Feedback:User/Mcscamper/Assassin Suggestions

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Assassins are typically bad because they lack the versatility most other classes possess.


Other classes (aside from monks) both deal damage and control the battlefield with debuffs, looming consequences or KDs. Assassins only have damage. This means, either give them more ways to prolong their survival/incapacitate others or more reliable sources of damage--not more damage, just make it easier for them to do damage period.


Critical Strikes[edit]

Black Lotus Strike Black Lotus Strike 6 Adrenaline10 Recharge time Off-Hand Attack. Must strike a Hexed foe. If it hits, you strike for +10...26...30 damage. If you land a critical hit, you poison your target for 5 seconds.

Critical Defenses Critical Defenses 10 Energy¼ Activation time30 Recharge time Enchantment Spell. For 7 seconds, you have a 25...65...75% chance to block. Critical Defenses refreshes every time you land a critical hit.

Malicious Strike Malicious Strike 4 Adrenaline1 Recharge time Melee Attack. If target foe has a condition, this attack deals +5...21...25 damage and is a critical hit.


Deadly Arts[edit]

Dancing Daggers Dancing Daggers 5 Energy¼ Activation time5 Recharge time Spell. You send out three projectiles at target foe: each deals 5...21...25 earth damage. This spell has half the normal range. This skill counts as a lead attack.

Expose Defenses Expose Defenses 10 Energy¾ Activation time15 Recharge time Touch Skill. Target foe loses his current stance. If you used this skill on a knocked-down foe, you steal up to 10...42...50 Health and target foe also loses 1 Enchantment. This skill counts as an off-hand attack. 50% failure chance unless Critical Strikes 5 or more.

Expunge Enchantments Expunge Enchantments 5 Energy¾ Activation time25 Recharge time Touch Skill. Target foe loses 1 enchantment. All of your other non-attack skills are disabled for 10...4...3 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment.

Impale Impale 8 Adrenaline¼ Activation time12 Recharge time Skill. You deal 25...85...100 earth damage to target foe. If you have a recharging dual attack, you instead inflict Deep Wound for 5...13...15 seconds. 50% failure chance unless Critical Strikes 5 or above.

Mark of Death Mark of Death 10 Energy¼ Activation time15 Recharge time Hex Spell. For 3...7...8 seconds, whenever target foe is healed, he gains 33% less benefit from that healing and is poisoned for 3 seconds.

Sadist's Signet Sadist's Signet 20 Recharge time Signet. For 20 seconds, each time you apply a condition, all adjacent foes take 5...17...20 earth damage and you gain 15...43...50 Health. This effect ends after it triggers 1...3...4 time[s].


Dagger Mastery[edit]

Black Mantis Thrust Black Mantis Thrust 5 Energy½ Activation time6 Recharge time Lead Attack. If this attack hits, you strike for +5...13...15 damage. If target foe is suffering from a Hex, that foe is Crippled for 2...4...5 seconds.

Disrupting Stab Disrupting Stab 5 Energy½ Activation time10 Recharge time Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a skill, you deal +5...21...25 damage and it is disabled for 3...9...10 seconds.

Desperate Strike Desperate Strike 5 Energy½ Activation time5 Recharge time Lead Attack. If this attack hits while you have less than 50% Health, you knock down your target, deal +10...22...25 damage and this skill is disabled for 20 seconds.

Falling Lotus Strike Falling Lotus Strike 4 Adrenaline8 Recharge time Off-Hand Attack. Must strike a knocked-down foe. If it hits, you strike for +15...31...35 damage and gain 1...6...7 Energy.

Fox Fangs Fox Fangs 5 Energy½ Activation time5 Recharge time Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +5...17...20 damage if it hits. If you land a critical hit, you inflict cracked armor on your target for 5 seconds.

Golden Fox Strike Golden Fox Strike 5 Energy3 Recharge time Lead Attack. If this attack hits, target foe takes +5...21...25 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. If you land a critical hit, you bleed your target for 8 seconds.

Golden Lotus Strike Golden Lotus Strike 2 Adrenaline3 Recharge time Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an Enchantment, you gain 0...2...3 Energy. If you land a critical hit, you inflict weakness on your target for 5 seconds.

Lotus Strike Lotus Strike 2 Adrenaline½ Activation time1 Recharge time Off-Hand Attack. Must follow a lead attack. If it hits, you gain 0...1...1 Energy. If you land a critical hit, you poison your target for 2 seconds.

Nine Tail Strike Nine Tail Strike 5 Energy6 Recharge time Dual Attack. Must follow an off-hand attack. This attack cannot be blocked and strikes for +10...30...35 damage. If you land a critical hit, you burn your target for 2 seconds.

Repeating Strike Repeating Strike 8 Adrenaline½ Activation time Dual Attack. Must follow a dual attack. If it hits, you gain 1...3...3 adrenaline. If this attack misses, you lose all adrenaline and this skill is disabled for 10 seconds.

  • You gain adrenaline from each attack, much as how Twisting Fangs functions.


Shadow Arts[edit]

Aura of Displacement Aura of Displacement 5 Energy¼ Activation time15 Recharge time Elite Enchantment Spell. When you cast Aura of Displacement, shadow step to target foe. While maintaining Aura of Displacement, you have a 1...12...15% chance to evade attacks. When you stop maintaining Aura of Displacement you return to your original location.

Blinding Powder Blinding Powder 5 Energy¼ Activation time15 Recharge time Spell. Must follow an off-hand attack. Target foe and all nearby foes become Blinded for 3...9...10 seconds.

Heart of Shadow Heart of Shadow 5 Energy15 Recharge time Skill. You are no longer blinded and heal for 30...126...150. Shadow Step to a nearby location directly away from your target. 50% failure chance unless Critical Strikes 5 or above.

Mirrored Stance Mirrored Stance 10 Energy20 Recharge time Stance. For 3 seconds, 25...65...75% of all damage that you would take is instead reflected back upon its respective sources.

Shadow Form Shadow Form PvP 10 Energy Elite Form. All your non-dagger attack skills are disabled for 5 seconds. For 1...4...5 second[s], you take 50% less damage. While in this form, the next time you would use a skill that targets a foe, you also shadow step to that foe and this form ends.

  • Unsure of how this could functionally be incorporated into the game. What I'd like to see is a delayed Shadow Walk effect--if possible, on skill activation. Ten meters away? Assume Shadow Form and use Jagged Strike. Suddenly, you're at your target using Jagged Strike on them with no after-cast penalty so that you can flow easily into the rest of your chain.

Shadow Meld Shadow Meld 5 Energy¼ Activation time20 Recharge time Elite Enchantment Spell. Shadow step to target foe. For 1...3...4 second[s], you have a 75% chance to evade attacks and cannot be targeted by spells.

Smoke Powder Defense Smoke Powder Defense 10 Energy½ Activation time6 Recharge time Lead Attack. If this attack hits, you blind your target for 1...2...2 second[s]. If this attack misses, all adjacent foes are blinded for 3...9...10 seconds, dazed for 3 seconds and this skill is disabled for 20 seconds.

  • It's a lead attack to prevent cross-profession abuse.

Way of the Fox Way of the Fox 10 Energy40 Recharge time Skill. For 20 seconds, your next 1...6...7 attack[s] are unblockable. When this skill ends, all of your "Fox" skills except for this one are recharged.

Way of the Lotus Way of the Lotus 8 Adrenaline12 Recharge time Skill. Must follow a dual attack. You gain 1...8...10 Energy and all adjacent foes burn for 0...2...2 second[s] for each adrenaline skill you have equipped. (Maximum 5 seconds total)