Ritualists and Assassin WILL be getting new skills... what do you think they will be
sinican
I was extremely happy to hear that they descided to continue building the 2 exclusive professions from Factions and not just leave them dead...
So now that the news has been out its time to SPECULATE muhahaha...
So anyone have any ideas one what these new skills might be or should be
I definately know the Assassin needs some love all around with skills, better combinations ad strait out better options when it comes to types of Assassins...
Ritualist is a very versatile class and is pretty complete IMO and my favorite profession... im hoping to see some more spirit options and channeling options... also the Spawning Attribute could use some more skills and ultimately id be excited to see some more weapon spells... though id like to see a way to stack weapon spells or better ways to make combinations with them...
DISCUSS!
So now that the news has been out its time to SPECULATE muhahaha...
So anyone have any ideas one what these new skills might be or should be
I definately know the Assassin needs some love all around with skills, better combinations ad strait out better options when it comes to types of Assassins...
Ritualist is a very versatile class and is pretty complete IMO and my favorite profession... im hoping to see some more spirit options and channeling options... also the Spawning Attribute could use some more skills and ultimately id be excited to see some more weapon spells... though id like to see a way to stack weapon spells or better ways to make combinations with them...
DISCUSS!
EPO Bot
Maybe an item spell with Togo's ashes?
natuxatu
Fire holding spell for rit.
Charred Was Athea .. drop it for some fire dmg Actually there are some good idea already over in the other fourm for concept skills
Charred Was Athea .. drop it for some fire dmg Actually there are some good idea already over in the other fourm for concept skills
majoho
Quote:
Originally Posted by natuxatu
Charred Was Athea ..
|
Mister_Smiley
Suicide attack-Assassin Teleports into a group of monsters and commits Suicide cause all monsters 10-50 dmg and they all start bleeding.
Just an idea of a intresting attack i came up with.
Just an idea of a intresting attack i came up with.
Jeff Highwind
Quote:
Originally Posted by EPO Bot
Maybe an item spell with Togo's ashes?
|
Heroic was Togo- Hold his ashes for *Seconds, all allies in your aggro bubble get double adrenaline and skills cost * Less Energy to use (Max 5)
Sins on the other hand should get alot more defensive stances and skills. They got more than enough offense to easily drop a Tank if used right.
Tozen
While I wouldn't be surprised if Assassins got skills for all of their trees, it would make sense to me if Deadly Arts was especially focused on. Right now that tree has a few INCREDIBLY obvious weaknesses such as the lack of a self heal and its incredible reliability on the other trees.
Deadly Arts buffs dagger skills, hence you need the dagger line.
Deadly Arts has no heal, hence you need the shadow line.
Deadly Arts has no energy returnal or passive damage buff, hence you need the critical strikes line.
I'm hoping all of these issues will be addressed by either a)making the deadly arts tree focus on more generic attack skills instead of just daggers AND/OR b)Giving more survivial options in the tree.
Deadly Arts buffs dagger skills, hence you need the dagger line.
Deadly Arts has no heal, hence you need the shadow line.
Deadly Arts has no energy returnal or passive damage buff, hence you need the critical strikes line.
I'm hoping all of these issues will be addressed by either a)making the deadly arts tree focus on more generic attack skills instead of just daggers AND/OR b)Giving more survivial options in the tree.
Skuld
More deep wound skills on Assassin.
unmatchedfury
rits need a healing spell somewhere in the Channeling communing line.
rigfht now to have aself heal you have to go resto or spawning.
somethign like
essence inhale- spirits has -5 degen you get + 5 regen
rigfht now to have aself heal you have to go resto or spawning.
somethign like
essence inhale- spirits has -5 degen you get + 5 regen
Trvth Jvstice
I don't think they will add many more defensive stances. The Assassin was meant to warp in and attack an enemy real quick, doing tons of dmg, then zip back out. I know some builds allow an Assassin to tank a little,but adding much more defense will simply make it a Warrior.
I agree with Tozen about deadly arts. Between putting points in dagger mastery and shadow for healing and critical strikes for energy, there isn't enough points left over for deadly arts. --->Except for a few specialty builds .
I agree with Tozen about deadly arts. Between putting points in dagger mastery and shadow for healing and critical strikes for energy, there isn't enough points left over for deadly arts. --->Except for a few specialty builds .
achilles ankle
Lets get some more offhand attacks and would love too see a tele/lead attack.
Fix shadow refuge and maybe another/better heal that doesnt involve putting yourself in harms way.
