Feedback:User/Aquadrizzt/Skill rebalance/Assassin

From Guild Wars Wiki
Jump to navigationJump to search

This suggestion is part of my overarching Skill Rebalance Project. Some ideas taken from DMR.

The one-line summaries:

  • Critical Strikes -- benefits to critical attacks and increased critical chance
  • Dagger Mastery -- dagger attack skills
  • Deadly Arts -- offensive magic
  • Shadow Arts -- defensive magic


Critical Strikes[edit]

For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit. Whenever you critical hit, you gain 1 energy per 4 ranks of Critical Strikes.

— Aqua

Elites[edit]

Assault Enchantments Assault Enchantments

5 Adrenaline Elite Trick. For 5...17...20 seconds, you next 1...3...3 attack skills remove all enchantments from target foe and deal 10...34...40 damage for each enchantment removed (maximum 150).

Fox's Promise Fox's Promise

10 Energy0.25¼ Activation time40 Recharge time Elite Hex Spell. For 5...17...20 seconds, your attacks on target foe always critically hit and are unblockable. This skill recharges instantly if target foe dies. This hex ends if you attack another foe.

Palm Strike Palm Strike

4 Adrenaline2 Recharge time Elite Melee Attack. Deals +20...60...70 damage. Inflicts crippled for 2...7...8 seconds on foes who are not already crippled. Critically hits and knocks down foes who are already crippled. This skill counts as an off-hand attack and cannot miss or be blocked.

Way of the Assassin Way of the Assassin

5 Energy10 Recharge time Elite Stance. For 20 seconds, you attack 25% faster and you have a +10...26...30% chance to critically hit. For your next 1...4...5 critical hits, your attack skills are recharged.

Way of the Empty Palm Way of the Empty Palm

5 Energy10 Recharge time Elite Stance. For 20 seconds, your attacks that are affected by tricks also critically hit and cause crippled for 2...7...8 seconds. For your next 1...4...5 critical hits, you gain 1...7...8 strikes of adrenaline and your tricks are recharged.

Regular[edit]

Assassin's Remedy Assassin's Remedy

5 Adrenaline1 Activation time Trick. For 2...8...10 seconds, your next 1...3...4 attack skills remove a condition.

Blades of Steel Blades of Steel

10 Energy2 Activation time12 Recharge time Preparation. For 24 seconds, your dagger attacks deal +5...13...15 damage. Whenever your dagger attacks critically hit, you inflict cracked armor for 5...13...15 seconds.

Critical Eye Critical Eye

5 Energy30 Recharge time Stance. For 10...30...35 seconds, you have +5...17...20% chance to land a critical hit. You gain 0...2...2 Energy whenever you land a critical hit.

Critical Defenses Critical Defenses

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 4...9...10 seconds, you have a 75% chance to block. Renewal: every time you land a critical hit.

Critical Strike Critical Strike

4 Adrenaline6 Recharge time Melee Attack. Automatic critical hit and deals +5...25...30 damage. If you are wielding daggers, this skill counts as a dual attack.

Deadly Haste Deadly Haste

5 Energy10 Recharge time Stance. For 1...3...4 seconds, you attack 0...20...25% faster. Whenever you critical hit, this stance reapplies itself.

Malicious Strike Malicious Strike

4 Adrenaline1 Activation time Melee Attack. Deals +10...26...30 damage. If target foe is under the effects of a condition, this skill critically hits. This skill counts as an off-hand attack if you are wielding daggers.

Mark of Death Mark of Death

5 Energy1 Activation time15 Recharge time Hex Spell. For 5...17...20 seconds, your next dual attack against target foe critically hits and inflicts Deep Wound for 5...13...15 seconds.

Mark of Instability Mark of Instability

5 Energy1 Activation time12 Recharge time Hex Spell. For 2...8...10 seconds, your next dual attack against target foe critically hits, removes stability and knocks down.

Sharpen Daggers Sharpen Daggers

10 Energy2 Activation time12 Recharge time Preparation. For 24 seconds, your dagger attacks inflict bleeding for 5...17...20 seconds. Whenever your dagger attacks critically hit, you inflict Deep Wound for 5...9...10 seconds.

Recall Recall

4 Adrenaline1 Activation time Trick. Your next 1...3...3 attack skills recharge instantly.

Signet of Malice Signet of Malice

1 Activation time20 Recharge time Signet. For 5...13...15 seconds, your critical hits deal an additional 10...26...30 damage on foes under the effects of a condition.

Signet of Twilight Signet of Twilight

1 Activation time20 Recharge time Signet. For 5...13...15 seconds, your critical hits remove an enchantment from hexed foes.

