User:Lilondra/Gamebalance/Assassin/Dev

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Intro[edit]

Basicly Assassins need a whole revamp.If you would ask somebody what assassin's are all about he would most likely say : Chaining your attack skills,If you would ask shard he would most likely say : Bashing your head at your keyboard.Now I think that by design neither of these answers are correct.They are however what assassins are currently : A brainless buttonbashclass that is broken to the bone and only sees use when it can be abused in some way.To fix this we need to fix 2 major problems : a) instagib chains and b) Mobility and self defense.Where the warrior is the balanced option the assassin could be the general tactics "beast" while A dervish could be extremely micro driven (quarter this,int that,...).Assassin chaining will never be skillfull.It is something you must accept,however that doesn't mean they cannot serve a skillreq role.

General changes[edit]

  • Using a Dual attack now disables all your other dual attack for 7 seconds.
  • Critical Strikes now only affects daggers and you only gain energy using it with daggers.

These changes were needed to a) Prevent people from Using the sin as a brainless buttonbash class and still be able to instagib people and ofcourse to stop the famous critsins.Because Critical strikes "synergy" with other weapons has never delivered a good yet skillfull build nor a build that actually fitted in the assassin's niche I think this change is needed.

Critical Strikes[edit]

Locust's Fury Locust's Fury : Elite Stance.For 3...7...8 seconds you move and attack 25 % faster. 5 Energy0 Activation time15 Recharge time

Palm Strike Palm Strike  : Changed functionality to: Deal 15...55...65 damage to target foe and that foe suffers from weakness for 1...11...13 seconds.This counts as an off-hand attack. 5 Energy¾ Activation time8 Recharge time

Assassin's Remedy Assassin's Remedy  : Changed functionality to : For 20 seconds whenever you fail to hit you lose 1 condition.( max 1...4...5) 5 Energy2 Activation time25 Recharge time

Blinding Powder Blinding Powder  : Changed functionality to : Spell.Target foe suffers from blind for 3...10...12 seconds. This spell has half the normal range. 5 Energy1 Activation time12 Recharge time

Way of the Master Way of the Master : Enchantment spell.For 3...9...11 seconds you have an additional 8...21...24 armor and gain 8...21...24 health whenever you hit with an attack. 5 Energy¾ Activation time15 Recharge time

Entangling Asp Entangling Asp  : Changed functionality to : Target foe is knocked down and suffers from poison for 5 seconds.All your skills are disabled for 8...3...2 seconds 5 Energy¾ Activation time12 Recharge time

Only few changes here.The Change to Locust's fury looks like another RaO copy but it's use should be completely diffrent.Since assassins can no longer instagib and are a spike assist class they don't have to constantly follow a target.So LF will not be nearly as broken and while a warrior has to focus on bull's a sin can focus on outsplitting their opponent.Run and Collapse.

Dagger Mastery[edit]

<-- Lead Attacks -->

Shattering Assault Shattering Assault : Elite Lead Attack. If this attack hits you deal +5...21...25 damage and target foe loses an enchantment.This attack cannot be blocked. 5 Energy0 Activation time5 Recharge time

Black Mantis Thrust Black Mantis Thrust : Increased Cripple duration to 3...17...20 seconds. 5 Energy0 Activation time12 Recharge time

Temple Strike Temple Strike : Elite Lead Attack.If this attack hits,You strike for + 5...21...25 damage and target foe is Dazed and Blinded for 1...6...7 seconds. 10 Energy0 Activation time15 Recharge time

Jagged Strike Jagged Strike : Lead Attack. If this attack hits you deal +1...18...22 damage and target foe starts bleeding for 1...18...22 seconds. 5 Energy½ Activation time5 Recharge time

Golden Fox Strike Golden Fox Strike : 5 Energy0 Activation time15 Recharge time

<-- Off-hand Attacks -->

Fox Fangs Fox Fangs : Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +7...29...35 damage if it hits. 5 Energy¼ Activation time10 Recharge time

Jungle Strike Jungle Strike : Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...27...31 damage. If it hits a foe that was Crippled, it does +5...21...25 damage. 5 Energy½ Activation time8 Recharge time

Disrupting Stab Disrupting Stab : Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...27...31 damage and target foe is interrupted. 5 Energy½ Activation time8 Recharge time

Wild Strike Wild Strike : Off-Hand Attack. Must follow a lead attack. This attack is unblockable and if it hits it strikes for +10...27...31 damage and any stance being used by your target ends. 5 Energy½ Activation time8 Recharge time

