User:Bathory/Suggestions/Assassin

The following skill suggestions are for Assassin elite and non-elite skills. They are not actually implemented in the game.

For suggestions regarding Shadow stepping, click here.

Critical Strikes

 * Elite Hex Spell. Deals damage per second if target foe is Enchanted.
 * Elite Hex Spell. Deals damage per second if target foe is Enchanted.
 * Elite Hex Spell. Deals damage per second if target foe is Enchanted.

This would be a more general, useful function, but would not be better or worse than Seeping because of the conditions. A lot of foes enchant themselves but you don't control it - unlike poison where you need to put it on. It would also serve as a hex for facilitating chains starting with "Black" dagger skills.
 * Off-Hand Attack. Deals + damage. You gain Energy. Must strike a Hexed foe.
 * Off-Hand Attack. Deals + damage. You gain Energy. Must strike a Hexed foe.
 * Off-Hand Attack. Deals + damage. You gain Energy. Must strike a Hexed foe.

When this was changed I was very upset. Not because that stupid BoA sin build was nerfed, but because Black Spider Strike was the one that stayed as a hex-req off-hand. With the same cost it's not that useful in similar chains. This one should be reverted to it's original form while Black Spider should be changed. This way, if an assassin did choose to use a hex-req jump to get two dual attacks, they wouldn't have to use some form of extensive energy management, and would still need to use another type of off-hand. (Falling or Golden)
 * Stance. (8 seconds.) Your next Assassin spell casts % faster and recharges % faster.
 * Stance. (8 seconds.) Your next Assassin spell casts % faster and recharges % faster.
 * Stance. (8 seconds.) Your next Assassin spell casts % faster and recharges % faster.

In it's current form, it's completely useless. There are not enough half-ranged spells in every profession let alone two professions alone in order to justify it's use. The only elite half-ranged skill isn't a spell, and gains no benefit. This is just one suggest for a complete function change, which this skill needs. It's recharge and single spell trigger could allow it to be used on singular spells (Shadow Form, Beguiling Haze etc) but wouldn't allow it to be abused like Deadly Paradox once was and (sometimes) still is.
 * Elite Hex Spell.( seconds.) Your dagger attacks against target foe are unblockable.
 * Elite Hex Spell.( seconds.) Your dagger attacks against target foe are unblockable.
 * Elite Hex Spell.( seconds.) Your dagger attacks against target foe are unblockable.

Turning this in to a hex makes it easier to create a maintainable elite that bypasses blocking because it disallows the assassin to keep the benefit while changing targets because it only affects one target every 12 seconds. It would be an elite version of Expose Defenses and acts like Assassin's Promise by being a hex.
 * Elite Stance. (20 seconds.) You have +% chance to land a critical hit. While wielding daggers, you attack % faster.
 * Elite Stance. (20 seconds.) You have +% chance to land a critical hit. While wielding daggers, you attack % faster.
 * Elite Stance. (20 seconds.) You have +% chance to land a critical hit. While wielding daggers, you attack % faster.

When this was buffed, it included both benefits for all weapons, which was very over-powered with scythes. When it was nerfed however, it was restricted to daggers and the speed was lowered. Doing both at once was un-warranted and un-necessary. Splitting the critical bonus to apply to all weapons again but giving an extra bonus while wielding daggers could get people to use this elsewhere. (I stopped using it in PvE because of a nerf that was done because of PvP, so something is obviously wrong).

Dagger Mastery

 * Off-Hand Attack. Deals + damage. If it hits a Hexed Foe, inflicts Poisoned condition ( seconds). Must follow a lead attack.
 * Off-Hand Attack. Deals + damage. If it hits a Hexed Foe, inflicts Poisoned condition ( seconds). Must follow a lead attack.
 * Off-Hand Attack. Deals + damage. If it hits a Hexed Foe, inflicts Poisoned condition ( seconds). Must follow a lead attack.

Switches places with Black Lotus Strike.
 * Melee Attack. Deals + damage if you have less than % Health.
 * Melee Attack. Deals + damage if you have less than % Health.
 * Melee Attack. Deals + damage if you have less than % Health.

Move to Critical Strikes. This skill is hard to use because usually when you start a chain, you're at full or near-full health. By changing it to a melee attack, an assassin could use it when the condition is met without disrupting their own chain. However, like Malicious Strike, skills like this should be kept in the primary attribute.

Deadly Arts

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

Increasing the damage makes this more attractive of a spell to bring on a bar.
 * (PvP)
 * Stance. ( seconds) Your Assassin skills cast and recharge 33% faster. Ends if you use a signet.
 * Stance. ( seconds) Your Assassin skills cast and recharge 33% faster. Ends if you use a signet.

