User:Kamer/Bad assassin skills

Critical Strikes

 * Assault Enchantments [e] - Inferior compared to Shattering Assault.
 * Give it damage if it removes an enchantment.
 * Black Lotus Strike - Energy gain isn't really needed at the start of a chain.
 * Change it back into an offhand. With shadow steps nerfed, it wont be as devastating as before.
 * Deadly Haste - No half-ranged spells really need the benefits provided by this.
 * Locust's Fury [e] - Dagger damage sucks.
 * Change it into an IAS.
 * Palm Strike [e] - Can't really use it to spike, what with aftercast and whatnot.
 * Change it into an attack skill, so it can be used for spiking.
 * Way of the Assassin [e] - Using your elite slot to provide a minimal boost to critical hits.
 * Make crits do more damage, or something.

Dagger Mastery

 * Desperate Strike - Not worth trying to lower your health to obtain its bonus damage, moreso considering you're a 70AL frontliner.
 * Disrupting Stab - Not entirely bad, but compared to Disrupting Chop, or Distracting Shot, its disable time is weak.
 * Increase disable time.
 * Fox Fangs - Inferior to Wild Strike and Jungle Strike, regarding unblockability/damage.
 * Increase damage. Give it a deepwound if you crit, or something.
 * Jagged Strike - Bleeding spam doesnt do much on a frontliner.
 * Add bonus damage.
 * Nine Tail Strike - Better skills for pressure, and doesn't provide enough bonus damage for spiking.
 * Increase damage, lower its recharge.
 * Repeating Strike - Doesn't do enough damage.
 * Increase damage.

Deadly Arts

 * Assassin's Promise [e] - Too easy to remove, and when it is, you're fucked.
 * Lower recharge.
 * Dark Prison - Shadow step nerf.
 * Deadly Paradox - 15 energy makes it hard to use on assassins, who have limited energy management when specced into deadly arts.
 * Lower energy cost.
 * Enduring Toxin - Doesn't provide enough degeneration, too easy to remove.
 * Increase degen amount.
 * Expose Defenses - Better ways to obtain unblockability.
 * Lower the cast time. Lower recharge.
 * Expunge Enchantments - Better ways to remove multiple enchantments.
 * Lift Enchantment - Better things to do with your KD, and better ways to remove a single enchantment.
 * Mantis Touch - Counts as a offhand, requires a lead. Better ways to cripple.
 * Remove the req. lead limitation.
 * Mark of Death - Would only really be decent on pressure assassins, but Shattering Assault bars are rather tight.
 * Mark of Insecurity [e] - Monks use defense stances to stop a spike, as long as they block one skill in your chain, you lose. Shortening the duration of their stances doesn't really help.  And lolwut Patient Spirit.
 * Sadist's Signet - Conditional self heal that requires a foe.
 * Shadow Fang - Overall clunky, too high of a recharge.
 * Lower recharge, make it apply deepwound the next time you strike a foe with a dual attack, or something.
 * Shadow Prison [e] - Shadow step nerf.
 * Shameful Fear - Doesn't do enough damage.
 * Increase the damage.
 * Shroud of Silence [e] - Elite kd that disables your spells for 15 seconds.
 * Increase the disable time of enemy spells.
 * Signet of Shadows - Assassin's really don't have a decent way to blind. Has a 30 second recharge.
 * Lower its recharge, make its damage similar to Signet of Toxic Shock.
 * Siphon Speed - 30 second recharge on a snare. 15 if you're not bad.
 * Bring its recharge down.
 * Siphon Strength [e] - Better ways to disable melee, the crit boost isn't needed.
 * Way of the Empty Palm [e] - Only warriors really need its benefits, but warriors don't use daggers.

Shadow Arts

 * The attribute line in general is bad. It provides no decent self heals.  The attribute points are better spent on Crit Strikes, Dagger Mastery, or a secondary prof.
 * Blinding Powder - Better ways to apply blind.
 * Remove the req. offhand limitation.
 * Death's Charge
 * Death's Retreat - Inferior to return.
 * Make the healing unconditional, make it heal the target ally too.
 * Heart of Shadow - Too high of a recharge. Can shadowstep you into the enemies.
 * Lower the recharge a bit, and remove the random shadowstep.
 * Hidden Caltrops [e] - Better ways to cripple.
 * Make it a skill, or make its cripple easier to trigger.
 * Mirrored Stance - Yay frenzy assassin.
 * Make it negate stances on the foe entirely, and remove the ability to copy stances.
 * Shadow Form [e] - A shit duration.
 * Increase the duration, or lower the recharge.
 * Shadow Refuge - Doesn't heal enough.
 * Increase its healing.
 * Shadow of Haste - Better IMS's around. Better ways to shadowstep from a set point and back.
 * Lower the duration, the recharge, and increase the movement speed.
 * Shadowy Burden - Too high of an energy cost, doesn't snare enough, you have little control over hexes being used by your team in RA, and in organized PvP, there are better hexes that could be used vs this, and better snares.
 * Increase the snare, lower the energy cost.
 * Shroud of Distress - Requires you to be at <50% hp.
 * Lower the blocking amount, and remove the HP limitation. Perhaps lower the duration.
 * Smoke Powder Defense - 20 sec recharge. Doesn't block the attack.
 * Make it block the next attack, and blind.
 * Unseen Fury - Better stances to use.
 * Change to a skill.
 * Viper's Defense - Random shadowstep. Better ways to poison.
 * Way of Perfection - Requires you to be attacking to heal. If you're low on HP the last thing you want to be doing is standing next to your enemies.
 * Increase the amount healed.
 * Way of the Fox - Better ways to negate block.
 * Lower the recharge.

No Attribute

 * Aura of Displacement [e] - Shadow step nerf.
 * Mark of Instability - With shadowsteps gone, all it does it make your spike obvious.
 * Change into an enchantment.
 * Shadow Meld [e] - Better ways to defend yourself without having to waste your elite. Has little offensive benefit.
 * Shadow Walk - Shadow step nerf.
 * Signet of Twilight - 2 sec cast, 20 sec recharge.
 * Lower the cast time, and the recharge.
 * Spirit Walk
 * Swap
 * Wastrel's Collapse [e] - Should be a mesmer skill, as assassins can't really use it.
 * Replace with another viable elite.