Assassin: Self Explanitory
Hand of Ruin
I don't understand how anyone can be confused as to what the purpose of this class is, because to me it's very clear.
When you think of an "assassin" do you think of a guy slicing away at hordes of angry monsters? No, you think of a shadowy figure who is intent on eliminating a key or important target. That is exactly what the assassin should be used for.
They wait for the warrior to go in first, and then assess the situation. If they see an enemy mesmer hexing the warrior, then it's time to get to buisness. They move in, take advantage of their high DPS, eliminate the target, and pull back out. Next they look for a new target, perhaps an enemy healer, and then strike again, and pull out. That is what this class was designed to do. I think the assassin is extremely beneficial, and it is only the lack of understanding and skill from the majority who use the class that give it a bad reputation. When used properly, it's very clear how useful they can be.
When you think of an "assassin" do you think of a guy slicing away at hordes of angry monsters? No, you think of a shadowy figure who is intent on eliminating a key or important target. That is exactly what the assassin should be used for.
They wait for the warrior to go in first, and then assess the situation. If they see an enemy mesmer hexing the warrior, then it's time to get to buisness. They move in, take advantage of their high DPS, eliminate the target, and pull back out. Next they look for a new target, perhaps an enemy healer, and then strike again, and pull out. That is what this class was designed to do. I think the assassin is extremely beneficial, and it is only the lack of understanding and skill from the majority who use the class that give it a bad reputation. When used properly, it's very clear how useful they can be.
Retribution X
In factions, they are highly useful against bosses.
Silent Kitty
Quote:
Originally Posted by Retribution X
In factions, they are highly useful against bosses.
I haven't seen any assassin killing a boss, in the middle of a pack, yet. Many casters come in groups, killing any teleporting assassin instantly.
JAGeAkurei
Quote:
Originally Posted by Retribution X
In factions, they are highly useful against bosses.
Especially the "magic" bosses that bypass all the laws of the game, chain cast any spell they want, have infinite energy, and crit for 480+ even while you Protective Spirit on.....
Theus
Quote:
Originally Posted by Silent Kitty
I haven't seen any assassin killing a boss, in the middle of a pack, yet. Many casters come in groups, killing any teleporting assassin instantly.
Not if you have the warriors sent in first to take the first casts.
But man,The problem is that the only decent teleportation skill is AoD and thats an elite that you can only cap in Echovald Forest(Which is absolutely,positively,RETARDED.)Death's Charge and Dark Prison are teleports,but with 45 and 60(Srsly.Wtf?) second recharges its a very shitty teleport.At least they lowered Returns cool down..But still.Also parties with two assassins should learn how to work eachothers combos out,since you don't want two assassins using skills that are affected by knockdowns like Falling Spider.
I got my Assassin to Broeas Seabed but got frustrated by the fact that Assassins simply arent considered a class thats needed.I can't count the number of peole starting groups and turning me away even though I was one of the first peopel who applied...and don't say make a party.I've tried numerous times where people would apply to join when I asked "Starting group for mission/quest" only to simply leave as soon as they realized I was an assassin.
But man,The problem is that the only decent teleportation skill is AoD and thats an elite that you can only cap in Echovald Forest(Which is absolutely,positively,RETARDED.)Death's Charge and Dark Prison are teleports,but with 45 and 60(Srsly.Wtf?) second recharges its a very shitty teleport.At least they lowered Returns cool down..But still.Also parties with two assassins should learn how to work eachothers combos out,since you don't want two assassins using skills that are affected by knockdowns like Falling Spider.
I got my Assassin to Broeas Seabed but got frustrated by the fact that Assassins simply arent considered a class thats needed.I can't count the number of peole starting groups and turning me away even though I was one of the first peopel who applied...and don't say make a party.I've tried numerous times where people would apply to join when I asked "Starting group for mission/quest" only to simply leave as soon as they realized I was an assassin.
Farin
Quote:
Originally Posted by JAGeAkurei
Especially the "magic" bosses that bypass all the laws of the game, chain cast any spell they want, have infinite energy, and crit for 480+ even while you Protective Spirit on.....
I somehow doubt that.
gamecube187
Quote:
Originally Posted by JAGeAkurei
Originally Posted by RaZoO
I somehow doubt that.
I've seen it before, a few times too. It is incredebly anoying, and should be fixed or something. Going from full health to dead or full health not much health left isn't fair....