^to the above suicide skill,...dont we have enough people who dont know how to work a sin anyways, and you want a skill that promps them to die....ahhh..no
As for a rit...maybe ashes so whenever you get hit in melee u set the attacker on fire for an amount of seconds.
Fix shadow refuge and maybe another/better heal that doesnt involve putting yourself in harms way.
^to the above suicide skill,...dont we have enough people who dont know how to work a sin anyways, and you want a skill that promps them to die....ahhh..no
As for a rit...maybe ashes so whenever you get hit in melee u set the attacker on fire for an amount of seconds.
wren e
I would like to see an increased attack speed skill for the assassins.
sinican
ok this is ment for all the post so far...
Assassin:
Agree that assassins should get more defensive stances... "traditionally" the assassin wasn't seen or heard much to begin with... this whole warping in and out is all good and all but their defensive capabilities with it are extremely underpar... they could use more of a way to divert damage or even a way to counter damage... im not sure why they dont have any counter skills to begin with... a simple stans similar to wariors repose comes to mind....
Agree that assassins need more offhand and Dual attacks for that mater... where are the dual attacks... and how about poison darts a ranged poison attack... or even a delayed dmg attack where are those??? what comes to mind is an attack that lingers and then goes off for the ability to spike because really how can an assasin assisnate if they cant land blows that potentially can kill someone... we have combos for them lead offhand and dual but where is the ability to combine a lead attack for example that has no imediate affect but if followed by a condition or even more dmg when a dual attack lands...
Agree also that the assassin's deadly arts line is pathetic...
also another thing i ddint like about the assassin was its almost dependancy on not only dager mastery but also in critical strikes to have any real effectivenss out of the profession for attacking so it would be nice to see some other attributes having skills that counter this negative...
Ritualist...
Love the ideas... some kind of fire dmg would be great or a spirit that will dampen fire damage outright to counter paragons high ability to BURN ppl lol also the rit lacks any hex removal capabilities if im remembering correctly... and how bout some faster casting less lasting spirits for party effects...
Assassin:
Agree that assassins should get more defensive stances... "traditionally" the assassin wasn't seen or heard much to begin with... this whole warping in and out is all good and all but their defensive capabilities with it are extremely underpar... they could use more of a way to divert damage or even a way to counter damage... im not sure why they dont have any counter skills to begin with... a simple stans similar to wariors repose comes to mind....
Agree that assassins need more offhand and Dual attacks for that mater... where are the dual attacks... and how about poison darts a ranged poison attack... or even a delayed dmg attack where are those??? what comes to mind is an attack that lingers and then goes off for the ability to spike because really how can an assasin assisnate if they cant land blows that potentially can kill someone... we have combos for them lead offhand and dual but where is the ability to combine a lead attack for example that has no imediate affect but if followed by a condition or even more dmg when a dual attack lands...
Agree also that the assassin's deadly arts line is pathetic...
also another thing i ddint like about the assassin was its almost dependancy on not only dager mastery but also in critical strikes to have any real effectivenss out of the profession for attacking so it would be nice to see some other attributes having skills that counter this negative...
Ritualist...
Love the ideas... some kind of fire dmg would be great or a spirit that will dampen fire damage outright to counter paragons high ability to BURN ppl lol also the rit lacks any hex removal capabilities if im remembering correctly... and how bout some faster casting less lasting spirits for party effects...
SilentAssassin
Quote:
Originally Posted by Skuld
More deep wound skills on Assassin.
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twisting fangs is just to much used by sins (all my sins builds have it exept maybe 1-2) just because its a far superior dual attack then the others cause it has deep wound.
I would like to see more hit and run skills for sins.
Glitched
Mark of the Predator [Deadly Arts]
C:10 CT:1/2 RC:20
Elite Hex Spell. For 3-8 seconds target enemy is hexed with Mark of the Predator. Whenever you hit that enemy with a dagger attack skill, that enemy suffers from Crippling and Deep Wound for 5 seconds. Mark of the Predator is re-applied every time you strike that enemy with a dagger attack skill.
(This spell is meant to make it much easier for an assassin to take out a target without having to worry about kiting, as well as making Twisting Fangs less of a "must." The deep wound and crippled can be removed, but they will come back. Removing the hex is the best way to counter it)
Unbinding Ritual [Channeling Magic]
C:10 CT:2 RC:15
Spell. For 3-10 seconds, target enemy spirit and all adjacent enemy spirits suffer health degeneration of 10. If this spell kills the spirit, that spirit's summoner takes 20-90 lightning damage.
