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	<title>ArenaNet:Skill feedback/Assassin/New Assassin Combo System - Revision history</title>
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		<title>gww&gt;Celestia: Removed merge tag. Pages no longer active, and Suggestions was to link to Userpage suggestions.</title>
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		<updated>2009-09-30T11:50:40Z</updated>

		<summary type="html">&lt;p&gt;Removed merge tag. Pages no longer active, and Suggestions was to link to Userpage suggestions.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet namespace notice|skill feedback}}&lt;br /&gt;
== Carnil  Issue 16:37, 14 April 2008 (UTC) ==&lt;br /&gt;
New Assassin Combo System&lt;br /&gt;
; Issue&lt;br /&gt;
: Because of the combo system, blockable daggersins are not able to compete in gvg properly. one attack is blocked and you are worthless &lt;br /&gt;
; Suggestion&lt;br /&gt;
: I designed a new combo system that allows nearly every attack to be used as lead-, off-hand- or dualattack. here is a link to a german forum where i posted the changes i made. these changes are in english but the text above is german. therefore i will translate it here: every skill may only be used once in a combo. example: jagged strike (lead), death blossom (off-hand), jagged strike (dual) is NOT possible. the second jagged strike will result in an additional lead-attack. as a fair compensation all shadowsteps are removed. i think in many opinions these are overpowered and allow certain gimmickbuilds to be effective (example: A/D Spike, E/A Shockwave Spike). Furthermore i have implemented a new melee combat style that i call &amp;quot;close combat hex&amp;quot;. this is only optional but i have the feeling it helps the assassin to be played differently from other melee classes and additionally helps the req-hex attacks to be useful again. ATTENTION: the skills may not be fully balanced yet. heres the link to the forumpage: http://gw.buffed.de/forum/showthread.php?t=478346&lt;br /&gt;
&lt;br /&gt;
== [[User:Lann|Lann]]'s Issue -- 17 June, 2008 ==&lt;br /&gt;
; Issue&lt;br /&gt;
: One skill blocked, ruins the rest of your chain making you unusable&lt;br /&gt;
; Suggestions&lt;br /&gt;
: Lower recharges of all high recharge skills, lowering damage/effect and energy as necessary&lt;br /&gt;
: Change the system so your attacks do not miss if they go out of sequence. Give all dagger attacks a secondary effect that will occur if the sequence was followed. &lt;br /&gt;
*For example: [[Unsuspecting Strike]]: 10 {{energy}} 2 {{recharge}}. ''Lead Attack. If this attack hits, you strike for +'''19...29...31''' damage. If this attack follows a dual attack or is the first attack of it's sequence, you deal an additional '''15...63...75''' damage if your target was above 90% Health.''&lt;br /&gt;
*For example: [[Jungle Strike]]: 5 {{energy}} 1/2 {{activation}} 10 {{recharge}}. ''Offhand Attack. This attack deals +'''10...22...25''' damage. If this attack follows a lead attack, it does +'''1...25...31''' damage against crippled foes.''&lt;br /&gt;
*For example: [[Horns of the Ox]]: 5 {{energy}} 12 {{recharge}}. ''Dual Attack. If it hits, '''Horns of the Ox''' strikes for +'''1...9...11''' damage. If this attack follows an offhand attack, you double strike and that foe is knocked down if not adjacent to any allies.&lt;br /&gt;
*For example: [[Moebius Strike]]: 5 {{energy}} 2 {{recharge}}. ''Offhand Attack. If it hits, Moebius Strike strikes for +'''10...30...35''' damage. If this attack follows a dual attack, all your other attack skills are recharged if you strike a foe whose Health is below 50%.''&lt;br /&gt;
*For example: [[Exhausting Assault]]: 5 {{energy}} 1/2 {{activation}} 8 {{recharge}}. ''Dual Attack. Target foe's action is interrupted. If this attack follows a lead attack, you double strike and target foe suffers from Exhaustion if that action was casting a Spell.''&lt;/div&gt;</summary>
		<author><name>gww&gt;Celestia</name></author>
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