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Factions Assassin Elite Skills Print E-mail

All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.

It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.

Please Note:  This is a Factions only character. You must own Guild Wars Factions in order to use this profession.

- Adrenaline - Casting Time - Energy

- Energy Upkeep - Recharge Time




Critical Strikes

For each point spent on this attribute, the Assassin gains an additional 1% chance to score a critical hit. Assasins can also gain Energy whenever they score a critical hit in this way. (Primary Attribute)



Dark Apostasy (Elite) - 10 2 15
Elite Enchantment Spell. For (Min: 3 - Max: 14) seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose (Min: 10 - Max: 5) Energy or Dark Apostasy ends.



Locusts' Fury (Elite) - 10 1 30
Elite Enchantment Spell. For (Min: 10 - 30) seconds, you have an additional 50% chance to double strike while using daggers.



Palm Strike (Elite) - 10 ¾ 10
Elite Skill. Target touched foe takes (Min: 10 - Max: 70) damage. This skill counts as an off-hand attack.



Seeping Wound (Elite) - 5 1 10
Elite Hex Spell. For (Min: 5 - Max: 17) seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -(Min: 1 - Max: 3) Health degeneration.




Dagger Mastery

Boost the Dagger Mastery attribute to boost the damage the Assassin inflicts with daggers and the chance to land a critical hit with a dagger. Many skills, especially dagger attack skills, become more effective with increased Dagger Mastery. This attribute also improves your chance of performing a Double Attack and striking with both daggers at once.



Flashing Blades (Elite) - 10 30
Elite Stance. For (Min: 5 - Max: 25) seconds, you have a 75% chance to block incoming attacks while attacking.



Moebius Strike (Elite) - 5 2
Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +(Min: 10 - Max: 30) damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.



Temple Strike (Elite) - 15 20
Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for (Min: 1 - Max: 8) seconds, and if target foe is casting a Spell, that foe is interrupted.




Deadly Arts

Increase the Deadly Arts attribute to improve the duration and effectiveness of Hexes and other skills that make a single enemy vulnerable to the Assasin's strikes.



Assassin's Promise (Elite) - 5 ¾ 45
Elite Hex Spell. For (Min: 5 - Max: 13) seconds, if target foe dies, you gain (Min: 5 - Max: 17) Energy, and all your skills are recharged.



Shroud of Silence (Elite) - 10 ¾ 30
Elite Hex Spell. All of your Spells are disabled for 15 seconds. For (Min: 3 - Max: 9) seconds, target touched foe cannot cast Spells.



Siphon Strength (Elite) - 15 1 10
Elite Hex Spell. For (Min: 5 - Max: 17) seconds, target foe deals -(Min: 5 - Max: 41) damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.



Way of the Empty Palm (Elite) - 5 ¼ 25
Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, off-hand and dual attacks cost no Energy.




Shadow Arts

Points spent in this attribute improve skills that boost the Assassin's defences and allow instantaneous shadow movement.



Beguiling Haze (Elite) - 15 ¼ 20
Elite Spell. Shadow Step to target foe. That foe is interrupted and becomes Dazed for (Min: 1 - Max: 6) seconds.



Shadow Form (Elite) - 5 1 60
Elite Enchantment Spell. For 5-17 seconds,all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5-41 Health.



Shadow Shroud (Elite) - 10 1 20
Elite Hex Spell. For (Min: 3 - Max: 8) seconds, target foe cannot be the target of Enchantments.




No Attribute

Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.



Aura of Displacement (Elite) - -1 10 ¼ 20
Elite Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location.









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