(I'm kind of unsure about this spell, I think it would allow channelers to punish enemy ritual lords.)
Disarming was Mina [Communing or Restoration]
C:5 CT:3 RC:20
Hold Mina's Ashes for up to 15-60 seconds. When you drop Mina's ashes, all nearby enemies lose all adrenaline.
(Will allow a Ritualist to completely deplete a warrior's adrenaline. It's intended to be used defensively. I can't decide whether it should be Communing or Restoration)
C:10 CT:1/2 RC:20
Elite Hex Spell. For 3-8 seconds target enemy is hexed with Mark of the Predator. Whenever you hit that enemy with a dagger attack skill, that enemy suffers from Crippling and Deep Wound for 5 seconds. Mark of the Predator is re-applied every time you strike that enemy with a dagger attack skill.
(This spell is meant to make it much easier for an assassin to take out a target without having to worry about kiting, as well as making Twisting Fangs less of a "must." The deep wound and crippled can be removed, but they will come back. Removing the hex is the best way to counter it)
Unbinding Ritual [Channeling Magic]
C:10 CT:2 RC:15
Spell. For 3-10 seconds, target enemy spirit and all adjacent enemy spirits suffer health degeneration of 10. If this spell kills the spirit, that spirit's summoner takes 20-90 lightning damage.
(I'm kind of unsure about this spell, I think it would allow channelers to punish enemy ritual lords.)
Disarming was Mina [Communing or Restoration]
C:5 CT:3 RC:20
Hold Mina's Ashes for up to 15-60 seconds. When you drop Mina's ashes, all nearby enemies lose all adrenaline.
(Will allow a Ritualist to completely deplete a warrior's adrenaline. It's intended to be used defensively. I can't decide whether it should be Communing or Restoration)
Ghull Ka
I'd like something that would make Spawning Power actually "useful". At this time, barring Shelter, Union, Earthbind, Wanderlust and Displacement (and to a lesser extent, Gaze from Beyond and Spirit Transfer), the passive effects of the ritualist's primary attribute are effectively nil. The Essence Inhale idea above would be a good one. Another idea would be something that destroys nearest allied spirit and adds X% of its max health to target ally's max health for x seconds.
Any way to further expand giving us a good reason for our spirits to have more health would be a good thing. As it is, if I want to kill your Pain spirit, I'm going to do it in 3 seconds... 8 seconds if you have 16 spawning power. Big whoop, it's still going to die.
I like "Heroic was Togo" too. Dunno what the effects would be but it'd be nice to give our dead homie some props.
*ahem*
"Misguided was Shiro"
Item Spell
Hold a giant lump of jade (which is shaped somewhat like a turd) for X seconds. During this time, your ability to formulate logical long-term plans with beneficial outcomes vanishes.
Any way to further expand giving us a good reason for our spirits to have more health would be a good thing. As it is, if I want to kill your Pain spirit, I'm going to do it in 3 seconds... 8 seconds if you have 16 spawning power. Big whoop, it's still going to die.
I like "Heroic was Togo" too. Dunno what the effects would be but it'd be nice to give our dead homie some props.
*ahem*
"Misguided was Shiro"
Item Spell
Hold a giant lump of jade (which is shaped somewhat like a turd) for X seconds. During this time, your ability to formulate logical long-term plans with beneficial outcomes vanishes.
dargon
Quote:
Originally Posted by Glitched
Mark of the Predator [Deadly Arts]
C:10 CT:1/2 RC:20 Elite Hex Spell. For 3-8 seconds target enemy is hexed with Mark of the Predator. Whenever you hit that enemy with an attack skill, that enemy suffers from Crippling and Deep Wound for 5 seconds. Mark of the Predator is re-applied every time you strike that enemy with an attack skill. (This spell is meant to make it much easier for an assassin to take out a target without having to worry about kiting, as well as making Twisting Fangs less of a "must." The deep wound and crippled can be removed, but they will come back. Removing the hex is the best way to counter it) |
Jeff Highwind
Quote:
Originally Posted by Ghull Ka
*ahem*
"Misguided was Shiro" Item Spell Hold a giant lump of jade (which is shaped somewhat like a turd) for X seconds. During this time, your ability to formulate logical long-term plans with beneficial outcomes vanishes. |
Rulke
I'd personally like to see sins get some bigger bonus to a critical. As it is the dagger damage is a joke unless you use a skill. For a two handed weapon, less damage than a wand does not seem right. Personally I'd prefer it if you could get weapon mods with bonuses that trigger on criticals, like 25% chance of 5 sec deep wound on criticals, or +5 damage on criticals, but as that's not happening, I'll suggest some skills.
