
Assassin's Remedy - Change to a skill with automatic activation.
Why? - Because it's already not even garunteed condition removal when you need it.
Critical Defenses - Change to a skill with automatic activation that lasts for 8 seconds.
Why? - The slight duration increase makes it a bit more reliable to maintain and being able to activate it immediately means you'll actually have defense when you need it, as opposed to standing there trying to cast it and just dying from that Eviscerate + Executioners combo that is slashing your head off.
Critical Eye - Dramatically increase the duration (something like 5 seconds base plus and extra 10 seconds per rank in critical strikes) and increase critical % to 1 + your rank in crit strikes.
Why? - Because it's currently a waste of a skillslot. The bonus critical chance right now is crap and the +1 energy bonus per critical is lessened when you consider that 5 energy needs to be spent every 30 seconds to reapply the skill.
Dark Apostasy - Change to a skill with automatic activation and decrease to 5 energy.
Why? - Because standing there casting a spell for 2 seconds as an Assassin is way too obvious and if left as a removable enchantment that requires so much energy, there would be non-Elite methods of removing enchantments that would be preferrable.
Deadly Haste - Change to a skill with automatic activation.
Why? - Because you could make some great builds with this skill but at the moment it's too risky to really be worth it.
Fox's Promise - Change to a skill with automatic activation.
Why? - Because otherwise Expose Defenses really negates the purpose of spending your ELITE slot on this skill.
Locust's Fury - Decrease to 5 energy and change to a skill with automatic activation.
Why? - Because this is similar to a Instant-Attack-Speed ability (though not nearly as good because it doesn't help your attack chains) and I don't recall frenzy/flurry/tiger's stance being easily removable. It's also a waste of time to be casting this when you need to be attacking and 10 energy is too unwieldy for the effect that it gives.
Palm Strike - Decrease to 5 energy.
Why? - Because it's an Elite and deserves to be better than other Offhand attacks that are non-Elite.
Sleeping Wound - Decrease to 1/4 second cast and 5 second recharge.
Why? - Because the effect isn't that amazing for an Elite but if spammable the skill could actually become useful for condition pressure builds and as a cover hex.
Sharpen Daggers - Keep the 2 second activation but change to a skill, decrease recharge to 10 seconds, dramatically increase the duration (5 seconds base plus an extra 10 seconds per rank), and slightly increase the bleeding duration that is caused.
Why? - Because you shouldn't have to waste time constantly re-applying a skill with an effect that's this small and if interrupted you can at least go for it again in a shorter amount of time.
Unsuspecting Strike - Increase to 8 second recharge (how is something "Unsuspected" when it is being spammed?) but make it unblockable/unevadable.
Why? - Cause it's a leet sneak attack. They don't know it's coming (in RPG terms), so they shouldn't be able to block/evade and you shouldn't be able to spam it.
Way of the Assassin - Change to a skill with automatic activation, remove the "while enchanted" conditionality, and dramatically increase the duration (same as Critical Eye).
Why? - Because the effect is already barely worthy of being an ELITE, so it should always be working and you should have the option to use an IAS stance with it.

Black Mantis Thrust - Decrease to 5 energy and 8 second recharge.
Why? - Because 10 energy is too much when other crippling options are available and 8 seconds makes it fit into attack chains better.
Blades of Steel - Increase damage bonus to 3 + rank in dagger mastery for each recharging dagger attack and increase damage cap to 60.
Why? - Because the huge amount of extra damage is very conditional.
Desperate Strike - 1/3 of the damage it currently causes should always be applied no matter what your health is at and the full bonus should come whenever you're under 80% health.
Why? - Because you can't waste a skill slot for an offensive attack that does nothing unless you're hurt a decent amount. It needs to do some damage always so that it can be worked into an attack chain.
Disrupting Stab - Change to simply a "Melee Attack" instead of a lead attack and have it disable all skills, not just spells.
Why? - Because it makes little sense to use this as a Lead attack when you need to save it to interrupt something and it should be able to disable signets and such just as the Warrior equivilent Disrupting Chop does.
Flashing Blades - Decrease to 5 energy and increase blocking rate to 75%.
Why? - Because it sucks right now. Assassins are about offense; if you're going to be using your Elite slot for something that doesn't help you kill, then it better be worth it.
Golden Fox Strike - Increase the damage dealt to 10 + (Atrribute Rank multiplied by 3).
