Feedback:User/Aquadrizzt/Skill rebalance/Assassin
Skill rebalance/Assassin | |
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User | Aquadrizzt |
Categories | Skill feedback → Assassin → Other |
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]
5 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).
10 ¼ 40 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.
4 2 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.
5 10 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.
5 10 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]
5 1 Trick. For 2...8...10 seconds, your next 1...3...4 attack skills remove a condition.
10 2 12 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.
5 30 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.
10 1 30 Enchantment Spell. For 4...9...10 seconds, you have a 75% chance to block. Renewal: every time you land a critical hit.
4 6 Melee Attack. Automatic critical hit and deals +5...25...30 damage. If you are wielding daggers, this skill counts as a dual attack.
5 10 Stance. For 1...3...4 seconds, you attack 0...20...25% faster. Whenever you critical hit, this stance reapplies itself.
4 1 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.
5 1 15 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.
5 1 12 Hex Spell. For 2...8...10 seconds, your next dual attack against target foe critically hits, removes stability and knocks down.
10 2 12 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.
4 1 Trick. Your next 1...3...3 attack skills recharge instantly.
1 20 Signet. For 5...13...15 seconds, your critical hits deal an additional 10...26...30 damage on foes under the effects of a condition.
1 20 Signet. For 5...13...15 seconds, your critical hits remove an enchantment from hexed foes.
10 15 Dual Attack. Deals +10...26...30 damage. Inflicts bleeding and deep wound for 5...9...10 seconds.
10 2 Lead Attack. Deals +10...22...25 physical damage. If target foe is over 90% health, deals +25...65...75 physical damage and critical hits.
6 1 Trick. For 2...8...10 seconds, your next 1...3...3 attack skills steal 10...26...30 health.
5 10 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.
5 10 Stance. For 10 seconds, your attacks are unblockable. For your next 1...4...5 critical hits, you inflict burning for 2...4...5 seconds.
5 10 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.
5 10 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]
5 30 Elite Stance. For 10...26...30 seconds, your attack skills activate instantly and count as lead attacks, off-hand attacks and dual attacks.
5 15 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.
5 2 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.
5 6 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.
10 1 15 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]
5 1 6 Lead Attack. Deals +10...18...20 damage. Inflicts crippled for 1...7...8 seconds if target foe is hexed.
5 6 Off-hand Attack. Deals +10...26...30 damage. Gain 5...17...20 energy if target foe is hexed. Must follow a lead attack.
10 6 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.
5 2 Dual Attack. Deals +20...44...50 damage to target and adjacent foes. Must follow an off-hand attack.
10 1 8 Lead Attack. Deals +5...17...20 damage. If you are below 80...56...50% health, deals an additional 10...34...40 damage.
5 10 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.
10 1 6 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.
5 8 Off-hand Attack. Deals +10...26...30 damage. Inflicts poison for 5...17...20 seconds. No effect unless target foe is knocked down.
5 ½ 3 Off-hand Attack. Deals +10...26...30 damage. Unblockable. Must follow a lead attack.
5 1 6 Lead Attack. Deals +5...17...20 damage. Gain 5...13...15 energy if you are enchanted.
5 6 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.
10 1 6 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.
5 ½ 1 Lead Attack. Inflicts bleeding for 5...17...20 seconds.
5 10 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.
5 8 Lead Attack. Deals +5...17...20 damage. Inflicts crippled for 5...9...10 seconds if target foe is moving.
5 6 Off-hand Attack. Deals +10...26...30 damage. You gain 3...10...12 energy. Must follow a lead attack.
10 1 4 Dual Attack. Deals +20...44...50 damage. Unblockable. Must follow an off-hand attack.
5 ½ 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.
10 8 Dual Attack. Deals +20...44...50 damage. Knocks down if target foe is crippled. Must follow an off-hand attack.
5 10 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]
4 30 Elite Trick. For 10...18...20 seconds, your next 1...4...5 attack skills inflict dazed for 3...9...10 seconds.
4 15 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.
5 1 15 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.
5 1 20 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.
