Complete list of all new Night Fall Assassin Skills

DeathWise

DeathWise

Ascalonian Squire

Join Date: Apr 2006

The Netherlands

Order of Flum [OoF]

A/N

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

Demesis

Demesis

Banned

Join Date: May 2006

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???

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Demesis, summoned creatures like spirits.

Demesis

Demesis

Banned

Join Date: May 2006

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.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

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. Similiarly, bone fiends are the staple skill of MM's in GvG.

uberstu

uberstu

Ascalonian Squire

Join Date: May 2005

Raging Warriors

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.

l Artemis Entreri l

l Artemis Entreri l

Academy Page

Join Date: Aug 2006

Belarusian Standard Time [BST]

A/

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

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

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. it can be a very good runner skill, cast dark escape then this

monkey z

Pre-Searing Cadet

Join Date: Aug 2006

A/

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. Yeah i use iw and feigned neutrality and its working great, i also use deadly paradox for recharge. works great!

Nessaja

Banned

Join Date: May 2005

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.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

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 Who said Assasin can't tank ?

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by pve-er
Who said Assasin can't tank ? Necros, Mesmers, and everyone else with enchant removal.

narud

Frost Gate Guardian

Join Date: Apr 2006

W/

Quote:
Originally Posted by Demesis
Swap... what a stupid skill. I mean who wants to shadow step into a mob of bone minions??? me with my veretas aura build.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by ubermancer
Necros, Mesmers, and everyone else with enchant removal. Sigh, everone can remove enchantment these day
I wonder how 55 survive in Nightfall

Jaesmyn

Ascalonian Squire

Join Date: Jun 2006

Chapter Vanguard

R/N

Quote:
Originally Posted by Demesis
Swap... what a stupid skill. I mean who wants to shadow step into a mob of bone minions??? Ranger-Assassin Trapper

Psyks

Ascalonian Squire

Join Date: Nov 2005

Xen Of Onslaught

W/E

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 Oohhh looks like I will never need to take 'Caltrops' into PvP again.

prodigy ming

prodigy ming

Lion's Arch Merchant

Join Date: May 2005

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 : /

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

since release of Hero, I doubt people will want assassin at all, Sigh

prodigy ming

prodigy ming

Lion's Arch Merchant

Join Date: May 2005

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.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

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. I was thinking of using it in a Beastmaster build, using myself to distract the Foe while my pet does the damage

SAPhoenix

Academy Page

Join Date: Aug 2006

White Knights

A/W

Quote:
Originally Posted by Psyks
Oohhh looks like I will never need to take 'Caltrops' into PvP again. Nice hex, but better bring something to cover it. Hex removal FTW