Feedback:User/Raine Valen/Skill suggestions/Assassin/Dagger Mastery

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Blades of Steel Blades of Steel[edit]

Current:[edit]

5 Energy8 Recharge time Dual Attack. Deals +5...14...16 damage (maximum 60) for each recharging dagger attack. Must follow an off-hand attack.

Proposed:[edit]

12 Adrenaline30 Recharge time Dual Attack. Deals +5...17...20 damage (maximum 80) for each recharging dagger attack. Lose all adrenaline.


Still retains its classic functionality as a big-damage spike finisher. No longer has functionality as a relatively-spammable spike finisher.
As you may have noticed, the cost is a huge adrenal one. Sins will gain large amounts of adrenaline during their chain, as opposed to before it (like warriors), and so the "whopping" cost becomes much less so. This system also replaces the traditional lead -> offhand -> dual combo, in most cases.


Dancing Daggers Dancing Daggers[edit]

Current:[edit]

Proposed:[edit]

10 Energy2 Activation time12 Recharge time Preparation. (24 seconds.) Whenever you use an attack skill, all adjacent foes take 5...17...20 slashing damage.


A basic preparation choice for assassins. This one focuses on straight-up damage.


Death Blossom (PvP) Death Blossom (PvP)[edit]

Current:[edit]

5 Energy6 Recharge time Dual Attack. Deals +20...40...45 damage. Also affects foes adjacent to target foe. Must follow an off-hand attack.

Proposed:[edit]

5 Adrenaline1 Activation time20 Recharge time Dual Attack. Deals +20...40...45 damage. Inflicts Bleeding (5...17...20 seconds). Gain 1 adrenaline.


Standard, mid-adrenal spike skill.


Falling Lotus Strike Falling Lotus Strike[edit]

Current:[edit]

5 Energy12 Recharge time Off-Hand Attack. Deals +15...31...35 damage; you gain 1...10...12 Energy. No effect unless target foe is knocked-down.

Proposed:[edit]

15 Energy½ Activation time4 Recharge time Lead Attack. Deals +15...31...35 damage. You gain 6 adrenaline and 5...13...15 Energy. No effect unless target foe is knocked-down.


This one also retains its traditional role. It's a quick attack designed to exploit conditional knockdowns like Bull's Strike or Horns of the Ox while providing enough adrenaline to light up mid-adrenaline attacks for the rest of the chain.


Falling Spider Falling Spider[edit]

Current:[edit]

5 Energy8 Recharge time Off-Hand Attack. Deals +15...31...35 damage. Inflicts Poisoned condition (5...17...20 seconds). No effect unless target foe is knocked-down.

Proposed:[edit]

10 Energy4 Recharge time Lead Attack. Deals +15...31...35 damage. Inflicts Poisoned condition (10...26...30 seconds). You gain 4 adrenaline. No effect unless target foe is knocked-down.


This one also retains its traditional role. The duration of the poison has been extended to facilitate more after-spike damage through degeneration.


Flashing Blades Flashing Blades[edit]

Current:[edit]

10 Energy30 Recharge time Elite Stance. (5...25...30 seconds.) You have 75% chance to block while attacking. Block effect: 5...17...20 damage to your attacker.

Proposed:[edit]

10 Energy12 Recharge time Elite Skill. (5...13...15 seconds.) Whenever you use an attack skill, all adjacent foes take 4...10...12 Slashing damage and are blinded (3 seconds).


This skill is designed for ganking. It pretty much allows an assassin to gank NPCs with impunity, and so should force countersplitting - this countersplit puts assassins into their niche.


Golden Fang Strike Golden Fang Strike[edit]

Current:[edit]

5 Energy4 Recharge time Off-Hand Attack. Inflicts Deep Wound condition (5...17...20 seconds) if you are enchanted. Must follow a lead attack.

Proposed:[edit]

8 Adrenaline1 Activation time20 Recharge time Off-Hand Attack. You gain 3 Adrenaline. Deals +10...26...30 damage and inflicts Deep Wound condition (5...17...20 seconds) if it results in a critical hit.


Blow shit up like no one's business. A conditional Eviscerate (albeit with a much higher recharge) that forces the user to use the auto-crit mechanic or risk failing their spike.


Golden Fox Strike Golden Fox Strike[edit]

Current:[edit]

5 Energy5 Recharge time Lead Attack. Deals +10...26...30 damage. Unblockable if you are Enchanted.

Proposed:[edit]

5 Energy1 Activation time8 Recharge time Lead Attack. Deals +10...26...30 damage and you gain 4 Adrenaline if this attack criticals. Unblockable.


Another "Golden" skill. This one serves as very generic lead attack.


