User:Exo Oo/ Elite SKills

Critical Strikes

 * Assault Enchantments - Enchantment spell. For 1..10 seconds the next time you hit with a dual attack that foe loses 1..2..3 enchantments. 15s recharge.
 * Dark Apostasy - Balanced.
 * Fox's Promise - Your dagger attacks can not be blocked and your off-hand and dual attacks deal 4..10..13 more damage
 * Locust's Fury - As long as this is your only enchantment your melee attack speed increases by 33% and your attacks deal +2..6..9 damage unless they are critical hits when not using attack skills. Lasts 1..20..23 seconds and has 8 second recharge. 1/4 cast.
 * Palm Strike - Increase recharge to 8 seconds, increase cripple to 6 seconds.
 * Seeping Wound - Target foe suffers from bleeding for 5..14..17 seconds. If hexed with this spell and bleeding target foe suffers 4..10..13 armour ignoring damage
 * Way of the Assassin - Your chance to critical strike increases 1..8..12% and your attack speed increases by 3..15..18

Dagger Mastery

 * Flashing Blades - For 1..15..18 seconds you have a 75% chance to block attacks, and whenever you block an attack you steal 1..15..18 health from that foe. 30 seconds recharge.
 * Golden Skill Strike - Also does 5..12..15 extra damage, and lowered recharge to 12 seconds.
 * Moebius Strike - Already strong
 * Shattering Assault - Strong, but not useful in meta.
 * Temple Strike - Lowered recharge to 15 seconds. no lead-attack needed.

Shadow Arts

 * Beguiling Haze - Shadow step to target foe and inflict daze and bleeding for 6 seconds (Bleeding covers daze)
 * Hidden Caltrops - Target foe suffers from cripple for 2..7..9 seconds. After 2..6..7 seconds if target foe is still suffering from cripple this hex is reapplied (including cripple).
 * Shadow Form - Enchantment - For 10 seconds target other ally has a 5..50..65% chance to block attacks and a 5..40..50% chance for spells targeting that ally to fail. 10 energy 20 seconds recharge.
 * Shadow Shroud - Hex. Target foe has a 75% chance for all spells targetting him to fail and loses 0..1 enchantment. 10 energy 20 second recharge.

Deadly Arts

 * Assassin's Promise - Hex target foe. After 5 seconds if that foe has less than 5..35..40% health then you gain 5..10..12 energy and for 8 seconds your attacks deal 1..6..7 extra damage. If target foe has 33% or more health when this hex ends you lose 1..3..4 energy. 5 energy, 12 second recharge
 * Mark of Insecurity - Disables non assassin 'spells and reduces by 5..50..60%
 * Shadow Prison - reduce recharge to 20.
 * Shroud of Silence - Touch Hex Spell, for 1..3..3 seconds target foe's non-stance skills are disabled. 20 second recharge. (Non-assassin spells are disabled for 10 seconds)
 * Siphon Strength - Your weapon attributes adopt the same level as your opponents highest weapon mastery +0..1..2 for 12 seconds. 20 second recharge. Skill.
 * Way of the Empty Palm - Your off-hand and dual attacks cost no energy and your dagger attack skills deal 1..10..12 extra damage

Unlinked

 * Aura of Displacement - change to a stance, stance ends when you fail to hit. Recharge lowered to 15 seconds.
 * Shadow Meld - its ok. and concept of "shadow meld" only viable for HB anyway.
 * Wastrel's Collapse - its ok

Strength

 * Warrior's endurance - Same but maximum is only 2 energy per hit. Means less spamming