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Old Jan 20, 2006, 03:51 PM // 15:51   #1
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Default Assassin Skill List

Critical Strikes
Black Lotus Strike
10 Energy, 30 Recharge
Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +1...+25 Damage and you gain 5...17 energy

Critical Defenses
10 Energy, 1 second cast, 30 Recharge
Enchantment spell. For 4 seconds, you have a 25%...45% chance to "block". Critical Defenses refreshes everytime you land a critical hit.

Critical Eye
5 Energy, 30 recharge
Skill. For 10...30 seconds, you have an additional 1%...6% chance to land a critical hit when attacking. You gain 1 energy whenever you score a critical hit.

Critical Strike
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +1...+8 damage and results in a critical hit.

Dark Apostasy
10 energy, 2 cast, 30 recharge
Elite enchantment spell. For 10...30 seconds, everytime you successfully make a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5 energy or Dark Apostasy ends.

Locusts' Fury
10 energy, 2 cast, 30 recharge
Elite enchantment spell. For 10...30 seconds, you have an additional 20% chance to double-strike

Palm Strike
10 energy, 3/4 cast, 12 recharge
Elite skill. Target touched foe takes 5...53 damage. This skill counts as an off-hand attack.

Sleeping Wound
5 energy, 1 cast, 10 recharge
Elite hex spell. For 5...17 seconds, if target foe is suffering from bleeding or from poison, that foe suffers Health degeneration of -2.

Sharpen daggers
5 energy, 2 cast, 20 recharge
Enchantment spell. For 10...30 seconds, all of your critical hits cause bleeding for 5...13 seconds

Unsuspecting Strike
10 energy, 10 recharge
Lead Attack. If this attack hits, you strike for +1...+25 damage. If your target was above 90% Health, you deal an additional 10...34 damage.

Dagger Mastery
Black Mantis Thrust
5 energy, 12 recharge
Lead Attack. If this attack hits, you strike for +5...+17 damage. If target foe is suffering from a Hex, that foe is crippled for 3...13 seconds

Blades of Steel
5 energy, 20 recharge
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +1...+6 damage for each recharging dagger attack.

Death Blossom
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes traget foe for +10...+22 damage and all adjacent foes take 10...22 damage.

Desperate Strike
5 energy, 10 recharge
Lead Attack. If you have less than 25%...61% health, you deal +5...+41 damage.

Disrupting Stab
5 energy, 15 recharge
Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 3...9 seconds.

Exhausting Failure
5 energy, 10 recharge
Dual Attack. Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.

Falling Spider
5 energy, 10 recharge
Off-hand attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +5...+29 damage and target foe is Poisoned for 5...17 seconds.

Flashing Blades
10 energy, 20 recharge
Elite stance. For 5...17 seconds, you have a 50% chance to block incoming attacks while attacking.

Fox Fangs
5 energy, 10 recharge
Off-hand attack. Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +5...+17 damage if it hits.

Golden Lotus Strike
5 energy, 20 recharge
Lead attack. If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments, you gain 3...9 energy.

Golden Phoenix Attack
5 energy, 8 recharge
Off-hand attack. Must strike an enchanted foe. If it hits, Golden Phoenix Attack deals +10...+26 damage.

Horns of the Ox
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +5...+13 damage. If struck foe is not adjacent to any allies, that foe is knocked down.

Jagged Strike
5 energy, 6 recharge
Lead attack. If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds.

Jungle Strike
5 energy, 12 recharge
Off-hand Attack. Must follow a lead attack. If it hits, this attack strikes for +5...+17 damage. If it hits a foe that was crippled, it does +1...25 damage.

Mantis Sting
5 energy, 8 recharge
Lead Attack. If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe, that foe is crippled for 3...13 seconds.

Moebius Strike
5 energy, 10 recharge
Elite off-hand attack. Must follow a Dual-Attack. If it hits, Moebius Strike strikes for +5...+29 damage. If you strike a foe whose health is below 50%, all of your other attack skills are recharged.

Nine Tail Strike
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "Evaded" and strikes for +5...+13 damage if it hits.

Repeating Strikes
5 energy
Off-hand attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...+17 damage. If it misses, it takes an additional 15 seconds to recharge.