10 1 10 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]
5 1 10 Hex Spell. For 10...26...30 seconds, inflicts Deep Wound for 5...17...20 seconds the next time target foe falls below 50% health.
4 4 Trick. For 10 seconds, your next off-hand attack inflicts blind for 5...13...15 seconds on target and adjacent foes.
6 4 Trick. For 10 seconds, your next off-hand attack inflicts crippled on adjacent foes for 5...9...10 seconds.
4 4 Trick. For 10 seconds, your next dagger attack inflicts bleeding and crippled condition (3...13...15 seconds).
4 4 Trick. For 10 seconds, your next 3 lead attacks deal +5...29...35 damage and count as off-hand attacks.
5 10 Stance. For 3...13...15 seconds, your tricks recharge 50% faster.
4 10 Trick. For 10 seconds, your next dagger attack skill interrupts an action. Interruption effect: deals +10...34...40 damage.
10 1 30 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.
6 10 Trick. For 10 seconds, your next off-hand attack deals +15...51...60 damage and inflicts poison condition (5...17...20 seconds).
2 10 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).
5 1 15 Spell. Target foe loses one enchantment for every condition on them (maximum 1...4...5 enchantments.)
8 10 Trick. For 10 seconds, your next dual attack deals +25...85...100 damage and inflicts deep wound condition (5...17...20 seconds).
5 10 Melee Attack. Deals 10...42...50 damage. If target foe is crippled, deals 30...62...70 damage.
6 10 Trick. For 10 seconds, your next 1...3...3 attacks skills remove an enchantment from target foe.
5 1 15 Touch Spell. Inflicts crippled for 3...5...5 seconds for every condition on target foe.
1 20 Signet. You gain 10...42...50 health and 3...5...6 energy for every condition on target foe.
4 15 Projectile. Target foe takes 10...42...50 damage, shadow steps to your location and is knocked down.
10 1 30 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.
1 20 Signet. Deals 5...33...40 damage for each condition on target foe.
1 20 Signet. Deals 50...90...100 damage if target foe is poisoned or diseased.
Shadow Arts[edit]
Elites[edit]
10 2 15 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.
10 ¼ 10 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.
5 1 15 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.
10 ¼ 10 Elite Hex Spell. Shadow step to target foe. Target foe cannot move for 5...13...15 seconds.
5 1 15 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]
5 10 Stance. For 3 seconds you move 33...47...50% faster and the next 1...3...3 attacks against you miss.
5 15 Stance. For 5...17...20 seconds, you move 25% faster and take 10...42...50% less damage. Ends if you hit with an attack.
5 ¼ 15 Spell. Shadow step to target foe and reduce movement speed by 33% for 2...7...8 seconds.
5 ¼ 30 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.
5 ¼ 15 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.
5 ¼ 20 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.
5 ¼ 15 Spell. Shadow step directly away from your target. You are healed for 30...126...150.
5 ¼ 15 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.
5 ¼ 15 Spell. Inflicts crippled on adjacent foes for 3...7...8 seconds. Shadow step to target ally's location.
5 ¼ 15 Spell. Shadow step to target foe and inflict deep wound for 2...7...8 seconds.
5 ¼ 15 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.
5 ¼ 15 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.
5 ¼ 15 Spell. Shadow step to target foe and inflict weakness for 2...7...8 seconds.
5 ¼ 10 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.
1 20 Signet. Deals 50...90...100 damage if target foe is blinded.
10 1 30 Hex Spell. For 5...13...15 seconds, you move 15...29...33% faster and target foe moves 15...29...33% slower.
5 15 Stance. Blocks the next 1...3...3 attacks. Block effect: adjacent foes are blinded for 3...7...8 seconds.
5 1 5 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.
5 20 Stance. For 5...17...20 seconds, whenever you attack a blinded foe, you gain twice as much adrenaline.
5 15 Stance. Blocks the next 1...3...3 attacks. Block effect: adjacent foes are poisoned for 3...7...8 seconds.
PvE Skills[edit]
5 ¼ 30 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.
5 30 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.