Twisting Fangs Twisting Fangs

10 Energy15 Recharge time Dual Attack. Deals +10...26...30 damage. Inflicts bleeding and deep wound for 5...9...10 seconds.

Unsuspecting Strike Unsuspecting Strike

10 Energy2 Recharge time Lead Attack. Deals +10...22...25 physical damage. If target foe is over 90% health, deals +25...65...75 physical damage and critical hits.

Vampiric Assault Vampiric Assault

6 Adrenaline1 Activation time Trick. For 2...8...10 seconds, your next 1...3...3 attack skills steal 10...26...30 health.

Way of Perfection Way of Perfection

5 Energy10 Recharge time Stance. For 10 seconds, you are healed for 10...26...30 every time you attack. For your next 1...4...5 critical hits, you lose 1 hex and 1 condition.

Way of the Fox Way of the Fox

5 Energy10 Recharge time Stance. For 10 seconds, your attacks are unblockable. For your next 1...4...5 critical hits, you inflict burning for 2...4...5 seconds.

Way of the Lotus Way of the Lotus

5 Energy10 Recharge time Stance. For 10 seconds, gain 1...2...2 energy whenever you attack. For your next 1...4...5 critical hits, you gain 5...13...15 energy.

Way of the Master Way of the Master

5 Energy10 Recharge time Stance. For 10 seconds, your attacks deal +0...16...20 damage. For your next 1...4...5 critical hits, you deal 10...42...50 physical damage to nearby foes.

Dagger Mastery[edit]

Elites[edit]

Flashing Blades Flashing Blades

5 Energy30 Recharge time Elite Stance. For 10...26...30 seconds, your attack skills activate instantly and count as lead attacks, off-hand attacks and dual attacks.

Locust's Fury Locust's Fury

5 Energy15 Recharge time Elite Stance. For 5...25...30 seconds, you attack 15...43...50% faster with daggers and your dagger attacks have a 25...65...75% chance of double striking.

Moebius Strike Moebius Strike

5 Energy2 Recharge time Elite Off-hand Attack. Deals +10...26...30 damage. Recharges all other attack skills if target is below 30...70...80% health. Must follow a dual attack.

Shattering Assault Shattering Assault

5 Energy6 Recharge time Elite Dual Attack. Deals +10...42...50 damage. Removes one enchantment from target foe and all nearby foes for every recharging attack skill. Must follow a dual attack.

Temple Strike Temple Strike

10 Energy1 Activation time15 Recharge time Elite Lead Attack. Interrupts an action. For 3...9...10 seconds, target foe is knocked down the next 1...3...3 times they are the target of an attack skill.

Regular[edit]

Black Mantis Thrust Black Mantis Thrust

5 Energy1 Activation time6 Recharge time Lead Attack. Deals +10...18...20 damage. Inflicts crippled for 1...7...8 seconds if target foe is hexed.

Black Lotus Strike Black Lotus Strike

5 Energy6 Recharge time Off-hand Attack. Deals +10...26...30 damage. Gain 5...17...20 energy if target foe is hexed. Must follow a lead attack.

Black Spider Strike Black Spider Strike

10 Energy6 Recharge time Dual Attack. Deals +20...44...50 damage. Inflicts poison for 1...8...10 seconds if target foe is hexed. Must follow an off-hand attack.

Death Blossom Death Blossom

5 Energy2 Recharge time Dual Attack. Deals +20...44...50 damage to target and adjacent foes. Must follow an off-hand attack.

Desperate Strike Desperate Strike

10 Energy1 Activation time8 Recharge time Lead Attack. Deals +5...17...20 damage. If you are below 80...56...50% health, deals an additional 10...34...40 damage.

Disrupting Stab Disrupting Stab

5 Energy10 Recharge time Lead Attack. Deals +5...17...20 damage. Interrupts an action. If the interrupted action was a spell, it is disabled for 3...9...10 seconds.

Exhausting Assault Exhausting Assault

10 Energy1 Activation time6 Recharge time Dual Attack. Deals +10...26...30 damage. Interrupts an action. Causes 10 overcast if interrupted action was a spell. Must follow an off-hand attack.

Falling Spider Falling Spider

5 Energy8 Recharge time Off-hand Attack. Deals +10...26...30 damage. Inflicts poison for 5...17...20 seconds. No effect unless target foe is knocked down.

Fox Fangs Fox Fangs

5 Energy0.5½ Activation time3 Recharge time Off-hand Attack. Deals +10...26...30 damage. Unblockable. Must follow a lead attack.

