|Attacks an enemy with a flurry of kicks.|
|Skill Tree||Martial Arts|
|Other Stats||Finishing Move|
- Active Effect: Attack an enemy with a flurry of kicks.
- Required Level: 1
- Prerequisites: None
- Gives synergy to: None
- Receives synergy from: None
Finishing Move: This ability is a Finishing Move. You gain all the benefits listed below plus any bonus you may have from Charge-up Skills. These bonuses are dependant on the amount of charges you have, and from what skill each of those charges came from. You can mix and match charges, for example:
You attack a target twice with a level 13 Tiger Strike gaining two charges, using a Finishing Move now will give you +680% Damage. If you instead attack an enemy with a level 11 Cobra Strike gaining 1 more charge, then attack with a Finishing Move you will now gain +680% damage and 90% life stealing. You charge up all your charge-up skills but the charges will be gone after a short period if you don't use them up. So you can gain 3 charge of every skill you have time for, but it is not recommended to wait for long with their release.
Note that Bonus Damage % are additive, using the example above with a level 17 Dragon Talon will give you a total of 797% Bonus Damage (117% + 680%).
For Dragon Talon, only the first kick gets the benefits of the charge-up skills. Subsequent kicks in the sequence just do the normal damage from the boots.
An Assassin is taught to utilize her entire body as a weapon. Using this skill, she lets loose a powerful kick to send her opponents flying.
Mana Cost: 6
|Number of Kicks||1||1||1||1||1||2||2||2||2||2||2|
|Number of Kicks||3||3||3||3||3||3||4||4||4||5|
Technical Details: Edit
The damage inflicted by each Dragon Talon kick is based on the type of boots worn. The current weapon equipped does not affect the damage calculation at all (though other secondary effects may still apply - see below.)
Properties that do work with kicks:
- Crushing Blow, Open Wounds, Slow Target
- Magic, Elemental, and Poison Damage (not displayed on the character screen)
- Life/Mana steal and Life/Mana after kills
- %Chance to Cast on Attack/Strike
- +% Damage (except from weapon)
- +AR (except on your weapon)
- +% AR (from anywhere)
- Blind, Freeze, Prevent Monster Heal
- Magic find and Gold find
Properties that do NOT work with kicks:
- Deadly/Critical Strike
- Enhanced Damage from equipment (if it works it doesn't display on character screen)
- +% Damage to Demons/Undead
- + Min / Max damage (so no 3/20/20 charms for kickers)
- Claw Mastery bonuses (Boots are not Claws!)
- Melee mods such as IAS, Crushing Blow, Open Wounds, prevent monster heal, life leech, etc. are not applied from the secondary claw (in a Dual-Claw setup).
Dragon Talon can be the third-fastest attack in the game (behind only Whirlwind which is a 2-frame attack, and Strafe which has more attacks at 3 frames), attacking at a potential 3-frame rate for followup kicks. This makes an Assassin specializing in Dragon Talon an exceptional boss-killer, as she can apply many Crushing Blow hits to the boss at an extremely fast rate.
Charge-up skills are useless for a kicker Assassin - she will do more damage just repeatedly attacking with Dragon Talon than she will by charging up anything.
Dragon Talon has an extremely high AR bonus, so you don't need much in the way of AR equipment to consistently hit.
| Martial Arts — Tiger Strike • Dragon Talon • Fists of Fire • Dragon Claw • Cobra Strike • Claws of Thunder • Dragon Tail • Blades of Ice • Dragon Flight • Phoenix Strike|
Shadow Disciplines — Claw Mastery • Psychic Hammer • Burst of Speed • Weapon Block • Cloak of Shadows • Fade • Shadow Warrior • Mind Blast • Venom • Shadow Master
Traps — Fire Blast • Shock Web • Blade Sentinel • Charged Bolt Sentry • Wake of Fire • Blade Fury • Lightning Sentry • Wake of Inferno • Death Sentry • Blade Shield