Temple Strike
10 energy, 12 recharge
Elite Off-hand Attack. Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed, and Blinded for 1...7 seconds.

Twisting Fangs
10 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers from Bleeding and Deep Wound for 5...17 seconds

Wild Strike
5 energy, 4 recharge
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +5...+17 damage and target foe loses all stances.

Deadly Arts
Assassin's Promise
5 energy, 3/4 cast, 45 recharge
Elite Hex Spell. For 5...13 seconds, if target foe dies, you gain 5...17 energy and all of your skills are recharged.

Crippling Dagger
5 energy, 1 cast, 20 recharge
Spell. Send out a crippling dagger at target foe. Crippling Dagger strikes for 5...41 earth damage if it hits, and cripples fleeing foes for 3...13 seconds. This spell has half the normal range.

Dancing Daggers
5 energy, 1 cast, 5 recharge
Spell. Send out three dancing daggers at target foe. Each striking for 5...17 earth damage if they hit. Dancing daggers has half the normal range.

Dark Prison
10 energy, 1 cast, 60 recharge
Hex Spell. Shadow step to target foe. For 1...6 seconds, that foe moves 33% slower

Enduring Toxin
5 energy, 1 cast, 10 recharge
Hex spell. For 3 seconds, target foe suffers -1...-3 health regeneration. If that foe was moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds.

Entangling Asp
10 energy, 1 cast, 20 recharge
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds.

Expose Defenses
10 energy, 2 cast, 10 recharge
Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks.

Expunge Enchantments
10 energy, 3/4 cast, 30 recharge
Skill. All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way, target touched foe loses one enchantment.

Impale
5 energy, 1 cast, 15 recharge
Hex spell. For 10...30 seconds, next time target foe is hit by a dual attack, that foe is struck for 10...58 earth damage.

Iron Palm
5 energy, 3/4 cast, 20 recharge
Skill. Target touched foe suffers 5...41 damage. Iron Palm may be used as a lead attack.

Mantis Touch
5 energy, 3/4 cast, 15 recharge
Spell. Must follow a lead attack. Target foe is crippled for 5...17 seconds

Mark of Death
10 energy, 1/4 cast, 20 recharge
Hex Spell. For 4...9 seconds, target foe gains 20% less benefit from healing.

Mark of Instability
10 energy, 1 cast, 20 recharge
Hex spell. For 10...30 seconds, the next time you hit target foe with a dual attack skill, that foe is knocked down.

Scorpion Wire
5 energy, 2 cast, 30 recharge
Hex Spell. For 8...18 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range.

Shameful Fear
10 energy, 2 cast, 20 recharge
Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17 damage.

Shroud of Silence
10 energy, 3/4 cast, 30 recharge
Elite Hex Spell. All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.

Signet of Shadows
1 cast, 30 recharge
Signet. Target foe takes 5...29 damage. If your target was Blinded, that foe suffers an additional 15...51 damage.

Siphon Speed
5 energy, 1 cast, 5 recharge
Hex spell. For 5...13 seconds, target foe moves 15% slower and you move 15% faster.

Siphon Strength
15 energy, 2 cast, 30 recharge
Elite hex spell. For 5...10 seconds, target foe deals -15 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.

Way of the Empty Palm
5 energy, 1 cast, 30 recharge
Elite enchantment spell. For 5...17 seconds, off-hand and dual attacks cost no energy.

Shadow Arts
Beguiling Haze
10 energy, 1/4 cast, 20 recharge
Elite spell. If target touched foe is casting a spell or suffers from Exhaustion, that foe is interrupted and becomes Dazed for 5...10 seconds.

Blinding Powder
5 energy, 1 cast, 20 recharge
Spell. Must follow an off-hand attack. Target foe becomes blinded for 3...13 seconds

Caltrops
10 energy, 1/4 cast, 20 recharge
Spell. Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range.

Death's Charge
5 energy, 1 cast, 45 recharge
Spell. Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.

Heart of Shadow
5 energy, 1 cast, 15 recharge
Enchantment spell. For 60 seconds, the next time you would take damage you are healed for 15...63 health and Shadow Step to a random nearby location.

Mirrored Stance
5 energy, 2 cast, 30 recharge
Hex spell. For 10...30 seconds, whenever target foe enters a stance, you enter the same stance.

