — must be up at all times. Without it your damage is drastically reduced. Set a KAlert and refresh when it falls under 5 seconds. If it drops in combat, disengage and wait for it, or swap to Bladedancer / Nightblade / Marksman.
- Impale Finisher at 5 combo points. Use first if Impale is not already on the target.
- Final Blow Finisher at 5 combo points. Use when Impale is already applied to the target. Optional — small damage increase, skip if the complexity isn't worth it.
- Foul Play Melee range 4-second stun, 30-second cooldown. Use to lock down targets or create a gap.
- Side Steps 50% dodge for 15 seconds. Strong defensive tool in melee range — also triggers Reprisal (in spam macro) and Bladedancer's Strike Back passive retaliation damage.
- Weapon Barrage 20m ranged interrupt. Use on Rapid Fire Shot, Ethereal Beam, Sentry Battery, Aggressive Inquisition, Nyr's Rebuke.
- Enduring Brew 1m cooldown. Small heal and energy restore. Use when spam macro has drained your energy and you need a moment to recover.
- Sprint 1m cooldown. 50% speed increase for 15 seconds. Gap closer and escape tool.
- Cleanse Soul Planar Attunement. Removes all magic debuffs. Essential against Warlock and Inquisitor DoTs.
- Malicious Poison The only mandatory poison — deals drastically more damage than alternatives. Keep it slotted always.
- Leeching Poison vs Lethal Poison Leeching does more damage than Lethal but doesn't apply the crit debuff. Swap the non-Malicious slot based on whether the crit reduction matters in context.
Tips & Notes
- Poison Malice is non-negotiable. KAlert it, refresh under 5 seconds, disengage if it drops mid-fight.
- Spam to 5 combo points → Impale → Final Blow on next cycle. Skip finishers if it's too much to track — it's a damage increase but not mandatory.
- Side Steps in melee range triggers Reprisal (already in spam macro) and the Bladedancer Strike Back passive — use it defensively and offensively.
- Slip Away macro combines slip away + hidden veil for reliable stealth re-entry.
- Stun macro chains Thread of Death into Paralyzing Strike for extended lockdown.
- Weapon Barrage is your ranged interrupt — know which casts to stop: Rapid Fire Shot, Ethereal Beam, Sentry Battery, Aggressive Inquisition, Nyr's Rebuke.
- Enduring Brew is a minor energy tool — use it when you've been spamming hard and need a few seconds to recover without going dry.
- Leeching Poison out-damages Lethal but gives up the crit debuff. Situational — use Lethal against high-crit targets.