User:Lilondra/Gamebalance/Assassin/Dev

Intro
Basicly Assassins need a whole revamp.If you would ask somebody what assassin's are all about he would most likely say : Chaining your attack skills,If you would ask shard he would most likely say : Bashing your head at your keyboard.Now I think that by design neither of these answers are correct.They are however what assassins are currently : A brainless buttonbashclass that is broken to the bone and only sees use when it can be abused in some way.To fix this we need to fix 2 major problems : a) instagib chains and b) Mobility and self defense.Where the warrior is the balanced option the assassin could be the general tactics "beast" while A dervish could be extremely micro driven (quarter this,int that,...).Assassin chaining will never be skillfull.It is something you must accept,however that doesn't mean they cannot serve a skillreq role.

General changes

 * Using a Dual attack now disables all your other dual attack for 7 seconds.
 * Critical Strikes now only affects daggers and you only gain energy using it with daggers.

These changes were needed to a) Prevent people from Using the sin as a brainless buttonbash class and still be able to instagib people and ofcourse to stop the famous critsins.Because Critical strikes "synergy" with other weapons has never delivered a good yet skillfull build nor a build that actually fitted in the assassin's niche I think this change is needed.

Critical Strikes






This spell has half the normal range.





Only few changes here.The Change to Locust's fury looks like another RaO copy but it's use should be completely diffrent.Since assassins can no longer instagib and are a spike assist class they don't have to constantly follow a target.So LF will not be nearly as broken and while a warrior has to focus on bull's a sin can focus on outsplitting their opponent.Run and Collapse. 

Dagger Mastery
<-- Lead Attacks --> : Elite Lead Attack. If this attack hits you deal + damage and target foe loses an enchantment.This attack cannot be blocked.





If this attack hits you deal + damage and target foe starts bleeding for seconds.



<-- Off-hand Attacks --> : Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for + damage if it hits.

Must follow a lead attack. If it hits, this attack strikes for + damage. If it hits a foe that was Crippled, it does + damage.

Must follow a lead attack. If it hits, this attack strikes for + damage and target foe is interrupted.

Must follow a lead attack. This attack is unblockable and if it hits it strikes for + damage and any stance being used by your target ends.

Must follow a lead attack. If it hits, this attack strikes for + damage.

If you are under the effects of an Enchantment and this attack hits, you strike for + damage and target foe is Dazed  seconds.

Must follow a Dual Attack. If it hits, Moebius Strike strikes for + damage. If this attack hits, all your other attack skills are recharged.

Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for + damage and you gain Energy.

If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals + damage.





<-- Dual Attacks -->

If struck foe is not adjacent to any allies, that foe is knocked down.

If struck foe is crippled, that foe is knocked down.

Must follow an Off-hand Attack. If this attack hits, you deal + damage and cripple target foe for seconds. This attack cannot be blocked.



You must strike a hexed foe. If Black Spider Strike hits, you strike for + damage and your target suffers from poison for seconds.

Because of the 7 sec disable on dual attacks whenever you use a dual attack we can now buff damage on those dual attacks if needed.I added a cast time to off-hand attacks to limit the choice between O-D and L-O-D to bar compression and nothing else.The idea is that sins take 2-4 of these attack skills as their chain and invest rest of their skill slots in utility and mobility.Forming a effective *non-instagib- gank character.

Shadow Arts
<-- Offensive Shadowsteps --> : Elite Hex Spell.Shadowstep to target foe.For seconds target foe moves % slower.This spell has half the normal Range







Shadow Step to target foe. That foe is knocked down. All your non-dagger attack skills are disabled for 5 seconds.This spell has half the normal Range



<-- Defensive Shadowstepping -->





<-- Extra Mobility --> : Changed functionality to: Skill.For 5 seconds you move 50 % faster and cannot be seen on the compass.This ends when you take physical damage.





<-- Selfheal and selfdefense -->















For 8 seconds, you gain Health regeneration and have a additional 24 armor.


 * Elite skill.For 3 seconds you move 50% faster.All nearby foe's are crippled for seconds upon activation.Disables all attack skills for 5 seconds

I moved all shadowsteps to shadow arts.The main reason is to FORCE investment in this attribute.Because just like dagger attacks,mobility is key when playing assassin.I've buffed skills like Shadow refuge and Dark escape to compensate for the loss on attack power.

I realise that half range is a big nerf but I will introduce a assassin only rune that would make all half ranged assassin spells full ranged again.Look at it as a assassin's stonefist insignia.This is to prevent other classes from abusing shadowsteps like this once more.

Deadly Arts
: Target foe suffers from poison for seconds.If that foe was already suffering from poison it is crippled instead  seconds. :    : Quarter-Range Spell. Send out three Dancing Daggers at target foe, each striking for earth damage and you shadowstep to target foe. :   Changed functionality : All your skills are disabled for 2 seconds.All your non-attack skills are disabled for an additional  seconds.For each non-attack skill you have equiped that foe loses 1 enchantment. Changed functionality to : Hex spell.For seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes damage and an additional  damage for each 5 seconds this hex was in effect.This hex is renewed if target foe was moving when this ends. : Hex Spell. For seconds, target foe moves 33% slower and you move 33% faster. : Elite Hex Spell.Target touched foe cannot cast spells that target another foe for seconds.All your spells are disabled for 8 seconds.

Deadly arts has been the broken spell chain version of the assassin for to long now.It is a attribute that always took the lead role when in a build.You either ran a whole DA build or you didn't run DA (with some broken skill exeptions).I wanted to change this for obvious reasons.