And yes, it seems like very few people relize how good assassins can be and most that play assassins think that they are "ninja tanks". I still get as many assassins as possible in my group when I am the leader though. TadaceAce
Assassins don't pop in and kill anything better than a warrior runs up and unloads an adrenaline spike. Hell at least the warrior does some sustained damage and doesn't die incredibly fast.
Boozbaz
If you're quick enough, you can pick off one target at a time in a large group. Just gotta teleport out of the aggro range before you die. Regen, go back and take out another.
Silent Kitty
Quote:
Originally Posted by Theus
I got my Assassin to Broeas Seabed but got frustrated by the fact that Assassins simply arent considered a class thats needed.I can't count the number of peole starting groups and turning me away even though I was one of the first peopel who applied...and don't say make a party.I've tried numerous times where people would apply to join when I asked "Starting group for mission/quest" only to simply leave as soon as they realized I was an assassin.
Every ranger has better armour than you do, and they don't have to teleport in the crowd. A good ranger will interrupt the caster and degen him to death (That is what I do). There are many bad assassins out there, and face it; You are not really needed. There is nothing an assassin can do better than a mesmer or ranger can do. My assassin has been rejected many times, because they rather have a lvl 12 mesmer than a lvl 20 sin.
Celab
but your a assassin mesmer :O
Early on in the game, i find its just good to say your a critical ranger. Whilst doing that yiou can also pop in and unload a combo, whilst substain some damage with bows. When the games completed, why do you need to be in a party? just go round and farm bosses oljomo
Quote:
Originally Posted by Silent Kitty
Every ranger has better armour than you do, and they don't have to teleport in the crowd. A good ranger will interrupt the caster and degen him to death (That is what I do). There are many bad assassins out there, and face it; You are not really needed. There is nothing an assassin can do better than a mesmer or ranger can do. My assassin has been rejected many times, because they rather have a lvl 12 mesmer than a lvl 20 sin.
Hi
Hmm, id love to see your mesmer/ranger build that can stop a character doing anything with more than a 1/4 sec cast, while at the same time doing 300-400 damage and deepwoud bleding an dpoison. But hey if they can assassins are pointless, its not like they have the best solo spike ability is it? And its awell known fact by now that all the "noob" assassins at the beginnnig of factions are what has caused the assassuns a problem, much more than them actually being a weak class. I think in pve i have only died about 10 times going totally through the game. oljomo Saider maul
the assassin has alot of down time when warping in and out between combos and alot of times they wait on skills limiting their abilities.
Once the sin starts taking dmg its over. Might as well have a necro weilding daggers in most situations because the damage taken is the same. granted 90% of the problem lays with the operator. the design is not to par either. 5-8 seconds wait in skills alone, add in time to heal, added healing from the monks pool of mana due to lack of evade or armor and the bulleye painted on you in pvp,.... and we get what the assassin is today. I understand the need to kill select targets. but its not being utilized. an assassin should have multi targets. Not a tank but targeting several casters, with the ability to exit if he wished when needed. The way it is now and an assassin is waiting to shadowstep more then skill recharges and only getting 1 complete chain off maybe 2 with 6 attack skills. Good assassins use combo sets like 4hit, 2hit,3hit combos to make do with what GW neglected in the class. either way the assassin is far different from the preview, and the main reason i baught factions. Nice bait and switch. WildmouseX
Quote:
Originally Posted by Theus
Not if you have the warriors sent in first to take the first casts.
But man,The problem is that the only decent teleportation skill is AoD and thats an elite that you can only cap in Echovald Forest(Which is absolutely,positively,RETARDED.)Death's Charge and Dark Prison are teleports,but with 45 and 60(Srsly.Wtf?) second recharges its a very shitty teleport.At least they lowered Returns cool down..But still.Also parties with two assassins should learn how to work eachothers combos out,since you don't want two assassins using skills that are affected by knockdowns like Falling Spider. i find it funny how you compleately ignore the best teleport when trying to build your case for AoD being the best. fact of the matter is shadow of haste owns all, even AoD. lets face it, you don't want to be exposed to takeing dmg when you are not attacking foes - which happens when you finish off your combo and have to wait for it to recharge, or when you finish off a squishy.. AoD will last untill you dis-enchant it, often times leaveing the sin saying to himself " oh i haven't gotten hit hard yet, i can stay here for a while longer." then when you do start getting pounded, you franticly have to try and double click that little bitty square b4 you lose your last bit-o-health while you are getting slammed. shadow of haste, will pull you out of the fight reguarldless of how much dmg you have taken, compleately eliminateing the temptation to stand in the fight longer, - furthermore, it is the only true fire and forget TP in the skill set, you don't have to break your concentration of whats going on, it'll get you out automaticly. and the recharge on shadow of haste is practicly perfect, useing it on you're way in to attack a target, means it will finish rechargeing at the same time all of your attack skills used in your combo are done rechargeing. AoD is nice, but it still shares all the disadvnatages of return and recall, shadow of haste does not. Silent Kitty
Quote:
Originally Posted by Celab
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Quote: Originally Posted by oljomo Hi
Hmm, id love to see your mesmer/ranger build that can stop a character doing anything with more than a 1/4 sec cast, while at the same time doing 300-400 damage and deepwoud bleding an dpoison. I'd love to see an assassin who can finish this guy off, and lives to tell about it
Quote:
Originally Posted by oljomo
But hey if they can assassins are pointless, its not like they have the best solo spike ability is it?
