Sep 23, 2006, 09:58 AM // 09:58
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#1
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Ascalonian Squire
Join Date: Apr 2006
Location: The Netherlands
Guild: Order of Flum [OoF]
Profession: A/N
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Complete list of all new Night Fall Assassin Skills
Here is the complete list of all new Assassin Skills in the upcoming Night Fall. Ofcourse this is probably temporary and some skills will be altered, nerfed, buffed, etc. In this case I will forward those changes in this list.
This thread may ofcourse also serve as a place for comments and discussions about these skills.
[Energy / Casting Time / Recharge Time / Energy Regeneration]
[Attribute Level 0 ~ Attribute Level 12 ( ~ Attribute Level 16)]
Critical Strikes
Assassin’s Remedy
Enchantment Spell. For 10 ~ 30 (~ 37) seconds, whenever you critical, you lose one Condition.
5E / 1C / 20R
Assault Enchantments {E}
Elite Hex Spell. For 10 ~ 30 (~ 37) seconds, the next time target foe is hit with a dual attack, that foe loses all enchantments.
5E / 0.25C / 15R
Deadly Haste
Enchantment Spell. For 10 ~ 30 (~ 37) seconds, half-ranged spells cast 5 ~ 41 (~ 53) % faster and recharge 5 ~ 41 (~ 53) % faster.
10E / 1C / 20R
Fox’s Promise {E}
Elite Enchantment Spell. For 5 ~ 17 (~ 21) seconds, your attacks cannot be “blocked” or “evaded.” This Enchantment ends the next time you fail to hit.
10E / 1C / 20R
Malicious Strike
Melee Attack. If this attack hits a foe suffering from a Condition, you deal + 5 ~ 17 (~ 21) damage and this attack results in a critical hit.
5E / 6R
Way of the Assassin {E}
Elite Stance. For 20 seconds, if you are under the effects of an Enchantment, your attacks have a + 5 ~ 29 (~ 37) % chance to critical.
5E / 12R
Dagger Mastery
Black Spider Strike
Off-Hand Attack. Must strike a Hexed foe. If it hits, this attack strikes for + 10 ~ 27 (~ 32) damage and target foe is Poisoned for 5 ~ 17 (~ 21) seconds.
5E / 12R
Golden Fox Strike
Lead Attack. If this attack hits, target foe takes + 10 ~ 26 (~ 31) damage. If you are under the effects of an Enchantment, this attack cannot be “blocked” or “evaded”.
5E / 8R
Golden Jaw Strike {E}
Elite Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is Dazed for 4 ~ 9 (~ 10) seconds.
10E / 15R
Shattering Assault {E}
Elite Dual Attack. Must follow an off-hand attack. If it hits, target foe loses one Enchantment. If an Enchantment was removed in this way, you deal + 15 ~ 63 (~ 79) damage.
10E / 4R
Deadly Arts
Augury of Death
Hex Spell. For 5 ~ 29 (~ 37) seconds, the next time damage would drop target foe’s Health below 50%, you Shadow Step to that foe. This spell has half the normal range.
5E/ 1C / 12R
Deadly Paradox
Stance. All of your attack Skills are disabled for 10 seconds. For 5 ~ 13 (~ 16) seconds, your Assassin Skills activate and recharge 50% faster.
5E / 10R
Disrupting Dagger
Spell. Send out a Disrupting Dagger at target foe that strikes for 10 ~ 30 (~ 37) earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range.
5E / 0.25C / 10R
Lift Enchantment
Hex Spell. For 5 ~ 17 (~ 21) seconds, whenever target foe is knocked down, that foe loses one Enchantment.
10E/ 1C / 10R
Mark of Insecurity {E}
Elite Hex Spell. For 5 ~ 21 (~ 26) seconds, Enchantments and Stances on target foe expire 50% faster.
5E / 1C / 10R
Shadow Prison {E}
Elite Hex Spell. Shadow Step to target foe. For 4 ~ 9 (~ 10) seconds, that foe moves 66% slower.
5E / 0.25C / 20R
Signet of Toxic Shock
Signet. If target foe is suffering from Poison, that foe takes 10 ~ 82 (~ 106) damage.
1C / 20R
Shadow Arts
Death’s Retreat
Spell. Shadow Step to target ally. If you have less Health than your ally, you gain 40 ~ 112 (~ 136) Health.
5E / 0.25C / 20R
Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
Hidden Caltrops {E}
Elite Hex Spell. For 20 seconds, the next time target foe takes damage while moving, that foe takes 15 ~ 63 (~ 79) damage and is Crippled for 5 ~ 17 (~ 21) seconds.
5E / 1C / 8R
No Attribute
Shadow Meld {E}
Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this Enchantment, you return to your original location.
10E/ 0.25C / 20R / -1ER
Shadow Walk
Stance. Shadow Step to target foe. For 30 seconds, you cannot cast Enchantments. When this stance ends, you return to your original location.
5E / 30R
Shameful Waste {E}
Elite Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill.
5E / 0.25C / 8R
Signet of Twilight
Signet. For each Hex on target foe, that foe loses one Enchantment.
2C / 20R
Swap
Spell. You and target summoned creature Shadow Step to each other’s location.
5E / 0.25C / 10R
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Sep 23, 2006, 11:48 AM // 11:48
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#2
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Banned
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Shadow walk looks interesting... I will definitely want that skill.
Shameful waste has potential against kiters.
Swap... what a stupid skill. I mean who wants to shadow step into a mob of bone minions???
