Feedback:User/Mcscamper/Assassin Suggestions
Assassin Suggestions | |
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User | Mcscamper |
Categories | Skill feedback → Assassin → Other |
Assassins are typically bad because they lack the versatility most other classes possess.
Other classes (aside from monks) both deal damage and control the battlefield with debuffs, looming consequences or KDs. Assassins only have damage. This means, either give them more ways to prolong their survival/incapacitate others or more reliable sources of damage--not more damage, just make it easier for them to do damage period.
Critical Strikes[edit]
Black Lotus Strike 6 10 Off-Hand Attack. Must strike a Hexed foe. If it hits, you strike for +10...26...30 damage. If you land a critical hit, you poison your target for 5 seconds.
Critical Defenses 10 ¼ 30 Enchantment Spell. For 7 seconds, you have a 25...65...75% chance to block. Critical Defenses refreshes every time you land a critical hit.
Malicious Strike 4 1 Melee Attack. If target foe has a condition, this attack deals +5...21...25 damage and is a critical hit.
Deadly Arts[edit]
Dancing Daggers 5 ¼ 5 Spell. You send out three projectiles at target foe: each deals 5...21...25 earth damage. This spell has half the normal range. This skill counts as a lead attack.
Expose Defenses 10 ¾ 15 Touch Skill. Target foe loses his current stance. If you used this skill on a knocked-down foe, you steal up to 10...42...50 Health and target foe also loses 1 Enchantment. This skill counts as an off-hand attack. 50% failure chance unless Critical Strikes 5 or more.
Expunge Enchantments 5 ¾ 25 Touch Skill. Target foe loses 1 enchantment. All of your other non-attack skills are disabled for 10...4...3 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment.
Impale 8 ¼ 12 Skill. You deal 25...85...100 earth damage to target foe. If you have a recharging dual attack, you instead inflict Deep Wound for 5...13...15 seconds. 50% failure chance unless Critical Strikes 5 or above.
Mark of Death 10 ¼ 15 Hex Spell. For 3...7...8 seconds, whenever target foe is healed, he gains 33% less benefit from that healing and is poisoned for 3 seconds.
Sadist's Signet 20 Signet. For 20 seconds, each time you apply a condition, all adjacent foes take 5...17...20 earth damage and you gain 15...43...50 Health. This effect ends after it triggers 1...3...4 time[s].
Dagger Mastery[edit]
Black Mantis Thrust 5 ½ 6 Lead Attack. If this attack hits, you strike for +5...13...15 damage. If target foe is suffering from a Hex, that foe is Crippled for 2...4...5 seconds.
Disrupting Stab 5 ½ 10 Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a skill, you deal +5...21...25 damage and it is disabled for 3...9...10 seconds.
Desperate Strike 5 ½ 5 Lead Attack. If this attack hits while you have less than 50% Health, you knock down your target, deal +10...22...25 damage and this skill is disabled for 20 seconds.
Falling Lotus Strike 4 8 Off-Hand Attack. Must strike a knocked-down foe. If it hits, you strike for +15...31...35 damage and gain 1...6...7 Energy.
Fox Fangs 5 ½ 5 Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +5...17...20 damage if it hits. If you land a critical hit, you inflict cracked armor on your target for 5 seconds.
Golden Fox Strike 5 3 Lead Attack. If this attack hits, target foe takes +5...21...25 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. If you land a critical hit, you bleed your target for 8 seconds.
Golden Lotus Strike 2 3 Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an Enchantment, you gain 0...2...3 Energy. If you land a critical hit, you inflict weakness on your target for 5 seconds.
Lotus Strike 2 ½ 1 Off-Hand Attack. Must follow a lead attack. If it hits, you gain 0...1...1 Energy. If you land a critical hit, you poison your target for 2 seconds.
Nine Tail Strike 5 6 Dual Attack. Must follow an off-hand attack. This attack cannot be blocked and strikes for +10...30...35 damage. If you land a critical hit, you burn your target for 2 seconds.
Repeating Strike 8 ½ Dual Attack. Must follow a dual attack. If it hits, you gain 1...3...3 adrenaline. If this attack misses, you lose all adrenaline and this skill is disabled for 10 seconds.
- You gain adrenaline from each attack, much as how Twisting Fangs functions.
Shadow Arts[edit]
Aura of Displacement 5 ¼ 15 Elite Enchantment Spell. When you cast Aura of Displacement, shadow step to target foe. While maintaining Aura of Displacement, you have a 1...12...15% chance to evade attacks. When you stop maintaining Aura of Displacement you return to your original location.
Blinding Powder 5 ¼ 15 Spell. Must follow an off-hand attack. Target foe and all nearby foes become Blinded for 3...9...10 seconds.
Heart of Shadow 5 15 Skill. You are no longer blinded and heal for 30...126...150. Shadow Step to a nearby location directly away from your target. 50% failure chance unless Critical Strikes 5 or above.
Mirrored Stance 10 20 Stance. For 3 seconds, 25...65...75% of all damage that you would take is instead reflected back upon its respective sources.
Shadow Form PvP 10 Elite Form. All your non-dagger attack skills are disabled for 5 seconds. For 1...4...5 second[s], you take 50% less damage. While in this form, the next time you would use a skill that targets a foe, you also shadow step to that foe and this form ends.
- Unsure of how this could functionally be incorporated into the game. What I'd like to see is a delayed Shadow Walk effect--if possible, on skill activation. Ten meters away? Assume Shadow Form and use Jagged Strike. Suddenly, you're at your target using Jagged Strike on them with no after-cast penalty so that you can flow easily into the rest of your chain.
Shadow Meld 5 ¼ 20 Elite Enchantment Spell. Shadow step to target foe. For 1...3...4 second[s], you have a 75% chance to evade attacks and cannot be targeted by spells.
Smoke Powder Defense 10 ½ 6 Lead Attack. If this attack hits, you blind your target for 1...2...2 second[s]. If this attack misses, all adjacent foes are blinded for 3...9...10 seconds, dazed for 3 seconds and this skill is disabled for 20 seconds.
- It's a lead attack to prevent cross-profession abuse.
Way of the Fox 10 40 Skill. For 20 seconds, your next 1...6...7 attack[s] are unblockable. When this skill ends, all of your "Fox" skills except for this one are recharged.
Way of the Lotus 8 12 Skill. Must follow a dual attack. You gain 1...8...10 Energy and all adjacent foes burn for 0...2...2 second[s] for each adrenaline skill you have equipped. (Maximum 5 seconds total)