Golden Lotus Strike Golden Lotus Strike

5 Energy1 Activation time6 Recharge time Lead Attack. Deals +5...17...20 damage. Gain 5...13...15 energy if you are enchanted.

Golden Phoenix Strike Golden Phoenix Strike

5 Energy6 Recharge time Off-hand Attack. Deals +10...26...30 damage. You lose 1...3...3 condition[s] and inflicts burning for 2...8...10 seconds if you are enchanted. Must follow a lead attack.

Golden Fang Strike Golden Fang Strike

10 Energy1 Activation time6 Recharge time Dual Attack. Deals +20...44...50 damage. Inflicts deep wound for 2...8...10 seconds if you are enchanted. Must follow an off-hand attack.

Jagged Strike Jagged Strike

5 Energy0.5½ Activation time1 Recharge time Lead Attack. Inflicts bleeding for 5...17...20 seconds.

Jungle Strike Jungle Strike

5 Energy10 Recharge time Off-hand Attack. Deals +5...25...30 damage. Deals an additional 20...44...50 damage if target foe is crippled. Must follow a lead attack.

Leaping Mantis Sting Leaping Mantis Sting

5 Energy8 Recharge time Lead Attack. Deals +5...17...20 damage. Inflicts crippled for 5...9...10 seconds if target foe is moving.

Lotus Strike Lotus Strike

5 Energy6 Recharge time Off-hand Attack. Deals +10...26...30 damage. You gain 3...10...12 energy. Must follow a lead attack.

Nine Tail Strike Nine Tail Strike

10 Energy1 Activation time4 Recharge time Dual Attack. Deals +20...44...50 damage. Unblockable. Must follow an off-hand attack.

Repeating Strike Repeating Strike

5 Energy0.5½ Activation time Off-hand Attack. Deals +10...26...30 damage. Counts as a lead attack. Must follow a lead attack. If this skill misses, it is disabled for 20...8...5 seconds.

Trampling Ox Trampling Ox

10 Energy8 Recharge time Dual Attack. Deals +20...44...50 damage. Knocks down if target foe is crippled. Must follow an off-hand attack.

Wild Strike Wild Strike

5 Energy10 Recharge time Off-hand Attack. Deals +10...26...30 damage. Unblockable. Removes a stance from target foe. Must follow a lead attack. Disables non-dagger attack skills for 2 seconds.

Deadly Arts[edit]

Elites[edit]

Beguiling Haze Beguiling Haze

4 Adrenaline30 Recharge time Elite Trick. For 10...18...20 seconds, your next 1...4...5 attack skills inflict dazed for 3...9...10 seconds.

Hidden Caltrops Hidden Caltrops

4 Adrenaline15 Recharge time Elite Trick. For 10...18...20 seconds, your next 1...4...5 attack skills inflict crippled for 3...9...10 seconds and cause 10...42...50% movement for 3...17...20 seconds.

Mark of Insecurity Mark of Insecurity

5 Energy1 Activation time15 Recharge time Elite Hex Spell. For 10...18...20 seconds, target foe has -4...7...8 health degeneration. Stances and enchantments on target foe expire 20...68...80% faster. Your dual attacks against this foe removes an enchantment and a stance.

Seeping Wound Seeping Wound

5 Energy1 Activation time20 Recharge time Elite Hex Spell. Target foe receives 25...65...75% less healing, moves 33...47...50% slower and has -3...7...8 health degeneration. This hex lasts until target foe is no longer under the effects of a condition. No effect unless target foe has a condition.

Siphon Strength Siphon Strength

10 Energy1 Activation time10 Recharge time Elite Hex Spell. For 10...18...20 seconds, target foe and all adjacent foes deal 5...25...30 less damage with attacks and cannot activate attack skills. Attack skills you used on foes hexed with this skill activate instantly and cost no energy.

Regular[edit]

Augury of Death Augury of Death

5 Energy1 Activation time10 Recharge time Hex Spell. For 10...26...30 seconds, inflicts Deep Wound for 5...17...20 seconds the next time target foe falls below 50% health.

Blinding Powder Blinding Powder

4 Adrenaline4 Recharge time Trick. For 10 seconds, your next off-hand attack inflicts blind for 5...13...15 seconds on target and adjacent foes.

Caltrops Caltrops

6 Adrenaline4 Recharge time Trick. For 10 seconds, your next off-hand attack inflicts crippled on adjacent foes for 5...9...10 seconds.

Crippling Dagger Crippling Dagger

4 Adrenaline4 Recharge time Trick. For 10 seconds, your next dagger attack inflicts bleeding and crippled condition (3...13...15 seconds).