Critical Aim. Deadly Arts Enchantment. 10e 1c 15r
For 5-30 seconds, while wielding daggers, your critical hits have a 33% chance of causing a deep wound for 10 seconds.
I also think that the dual strike chance is vastly underused. Locust's Fury is the only thing with an effect on it other than dagger mastery, and I think it could do with some love.
Twisting Focus. Critical Strikes Enchantment. 10e 1c 15r
For 5-30 seconds, whenever you doublestrike, you have a +10-60% chance of a critical hit.
Finally,
Way of Flexibility. Elite Deadly Arts Enchantment. 10e 1c 45r
For 5-30 seconds, any skill that requires a lead attack may follow either a lead attack or an off hand attack. Any skill that requires an off hand attack may follow either an off hand attack or a dual attack. Any skill that requires a dual attack may follow either a dual attack may follow either a dual attack or a lead attack.
Critical Aim. Deadly Arts Enchantment. 10e 1c 15r
For 5-30 seconds, while wielding daggers, your critical hits have a 33% chance of causing a deep wound for 10 seconds.
I also think that the dual strike chance is vastly underused. Locust's Fury is the only thing with an effect on it other than dagger mastery, and I think it could do with some love.
Twisting Focus. Critical Strikes Enchantment. 10e 1c 15r
For 5-30 seconds, whenever you doublestrike, you have a +10-60% chance of a critical hit.
Finally,
Way of Flexibility. Elite Deadly Arts Enchantment. 10e 1c 45r
For 5-30 seconds, any skill that requires a lead attack may follow either a lead attack or an off hand attack. Any skill that requires an off hand attack may follow either an off hand attack or a dual attack. Any skill that requires a dual attack may follow either a dual attack may follow either a dual attack or a lead attack.
Hyper Cutter
Quote:
Originally Posted by natuxatu
Charred Was Althea ..
|
Also, Assassins need a better self-heal...
mega_jamie
Quote:
Originally Posted by EPO Bot
Maybe an item spell with Togo's ashes?
|
"Dropping Ashes of Master Togo creates a level 1...9 sacrifical dummy spirit. When you a struck you trade locations with the sacrificial dummy for 4-14 seconds, or until it dies"
Lets immportalise his death forever!
Rits need a bonus into their channeling for real, and the lesser used attribute line of the 'sins, needs pumping (forgot the lines name)
Carl Butanananowski
Lol! Heck yes at Shiro.
Ive got a few somewhere.. let me fish them out.
RITUALIST:
Protection of the Ancients
Communing
En: 5
CT: 1/4
R: 30
Enchantment spell. For 7...14 seconds, while you are holding an item, you have a 50% chance to "evade" attacks.
Deliverance
En:25
Ct:3
R:60
Binding Ritual. Summon a level (*) spirit. If any ally dies withing this spirits range, that ally is resurrected with 50% health and no energy, and this spirit dies. This spirit dies after (*) seconds.
Ancestors Blessing
En:15
Ct:1
R:12
Enchantment Spell. For 6...9 seconds, any physical damage target ally takes is reduced by 15. Every time damage is prevented in this way, you lose 2...1 energy.
Violent Release
Channeling
En:10
Ct:2
R:6
Each allied spirit in your area dies. For each spirit that dies, you deal 27...43 damage to a for in the area. The same for cannot be struck more than twice.
Ignorant Was Shaani (name?)
Communing
En:5
Ct:1
R: 45
Item Spell. When you hold this item, foes near you lose 1 energy every time you take damage. When you drop this item, all foes in the area lose 4...9 energy and all enchanments.
ASSASSIN:
Lunge
Dagger Mastery
En:5
Ct: N/A
R: 10
Lead Attack. If Lunge hits, you do +(*) damage. If target foe was moving, they are knocked down.
Rain of Daggers
Dagger Mastery
En:10
Ct: N/A
R: 12
Dual Attack. Strike target foe once for each recharging attack skill you have. Each attack deals +(5...15) damage.
Ive got a few somewhere.. let me fish them out.
RITUALIST:
Protection of the Ancients
Communing
En: 5
CT: 1/4
R: 30
Enchantment spell. For 7...14 seconds, while you are holding an item, you have a 50% chance to "evade" attacks.
