61 Marksman / 10 Assassin / 5 Nightblade

This spec is designed for RIFT 2.0 Storm Legion and Raiding.

The spec: 61 Marksman / 10 Assassin / 5 Nightblade

This is one of our highest DPS specs for 2.0, it will not beat the Marksman/Ranger Hybrid build (I have my own variation of it that will be posted soon) however it will in situations where your pet is going to die a lot and so forth. This is a spec you will want to have on you at all times, and switch in and out for when needed. It has a decent amount of AOE damage which you can learn more about below.

This spec will work in PVP as well, it is not tweaked for it but it will do just fine if you do not have enough role slots or just happen to not care what you use.

Synergy Crystals:

Gilded Marksman Crystal
T'Scain's Marksman Crystal

You want either of these crystals for this spec. You will want to make sure you have 2 or 4 piece gear before buying either.


#show Empowered Shot
cast Empowered Shot
cast Swift Shot

Empowered Shot becomes instant after every finisher used (if you always use 5 combo points) within the allowed time of the Lock N Load buff (15 seconds) it gives you. Empowered and Swift Shot hit harder when using the 4 piece Marksman Crystal.

You also might want to add Lightning Fury after Empowered Shot to keep 100% uptime on the armor debuff of 3600. You only need 1 rogue in your raid doing this, if your raid wants it, or if you have a Rogue drop 20 points into Assassin with Marksman so you can get Lethal Poison. Unless you have a Warrior deep into a Champion spec so they can use Mark of Extermination.

Finisher in Raids or anywhere with Fervor or Living Energy:

#show Rapid Fire Shot
cast Free Recoil
cast Rapid Fire Shot
cast Hasted Shot

You will be energy starved if you use this outside of a raid environment without Fervor or Living Energy, so use the Deadeye Shot finisher below instead for that. The reason why you do not use Deadeye Shot is because you can get more Empowered Shots off this way.

Finisher in Dungeons:

#show Rapid Fire Shot
cast Free Recoil
cast Rapid Fire Shot
cast Deadeye Shot
cast Hasted Shot

Why is Hasted Shot in the macro? Just in case you have to move for any mechanics that you get off a finisher instead of wasting even more combo points especially if Free Recoil and Rapid Fire Shot are on cooldown. You can of course remove it from the macro and set it as another key if you want.

Bull’s Eye:

#show Bull's Eye
cast Bull's Eye
cast Empowered Shot

Formerly we used Bull’s Eye with Deadeye Shot, well in raids you will be using Hasted Shot now anyways, or at least till we see how the 4pc with T’Scain’s Marksman Crystal works out. Until that time though, Bull’s Eye will be better with Empowered Shot instead.


Builder > Finisher (Free Recoil/Rapid Fire Shot) -->
Empowered Shot (instant) > Finisher (Deadeye Shot) > Decoy -->
Bull's Eye > Empowered Shot (instant) > Strafe > Finisher -->
Builder > Finisher (Free Recoil/Rapid Fire Shot) -->
Empowered Shot (instant) > Builder > Finisher -->
Quick Reload > Repeat above when cooldowns are up otherwise Builder > Finisher

Yes, you will end up “wasting” 2 or more combo points during these rotations, especially when using Strafe. But this does not matter because of how powerful Empowered Shot is with its instant cast as well as not wasting time on using abilities off cooldown such as Free Recoil and Rapid Fire Shot.

You can use Empowered Shot before or after Strafe, it does not matter since the buff is long. If it is easier to make sure you have used Lock N Loaded (the instant cast buff) that way then do it or use KaruulAlert.

My KaruulAlert’s:

Lock N Load (Empowered Shot Instant Buff):
[sourcecode]Lock N Load;1;T;player;1;F;T;T;Lock N Load;AFC8D7AE9186375AD;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\hit_and_run.dds;492;579;60;60;1.25;1;;CENTER;1;;1;1;1;30;T;T;CENTER;40;T;11;F;0
Lock N Load Missing;1;T;player;1;F;T;T;Lock N Load;AFC8D7AE9186375AD;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\hit_and_run.dds;490;580;60;60;1.25;0.25;;CENTER;1;;1;1;1;30;T;T;CENTER;40;T;11;F;0[/sourcecode]

[sourcecode]Stack Shock Munitions;1;T;player;1;F;F;F;Static Shock Munitions;AFD8F83C776D40D65;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\lance1_a.dds;1487;1098;60;60;1.25;1;;CENTER;1;;1;1;1;30;T;F;CENTER;30;T;6;F;0
Silver Tip Munitions;1;T;player;1;F;F;F;Silver Tip Munitions;A7147DF74736D7981;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\mortalshot1b.dds;1410;1098;60;60;1.25;1;;TOPCENTER;1;;1;1;1;30;T;F;CENTER;30;T;6;F;0[/sourcecode]


Free Recoil - This causes your next Marksman Finisher to consume only 2 combo points. This is perfect because when used at 5 combo points, Empowered is instant as well so you can just use Empowered + Finisher again right away.
Bull's Eye - Your next damaging ability used, should be with a Deadeye Shot, will be forced to critically hit.
Quick Reload - Resets the cooldown on all Marksman abilities, i.e. most importantly Bulls Eye, Free Recoil, Strafe and Rapid Fire Shot.
Decoy - Summons a Decoy that fights with the Rogue for 15 seconds.

You will use these 3 abilities on cooldown but wisely. Only use Quick Reload when Rapid Fire Shot (and Bulls Eye/Decoy) are not coming off cooldown so you do not waste any cooldowns.

Throw up Decoy after you have done a finisher and have 5 stacks of Silver Tip Munitions. Read what I stated above with the rotation for more information.


#show Sentry Battery
cast Lightning Fury
cast Sentry Battery

Sentry Battery is a lot better for AOE than Chain Destruction, however you will likely end up using Chain Destruction more because this ability requires the mobs be positioned almost perfect to be useful. It also drains 5 energy from you every second of the channel so use it in a rotation with Chain Destruction. You must select the furthest target from you and make sure that the rest of the trash is between that target and you for it to outperform Chain Destruction and be a DPS increase.

If the mobs are perfectly aligned for you, I typically use this twice while switching between Chain Destruction so I gain my energy back and go back to Sentry Battery if I can or if it is worth it.

#show Chain Destruction
cast Lightning Fury
cast Chain Destruction

This is your main AOE aside from Sentry Battery, you will no longer bother to ever use Fan Out. You will probably find yourself using this more than Sentry Battery.


This is your final AOE ability, it hits hard and is actually quite useful. Crossfire can be dangerous to use though, it pretty much hits at a 180 degree angle sometimes and hits targets that you thought it would never hit. Do not forget about the knockback it has if you are too close to the mobs.


Eradicate - Now a 3 second cooldown so use wisely when purging.


Deaden - interrupt with a 10 second cooldown.


On the Double - Increased movement speed by 50% for 5 seconds with a 21 second cooldown.
Retreat - Leaps your backwards, make sure you are positioned correctly before using.


Static Shock Munitions
Silver Tip Munitions

These are your 2 main buffs, do not ever use Rending Munitions, Electrified Munitions or Vampiric Munitions (unless if you want for PVP) while in this spec.