User:Raine Valen/Mass Balance/Assassin/Skills/Deadly Arts

=Deadly Arts=

Current:

 *  Half Range Spell. Projectile: deals earth damage. Inflicts Crippled condition ( seconds) if target foe is moving.

Raine's Proposal:

 *  Preparation. For 24 seconds, your off-hand attacks cripple moving foes ( seconds).
 * This rework is part of several changes geared to changing Deadly Arts from a damage line to a utility line. This preparation makes the trational lead-offhand-dual combo a little more powerful, while doing nothing for Falling Spider or Lotus, which could be used to extend combos into five, six, or even seven attacks.  It is a preparation for a couple of reasons: firstly, it fits from a lore perspective and, secondly, it allows for cancellation as only one preparation may be active at a time.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Spell. Send out three Dancing Daggers at target foe, each striking for earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.

Raine's Proposal:

 *  Preparation. For 24 seconds, your off-hand attacks count as lead attacks and your lead and off-hand attacks recharge % faster.  You cannot use Dual Attacks. 
 * This rework is part of several changes geared to changing Deadly Arts from a damage line to a utility line. This particular skill puts assassins into a state where they can pressure with daggers, though it kills their ability to spike with Dual Attacks.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * 15, 10 Stance. ( seconds.) Your Assassin skills activate and recharge 33% faster. Disables your attack skills (10 seconds).

Raine's Proposal:

 * 5, 4 Stance. (8 seconds).  You attack 33% faster and your skills activate and recharge % faster.  You lose all Energy and your skills are disabled ( seconds) if you fail to hit with an attack skill or one of your skills fails to activate. 
 * This stance makes the user super intense (we're talking Frenzy on speed) for a while, with the huge drawback of rendering them completely useless for a while if one of their skills doesn't go through as intended. For example, activating an afterspike skill and having the target die halfway through, or getting interrupted, or having one of your attacks miss will pretty much pwn you.  It's a huge reward, huge penalty skill.   [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Half Range Spell. Projectile: deals earth damage. Interrupts an action.

Raine's Proposal:

 *  Preparation. (24 seconds.)  Your off-hand attacks interrupt an action.  Interrupt effect: interrupted foe takes  earth damage.
 * This skill turns Fox Fangs into Fangs of Pwnage. Also, Repeating Strike needs to be made non-stupid for this to work.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Hex Spell. (5 seconds.) Causes - Health degeneration. Renewal: if the target foe is moving when this hex ends.

Raine's Proposal:

 *  Preparation. (24 seconds.)  Your touch skills inflict Poison condition ( seconds) and Cripple condition ( seconds).
 * With the change of a lot of DA skills to touch skills, a skill that improved their effectiveness was no longer a terribly niche idea. This is the DA Assassin's Apply Poison.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Spell. Causes knock-down. Inflicts Poisoned conditions ( seconds). Must follow a lead attack.

Raine's Proposal:

 *  Touch Hex Spell. After 3 seconds, target takes  damage and is poisoned ( seconds).  If that foe is not moving, they are also knocked down.  This skill counts as a lead attack.  No effect unless target foe is knocked down. 
 * Worse than Lightning Surge! However, used skillfully, it allows for quarterknocking, dual dual attack chains, and other funstuff.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Hex Spell. ( seconds.) Target foe cannot block your attacks.

Raine's Proposal:

 *  Preparation. (24 seconds.)  Whenever you land a critical hit, your next attack is unblockable.  You attack % slower and cannot double-strike. 
 * The no dual-strike clause also applies to dual attacks. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Skill. Deals earth damage. Inflicts Deep Wound condition ( seconds). Must follow a dual attack.

Raine's Proposal:

 *  Melee Attack.  Target foe suffers from a Deep Wound and Bleeding ( seconds) if this attack hits.  Deals no damage. 
 * An attack skill that can ONLY be used for finishing targets off. Its pressure value is all but nonexistent, as it does zero damage and inflicts its conditions for such a short duration.  It suffers from all the drawbacks of a melee attack.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Touch Skill. Removes one enchantment. No effect unless target foe is knocked-down.

Raine's Proposal:

 *  Touch Skill.  Removes one enchantment.  No effect unless target foe is knocked-down.  Removal effect: you gain  Energy.  This skill counts as a dual attack.
 * Just a small buff to give this skill a bit of an incentive. Use with Assault Enchantments.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Spell. Inflicts Crippled condition ( seconds). This skill counts as an off-hand attack. Must follow a lead attack.

Raine's Proposal:

 *  Touch Skill. If target foe is moving, that foe is knocked down.  If that foe was knocked down, that foe is Crippled ( seconds) instead.  This skill counts as a lead attack.  You are Crippled (3 seconds). 
 * If used badly, this skill does nothing save cripple the user and allow the target to kite away. However, if used correctly, the knockdown time will all but negate the cripple duration, allowing the user to pressure or spike their target.  This skill can also be used to extend a combo after a knockdown-causing attack.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Hex Spell. For seconds, target foe gains 33% less benefit from healing.

Raine's Proposal:

 *  Touch Hex Spell. After  seconds, target foe is knocked down and you shadow step to that foe.  This skill counts as an off-hand attack.  Ends if you hit this foe with an attack. 
 * This rework is part of several changes geared to changing Deadly Arts from a damage line to a utility line. This is a dual-purpose skill that can either lead into a dual attack at short notice, similar to the current Palm Strike, or open a target up for a (very predictable) spike after a short delay.  However, it cannot be used as both.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Elite Hex Spell. ( seconds.) Causes Health degeneration. Enchantments and stances expire % faster on target foe. Disables your non-assassin skills (10 seconds).