Why? - Lead attacks need to be worth using and the current damage isn't convincing.
Golden Skull Strike - Reduce to 5 energy.
Why? - To balance out with Temple Strike.
Golden Lotus Strike - Decrease recharge to 8 seconds.
Why? - Because the benefit here is the energy gain and with its current recharge there are better skills available.
Golden Phoenix Strike - Reduce to 5 energy.
Why? - Because 10 energy is a lot for something that's conditional and doesn't even do a ton of extra damage. Obviously it's very useful for being able to immediately follow with a dual attack for AoD builds but the current energy requirement requires you to have max energy to do an entire chain and I feel that hampers the Assassin's ability to use this consistently. Using a spammable hex with Black Spider Strike and Black Lotus Strike is almost always going to be better if this remains at 10 energy.
Jagged Strike - Add a small damage bonus (base of 5 + your rank in dagger mastery) in addition to the bleeding it causes.
Why? - Because this is a skill you want to put into a spammable attack chain and it doesn't have a spammable benefit that makes it worth taking.
Jungle Strike - Decrease to 4 second recharge.
Why? - Because if left at an 8 second recharge you might as well take Fox Fangs.
Leaping Mantis Sting - Decrease to 4 second recharge.
Why? - Becuase lead attacks need to be worth taking, otherwise Offhand + Dual + Offhand + Dual will almost always be the favored attack chain. The effect here is conditional on factors outside of what you can do (ie. being enchanted or hexing the foe), so it deserves to be spammed.
Repeating Strike - Should be able to follow any Lead or Offhand melee attack.
Why? - Because there isn't much use for it right now. It should be able to be used as the offhand attack in a normal attack chain.
Temple Strike - Decrease to 10 energy.
Why? - Because no Assassin skill should cost more than 10 energy. 15 energy is a big investment for an ELITE with such a long recharge.

Assassin's Promise - Reduce to a 20 second recharge and a 1/4 second cast and slightly increase the duration (equal to the energy gain of the spell).
Why? - Because it's currently only playble in SBRi group builds and maybe now an actual Assassin can give the spell a use.
Dark Prison - Reduce to a 30 second recharge.
Why? - Because every 45 seconds is silly. Assassin DPS is already unreliable; they at least need to have strong spikes.
Enduring Toxin - Decrease to a 5 second recharge.
Why? - Because it's sub-par unless it can be kept up at all times.
Entangling Asp - Should be able to follow any dagger attack or melee Assassin skill.
Why? - Because it's currently way too limited to be playable. This needs to be available at any time you've engaged your opponent.
Expunge Enchantments - Decrease to a 20 second recharge.
Why? - Because 30 seconds is too long of a time to make it worth taking.
Lift Enchantment - Reduce to 5 energy and a 1/4 second cast.
Why? - It's conditional and therefore needs to be quick and efficient when it can actually be used.
Impale - Change to a half-range spell and increase the base damage dealt.
Why? - 16 in Deadly Arts is just not going to happen, so the base damage needs to be high enough to allow the spell to do excellent damage with about 11 in the attribute. It should be half-range to work well with Deadly Haste and for flavor (doesn't make sense to impale somebody with a dagger from so far away).
Iron Palm - Reduce to 5 energy.
Why? - Because 10 energy is too much for something that's conditional and does barely any damage.
Mantis Touch - Should be able to follow any melee dagger attack or melee assassin skill.
Why? - Because it's too conditional right now to merit use over Caltrops.
Mark of Death - Increase the duration (5 + rank in attribute).
Why? - Because now it might be useful outside of SBRi to add pressure.
Scorpion Wire - Reduce to a 20 second recharge.
Why? - 30 seconds is too long when there are other knockdowns that recharge in 20.
Shadow Prison - Decrease recharge to 15 seconds.
Why? - Gotta make it worth taking as an ELITE. It would fit perfectly into a Black Strike/Twisting Fangs chain as a 15 second recharge.
Shameful Fear - Reduce to 1/4 second cast and do not cause the spell to increase your target's movement speed.
Why? - Because if your opponent is running away it doesn't do too much good to stand there casting this for 2 seconds, especially when this just makes them get away faster. The spell needs to quickly force your opponent into a predicament...they either stand there and get hit by your melee or they run away and take damage.
Shroud of Silence - Reduce to a 20 second recharge.
Why? - Because 30 seconds is too long for an ELITE with such a short duration...there's other shutdown that is more constant.
