Feedback:User/Maciej2010/Assassin skill change suggestions

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Hello there! It's again me! I want to give some suggestions about assassin. Although they are well balanced (with some exceptions), spamming 123 123 123 is very boring. I want to change skills that are unused to make this class more attractive.

New mechanic - Hide in Shadows[edit]

Assassins in most games have something like stealth mode. It would be very interesting to introduce into Guild Wars similar mechanic to this.

  • Hide in Shadows (or Hide) is an effect that cause your character to disappear and be untargetable for both enemies and allies.
  • To prevent abuse in some PvP'n'PvE areas Hide will often return character to your orginal location when it ends via teleport.
  • While in Hide in Shadows your shadow is still visible. However, you are unseenable on compass.
  • Hide has 50% chance to fail if your Critical Strikes rank is lower than 4.
  • When skill description doesn't mention duration of Hide, it has the same duration as the hex/stance/enchantment (doesn't count enchantment increased duration).

Let's start with suggestions:

Critical Strikes[edit]

10 Energy¼ Activation time10 Recharge time Elite enchantment spell (5 sec.). You hide in shadows. Initial effect: all nearby foes are interrupted. Knockdowns enchanted foes. Removes an enchantment if foe has more than 1. End effect: all nearby foes are interrupted. Knockdowns enchanted foes. Note the fact hide ends when you use a skill and attack, while enchantment doesn't. Hide in this skill doesn't return your to you orginal location.

  • PvP version:

10 Energy½ Activation time10 Recharge time Elite enchantment spell (5 sec.). You hide in shadows (3 sec.). Initial effect: all nearby foes are interrupted. End effect: all nearby foes are interrupted. Knockdowns enchanted foes. Hide in this skill ends if you use a skill or attack, and you doesn't return to your orginal location.

10 Energy1 Activation time20 Recharge time Hex spell(10 sec.). You attack 11% faster when target foe's health drops to 80%. You attack 22% faster when target foe's health drops to 60%. Attack 33% faster when target foe's health drops to 40%. You attack 40% faster when target foe's health drops to 10%. The last option can be removed.

5 Energy½ Activation time Elite dual attack. Must follow dual attack. This attack strikes for +5...9...10 damage. This skill recharges 10...6...5 sec when missed/blocked. This attack uses Exhausting Assault animation and while using this skill Swarm of Bees appears for 1 sec. near you.

5 Energy½ Activation time10 Recharge time Spell. Throws 2 projectile daggers that causes bleeding (5...9...10sec.). Causes Deep Wound for 5...9...10 sec. if that foe has cracked armor.

1 Activation time8 Recharge time Move to critical strikes. Costs 8 adrenaline. Elite off-hand attack. Burst your fury to unleash a powerful attack that causes Daze (5...9...10 sec.). Also causes blind (5...9...10 sec.) if you land a critical hit. Unblockable. You lose 10 energy if you succesfully hit. You lose 15 energy if you fail to hit. The next idea to assassin is to give them (not many) skills with adrenaline that costs energy at once.

Dagger Mastery[edit]

5 Energy30 Recharge time Elite stance(30 sec.). You attack 25...33...35 % faster. Inflicts blindness condition (1...3...3 sec.) to enemies in the earshot every time your attack critical hits. Blind doesn't apply on foes in the area. 50% on fail unless Critical Strikes 4 or more.

  • PvP version:

5 Energy35 Recharge time Elite stance (25 sec.). You attack 25% faster. Inflicts blindness condtion 1...3...3 to 1 foe in the area. 50% fail unless critical strikes 4 or more.

10 Energy2 Activation time20 Recharge time Enchantment spell (10...18...20 sec.) Your attacks cannot miss. No effect unless you are wielding daggers. 50% chance to fail unles critical strikes 4 or more.

Deadly Arts[edit]

These arts are the most unused because it's hardily worth taking with dagger mastery and critical strikes at once. It would be good if we add staff for deadly arts or Daggers/Claws that use deadly arts attribute.

10 Energy1 Activation time8 Recharge time Moved to deadly arts. Touch spell. Causes 1...3...4 explosion[s] in straight line causing 30...46...50 fire damage each. Inflicts burning condition (3...6...7 sec.) and counts as lead attack if you are enchanted. Skill works like Annihilator Beam. First exploison is adjacent to target and affects adjacent foes, second explosion is in the nearby and affects adjacent foes, third is in the arena and affects adjacent foes, etc. Numbers of explosion increases every 5 rank in deadly arts

10 Energy¼ Activation time5 Recharge time Spell. Fast moving projectile. Interrupts a skill. Counts as lead attack. If target wasn't using a skill, this skill counts as off hand attack instead.

5 Energy¼ Activation time5 Recharge time Spell. Fast moving projectile. Must follow lead attack. Deals your base weapon damage. Cripples target (3...5...6 sec.). Counts as off-hand attack. If that foe was crippled already, this skill counts as lead attack and recharges instantly. No effect unless you are wielding daggers.

10 Energy1 Activation time10 Recharge time Spell. Must follow off hand attack. Very slowly moving projectiles. Your daggers dance in your hand and you throw 2 daggers at foe that deals 40...56...60 damage each. If at least 1 of these daggers misses, skill recharges instantly and you gain 5 energy. Counts as dual attack. No effect unless you are wielding daggers. . You can get maximum of 10 energy back since you can miss up to 2 daggers.

