User:Raine Valen/Mass Balance/Assassin/Skills/Shadow Arts

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Shadow Arts[edit]

Shadow Form Shadow Form[edit]

Current (PvE):[edit]

  • 10Energy 1Activation time 45Recharge time Elite Enchantment Spell. For 5...18...21 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. . When Shadow Form ends, lose all but 5...41...50 Health.

Proposed:[edit]

Boro's Proposal[edit]

  • 10Energy 1Activation time 35Recharge time Elite Skill. For 5...25...30 seconds, hostile spells against you take twice as long to cast and deal 33% less damage, and you have 50% chance to block attacks. Shadow form is disabled for 35 seconds When Shadow Form ends, lose 10...6...5 Energy.
    • Shadow form was too powerful for PvE. It rendered you invincible. I changed the skill's effect to be more of an All-purpose defense skill an assassin can rely on. It can be penetrated however, and is not maintainable. Also an energy loss is added to balance the skill. Boro 10px‎ 15:05, 9 March 2009 (UTC)

Current (PvP):[edit]

  • 10Energy 1Activation time 60Recharge time Elite Enchantment Spell. (5...13...15 seconds.) Hostile spells targeting you fail, and attacks against you miss. End effect: lose all but 5...41...50 Health.

Proposed:[edit]

Raine's Proposal:[edit]

  • 5Energy 0.25¼Activation time 1Tango-upkeep.png Elite Enchantment Spell. Attacks against you miss and spells targeting you fail. You move 50% faster. When Shadow Form ends, you lose 300...180...150 health. You have -50 Health Degeneration and -3 Energy Degeneration. You lose 70...46...40 Health each time you attack.
    • Yes, it's invincibility. However, it now has a cost matching its effect: assuming 600 health and 15 spec (very generous), it allows the user to get off all of 11 attacks (not counting degen) and drop SF without dying. Assuming that the sin isn't attacking, it allows them to keep Shadow Form up for all of 22 seconds without dying when they drop it (degen caps at 10). This skill gives sins incredible mobility, and allows them to dominate splits or get spikes off unopposed at the cost of, quite simply, dying if they do it wrong. There's no "heal through it" option because all spells targeting the sin fail. ALL regen would be negated by the 50 degen. It's simply not maintainable. My only concern is that the drawbacks may be too big. User Raine R.gif Raine - talk 14:56, 18 March 2009 (UTC)

72.64.2.163's Proposal[edit]

  • 5Energy 0.25¼Activation time 2Recharge time 1Tango-upkeep.png Elite Enchantment Spell. While you maintain Shadow Form, you have +15...39...45 armor and hostile spells targeted at you take 10...34...40% longer to activate.

Weaponmaster's proposal[edit]

  • 5Energy 1/4 Activation time 15Recharge time 1Tango-upkeep.png Elite Enchantment Spell. While maintaining Shadowform you move and attack 15% faster and attacks made against you have a 50% chance to miss and all spells have a 50% chance to fail against you. You take 50...30...25% more damage, non-dagger attack skills are disabled, you loose 2...1...1 energy whenever you successfully hit with an attack.
The thought behind this was just to do two things, 1 was ruin farming, and 2 to put an emphasis on the assassin "glass cannon" feel of the class. PBAoE's will slaughter Sin's even with 15 SA, and the 50% chance to miss/fail will only serve from assassins from being instagibbed when targeted. A high critical strikes/zealous mod will negate the energy loss and the dagger attack skills are to prevent a new scythe build from arising. Weaponmaster 03:28, 1 May 2009 (UTC)

Hidden Caltrops Hidden Caltrops[edit]

Current:[edit]

5 Energy1 Activation time12 Recharge time Elite Hex Spell. Your non-Assassin skills are disabled for 10 second[sic]. For 1...8...10 seconds, target foe moves 50% slower. When this hex ends that foe is Crippled for 1...12...15 seconds.

Proposed:[edit]

Boro's Proposal:[edit]

5 Energy1 Activation time12 Recharge time Elite Hex Spell. For 1...7...8 seconds, target foe moves 50% slower.

    • The problem with this skill was that it added extreme amounts of snare to a single character running this. Instead of blacking out non-assassin skills, I have decided to remove the cripple completely and to reduce the hex duration. It's Still powerful, as it still allows an assassin to snare and spike his target. Boro 10px‎ 08:37, 21 March 2009 (UTC)

Raine's Proposal:[edit]

5 Energy1 Activation time12 Recharge time Elite Hex Spell. Target foe is crippled for 1...7...8 seconds. For 1...7...8 seconds, target foe moves 50% slower.

    • One of the things that made this skill appealing was the duality of the snare; it required both a hex removal and a condition removal to completely eliminate. However, the fact that the cripple was applied at the end of the hex snare gave it an incredible total snare duration. By applying them both at the same time, the snare retains its dual-nature snare ability, but the duration is reduced to something reasonable. User Raine R.gif Raine - talk

5 Energy1 Activation time12 Recharge time Elite Hex Spell. For 1...7...8 seconds, target foe moves 50% slower. The next time this foe is struck with a lead attack, that foe is crippled for 1...7...8 seconds.

    • The thing that really broke this skill was its use on assassin secondaries (as shown by the nerf); by changing it to this form, it still retains its full usability for assassins, while still being no worse than Icy Shackles or "You're All Alone!" on secondaries. User Raine R.gif Raine - talk 16:22, 21 March 2009 (UTC)