Deliverance
En:25
Ct:3
R:60
Binding Ritual. Summon a level (*) spirit. If any ally dies withing this spirits range, that ally is resurrected with 50% health and no energy, and this spirit dies. This spirit dies after (*) seconds.
Ancestors Blessing
En:15
Ct:1
R:12
Enchantment Spell. For 6...9 seconds, any physical damage target ally takes is reduced by 15. Every time damage is prevented in this way, you lose 2...1 energy.
Violent Release
Channeling
En:10
Ct:2
R:6
Each allied spirit in your area dies. For each spirit that dies, you deal 27...43 damage to a for in the area. The same for cannot be struck more than twice.
Ignorant Was Shaani (name?)
Communing
En:5
Ct:1
R: 45
Item Spell. When you hold this item, foes near you lose 1 energy every time you take damage. When you drop this item, all foes in the area lose 4...9 energy and all enchanments.
ASSASSIN:
Lunge
Dagger Mastery
En:5
Ct: N/A
R: 10
Lead Attack. If Lunge hits, you do +(*) damage. If target foe was moving, they are knocked down.
Rain of Daggers
Dagger Mastery
En:10
Ct: N/A
R: 12
Dual Attack. Strike target foe once for each recharging attack skill you have. Each attack deals +(5...15) damage.
GloryFox
Ashes of the Nay Sayer
25 Mana
1 Second casting
6 Month Recharge
While holding Ashes of Nay Sayer, Nay Sayers will be unable use Armor, Skills or anything unique to Elona. Assassins and Ritualist players are immune to this effect.
NOTE: A Nay Sayer is someone who continually said there would be no new content for the Ritualist or Assassin or people who flamed others because they wanted more skills for the SIN and RIT.
25 Mana
1 Second casting
6 Month Recharge
While holding Ashes of Nay Sayer, Nay Sayers will be unable use Armor, Skills or anything unique to Elona. Assassins and Ritualist players are immune to this effect.
NOTE: A Nay Sayer is someone who continually said there would be no new content for the Ritualist or Assassin or people who flamed others because they wanted more skills for the SIN and RIT.
lord_shar
I'm hoping for an IAS + movement-speed-increase stance!
shardfenix
Choking daggers
For the next (12...38) seconds, your attacks deal +8 damage and spread choking gas to adjacent foes. Choking gas interrupts foes attempting to cast spells.
For the next (12...38) seconds, your attacks deal +8 damage and spread choking gas to adjacent foes. Choking gas interrupts foes attempting to cast spells.
Tozen
Quote:
Originally Posted by shardfenix
Choking daggers
For the next (12...38) seconds, your attacks deal +8 damage and spread choking gas to adjacent foes. Choking gas interrupts foes attempting to cast spells. |
Algeron Zolo
I think sins should have skill that deals different conditions, other than the usual poison, bleeding, etc. For example
Remove Layrnx (Dual-attack)
Attr: Deadly Arts
Target foe takes +(x) dmg and is silenced for x seconds.
Rend Limbs (off-hand attack)
Attr: Deadly Arts
Target foe is struck for + x dmg, and suffers from weakness
and is crippled for x seconds.
Gouge Eyes (Dual-attack..1 attack for each eye )
Target foe takes +x dmg and is blinded for x seconds.
Obviously the first one is for casters, dazed possibly being the worst condition for a caster. Second is for casters and melee (casters cant run, melee cant cause dmg). Third Skill is to let you get away when that Wammo decides he doesnt like u stabbing his squishes!
Remove Layrnx (Dual-attack)
Attr: Deadly Arts
Target foe takes +(x) dmg and is silenced for x seconds.
Rend Limbs (off-hand attack)
Attr: Deadly Arts
Target foe is struck for + x dmg, and suffers from weakness
and is crippled for x seconds.
Gouge Eyes (Dual-attack..1 attack for each eye )
Target foe takes +x dmg and is blinded for x seconds.
Obviously the first one is for casters, dazed possibly being the worst condition for a caster. Second is for casters and melee (casters cant run, melee cant cause dmg). Third Skill is to let you get away when that Wammo decides he doesnt like u stabbing his squishes!
unmatchedfury
Enchanment spell- diverted blows - WHile you are under the efdfect of a weapon spell all dmg against you is reduced by ( x ) for ( x ) seconds.
this skill would be a tribute to those who want to make a melee rit, utilizing weapon spells.
this skill would be a tribute to those who want to make a melee rit, utilizing weapon spells.
