Feedback:User/Tounaku/Assassin Skill Suggestions VI

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Time for more "Take a look at these, Anet!" with Tounaku because I apparently find suggesting skill updates in a pretty dead game more important that doing a paper worth 25% of my class-specific grade.

All suggestions are initially for PvP but can be suggested as a rework for both instances of the game if need be. By the way, would anyone mind sharing with me the way to display a skill such that it is {{insert skill here PvP}} and not just the regular display of the name so I can deem skill suggestions "PvP-only" accordingly?


Critical Strikes Function Change[edit]

For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit and your dagger attack skills activate 1% faster while you are not in a stance. Whenever you critical hit, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks above.

  • I dunno why I felt a buff like this is necessary. It really isn't. I guess I'm just in an unexplainable mood right now. Discuss at will.


Critical Strikes PvP[edit]

Dark Apostasy Dark Apostasy 5 Energy¼ Activation time15 Recharge time Elite Enchantment Spell. For 3...14...17 seconds, you have a +1...12...15% chance to land a critical hit but -3 energy regeneration as well. Every time you successfully land a critical hit, you remove one enchantment from your target. If your energy falls below 20...8...5, Dark Apostasy ends.


Dagger Mastery PvP[edit]

Flashing Blades Flashing Blades 10 Energy0 Activation time20 Recharge time Elite Stance. For 3...10...12 seconds while wielding daggers, you attack 1...12...15% faster. Whenever you land a critical hit, all adjacent foes are blinded for 0...2...3 seconds.


Fox's Promise Fox's Promise 10 Energy¾ Activation time20 Recharge time Elite Enchantment Spell. For 5...17...20 seconds while wielding daggers, you have a +1...12...15% chance to land a critical hit and cannot be blocked. This enchantment ends the next time you fail to hit. If this enchantment ends prematurely, up to 0...2...2 nearby foes lose their current stance and 1 enchantment.


Temple Strike Temple Strike 10 Energy½ Activation time10 Recharge time Elite Off-hand Attack. Must follow a Lead Attack. If this attack hits, you interrupt target foe's action. If that action was a spell, target foe is dazed for 0...6...7 seconds. If target foe was attacking, that foe is blinded for 0...6...7 seconds.


Deadly Arts PvP[edit]

Mark of Insecurity Mark of Insecurity 10 Energy¼ Activation time8 Recharge time Elite Hex Spell. For 3...9...10 seconds, target foe cannot block your dagger attack skills. The next time you successfully hit target foe with a dagger attack, that foe loses his current stance, 1 enchantment and this hex ends. This skill counts as a Lead Attack.

  • I have a mind to take out cast time entirely from this skill suggestion. Any thoughts?


Shroud of Silence Shroud of Silence 10 Energy¼ Activation time15 Recharge time Elite Touch Hex Spell. For 1...7...8 second[s], whenever target foe receives a critical hit, that foe is dazed for 3 seconds.


Siphon Strength Siphon Strength 10 Energy¾ Activation time10 Recharge time Elite Hex Spell. For 3...13...15 seconds, target foe deals -5...33...40 damage and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.

  • The ideal version. This would effect all sources of damage coming from the target.


Siphon Strength Siphon Strength 10 Energy¾ Activation time15 Recharge time Elite Hex Spell. For 3...10...12 seconds, target foe's highest attribute is reduced by 0...6...7, that foe does -5...21...25 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.

  • If #1 won't work due to mechanic issues, this is my second idea. This version would certainly remove a melee player from the game like usual, but would also reduce spell damage, just not quite as much as the version above for the sake of balance. If this kind of mechanic is impossible (focusing in on reducing only a specific, variable attribute), then see the suggestion below.


Siphon Strength Siphon Strength 10 Energy¾ Activation time20 Recharge time Elite Hex Spell. For 1...7...8 second[s], all of target foe's attributes are decreased by 0...6...7, that foe does -5...21...25 damage with attacks, and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.


Shadow Arts[edit]

Shadow Meld Shadow Meld 5 Energy¼ Activation time15 Recharge time Elite Hex Spell. Shadow step to target foe. For 1...5...6 second[s], all spells cast by target foe that target you fail and all attacks made by target foe against you miss.