Return
5 energy, 1 cast, 20 recharge
Spell. Adjacent foes are crippled for 3...7 seconds. Teleport to target ally.

Shadow Form
5 energy, 1 cast, 60 recharge
Elite enchantment spell. For 5...17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health.

Shadow Refuge
5 energy, 1 cast, 8 recharge
Enchantment spell. For 4 seconds, you have 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30...102.

Shadow Shroud
10 energy, 1 cast, 20 recharge
Elite Hex Spell. For 3...8 seconds, target foe cannot be the target of enchantments

Shadow Step
10 energy, 30 recharge
Stance. For 5...17 seconds, you 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step.

Shadowy Burden
10 energy, 2 cast, 15 recharge
Hex Spell. For 4...9 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe loses 20 armour against your attacks.

Shroud of Distress
10 energy, 1 cast, 45 recharge
Enchantment spell. For 30 seconds, if you are below 50% health you have a 15...63% chance to evade attacks.

Unseen Fury
5 energy, 45 recharge
Stance. For 10...30 seconds, you cannot be "blocked" or "evaded" by Blinded foes.

Viper's Defense
5 energy, 10 recharge
Stance. For 30 seconds, the next time you are struck, you teleport to a random location nearby. The foe who struck you is poisoned for 5...17 seconds.

Way of Perfection
5 energy, 1 cast, 30 recharge
Enchantment spell. For 10...30 seconds, when ever you successfully make a critical hit you gain 10...30 health.

Way of the Fox
5 energy, 1 cast, 3 recharge
Enchantment spell. For 10...30 seconds, your next attack cannot miss

Way of the Lotus
5 energy, 1 cast, 20 recharge
Hex spell. For 10...30 seconds, the next time you hit a foe with a dual attack, you gain 5...13 energy.

No Attribute
Aura of Displacement
10 energy, 2 cast, 15 recharge, 1 maintain
Elite enchantment spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement, you return to your original location

Dash
5 energy, 15 recharge
Stance. For 3 seconds, you move 50% faster

Recall
15 energy, 2 cast, 10 recharge, 1 maintain
Enchantment spell. While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.

Signet of Malice
1 cast, 45 recharge
Signet. For each Condition suffered by target foe, you lose one condition

Spirit Walk
5 energy, 1 cast
Spell. Shadow step to target spirit.
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Old Jan 20, 2006, 04:36 PM // 16:36   #2
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heh, just spam the keyboard since most of the attacks 3/4 casting.
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Old Jan 20, 2006, 04:38 PM // 16:38   #3
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Hmm....I have some interesting ideas forming, Just wondering if the application will be as good as idea.
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Old Jan 20, 2006, 05:02 PM // 17:02   #4
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Temple Strike + Chained Repeating Strike = major hurt on casters. Also, I really don't see much in the Critical Strikes line that interests me, so a Ranger/assassin might be the way to go for expertise. Of course, the Assassin has a better energy pool, but still, expertise is just be so useful.
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Old Jan 20, 2006, 05:12 PM // 17:12   #5
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Especially with Traps and shadow arts.

Deaths Charge, Traps, and Return seems like it would be kind of interesting.
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Old Jan 20, 2006, 05:33 PM // 17:33   #6
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seem a bit over powering skills......
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Old Jan 20, 2006, 05:46 PM // 17:46   #7
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they're not overpowering

if they miss one in their chain its all messed up...throw in a block or interrupt and they are SOL for a few seconds on at least half their bar
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Old Jan 20, 2006, 05:46 PM // 17:46   #8
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susamage. they are not that overpowered. because for now only
assasin mesmer seems to work.

but the thing that you miss when it s not followed by ... say off-hand sucks..

Order of the vampire assasin is not working. Though : 6 assasins, 1 monk and 1 order is working very well

as for trapping.. I tried it.. That thing is way overpowered yes. But the assasin skills are not overpowered.
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Old Jan 20, 2006, 05:57 PM // 17:57   #9
rii
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Heart of Shadow, Exhausting Failure, Shroud of Silence, Siphon Speed, Beguiling Haze, and Vipers Defense all look really interesting.