Raine's Proposal:

 *  Elite Touch Hex Spell. Must follow an off-hand attack.  Target foe loses their current stance.  Enchantments and stances expire % faster on target foe ( seconds).  The next time you hit this foe with a Dual Attack, they are knocked down.
 * Less lolmesmersin, more clean spike. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * See Unlinked Skills.

Raine's Proposal:

 *  Touch Hex Spell. ( seconds.)  The next time you hit this foe with a Lead Attack or Dual Attack, they are knocked down.  This skill counts as a lead attack.
 * Same as current functionality, for the most part. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * See Critical Strikes.

Raine's Proposal:

 * ''' Elite Touch Skill. Deals  damage.  This skill counts as an off-hand attack.
 * Removed cripple condition. No longer ducks SB.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * 1, 8 Signet. You gain Health for each condition on target foe.

Raine's Proposal:

 * 1⁄4, 15 Touch Signet.  Must follow a dual attack.  Target foe loses all conditions.  Deals  damage for each condition removed.  If target foe was suffering from a Deep Wound, that foe suffers from a Deep Wound for  seconds.
 * Another spike finisher. Heals for a pittance, does pretty decent damage.  Foes are usually suffering from two or three conditions after a sinspike, but it's not uncommon to see a target overloaded with six or seven conditions.  Also useful for trumping RC.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * See Critical Strikes.

Raine's Proposal:

 *  Elite Touch Hex Spell.  ( seconds.)  Target foe takes  damage suffers from Bleeding and Poisoned conditions ( seconds).  If that foe's health drops below 50%, that foe suffers from a Deep Wound ( seconds) and Seeping Wound ends.  This skill counts as a lead attack.
 * Condipressure skill. Recharge may be too short for DW touch skill.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  19:05, 24 July 2009 (UTC)

Current:

 *  Hex Spell. (10 seconds.) Target foe takes damage each second while moving, but moves 10% faster.

Raine's Proposal:

 *  Preparation. ( seconds.)  Whenever you strike a moving foe in melee, that foe loses 2 Energy and all adrenaline.  If you are struck in melee while moving, you are knocked down and Shameful Fear ends. 
 * This rework is part of several changes geared to changing Deadly Arts from a damage line to a utility line. This skill allows strong linebacking and promotes melee hitting other melee.  All the "This is Sparta!" warriors are gonna love this.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Elite Touch Hex Spell. ( seconds.) Target foe cannot cast spells. Your spells are disabled for 15 seconds.

Raine's Proposal:

 *  Elite Touch Hex Spell. Must follow a lead or off-hand attack.  Interrupts a spell.  Interrupt effect: target foe and adjacent foes cannot cast spells or be the target of spells ( seconds).  Shroud of Silence ends on each foe after  incoming attacks.
 * I think I got the numbers right. It should be fun to use, and hopefully not too broken.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * 1, 30 Signet. Deals damage. Deals  more damage if target foe is Blinded.

Raine's Proposal:

 * 2, 30 Signet.  The next time you would Shadow Step, you Teleport instead.  Your next Shadow Step skill is limited to % of its normal range. 
 * Lets you step through walls, etc. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  23:53, 21 July 2009 (UTC)

Current:

 * 1, 15 Signet. Deals damage. No effect unless target foe is Poisoned.

Raine's Proposal:

 * 3⁄4, 15 Touch Signet.  Target foe is knocked down and Poisoned ( seconds).  You take  damage. 
 * This rework is part of several changes geared to changing Deadly Arts from a damage line to a utility line. It's a free, unconditional KD.  It also stings the user quite a bit, especially without Deadly Arts spec.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Half Range Hex Spell. ( seconds.) Target foe moves 33% slower and you move 33% faster. Recharges 50% faster if cast on a moving foe.

Raine's Proposal:

 *  Touch Hex Spell.  ( seconds.)  Target foe moves 5% slower for each second this hex has been in effect.  You move 5% faster for each second this hex has been in effect.  No effect unless target foe is moving. 
 * Now it works more like a siphon, slowly intensifying. It's also now the one of the strongest snares and the fastest player-usable IMS in the game.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Elite Hex Spell. ( seconds.) Target foe deals - damage. You have +33% chance to land a critical hit on this foe.

Raine's Proposal:

 *  Elite Touch Hex Spell.  ( seconds.)  Target foe deals 25% less damage and an additional 5% less damage (maximum 100% less damage) for each second this hex has been in effect.  You deal 25% more damage plus an additional 5% more damage (maximum 100% more damage) for each second this hex has been in effect.  No effect unless target foe is attacking or casting a spell. 
 * Now it works more like a siphon, slowly intensifying. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 * 5, 8 Dual Attack. Steals Health if this attack hits. Must follow an off-hand attack.

Raine's Proposal:

 *  Preparation.  (24 seconds.)  Your attack skills deal  less damage and steal  Health.  You suffer 5 Health degeneration. 
 * Epic vamp mod; useful for spiking under Spirit Bond. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)

Current:

 *  Elite Enchantment Spell. ( seconds.) Your off-hand and dual attacks cost no Energy.

Raine's Proposal:

 *  Preparation.  (24 seconds.)  Your attack skills cost % less energy.  You cannot use touch skills. 
 * Pretty much the same thing (albeit buffed slightly). It's just a preparation now.  With the change of so many DA skills to touch-range, the drawback becomes somewhat meaningful.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:21, 19 July 2009 (UTC)