Golden Lotus Strike Golden Lotus Strike[edit]

Current:[edit]

5 Energy5 Recharge time Lead Attack. Deals +5...17...20 damage. You gain 5...7...8 Energy if you are enchanted.

Proposed:[edit]

5 Energy½ Activation time12 Recharge time Lead Attack. Deals +5...33...40 damage. You gain 7 Adrenaline and 3...9...10 Energy if this attack criticals.


Yet another, as per above.


Golden Phoenix Strike Golden Phoenix Strike[edit]

Current:[edit]

5 Energy8 Recharge time Off-Hand Attack. Deals +10...26...30 damage to target and deals 10...26...30 damage to adjacent foes. Fails if you are not enchanted.

Proposed:[edit]

10 Adrenaline1 Activation time20 Recharge time Off-Hand Attack. Deals +20...40...45 damage. Gain 10 Adrenaline and this attack recharges instantly if it criticals. Lose all adrenaline.


An alternative combo-finisher. It's a total gamble, but an awesome one! With a successful proc, it recharges itself, allowing it to be used in rapid succession to finish a target, with a bit of luck.


Golden Skull Strike Golden Skull Strike[edit]

Current:[edit]

10 Energy15 Recharge time Elite Off-Hand Attack. Inflicts Dazed condition (1...4...5 seconds). No effect unless you are enchanted.

Proposed:[edit]

10 Adrenaline½ Activation time15 Recharge time Elite Off-Hand Attack. Inflicts Dazed condition (1...4...5 seconds) and you gain 3 Adrenaline. Deals +25...53...60 damage and causes knockdown if it results in a critical hit.


The final "Golden" skill, this one provides a glorious display of force. A successful hit should qualify as an almost-guaranteed kill.


Horns of the Ox Horns of the Ox[edit]

Current:[edit]

5 Energy12 Recharge time Dual Attack. Deals +1...9...11 damage. Causes knock-down if the target foe is not adjacent to any of its allies. Must follow an off-hand attack.

Proposed:[edit]

10 Energy1 Activation time8 Recharge time Dual Attack. Deals +5...17...20 damage. Causes knock-down if target foe is not moving. Inflicts Deep Wound condition (0...6...8 seconds) and you gain 5 Adrenaline if target foe is knocked down. This skill is disabled (30 seconds) if it strikes a knocked-down foe.


The Assassin's Anti-Bull's strike. Opens a spike beautifully on a non-moving foe, but is useless against kiting foes.


Jungle Strike Jungle Strike[edit]

Current:[edit]

5 Energy½ Activation time10 Recharge time Off-Hand Attack. Deals +10...22...25 damage. Deals +1...25...31 damage to target and adjacent foes if target foe is Crippled. Must follow a lead attack.

Proposed:[edit]

6 Adrenaline½ Activation time15 Recharge time Off-Hand Attack. Deals +10...26...30 damage. Causes knock-down and inflicts Poison (10...26...30 seconds) if target foe is moving. Must follow a lead or off-hand attack.


A second Bull's-esque skill. This one is different from typical dagger mastery skills in that it can't be used to open a combo, but is much more suited to snare a foe mid-chain.


Shattering Assault Shattering Assault[edit]

Current:[edit]

10 Energy6 Recharge time Elite Dual Attack. Deals 5...41...50 damage. Removes one enchantment. Unblockable. Must follow an off-hand attack.

Proposed:[edit]

3 Adrenaline1 Activation time30 Recharge time Elite Dual Attack. Deals +10...26...30 damage and removes one enchantment. Removal effect: deals +20...36...40 damage and you gain 2 adrenaline. You gain 2 adrenaline. Unblockable.


Instead of spamming this on recharge for pressure, this Shattering Assault is meant to prime for a brilliant spike. It does fantastic damage and strips two enchantments, and gives a very respectable amount of adrenaline under ideal circumstances.


Trampling Ox Trampling Ox[edit]

Current:[edit]

5 Energy8 Recharge time Dual Attack. Deals +5...17...20 damage; causes knock-down if target foe is Crippled. Must follow an off-hand attack.

Proposed:[edit]

10 Energy6 Recharge time Dual Attack. Causes knock-down and you gain 5 Adrenaline if target foe is moving. Deals +20...40...45 damage and inflicts Deep Wound condition (0...6...8 seconds) if target foe is knocked down. This skill is disabled (20 seconds) if it strikes a knocked-down foe.


This skill directly relates to Bull's -> Crushing. Opens a chain in glorious fashion, if the user can land it.


Wild Strike Wild Strike[edit]

Current:[edit]

5 Energy4 Recharge time Off-Hand Attack. Deals +10...30...35 damage. Removes target foe's stance. Unblockable. Must follow a lead attack.

Proposed:[edit]

7 Adrenaline1 Activation time4 Recharge time Off-Hand Attack. Deals +10...30...35 damage. Removes target foe's stance. Removal effect: deals an additional +10...30...35 damage; you gain 5 adrenaline. Unblockable if target foe is in a stance.


Similar to Shattering Assault, but for stances.