Such as eles using Assassins Promise to make their high cooldown builds, quick and energy efficient builds. This is not the problem however...
The problem lies within the assassin itself (disregarding other professions).
I'll run through some of the issues I have encountered when trying to build a deadly arts dominant skill bar:
- Widely spread attribute points
- Energy efficiency
- Skills in 'Limbo'
- Skill Chaining (lead att, off-hand, dual att, must follow a dual attack)
- Weapon Usage
Widely Spread Attribute Points
The main problem with building a deadly arts assassin is the fear of widely spreading your attribute points. For dagger mastery, critical strikes goes a long way increasing your dmg output and helping out with energy management upon successfully hitting with a critical hit. With just those 2 attribute lines maxed out, you've got a powerfully effective and efficient assassin build. Shadow arts can come into the equation also for some defensive capabilities.
So what about deadly arts... ?
Energy efficiency
This is exactly what Deadly Arts lacks. The only 2 skills in this attribute that have some sort of energy management are the elite skills, assassins promise and Way of the empty palm.
Assassins Promise - Quite unreliable. Can be removed via hex removal skills and requires the target to die to reap the benefits. Rarely will you ever kill a target with a skill bar containing deadly arts skills.
Way of the empty palm - Im' very confused as to why it was allocated in the deadly arts attribute line which its current function, seeing as though there's only one dual attack in deadly arts costing 5 energy and very minimal off-hand options to choose from. I suggest that this elite has the added functionality of "... these off-hand and dual attack skills recharge 25% faster" and be thrown into the shadow arts attribute line just like its inferior version 'Way of the Lotus'.
Skills in 'Limbo'
Heres a short list of skills that I believe that need to have their attributes re-defined:
- Way of the Empty Palm - with its current function, for the above reason.
- Deadly Haste - Deadly art skills do not receive any benefit from critical strikes attribute line so why spread unnecessary attribute points just for this one skill considering all the half-ranged spells are in deadly arts. My suggestion would be to bring it down to either shadow arts or even deadly arts attribute line.
- Vampiric Assault - I keep failing to justify why this skill is in deadly arts. It requires daggers to perform and obviously requires you to be in melee range of your target. While all other skills in deadly arts are either half-ranged spells or full ranged spells, its seems highly unnecessary why you should have to jump through 3 different depths (frontline, midline, backline) in battle. Deadly arts suggests to me that you play as a midliner not a frontliner due to all the ranged abilities. It clearly belongs under dagger mastery. If for some reason you think that would make it overpowered, then I remind you that you cannot achieve a critical hit or gain energy from your critical strikes rank due to its 'life steal' effect.
Skill chaining (lead att, off-hand, dual att, must follow a dual attack)
Deadly arts is 'spell' dominant. I figure there's no argument there. But why do some of these spells have the skill chaining restriction?!? Instead they should have other 'conditional' factors such as this following example...
"Entangling asp poisons target foe. If target foe is under the effects of a hex, they are knocked down."
This allows players to build more interesting skill combinations, rather than having the predictable dancing daggers -> entangling asp combo.
Weapon Usage
All assasin users that try deadly arts like to use an equip that grants a nice amount of energy which is usually a staff. Which brings me back to why vampiric assault doesn't belong in deadly arts. Since you are a midliner and most likely have not invested attribute points in critical strikes for energy management, whats the point in weilding daggers?
An alternative function for Way of the Empty Palm...
"Enchantment Spell. For 5...17 seconds, (while holding a non-dagger weapon)(?) assassin hexes cost 30% less energy to cast."
If these issues are addressed, then deadly arts may become a much more viable option as they allow for more versatility which assassins somewhat lack.