Desperate Strike Desperate Strike : Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...37...44 damage. 5 Energy¾ Activation time10 Recharge time

Golden Skull Strike Golden Skull Strike : Elite Off-Hand Attack. If you are under the effects of an Enchantment and this attack hits, you strike for + 10...27...31 damage and target foe is Dazed 1...4...5 seconds. 5 Energy1 Activation time12 Recharge time

Moebius Strike Moebius Strike : Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +10...30...35 damage. If this attack hits, all your other attack skills are recharged. 5 Energy0 Activation time10 Recharge time

Black Lotus Strike Black Lotus Strike : Off-Hand Attack. Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for +10...27...31 damage and you gain 5...17...20 Energy. 5 Energy0 Activation time12 Recharge time

Golden Phoenix Strike Golden Phoenix Strike : Off-Hand Attack. If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage. 5 Energy0 Activation time12 Recharge time


Golden Fang Strike Golden Fang Strike : 5 Energy1 Activation time12 Recharge time

Golden Lotus Strike Golden Lotus Strike : Reduced Energy Gain to 2...6...7. 5 Energy1 Activation time5 Recharge time

<-- Dual Attacks -->

Horns of the Ox Horns of the Ox : Dual Attack.Must follow a off-hand Attack.If it hits, Horns of the Ox strikes for +7...21...25 damage. If struck foe is not adjacent to any allies, that foe is knocked down. 5 Energy0 Activation time12 Recharge time

Trampling Ox Trampling Ox : Dual Attack.Must follow a off-hand Attack.If it hits, Trampling Ox strikes for +7...27...32 damage. If struck foe is crippled, that foe is knocked down. 5 Energy0 Activation time15 Recharge time

Nine Tail Strike Nine Tail Strike : Dual Attack. Must follow an Off-hand Attack. If this attack hits, you deal +5...21...25 damage and cripple target foe for 5...8...9 seconds. This attack cannot be blocked. 5 Energy0 Activation time10 Recharge time

Death Blossom Death Blossom : 5 Energy0 Activation time5 Recharge time

Black Spider Strike Black Spider Strike : Changed functionality to: Dual Attack. You must strike a hexed foe. If Black Spider Strike hits, you strike for +10...28...32 damage and your target suffers from poison for 3...14...17 seconds. 10 Energy0 Activation time5 Recharge time

Because of the 7 sec disable on dual attacks whenever you use a dual attack we can now buff damage on those dual attacks if needed.I added a cast time to off-hand attacks to limit the choice between O-D and L-O-D to bar compression and nothing else.The idea is that sins take 2-4 of these attack skills as their chain and invest rest of their skill slots in utility and mobility.Forming a effective *non-instagib- gank character.

Shadow Arts[edit]

<-- Offensive Shadowsteps -->

Shadow Prison Shadow Prison  : Elite Hex Spell.Shadowstep to target foe.For 3...7...8 seconds target foe moves 33...59...66% slower.This spell has half the normal Range 10 Energy¼ Activation time25 Recharge time

Dark Prison Dark Prison  : Hex Spell.Shadowstep to target foe.For 2...4...5 seconds target foe moves 33% slower.This spell has half the normal Range 10 Energy1 Activation time30 Recharge time

Beguiling Haze Beguiling Haze  : Elite Spell.You shadow step to target foe.For 0...6...7 seconds that foe suffers from daze.This spell has half the normal range. 5 Energy1 Activation time25 Recharge time

Aura of Displacement Aura of Displacement  : Elite Enchantment spell.Shadowstep to target foe.While you maintain this enchantment you suffer from -3 pips of health degeneration.When this enchantment ends you shadowstep back to your original location.This spell has half the normal range 10 Energy1 Activation time25 Recharge time

Wastrel's Collapse Wastrel's Collapse  : Elite Spell. Shadow Step to target foe. That foe is knocked down. All your non-dagger attack skills are disabled for 5 seconds.This spell has half the normal Range 5 Energy¾ Activation time25 Recharge time

Death's Charge Death's Charge  : Changed functionality to : Shadowstep to target foe.Gain 35...131...155 health.This spell has half the normal range 5 Energy1 Activation time25 Recharge time

<-- Defensive Shadowstepping -->

Death's Retreat Death's Retreat  : Changed functionality to : Shadowstep to target other ally.Gain 35...131...155 health. 5 Energy¾ Activation time15 Recharge time

Return Return  : Shadowstep to target ally.Foes near your original location are crippled for 1...6...7 seconds.All your other spells are disabled for 9...5...4 seconds. 5 Energy¼ Activation time15 Recharge time