Dancing Daggers Dancing Daggers

4 Adrenaline4 Recharge time Trick. For 10 seconds, your next 3 lead attacks deal +5...29...35 damage and count as off-hand attacks.

Deadly Paradox Deadly Paradox

5 Energy10 Recharge time Stance. For 3...13...15 seconds, your tricks recharge 50% faster.

Disrupting Dagger Disrupting Dagger

4 Adrenaline10 Recharge time Trick. For 10 seconds, your next dagger attack skill interrupts an action. Interruption effect: deals +10...34...40 damage.

Enduring Toxin Enduring Toxin

10 Energy1 Activation time30 Recharge time Hex Spell. For 3...9...10 seconds, causes -1...4...5 health degeneration. Renewal: if target foe is under the effects of a condition when this hex ends.

Entangling Asp Entangling Asp

6 Adrenaline10 Recharge time Trick. For 10 seconds, your next off-hand attack deals +15...51...60 damage and inflicts poison condition (5...17...20 seconds).

Expose Defenses Expose Defenses

2 Adrenaline10 Recharge time Trick. For 10 seconds, your next 1...4...5 attack skill[s] have +25% armor penetration and inflicts cracked armor condition (2...6...7 seconds).

Expunge Enchantments Expunge Enchantments

5 Energy1 Activation time15 Recharge time Spell. Target foe loses one enchantment for every condition on them (maximum 1...4...5 enchantments.)

Impale Impale

8 Adrenaline10 Recharge time Trick. For 10 seconds, your next dual attack deals +25...85...100 damage and inflicts deep wound condition (5...17...20 seconds).

Iron Palm Iron Palm

5 Adrenaline10 Recharge time Melee Attack. Deals 10...42...50 damage. If target foe is crippled, deals 30...62...70 damage.

Lift Enchantment Lift Enchantment

6 Adrenaline10 Recharge time Trick. For 10 seconds, your next 1...3...3 attacks skills remove an enchantment from target foe.

Mantis Touch Mantis Touch

5 Energy1 Activation time15 Recharge time Touch Spell. Inflicts crippled for 3...5...5 seconds for every condition on target foe.

Sadist's Signet Sadist's Signet

1 Activation time20 Recharge time Signet. You gain 10...42...50 health and 3...5...6 energy for every condition on target foe.

Scorpion Wire Scorpion Wire

4 Adrenaline15 Recharge time Projectile. Target foe takes 10...42...50 damage, shadow steps to your location and is knocked down.

Shameful Fear Shameful Fear

10 Energy1 Activation time30 Recharge time Hex Spell. For 5...9...10 seconds, target foe cannot attack you and spells targeting you cast by target foe cast 50...130...150% slower. Your attacks against target foe deal +5...21...25 while target foe is moving.

Signet of Deadly Corruption Signet of Deadly Corruption

1 Activation time20 Recharge time Signet. Deals 5...33...40 damage for each condition on target foe.

Signet of Toxic Shock Signet of Toxic Shock

1 Activation time20 Recharge time Signet. Deals 50...90...100 damage if target foe is poisoned or diseased.

Shadow Arts[edit]

Elites[edit]

Aura of Displacement Aura of Displacement

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies receive a 25...77...90% chance to block. Blocked foes shadow step away from allies. Effect cost: you lose 3...1...1 energy or this aura ends.

Dark Apostasy Dark Apostasy

10 Energy0.25¼ Activation time10 Recharge time Elite Hex Spell. Target foe loses all enchantments. Target foe cannot be enchanted and receives 25...65...75% less healing. This hex lasts for 1...4...5 seconds for every enchantment removed.

Shadow Form Shadow Form

5 Energy1 Activation time15 Recharge time Elite Enchantment Spell. For 5...17...20 seconds, whenever you use a skill that targets an ally, you shadow step to that ally and you both have a 50% chance to block for 1...4...5 seconds. Whenever you use a skill that targets a foe, you shadow step to that foe and inflict blind for 3...9...10 seconds.

Shadow Prison Shadow Prison

10 Energy0.25¼ Activation time10 Recharge time Elite Hex Spell. Shadow step to target foe. Target foe cannot move for 5...13...15 seconds.

Shadow Shroud Shadow Shroud

5 Energy1 Activation time15 Recharge time Elite Doublecast Enchantment Spell. Enchants you and target ally. For 5...17...20 seconds, you have +5...9...10 health regeneration and a 25...85...100% chance to block. Initial effect: shadow step to target ally. Ends if you hit with an attack or use a skill.