Siphon Strength - Reduce the bonus critical chance to 25% but allow it to affect all attacks, not just the ones made on the hexed target. Also decrease to 10 energy and set as a half-range spell.
Why? - Because no Assassin skill should cost more than 10 energy and because it's usefulness is lessened when you are forced to attack the physical damage dealers you're trying to debuff. It's currently like the equivilent of a Mesmer whose Spirit of Failure energy bonus would only take effect if they were actively attacking or casting on that target.
Way of the Empty Palm - Decrease to a 15 second recharge.
Why? - Because it's already of limited usage and for the builds you'd want to use it with the spell need to be kept up more consistently.

Beguiling Haze - Reduce to a 10 second recharge.
Why? - Because it's a risky spell to use. Unlike a Mesmer who interrupts from afar, an Assassin will often already be in an attack while the target is casting a key spell, so this should be a bit more spammable.
Blinding Powder - Should be able to follow any melee dagger attack or melee Assassin skill. Also change this to a touch skill.
Why? - Well first of all it makes no sense why this isn't a touch skill (pretty damn hard to throw powder and make it go very far) and secondly it needs to be reliable. Being required to make a successful offhand attack seriously hampers its usefulness currently, especially since it is pretty much THE only Assassin ability that makes Unseen Fury worth using.
Death's Charge - Reduce to 30 second recharge.
Why? - Because 45 seconds for shadowsteps is too long. These quick mobility abilities actually need to be constant enough for an Assassin to pressure with them.
Death's Retreat - Reduce to a 15 second recharge.
Why? - Because otherwise Return is almost always going to be superior.
Heart of Shadow - Decrease to 8 second recharge.
Why? - Because it's not constant enough healing right now to worth being used.
Mirrored Stance - Reduce to a 2 second recharge.
Why? - Because at the very least this should be an extremely spammable cover hex...the effect it has is SO conditional.
Shadow Shroud - Decrease to 10 second recharge.
Why? - Because without being able to constanly deny your opponent of enchantments, there are better options available for shutting people down.
Shadowy Burden - Reduce to 1 second cast, increase to 33% speed debuff, and remove the "while foe has no other hexes" condition for the armor debuff.
Why? - Because now it's actually useful. For 10 energy it currently takes too long to cast and doesn't allow you to put a cover hex, or ANY other hex, on your target.
Shroud of Distress - Reduce to 5 energy and a 1/4 second cast.
Why? - Because 10 energy is too much for the effect and it needs to be a fast cast to really be useful in a pinch.
Unseen Fury - Reduce to a 20 second recharge.
Why? - Because if this kind of build is going to be useful, the skill needs to be up constantly and not rob you of switching into another stance.
Viper's Defense - Remove the teleportation component, increase to a 15 second recharge, and cause it to knock down and poison the next person who damages you with a melee attack (50% failure on the knockdown component with Shadow Arts under 5).
Why? - Because it's horrible right now; it doesn't give you much defense at all. With this change it would definitely give you concrete protection while still adding a bit of pressure from the poison as well.
Way of Perfection - Reduce to 1/4 second cast and 10 second recharge.
Why? - Because it needs to be reliable if you're going to depend on it for healing.
Way of the Fox - Decrease to a 30 second recharge.
Why? - Needs to be available more often to be really useful as a spiking aid. Plus, Dervish get a skill that does the exact same thing with a 30 second recharge.
Way of the Lotus - Reduce to a 10 second recharge.
Why? - Too inconsistent at the moment to be used for energy management.

Aura of Displacement - Decrease recharge to 15 seconds and energy cost to 5.
Why? - The spell uses up a lot of energy when compared to Shadow Walk or Shadow Prison; the recharge and cost need to be low enough to justify using your Elite slot on it.
Recall - Decrease to 10 energy.
Why? - Keeping in line with the "no Assassin ability should cost more than 10 energy" mantra.
Shadow Meld - Decrease to 5 energy and a 15 second recharge.
Why? - Because at 10 energy and a 20 second recharge, there's really not much point in spending your Elite slot on it.
Signet of Twilight - Reduce activation time to 1 second.
Why? - Conditional abilities need to be usable quickly during the window of opportunity.
Spirit Walk - Reduce to a 4 second recharge.
Why? - Because it's already very specific but at least now you can use it with Consume Soul on the same recharge timer for hunting down spirits in HA.
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Discuss!