I personally feel like the assassin has fallen even further behind compared to the other classes with Patch 2.5, and could use some changes to help alleviate that. I’d like to start off by recommending some things I’d like to see, and I encourage others to post their ideas and critiques as well.
1) Fix all skill's flags relating to +/- Elemental Damage for her Traps and Martial Arts.
With the introduction of Sunder charms certain skills in these trees have fallen even further behind. Allowing them to interact with +/- elemental damage would be a huge step in the right direction. The following skills are affected:
Traps:
Skill +/- Element Affected Charged Bolt Sentry Both +/- Light Lightning Sentry Both +/- Light Death Sentry Both +/- Light Wake of Fire Both +/- Fire Wake of Inferno Both +/- Fire
Martial Arts:
Skill +/- Element Affected Fist of Fire + Fire doesn’t work with charge 3 Claws of Thunder + Lightning doesn’t work with charge 2 and 3 Phoenix Strike + Fire/Light/Cold doesn’t work with the skill at all
2) Martial Arts needs some tweaks and buffs imo.
Normal Attack:
- Normal Attack is listed as a Finishing Move in game but does not benefit from the “charged attacks always hit with Finishing Moves” mechanic. Applying this affect would not be game breaking early on and would make NA a viable finisher late game for certain skills
Fists of Fire:
cap out the fire conversion to somewhere between 50→90% instead of 100%. When all of your physical dmg gets converted to fire dmg it becomes nearly impossible to survive because you can’t leech any life or mana back, even life tap does nothing for you.
make it so the burn duration scales with the skills level, much like Meteor. 2.5 seconds is far to short, it’s difficult to stack flames effectively due to the duration
either up the synergy to the 16%→24% range or make the skill’s base damage increase muuuch more powerful when going into the >20 skill level ranges. It needs a bit more damage for later stages of the game
PS. Thanks for the radius increase from 2.6 → 4.0 yards in Patch 2.4, it wasn’t mentioned in the patch notes
Claws of Thunder:
- the biggest issue with this skill is that it can deal extremely low end damage when spent. With how much effort it takes to launch an attack, theres no reason that it should have the chance to completely whiff. I highly recommend giving max damage a slight buff, but also make the minimum damage scale similar to max damage.
so instead of:
Claw = 1 → 10000 light dmg
Nova = 1 → 5000 light dmg
Charged Bolt = 1 → 7500 light dmgmake it:
Claw = 6500 → 10000 light dmg
Nova = 5000 → 7500 light dmg
Charged Bolt = 6500 → 10000 light dmg
This would make every charge spent much more meaningful, and help with DPS a ton.
- Remove Next Hit Delay for Nova at the very least, this way monsters can be hit by both Novas and a single Charged Bolt
- Removing NHD for Charged Bolt would also be great, but admittedly might be a bit much with the change to have tight min/max damage ranges.
Blades of Ice:
- either up the synergy to the 16%→20% range or make the skill’s base damage increase muuuch more powerful when going into the >20 skill level ranges. Much like Fists of Fire, Blades of Ice needs more dmg for end game
Cobra Strike:
- I think the skill should be reworked a lot to incorporate some damage elements, and some synergy to Venom:
Charge 1 = +% Life and Mana Steal
Charge 2 = +XX Psn Dmg to weapons, over 0.4 seconds (so venom doesn’t overwrite, and combines with 100% efficieny)
Charge 3 = +XX Poison Cloud Dmg, over 2 seconds (releases Plague Javalin’s Cloud)
- Add a synergy to Venom, and vice versa, both could use some love and extra damage
Phoenix Strike:
- Remove Next Hit Delay on charges 2 and 3
- Make Min dmg of Chaos Lightning also scale similar to Max dmg (same issue as CoT)
- Reduce Meteor’s fall duration to 1.0 → 1.4 seconds, instead of 2.4 seconds
3) Some Shadow Skills could use some love.
Claw Mastery:
- It’s slightly different than the barb’s weapon mastery skills, with a lower Crit chance and damage bonus, but higher attack rating. If keeping it unique is desired, I’d recommend adding -% Target Defense or - Monster Defense per Hit to the skill, that increases potency with increased skill level. At the very least make it identical in power to the barbs masteries.
Cloak of Shadows:
- Remove the cooldown association with duration, have it start with a high cooldown, say 10 seconds, and make the duration decrease with skill level. Higher the level, lower the cooldown duration, and set it to a hard cap cooldown of somewhere between 1 → 2 seconds.
Weapon Block:
- Allow it to function while moving, with the same penalties a regular shield has
Shadow Warrior:
- Make her spawn with magic versions of your helm, armor, and boots
- She doesn’t spawn with any boots atm, making her kick skills extremely weak, at least give her Light Plated Boots
- Allow her to cast prebuff skills outside of combat/while standing in town
Venom:
- Make it synergize with Cobra Strike for more damage
4) Traps are doing alright but could use a few changes.
Once again; the biggest thing is fixing the +/- Elemental Damage Flags for these skills. Once that is done all the elemental skills will be in a much better place
The Blade Traps all still need an increase to their Attack Rating in some way, not much else to say
5) More Claw Runewords focused around Elements
overall all classes struggle with reducing elemental resists, after sunder charms and 1/5 penalty, but it’s compounded a bit further for the assassin with some skills requiring 2x claws. I recommend adding in some new 3 socket runewords focused around reducing elemental resists.
For example, Plague covers Poison skills extremely well, and Crescent Moon would be perfect for Lightning skills. I’d love to see them make CM work with claws, and add more mid tier 3x socket runewords similar to Crescent Moon, but focused around Fire and Cold, maybe something like:
Crescent Moon
3 Socket Claws, Swords, Polearms
Shael + Um + Tir10% Change to Cast Level 17 Chain Lightning On Striking
7% Chance To Cast Level 13 Static Field On Striking
+20% Increased Attack Speed
+180→220% Enhanced Damage (varies)
Ignores Target’s Defense
-35% To Enemy Lightning Resistance
25% Chance of Open Wounds
+9→11 Magic Absorb
+2 Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)
Tundra's Bane
3 Socket Weapons
Gul + Eth + Ist10% Change to Cast Level 18 Glacial Spike On Striking
4% Chance To Cast Level 29 Blizzard On Striking
+20% Increased Attack Speed
+180-220% Enhanced Damage (varies)
-25% → 35% To Enemy Cold Resistance
Cannot Be Frozen
+30-150 Cold Damage
+20% Bonus to Attack Rating
-100% Target Defense
+30% Magic Find
Burning Desolation
3 Socket Weapons
Mal + Ort + Vex10% Change to Cast Level 23 Inner Sight On Striking
4% Chance To Cast Level 33 Meteor On Striking
+20% Increased Attack Speed
+180-220% Enhanced Damage (varies)
-25% → 35% To Enemy Fire Resistance
-200 Monster Defense per Hit
Prevent Monster Heal
+75→200 Fire Damage
+7% Mana Stolen per Hit