Regular[edit]

Dash Dash

5 Energy10 Recharge time Stance. For 3 seconds you move 33...47...50% faster and the next 1...3...3 attacks against you miss.

Dark Escape Dark Escape

5 Energy15 Recharge time Stance. For 5...17...20 seconds, you move 25% faster and take 10...42...50% less damage. Ends if you hit with an attack.

Dark Prison Dark Prison

5 Energy0.25¼ Activation time15 Recharge time Spell. Shadow step to target foe and reduce movement speed by 33% for 2...7...8 seconds.

Death's Charge Death's Charge

5 Energy0.25¼ Activation time30 Recharge time Enchantment Spell. Shadow step to target foe's location. You move 33% faster for 5...13...15 seconds and cause knock down with your next attack. Ends if you hit with an attack.

Death's Retreat Death's Retreat

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. Shadow step to target ally's location. You move 33% faster for 5...13...15 seconds and are healed 1...8...10 while moving. Ends if you hit with an attack.

Feigned Neutrality Feigned Neutrality

5 Energy0.25¼ Activation time20 Recharge time Enchantment Spell. For 5...9...10 seconds, you have +3...6...7 health regeneration and +20...68...80 armor. Ends if you hit with an attack.

Heart of Shadow Heart of Shadow

5 Energy0.25¼ Activation time15 Recharge time Spell. Shadow step directly away from your target. You are healed for 30...126...150.

Mirrored Stance Mirrored Stance

5 Energy0.25¼ Activation time15 Recharge time Hex Spell. You enter any stance that target foe enters. You deal +5...13...15% more damage against foes in the same stance as you.

Return Return

5 Energy0.25¼ Activation time15 Recharge time Spell. Inflicts crippled on adjacent foes for 3...7...8 seconds. Shadow step to target ally's location.

Shadow Fang Shadow Fang

5 Energy0.25¼ Activation time15 Recharge time Spell. Shadow step to target foe and inflict deep wound for 2...7...8 seconds.

Shadow Refuge Shadow Refuge

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. Shadow step to target ally. You have +5...8...9 health regeneration and +10...26...30 armor for 5...17...20 seconds. Ends if you hit with an attack.

Shadow of Haste Shadow of Haste

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. You move 50% faster for 2...4...4 seconds for every assassin enchantment on you. Your assassin enchantments are disabled for 15...7...5 seconds.

Shadowy Burden Shadowy Burden

5 Energy0.25¼ Activation time15 Recharge time Spell. Shadow step to target foe and inflict weakness for 2...7...8 seconds.

Shroud of Distress Shroud of Distress

5 Energy0.25¼ Activation time10 Recharge time Enchantment Spell. For 5...17...20 seconds, you gain +3...9...10 health regeneration and a25...65...75% chance to block. No effect unless there is a foe nearby.

Signet of Shadows Signet of Shadows

1 Activation time20 Recharge time Signet. Deals 50...90...100 damage if target foe is blinded.

Siphon Speed Siphon Speed

10 Energy1 Activation time30 Recharge time Hex Spell. For 5...13...15 seconds, you move 15...29...33% faster and target foe moves 15...29...33% slower.

Smoke Powder Defense Smoke Powder Defense

5 Energy15 Recharge time Stance. Blocks the next 1...3...3 attacks. Block effect: adjacent foes are blinded for 3...7...8 seconds.

Spirit Walk Spirit Walk

5 Energy1 Activation time5 Recharge time Spell. Shadow step to target summoned creature. If target is a foe, your next attack against that creature deals double damage. If target is an ally, you are both healed for 10...62...75.

Unseen Fury Unseen Fury

5 Energy20 Recharge time Stance. For 5...17...20 seconds, whenever you attack a blinded foe, you gain twice as much adrenaline.

Viper's Defense Viper's Defense

5 Energy15 Recharge time Stance. Blocks the next 1...3...3 attacks. Block effect: adjacent foes are poisoned for 3...7...8 seconds.

PvE Skills[edit]

Shadow Sanctuary (Kurzick) Shadow Sanctuary (Kurzick) (Shadow Sanctuary (Luxon))

5 Energy0.25¼ Activation time30 Recharge time Enchantment Spell. For 10 seconds, you have +4...6...7 health regeneration and +10...26...30 armor. You cannot deal damage, but take no damage from attacks.

Critical Agility Critical Agility

5 Energy30 Recharge time Stance. For 4 seconds plus 1 for every rank in Critical Strikes, you attack 33% faster and gain a 25...45...50% block chance. This stance renews itself every time you critically hit.