5 Energy1 Activation time15 Recharge time Spell. Causes 25 damage each second and inflicts poison condition (3...9...10 sec.) for next 5...9...10 sec. every second. Also hits foes nearby your foe. Assassin really needs some AoE damage from their class instead of elementalist or mesmer. Animation of this "asp" is the same as Viper's Nest animation when activated.

10 Energy1 Activation time15 Recharge time Half range hex spell (5...9...10 sec.) Inflicts Deep Wound condition (15...23...25 sec.) the next time target foe's health drop to 25%.

15 Energy1 Activation time30 Recharge time Spell. Target foe goes 100' away from his target via shadow step. If that target was 1 of your allies that foe losses 20...52...60 health. If that target was 1 of his allies that foe gains 60...28...20 health and Hides in shadow for 1 sec. .

10 Energy1,5 Activation time10 Recharge time Elite touch spell. Inflicts Daze and Weakness conditions (3...8...9 sec.). Daze will be covered by weakness.

1 Activation time20 Recharge time Signet (10 sec). You Hide in Shadows. End effect: You return to your orginal location and foes adjacent to you gain blindness condition (2...5...6 sec.). Foes adjacent to you after returning to your location are blinded.

10 Energy30 Recharge time Stance (5...13...15 sec.). You shadow step away to random location every time you lose more than 15% of your health done by all attacks and skills each second. You lose 40...16...10health each second.

Shadow Arts[edit]

These arts are meant for farming and surviving. Same as in deadly arts - it would be great if we add shadow arts staff that deal Shadow Damage type.

10 Energy¼ Activation time25 Recharge time Elite hex skill (3 sec.). You Hide in Shadows (1 sec.). End effect: You shadow step to target location. This hex reaplies every time this hex ends. Ends with no effect if tharget foe use skill before this hex ends.

15 Energy2 Activation time10 Recharge time Half range skill. Perform a spinning jump and throw massive amount of caltrops from air. Attacks 1...3...3 times in straight line. Affects ajancent foes. Caltrops cripples these foes for 2...5...6 sec. and bleeds them for 2...8...10 sec. Counts as Off-hand attack. Mechanic works like in Annihilator Beam. First time affects target adjancent to you and affects foes adjacent to target, second time affect adjacent foe and foes adjacent to him, third time affect nearby foe and foes adjacent to him. There apears 3 old caltrops animations in each arena of effect range. This skill has unique animation, kinda similar to Blades of Steel, except you don't "kick" your oponent to jump into air.

15 Energy4 Activation time30 Recharge time Elite trap. Puts trap at your and target's location. When activated, this trap deals 20...52...60 piercing damage and cripples and bleeds them for 3...5...6 seconds. All your other skills are disabled for 10...6...5 sec. Easily interrupted. If you doesn't select target/target yourself, you put "doubled" trap.

10 Energy¾ Activation time20 Recharge time Hex spell (3 sec.). End effect: You shadow step to target foe. This hex has spirit range. Ends without effect if you use a skill or move. Ends without effect if that foe stands still for 1...3...3 seconds.

5 Energy¼ Activation time5 Recharge time Skill. You and target change with your current stances. No effect unless you don't shares your weapons types.

10 Energy1 1/2 Activation time30 Recharge time Elite skill. You hide in shadows (30 sec.). Next 1...3...3 skills doesn't ends Hide. Hide ends and you return to your orginal location if you move more than 100...260...300'.

5 Energy1 Activation time8 Recharge time Skill. You Hide in Shadows (3...5...6 sec.). End effect: You are healed for 40...72...80 if Hide didn't end early. Hide in this skill doesn't return to your orginal location and ends if you use a skill or attack.

10 Energy1 Activation time20 Recharge time Skill. You and target other ally Hide in Shadow (5...9...10 sec.). Cannot self target. Hide in this skill ends if you use a skill or attack.

10 Energy20 Recharge time Stance (5...9...10 sec.). You hide in shadows and move 66% faster. End effect: You return to your orginal location and move 33% slower for 10...6...5 sec. Hide in shadow doesnt return you to your orginal location since you will return to it anyway. It ends if you use a skill or attack.

10 Energy¼ Activation time20 Recharge time Skill (15...27...30 sec.). You hide in shadow (1 sec.) and every time hide while in this skill ends after 1 sec you hide in shadow for an additonal 1 sec. In short - You hide in shadow for 1 sec and then, after 1 sec, you again hide in shadow for 2 sec. When 2 sec ends it will be replaced with 3 seconds after 1 sec, etc.

No Attribute[edit]

This is the most annoying thing in this skill. No upkeep cost will make it used as frequently as Wastrel's Collapse.

10 Energy1 Activation time10 Recharge time Hex spell (10 sec.). Next knockdown on that foe last 1 sec more.

5 Energy1 Activation time10 Recharge time Elite skill. Shadow step to target ally. If you target a dead team's member that member is ressurect with 50% health and half energy and shadow steps to your location.

10 Energy35 Recharge time Stance. You hide in shadow. Your skills that cast on yourself (except stances) doesn't break hide. You move 50% slower and you return to your orginal location when stance ends. This hide and the stances last as long as you stay alive or use next stance.

  • This is all. I hope you will be interested by my ideas!