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Sep 23, 2006, 03:16 PM // 15:16
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#3
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Demesis, summoned creatures like spirits.
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Sep 23, 2006, 03:54 PM // 15:54
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#4
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Banned
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But you hardly see spirits in Nightfall.
In alliance battles, you rarely see ritualists spamming spirits. You are more likely to see MM's with their minion-mobs.
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Sep 23, 2006, 04:01 PM // 16:01
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#5
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Demesis
But you hardly see spirits in Nightfall.
In alliance battles, you rarely see ritualists spamming spirits. You are more likely to see MM's with their minion-mobs.
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Similiarly, bone fiends are the staple skill of MM's in GvG.
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Sep 23, 2006, 04:56 PM // 16:56
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#6
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Ascalonian Squire
Join Date: May 2005
Guild: Raging Warriors
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Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
^^This is an exciting new asn skill IMO. It has several significant implications. For one, it's a nice addition to hit-and-run tactics.
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Sep 23, 2006, 09:30 PM // 21:30
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#7
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Academy Page
Join Date: Aug 2006
Guild: Belarusian Standard Time [BST]
Profession: A/
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DUDE! since Iwep(illusionary weaponry)counts as u not hitting an enemy(technically u r missing but doing damage)this would own in tandem w/ that.
Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
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Sep 23, 2006, 10:09 PM // 22:09
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#8
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Lion's Arch Merchant
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Quote:
Originally Posted by uberstu
Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
^^This is an exciting new asn skill IMO. It has several significant implications. For one, it's a nice addition to hit-and-run tactics.
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it can be a very good runner skill, cast dark escape then this
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Sep 23, 2006, 10:38 PM // 22:38
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#9
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Pre-Searing Cadet
Join Date: Aug 2006
Profession: A/
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Quote:
Originally Posted by l Artemis Entreri l
DUDE! since Iwep(illusionary weaponry)counts as u not hitting an enemy(technically u r missing but doing damage)this would own in tandem w/ that.
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Yeah i use iw and feigned neutrality and its working great, i also use deadly paradox for recharge. works great!
Last edited by monkey z; Sep 23, 2006 at 10:40 PM // 22:40..
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Sep 24, 2006, 12:32 AM // 00:32
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#10
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Banned
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I'm looking forward to use Fox's Promise, only thing that can keep you from completing your combo's will be blind or a hex.
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Sep 24, 2006, 03:23 AM // 03:23
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#11
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Lion's Arch Merchant
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Quote:
Originally Posted by l Artemis Entreri l
DUDE! since Iwep(illusionary weaponry)counts as u not hitting an enemy(technically u r missing but doing damage)this would own in tandem w/ that.
Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
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Who said Assasin can't tank ?
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Sep 24, 2006, 04:52 AM // 04:52
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#12
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by pve-er
Who said Assasin can't tank ?
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Necros, Mesmers, and everyone else with enchant removal.
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Sep 24, 2006, 05:53 AM // 05:53
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#13
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Frost Gate Guardian
Join Date: Apr 2006
Profession: W/
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Quote:
Originally Posted by Demesis
Swap... what a stupid skill. I mean who wants to shadow step into a mob of bone minions???
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me with my veretas aura build.
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Sep 24, 2006, 08:18 AM // 08:18
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#14
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Lion's Arch Merchant
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Quote:
Originally Posted by ubermancer
Necros, Mesmers, and everyone else with enchant removal.
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Sigh, everone can remove enchantment these day
I wonder how 55 survive in Nightfall
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Sep 25, 2006, 01:54 PM // 13:54
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#15
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Ascalonian Squire
Join Date: Jun 2006
Guild: Chapter Vanguard
Profession: R/N
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Quote:
Originally Posted by Demesis
Swap... what a stupid skill. I mean who wants to shadow step into a mob of bone minions???
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Ranger-Assassin Trapper
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Sep 26, 2006, 02:32 AM // 02:32
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#16
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Ascalonian Squire
Join Date: Nov 2005
Guild: Xen Of Onslaught
Profession: W/E
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Quote:
Shadow Prison {E}
Elite Hex Spell. Shadow Step to target foe. For 4 ~ 9 (~ 10) seconds, that foe moves 66% slower.
5E / 0.25C / 20R
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Oohhh looks like I will never need to take 'Caltrops' into PvP again.
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Sep 26, 2006, 04:27 AM // 04:27
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#17
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Lion's Arch Merchant
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looking forward to Fox's promise and Feigned Neutrality. Others looks great too. If no major nerft hit these skills we might yet to see a come back for assassins.
still no real self heal in deadly arts though : /
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Sep 26, 2006, 05:25 AM // 05:25
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#18
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Lion's Arch Merchant
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since release of Hero, I doubt people will want assassin at all, Sigh
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Sep 26, 2006, 06:16 AM // 06:16
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#19
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Lion's Arch Merchant
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how true which is excatly why I keep advocating for no more new classes either... the more classes you have, the further assasins drop down on the priority list. You can't get hit with the nerf bat any harder than assassins since faction beta. At least I apperciate Anet's effort to do something about it... however late it might be.
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Sep 26, 2006, 07:46 AM // 07:46
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#20
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by uberstu
Feigned Neutrality
Enchantment Spell. For 5 ~ 13 (~ 16) seconds, you have a + 7 Health regeneration and + 80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.
5E / 0.25C / 25R
^^This is an exciting new asn skill IMO. It has several significant implications. For one, it's a nice addition to hit-and-run tactics.
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I was thinking of using it in a Beastmaster build, using myself to distract the Foe while my pet does the damage
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