VanDamselx
Quote:
Originally Posted by Carl Butanananowski
Ignorant Was Shaani (name?)
Communing En:5 Ct:1 R: 45 Item Spell. When you hold this item, foes near you lose 1 energy every time you take damage. When you drop this item, all foes in the area lose 4...9 energy and all enchanments. |
brokenmonkey
*Chuck your kill sai elite*
Lots of damage , cool looking =)
Lots of damage , cool looking =)
TaiClaw
Deadly Arts
Scorpions Grasp (Reverse of Scorpion Wire)
10e 1c 20r
Hex Spell: For 9-18 Seconds, whenever you are 100yards apart from target foe, that foe is moved to you and knocked down.
Dagger Mastery
Mantis Feast
10e 15r
Dual Attack: If mantis feast hits, target foes suffers from Bleeding, Poisen and is crippled for 15seconds.
Repleneshing Strike {E}
5e 12r
Offhand Attack: Must follow a Dual attack, if replenishing strike hits, target foe Suffers from -1-5 Health degeneration, and you gain 10-35 Health for each recharging attack.
Critical Strikes:
Unseen Strength
10e 1c 25r
Enchantment Spell:Your next 1-3 Attacks have an additional 50%-75% critical chance.
Peircing Mantra
10e 1c 15r
Stance: For 7-14 with each successful attack you gain 1-3 Energy and deal 4-8 Extra Damage. Peircing Mantra ends if you are blocked or evaded.
Shadow Arts:
Darkened Shroud
5e 1c 15r
For 5-13 seconds you have a 50%-75% chance to evade attacks, for each successfull evade you gain 25-50 Health. Darkened Shroud ends when you successfully hit with an attack.
Punishing Speed
10e 1/2c 20r
Skill: Shadowstep to target foe's location, if that foe is suffering from a hex or condition, all hexes and conditions are re-applied.
Dark Evasion {e}
5e
Skill:Shadowstep 10ft-20ft ahead of current position. If hit by an attack, Dark Evasion takes an extra 20 Seconds to recharge.
Just my thoughts :P
Scorpions Grasp (Reverse of Scorpion Wire)
10e 1c 20r
Hex Spell: For 9-18 Seconds, whenever you are 100yards apart from target foe, that foe is moved to you and knocked down.
Dagger Mastery
Mantis Feast
10e 15r
Dual Attack: If mantis feast hits, target foes suffers from Bleeding, Poisen and is crippled for 15seconds.
Repleneshing Strike {E}
5e 12r
Offhand Attack: Must follow a Dual attack, if replenishing strike hits, target foe Suffers from -1-5 Health degeneration, and you gain 10-35 Health for each recharging attack.
Critical Strikes:
Unseen Strength
10e 1c 25r
Enchantment Spell:Your next 1-3 Attacks have an additional 50%-75% critical chance.
Peircing Mantra
10e 1c 15r
Stance: For 7-14 with each successful attack you gain 1-3 Energy and deal 4-8 Extra Damage. Peircing Mantra ends if you are blocked or evaded.
Shadow Arts:
Darkened Shroud
5e 1c 15r
For 5-13 seconds you have a 50%-75% chance to evade attacks, for each successfull evade you gain 25-50 Health. Darkened Shroud ends when you successfully hit with an attack.
Punishing Speed
10e 1/2c 20r
Skill: Shadowstep to target foe's location, if that foe is suffering from a hex or condition, all hexes and conditions are re-applied.
Dark Evasion {e}
5e
Skill:Shadowstep 10ft-20ft ahead of current position. If hit by an attack, Dark Evasion takes an extra 20 Seconds to recharge.
Just my thoughts :P
Jeff Highwind
Dark Evasion would make a lovely spell.
Desires
Mysterious Was Gwen
Item Spell
Hold Gwen's ashes for up to 10...35 seconds. When you drop her ashes, all foes are struck for 999 holy damage.
Item Spell
Hold Gwen's ashes for up to 10...35 seconds. When you drop her ashes, all foes are struck for 999 holy damage.
Moiax
FROM THE GW WEBSITE:
Assasin:
Shadow Meld
Shadow Meld is a maintained Enchantment similar to Aura of Displacement. However, rather than Shadow Stepping to a foe, you Shadow Step to an ally. Step to a friendly Warrior and confuse enemy ranks with a sudden spike, then escape from danger. Note that this Enchantment goes on yourself, so watch for enemy removal attempts.