<-- Extra Mobility -->

Shadow Form Shadow Form  : Changed functionality to: Skill.For 5 seconds you move 50 % faster and cannot be seen on the compass.This ends when you take physical damage. 5 Energy0 Activation time12 Recharge time

Shadow Walk Shadow Walk  : For 8 seconds you cannot be seen on the compass and move 15...25...27 % faster.Fails with shadow arts <5 5 Energy¼ Activation time25 Recharge time

Spirit Walk Spirit Walk  : Changed functionality to : For 1...7...9 seconds you move 25 % faster.If you are near a spirit you move 33 % faster instead. 5 Energy0 Activation time7 Recharge time

<-- Selfheal and selfdefense -->

Caltrops Caltrops  : 5 Energy¾ Activation time12 Recharge time

Dark Escape Dark Escape  : 5 Energy0 Activation time25 Recharge time

Feigned Neutrality Feigned Neutrality  : 5 Energy¾ Activation time20 Recharge time

Sadist's Signet Sadist's Signet  : You are healed for 15...71...85 health.If target foe was suffering from a condition you are healed for 25...129...155 health instead. 0 Energy1 Activation time8 Recharge time

Shadow of Haste Shadow of Haste  : 5 Energy0 Activation time30 Recharge time

Way of the Fox Way of the Fox  : 5 Energy¾ Activation time30 Recharge time

Shadowy Burden Shadowy Burden  : 5 Energy¼ Activation time12 Recharge time

Shadow Refuge Shadow Refuge  : Enchantment Spell. For 8 seconds, you gain 5...9...10 Health regeneration and have a additional 24 armor. 5 Energy¾ Activation time12 Recharge time

Hidden Caltrops Hidden Caltrops: Elite skill.For 3 seconds you move 50% faster.All nearby foe's are crippled for 1...4...5 seconds upon activation.Disables all attack skills for 5 seconds 5 Energy0 Activation time8 Recharge time

I moved all shadowsteps to shadow arts.The main reason is to FORCE investment in this attribute.Because just like dagger attacks,mobility is key when playing assassin.I've buffed skills like Shadow refuge and Dark escape to compensate for the loss on attack power.

I realise that half range is a big nerf but I will introduce a assassin only rune that would make all half ranged assassin spells full ranged again.Look at it as a assassin's stonefist insignia.This is to prevent other classes from abusing shadowsteps like this once more.

Deadly Arts[edit]

Deadly Paradox Deadly Paradox  : Changed functionality to : For 1...4...5 seconds you move and attack 33 % faster but only deal half the damage. 10 Energy0 Activation time12 Recharge time

Enduring Toxin Enduring Toxin  : Target foe suffers from poison for 5...15...18 seconds.If that foe was already suffering from poison it is crippled instead 2...7...8 seconds . 5 Energy¾ Activation time7 Recharge time

Crippling Dagger Crippling Dagger  : 5 Energy¼ Activation time5 Recharge time

Dancing Daggers Dancing Daggers  : Quarter-Range Spell. Send out three Dancing Daggers at target foe, each striking for 5...29...35 earth damage and you shadowstep to target foe. 5 Energy1 Activation time25 Recharge time

Shadow Shroud Shadow Shroud  : 5 Energy1 Activation time20 Recharge time

Expunge Enchantments Expunge Enchantments Changed functionality : All your skills are disabled for 2 seconds.All your non-attack skills are disabled for an additional 9...3...2 seconds.For each non-attack skill you have equiped that foe loses 1 enchantment. 5 Energy1 Activation time20 Recharge time

Shameful Fear Shameful Fear Changed functionality to : Hex spell.For 3...9...11 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...15...18 damage and an additional 5...15...18 damage for each 5 seconds this hex was in effect.This hex is renewed if target foe was moving when this ends. 10 Energy½ Activation time8 Recharge time

Siphon Strength Siphon Strength  : Hex Spell. For 3...13...15 seconds, target foe moves 33% slower and you move 33% faster. 5 Energy1 Activation time5 Recharge time

Shroud of Silence Shroud of Silence  : Elite Hex Spell.Target touched foe cannot cast spells that target another foe for 1...4...5 seconds.All your spells are disabled for 8 seconds. 5 Energy1 Activation time25 Recharge time

Deadly arts has been the broken spell chain version of the assassin for to long now.It is a attribute that always took the lead role when in a build.You either ran a whole DA build or you didn't run DA (with some broken skill exeptions).I wanted to change this for obvious reasons.