And its awell known fact by now that all the "noob" assassins at the beginnnig of factions are what has caused the assassuns a problem, much more than them actually being a weak class. I think in pve i have only died about 10 times going totally through the game. oljomo My assassin is still going for "survivor" title. I still think that a warrior with assassin secondary is better at spiking. At least they have the armour to take the heat, and stay for the kill. I love to play assassin, but I am not happy with its strength. Assassin needs armour for better elemental protection. I am unlucky; Whenever I teleport out of our healer's reach, my combos get blocked, evaded, I get diversion on me or I get blinded. Bloodied Blade
^^
What arena are you playing in that your assassin gets hit by diversion/blind? I would assume TA or HoH since most people in RA aren't smart enough to disable an assassin's lead skill... What I would like to see for the assassin's armor though is a reduction to blind duration on one piece (haven't seen a -blind yet, we might already have one), and a raise of armor by ~5-10 pts. Lambentviper
Quote:
Originally Posted by TadaceAce
Assassins don't pop in and kill anything better than a warrior runs up and unloads an adrenaline spike. Hell at least the warrior does some sustained damage and doesn't die incredibly fast.
but the warrior has to sit in and build up his 8 adrenaline just to drop 2 skills to partially kill an opponent.
Assassins are in and out before the warrior can make his move and yes, Vanguard's Chest piece is -blind 20% pve-er
Arena Net should has armor of Assassin with like 5~10% chance to evade attack (stackable or not) bonus. and/or lower the recharge time of teleportation skill. lowering teleport skill recharge time don't effact assassin's ability to kill but keep it save. it isn't fair that tank can have so many stance to evade damage that last long (shield stance) and even quick recharge (eg. Bonnett defence) but assassin always have to wait and die
Saider maul
its the exact problem with assassin damage taking ability that i went A/MO with life sheath, to endure spikes while killing my target and not burdening my monk. even if it cuts thru life sheath it does minimal damage. not the best for a straight 1 cycle kill but under real conditions an assassin is not going thru any target in 1 chain. Might as well endure and finish your target off.
knock downs, degen, are my only real worries now. I still use a standard 3 hit combo ( leaping mantis sting, jungle strike, twisting fangs ) and a random lead or offhand depending of whats runing that night, and let life sheath do the rest while a run thru several skill combos. ( 4 hit, 3 hit, 2 hit ) wilebill
Solo henching, begin combat with a longbow. If the casters hit you, you are at range where you can get your hitpoints back easily.
I've henched all over the map, Kurzick side of Factions. With some bosses, and a full set of henches, it is best to retreat to range, and ping them with the longbow while the hench finish them off. This is the best method for that Rit boss in Mourning Vale Falls. My daggers couldn't even dent him! Retreated to range, equipped longbow, and the henchies took him down in less than 30 seconds. tear
Quote:
Originally Posted by Silent Kitty
There are many bad assassins out there, and face it; You are not really needed. There is nothing an assassin can do better than a mesmer or ranger can do.
Funny - I play a ranger and assassin and find that my assassin can kill a single target much more quickly than any ranger, which is its purpose, and an important one at that. Unparalleled immediate damage is very beneficial, just as much as say the constant pressure of a warrior, and if you know at all what you're doing, you're not at any great risk of dying.
Maybe you're just a bad assassin. Warcheif_Jonval
Its rather funny, i was turned off by the incredible awsomeness of assasins in the Preview.
I could, as an assasin do everything a warrior, and kill faster.... nothing like unbalanceing the game! Reminded me of the Ninja class in Final Fantasy 11 and how, eventhough it was designed to be anything BUT a tank, became the prominient tank through atleast 80% two year grind. |