Can anyone tell me (my computer is broken) how heart of shadow and vipers defense stack? uber tanking seems to be the key, but do you transport twice, does only one work, etc,? Sorry, i really want to know -.-

Thanks for the skill post.
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Old Jan 20, 2006, 06:37 PM // 18:37   #10
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lmao, echo'd scorpion wire for mass kd
combine it with falling spider for more fun
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Old Jan 20, 2006, 07:28 PM // 19:28   #11
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Quote:
Originally Posted by Sereng Amaranth
they're not overpowering
Not in the slightest. If anything I can easily see ANet buffing the assassin between now and release, or in a patch after the release.
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Old Jan 20, 2006, 07:49 PM // 19:49   #12
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Skills are great if you can use serpent's quickness to have them recharge in time to run your combo again.

Shadow Step and Aura of Displacement...mmm...i can think of some great fun


I also love the assassin because ive always wanted a character who can repeatedly give out conditions to shut an opponent down. The current "Melandru's Fangs" R/A build is very good at this...heheh.. yaaaayy


Ok, now for the assassin's weakness.

Wary Stance (warrior, tactics) will easily shutdown any Assassin combo. Enough said.
Spiteful Spirit is great to use as you can watch the Assassin literally kill itself.

Last edited by Lambentviper; Jan 20, 2006 at 07:56 PM // 19:56..
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Old Jan 21, 2006, 12:27 AM // 00:27   #13
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Way of Empty Palm + Repeated Strikes looks fun, as does Scorpion Wire, Siphon Speed, Enduring Poison, Viper's Defense, and Dark Apostasy.

The only problem I can see with assassins is evade/block spells and stances.
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Old Jan 21, 2006, 01:39 AM // 01:39   #14
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Any chance these conditions that can be dealt via the assassin skills can be spread via epedemic? I can see a lot of fun with a A/Me build. Esp if you hit your target with Fragility before going into a combo dealing multiple negative conditions....
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Old Jan 21, 2006, 02:18 AM // 02:18   #15
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Assasin primaries are rediculasly easy to kill. Rangers playing as assasins are a different story though and do not run into the energy problems that assasins have over time. It kinda sucks after doing 1-2 chains of attacks and going to do it a third time, but come up dry after the lead or offhand attack.
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Old Jan 21, 2006, 03:57 AM // 03:57   #16
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The only way to run an assasin primary is with zealous daggers, I think. I've never run into problems useing those.
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Old Jan 21, 2006, 05:03 AM // 05:03   #17
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Quote:
Originally Posted by Lambentviper
Spiteful Spirit is great to use as you can watch the Assassin literally kill itself.
Wow. Yes it is. I tried out assassin and a necro used it on me. I had about 5 or 6 spitefuls go off before I could even stop myself.
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Old Jan 21, 2006, 07:59 AM // 07:59   #18
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lol, and there were people saying that the assassin would be way over-powered. hehe. Assassins, IMHO, are good but they need to watch: 1) energy, and 2) conditions and hexes.
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Old Jan 21, 2006, 10:23 AM // 10:23   #19
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Given how much they seem to fall over in combat versus how less-than-devastating they seem, I'd think that they'll get a few tweak buffs before release. Could just be inexperience with the class, but Assassins seem just a mite too easy to kill for a melee class. No question that an Assassin can hammer you hard, but they don't seem to be the ultralethal, avoid-at-all costs killers I was hoping for. After all, if you have barely over caster-level armor and no option for a shield on a dedicated melee class, you need to be hitting seriously hard. Like, half a health bar gone with one skill stream hard :-P. Course, maybe they can do that already and it's just that the presets suck worse than I thought.
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Old Jan 21, 2006, 11:06 AM // 11:06   #20
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With the right skills, right order, and none of them "avoided", the assassin can take down another play in one attack stream. They do do a lot of damage very quickly, and assuming the opposition has no buffs on him to begin with (with a little help from the team) the targeted enemy will go down. In fact I think perhaps with an assassin a team could target two opposition and take both of them down fairly quickly. I think the majority of the problem at the moment is that players don't really know how to use them. That will change in time.
Assassins do have the potential to be devastating, but it would take a lot of changes to make them over-powered. I wonder if the general community's fears that the class would be severely over-powered has resulted in the current status of assassins seeming useless to many players?
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