User:Frostels/Elite Skills

will do other profession whenever I feel like it.

Critical Strikes

 * Assault Enchantments - Make pre-requesite to be under the effect of an Assassin Hex, increase recharge to 8 seconds.
 * Dark Apostasy - Not much to be done
 * Fox's Promise - Change functionality to "Your non-critical hits cannot be blocked" (usable with all weapons)
 * Locust's Fury - Change functionality to "Your Dual attacks deal 0...42%...50% more damage (possibly reduce enchantment length)
 * Palm Strike - Increase recharge to 8 seconds, increase cripple to 6 seconds.
 * Seeping Wound - If target foe suffers from Bleeding or Poison for more than 6 seconds, that foe suffers from Deep Wound for 1...10...15 seconds.
 * Way of the Assassin - EITHER - Make usable by all weapons but keep IAS at 18% OR increase IAS to 33% max and make only usable for daggers.

Dagger Mastery

 * Flashing Blades - Change functionality to - "For 1...8...10 seconds you attack 33% faster and have a 25% chance to block, this stance is renewed when hit successfully with a Double Strike" (Energy still at 10 and recharge still at 30, makes assassin a little bit interesting now).
 * Golden Skill Strike - Increase Daze to 10 seconds or lower recharge to 10 seconds.
 * Moebius Strike - not much to do
 * Shattering Assault - ^
 * Temple Strike - Lower recharge to 15 and energy to 10.

Shadow Arts

 * Beguiling Haze - Make it inlict cripple and daze (sooo OP)
 * Hidden Caltrops - Change functionality to "Target foe is hexed with Hidden Caltrops and moves 50% slower for 8 seconds, if this hex lasts it's full duration, target foe is crippled for 16 seconds" (could make it link with shadow arts and stuff but you get the point).
 * Shadow Form - now I am going to try something interesting here. "Enchantment Spell - Enchant Target Ally with Shadow Form, that ally has a 75% chance to block and a 75% chance for spells to fail against them for 1...12...15 seconds" 10 energy, 20 second recharge.
 * Shadow Shroud - not much wrong here.

Deadly Arts

 * Assassin's Promise - Hex target foe with Assassin's Promise for 1...8...10 seconds, if target foes health drops below 33% all your skills are recharged and you gain 0...5...8 energy.
 * Mark of Insecurity - For 10 seconds, whenever target foe blocks, you steal 0...24...30 health.
 * Shadow Prison - reduce recharge to 20.
 * Shroud of Silence - Touch Hex Spell, for 1...8...10 seconds target foe cannot cast spells on other allies. (Disables your non-assassin SPELLS for 10 seconds).
 * Siphon Strength - for 5...26...30 seconds, your daggers deal whatever base damage target foes original weapon was. (enchantment spell) basically you could use it on a hammer warrior and get daggers with like 19-35 damages D:, 20 seconds recharge.
 * Way of the Empty Palm - For 5...18...20 seconds your attack skills recharge 50% faster.

Unlinked

 * Aura of Displacement - change to a stance, stance ends when you are blocked.
 * Shadow Meld - nty
 * Wastrel's Collapse - nty

Fast Casting

 * THE MECHANIC ITSELF - As we have seen lately, mesmers are abused because of Fast Casting to use spells from other professions (fast cast curser and particularly fast cast water). To make this less effective (but still viable) Fast casting should only have a 50% EFFECT on non Mesmer skills, this means only a high spec in FC would make non mesmer spells still pew pew, particularly MoI water messes.

Expertise

 * Archer's Signet. 1c 20r. Skill: For 20 seconds, for each condition you apply you deal +1...10...12 damage.
 * Escape - should be renamed to lolblock
 * Expert's Dexterity. 10e 20r Stance: For 1...17...20 seconds, when you interrupt a foe, you disable one of their skills for 5 seconds.
 * Glass Arrows - fine
 * Infuriating Heat - Double -> Triple
 * Marksman's Wager 5e 15r. Skill: For 1...8...10 seconds, whenever you interrupt a foe, all foe's in the area are interrupted.
 * Oath Shot - fine
 * Practised Stance - not sure what to do with it.
 * Trapper's Focus - Instead of making traps not easily interrupted, make them cast 0...180%...200% faster and give some sort of reduced recharge.

Marksmanship

 * Barrage (PvP) - 5e, 2c, 12r. Prep: For 24 seconds, your arrows hit adjacent foes to your target, and move 50% faster. (This Prep fails with less than 4 expertise).
 * Broad Headed Arrow - reduce recharge to 10.
 * Burning Arrow - Fine
 * Crippling Shot - Fine
 * Prepared Shot - More damage/more energy.
 * Punishing Shot - Energy down to 5.

Wilderness Survivial

 * Equinox - Elite Nature Ritual: Create level 1...9(or w/e it is) spirit which lasts 10...60...70 seconds, Exhaustion causing spells in range of this spirit fail.
 * Famine - Elite Nature Ritual: Create a blahblah blah, 10...50...60 seconds, every 5 seconds, creatures in range suffering from a condition spread one random condition to one random ally near them.
 * Greater Conflag - fine
 * Incendiary Arrows - Elite Bow Attack. Hits 3 adjacent foes to your target. Inflicts Burning for 1...2...3 seconds.
 * Melandru's Arrows - Elite Prep. 10e, 30r, 2c. For 1...18...20 seconds your arrows inflict cripple (1...6...8) on foes who have less health that you.
 * Mel's Resilience - fine.
 * Poison Arrow - increase attack speed (1s)