Assassin: field notes
Poison, rapid strikes and evasive movement.

The vocation in a hunt
Movement and rapid attacks favour accessible targets. Watch the approach and escape route instead of treating every nearby enemy as equally practical.
Equipment and resources
Poison and repeated damage belong in the total rotation. Damage over time follows the same large-level-gap rules as direct hits.
A useful first comparison
Start with a familiar hunting area and change one part of the build at a time. Review kills, resource use and survival. The skill tree and class-compatible equipment offer decisions, but a larger number alone does not establish a stronger overall routine.
Build a sequence, then spend it
Basic hits generate Combo. The finishing attack rewards a badly wounded enemy, while the dance concentrates several cuts into one target. Techniques spend the resource rather than rebuilding it automatically. The sequence must keep landing hits; Combo expires when contact is not maintained.
An escape uses the same reserve
The defensive veil competes with finishing techniques for Combo. Spending everything on damage can leave the emergency option unavailable. Poison contributes to sustained pressure, but it follows the same enemy-level rules as the direct strikes. A practical hunt tests both the opening sequence and the recovery when an enemy survives it.