Currently, in PvP, this is only used on casters like Elementalists and Necromancers that can deal with the high cost. Changing it to have lower energy, but different drawbacks would allow Primary assassins to use it again. The recharge follows that of typical assassin spikes of 20 seconds. Using Signet of Toxic Shock would end it, and prevent the assassin from spamming Dancing Daggers for damage until Entangling Asp recharges again. It could be used for other skills without excessive worry of energy problems as long as it avoids or ends in signets.
 * Enchantment Spell. (30 seconds) Your next hits with dagger attack skills remove one enchantment.
 * Enchantment Spell. (30 seconds) Your next hits with dagger attack skills remove one enchantment.
 * Enchantment Spell. (30 seconds) Your next hits with dagger attack skills remove one enchantment.

Making it more like Intimidating Aura with an investment make it more useful for people running heavier Deadly Arts. Perhaps in conjunction with Vampiric Assault.
 * Signet. You gain Health for each condition on target foe.
 * Signet. You gain Health for each condition on target foe.
 * Signet. You gain Health for each condition on target foe.

Faster cast makes this easier for people to use while on the frontlines.
 * Elite Touch Hex Spell. (6 seconds) The next spells used by target foe fail.
 * Elite Touch Hex Spell. (6 seconds) The next spells used by target foe fail.
 * Elite Touch Hex Spell. (6 seconds) The next spells used by target foe fail.

Much like Guilt, Shame and Mistrust, this skill would now stop foes from using a spell. Unlike those skill, this one does not penalize them for using them, but will stop multiple spells (with the right investment). The spells would still cost energy, so it would be up to the victim to decide between waiting this spell out or burning through the spells to start casting again.
 * Signet. Deals damage and an additional  (maximum 130) for each condition on target foe. Must follow a dual attack.
 * Signet. Deals damage and an additional  (maximum 130) for each condition on target foe. Must follow a dual attack.
 * Signet. Deals damage and an additional  (maximum 130) for each condition on target foe. Must follow a dual attack.

Making one packet of this damage unconditional would help it find it's way in to spike bars. When it first came out, I was surprised it didn't over-power RA or HB. It didn't because it sucks. Now, it's still on the weak side, but it would take one less condition to max out the 130. With new condition removal like Life Sheath, this is important.
 * Half Range Hex Spell. ( seconds.) Target foe moves 33% slower and you move 33% faster.
 * Half Range Hex Spell. ( seconds.) Target foe moves 33% slower and you move 33% faster.
 * Half Range Hex Spell. ( seconds.) Target foe moves 33% slower and you move 33% faster.

The "half recharge" thing is stupid. I'd rather just take the 15 second recharge and be done with it, as this isn't useful at all if you can't spread it.

Shadow Arts

 * Spell. Inflicts Blindness condition ( seconds) on target and adjacent foes. Must follow an off-hand attack.
 * Spell. Inflicts Blindness condition ( seconds) on target and adjacent foes. Must follow an off-hand attack.
 * Spell. Inflicts Blindness condition ( seconds) on target and adjacent foes. Must follow an off-hand attack.

Conditions are removed easily and often. They should also be applicable easily, but not quite as often. Shaving 8 seconds off of this skill's recharge should allow it to find use more often.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Adjacent foes suffer from Blind ( seconds) and you Shadow step to a nearby random location.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Adjacent foes suffer from Blind ( seconds) and you Shadow step to a nearby random location.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Adjacent foes suffer from Blind ( seconds) and you Shadow step to a nearby random location.

Like the old Heart of Shadow, this would teleport you away from danger & have an effect on the next hit you took. This effect is more useful because it inflicts a condition on foes like Return or Viper's Defense.
 * Stance. ( seconds) You cannot be blocked by blinded foes.
 * Stance. ( seconds) You cannot be blocked by blinded foes.
 * Stance. ( seconds) You cannot be blocked by blinded foes.

Shorter recharge, like Dash, and can be used with other offensive-minded stances while attacking a foe without wasting this skill if you need to switch to another. This also blocks out the use of stance speed buffs, also making it weak against kiting foes.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Inflict Poisoned condition ( seconds) on all adjacent foes and Shadow Step to a nearby random location.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Inflict Poisoned condition ( seconds) on all adjacent foes and Shadow Step to a nearby random location.
 * Enchantment Spell. (10 seconds) The next time you are struck, you take half damage. Initial Effect: Inflict Poisoned condition ( seconds) on all adjacent foes and Shadow Step to a nearby random location.

This would make this skill more defensive and in line with the other "Defense" skill proposed above.

No Attribute

 * Signet. Remove one enchantment for each hex on target foe.
 * Signet. Remove one enchantment for each hex on target foe.
 * Signet. Remove one enchantment for each hex on target foe.

Short cast and recharge to compete with other enchantment removals, especially since this signet requires energy (assuming you cast the hexes yourself).