Ritualists
Anguish
Signet of Might
Ritualists have a deadly new triple combo at their disposal. Start by casting Anguish, a Spirit that deals double damage to Hexed foes. Hex a group of foes with Painful Bond so that they take double damage from Spirits, and use Signet of Might on Anguish to increase its damage. Although the Signet will kill the Spirit after ten seconds, you'll have an immensely deadly Spirit to catch your opponents unawares.
Assasin:
Shadow Meld
Shadow Meld is a maintained Enchantment similar to Aura of Displacement. However, rather than Shadow Stepping to a foe, you Shadow Step to an ally. Step to a friendly Warrior and confuse enemy ranks with a sudden spike, then escape from danger. Note that this Enchantment goes on yourself, so watch for enemy removal attempts.
Ritualists
Anguish
Signet of Might
Ritualists have a deadly new triple combo at their disposal. Start by casting Anguish, a Spirit that deals double damage to Hexed foes. Hex a group of foes with Painful Bond so that they take double damage from Spirits, and use Signet of Might on Anguish to increase its damage. Although the Signet will kill the Spirit after ten seconds, you'll have an immensely deadly Spirit to catch your opponents unawares.
some guy
A Togo spell will be nice, and assassins need more self heals.
Guardian of the Light
UBER DEATH
Assassin kill
Instantly kill target touched foe you take quadruiple damage for the next 120 seconds
Assassin kill
Instantly kill target touched foe you take quadruiple damage for the next 120 seconds
pve-er
My idea will be a 1/2 range attack combo on deadly art that require attribute on critical strke and deadly art.
Aimed Degger: send out an Aimed dagger deal 15 dmg and +2 dmg for each rank on deadly art or critical strike, this skill count as lead attack.
Explosive Dirk: skill, must follow a lead attack, send out an Explosive dirk, target foe and adjasent foe striked 15~40 dmg. this skill count as off hand attack.
Salt on Wound: spell, must follow an off hand attack, for 8 second target foe take 2~15 dmg when ever it attack or cast spell
Venon Rush: spell, teleport to target foe, foe and adjasent foes suffer poison for 3~15 seconds, this spell cound as lead attack
Killer's Rest: Enchantment, for 10~25 second, if all your attack skill are recharging, you teleport to location this spell activated and heal 10~25 (max 4) for each attack skills in your skill bar.
Aimed Degger: send out an Aimed dagger deal 15 dmg and +2 dmg for each rank on deadly art or critical strike, this skill count as lead attack.
Explosive Dirk: skill, must follow a lead attack, send out an Explosive dirk, target foe and adjasent foe striked 15~40 dmg. this skill count as off hand attack.
Salt on Wound: spell, must follow an off hand attack, for 8 second target foe take 2~15 dmg when ever it attack or cast spell
Venon Rush: spell, teleport to target foe, foe and adjasent foes suffer poison for 3~15 seconds, this spell cound as lead attack
Killer's Rest: Enchantment, for 10~25 second, if all your attack skill are recharging, you teleport to location this spell activated and heal 10~25 (max 4) for each attack skills in your skill bar.
Lordhelmos
ASSASSIN:
Death before Dishonor: {Elite}
Elite Stance. For 7-12 seconds your lead attacks will cause a deep wound, offhand attacks cannot be blocked or evaded and dual strikes will have 25% armor penetration. If you do not kill any enemies before this stance ends you are dealt 15-25 damage for each nearby foe. (Critical Strikes)
<COST: 10, CAST TIME: 0, RECHARGE: 25>
Disrupting Haze:
Enchantment Spell. For 20 seconds each time you shadow step to or from an enemy, all adjacent enemies are interrupted and you lose 9-7 energy. (Shadow Arts)
<COST: 5, CAST TIME: 0, RECHARGE: 20>
Shuriken:
Skill. Throw a bladed shuriken at target foe that deals +1-15 damage. If Shuriken is blocked or evaded the enemy is begins bleeding and takes 1-15 damage. Shuriken has half the range of spells. (Deadly Arts)
<<COST: 5, CAST TIME: 1/4, RECHARGE: 3>
Shadow Servant:
Enchantment Spell. Enchant target other ally with shadow servant. If target ally is drops below 25% health you shadow step to that ally's location and target ally gains 60-110 health. (Shadow Arts)
<<COST: 10, CAST TIME: 1, RECHARGE: 30, UPKEEP: 1>
RITUALIST:
Soul Trap:
Binding Ritual. Spawn a level 1-8 spirit of soul trap at your location. Each time an enemy attempts to resurrect a fallen ally in range of this spirit, the resurrection takes twice as long and the spirit of soul trap is dealt 80-60 damage. (Communing)
<COST: 10, CAST TIME: 5, RECHARGE: 45>
Enraged Essence:
Skill. Destroy touched allied spirit and the next channeling spell you cast will have a +2 attribute bonus. (Non-Attribute)
<COST: 5, CAST TIME: 0, RECHARGE: 5>
Weapon of Rage:
Weapon Spell. For 10 seconds target ally has a weapon of rage and gains 1 strike of adrenaline for each allied spirit in range (maximum of 1-4) on the next attack. (Channeling)
<COST: 10, CAST TIME: 1, RECHARGE: 10>
Forked Weapon: (Elite)
Weapon Skill. For the next 1-3 attacks target ally has a forked weapon and will strike twice on each attack. (Channeling)
<COST: 10, CAST TIME: 3/4, RECHARGE: 20>
Heavy Weapon:
Hex Spell. Target enemy is hexed with a heavy weapon and attacks and moves 25% slower for 3-10 seconds. (Communing)
<COST: 15, CAST TIME: 2, RECHARGE: 20>
Sacrifice:
Binding Ritual. Spawn a lvl. 1-8 spirit of sacrifice at your location that lasts for 60 seconds. If any ally in the area is dealt fatal damage, that ally gains 30-60 health while the spirit is dealt double the amount (Restoration)
<COST: 25, CAST TIME: 5, RECHARGE: 60>
More to come....
Death before Dishonor: {Elite}
Elite Stance. For 7-12 seconds your lead attacks will cause a deep wound, offhand attacks cannot be blocked or evaded and dual strikes will have 25% armor penetration. If you do not kill any enemies before this stance ends you are dealt 15-25 damage for each nearby foe. (Critical Strikes)
<COST: 10, CAST TIME: 0, RECHARGE: 25>
Disrupting Haze:
Enchantment Spell. For 20 seconds each time you shadow step to or from an enemy, all adjacent enemies are interrupted and you lose 9-7 energy. (Shadow Arts)
<COST: 5, CAST TIME: 0, RECHARGE: 20>
Shuriken:
Skill. Throw a bladed shuriken at target foe that deals +1-15 damage. If Shuriken is blocked or evaded the enemy is begins bleeding and takes 1-15 damage. Shuriken has half the range of spells. (Deadly Arts)
<<COST: 5, CAST TIME: 1/4, RECHARGE: 3>
Shadow Servant:
Enchantment Spell. Enchant target other ally with shadow servant. If target ally is drops below 25% health you shadow step to that ally's location and target ally gains 60-110 health. (Shadow Arts)
<<COST: 10, CAST TIME: 1, RECHARGE: 30, UPKEEP: 1>
RITUALIST:
Soul Trap:
Binding Ritual. Spawn a level 1-8 spirit of soul trap at your location. Each time an enemy attempts to resurrect a fallen ally in range of this spirit, the resurrection takes twice as long and the spirit of soul trap is dealt 80-60 damage. (Communing)
<COST: 10, CAST TIME: 5, RECHARGE: 45>
Enraged Essence:
Skill. Destroy touched allied spirit and the next channeling spell you cast will have a +2 attribute bonus. (Non-Attribute)
<COST: 5, CAST TIME: 0, RECHARGE: 5>
Weapon of Rage:
Weapon Spell. For 10 seconds target ally has a weapon of rage and gains 1 strike of adrenaline for each allied spirit in range (maximum of 1-4) on the next attack. (Channeling)
<COST: 10, CAST TIME: 1, RECHARGE: 10>
Forked Weapon: (Elite)
Weapon Skill. For the next 1-3 attacks target ally has a forked weapon and will strike twice on each attack. (Channeling)
<COST: 10, CAST TIME: 3/4, RECHARGE: 20>
Heavy Weapon:
Hex Spell. Target enemy is hexed with a heavy weapon and attacks and moves 25% slower for 3-10 seconds. (Communing)
<COST: 15, CAST TIME: 2, RECHARGE: 20>
Sacrifice:
Binding Ritual. Spawn a lvl. 1-8 spirit of sacrifice at your location that lasts for 60 seconds. If any ally in the area is dealt fatal damage, that ally gains 30-60 health while the spirit is dealt double the amount (Restoration)
<COST: 25, CAST TIME: 5, RECHARGE: 60>
More to come....
borkbork
Assassins need a backstab skill!
Paperfly
Quote:
Assassins need a backstab skill! |