anet admins and gw players read this! this may change assassins future.

sunsmoon

Pre-Searing Cadet

Join Date: Sep 2005

Modified Soul Society [SOUL]

In regards to your questions:

Am I A Good Sin: Probabaly not, based off your post.

Will ANet increase dagger damage?: No. Daggers are faster than swords, and with the proper skills deal more damage than swords. A Realistic example would be kitchen knives vs swords, as you used. Yes, a kitchen knife is as deadly as a sword, but you can swing a knife faster than you can swing a sword. Knives have shorter blades than swords, so the effect of one swing of a blade is less deadly than one of a sword, but because you can swing the knife faster than a sword it, more or less, evens out.

Will ANet increase our armor?: No. The more suriviability and damage built into the class, the less armor it has. Elementalists, for example, have HIGH damage output, and quite a few support skills (see: wards, armor skills), so they get "caster" armor - 60AL. Monks have good damage output and LOTS of support skills (3/4 of their trees are based mostly in support, with one based in damage and support-damage), so they get 60AL. Ritualists are similar to Monks, also. Mesmers and Necromancers have high damage and minimal support skills. Mesmers can shut down a class without dealing damage, warranting their 60AL, and necromancers can control an army/mini-armi, warranting their 60AL (70AL vs all but holy if you have that armor). Rangers deal moderate damage, but are pullers, so they get 70AL, and Warriors are based more in taking hits/tanking, so they get 80 (85 with specific armor). Unless you add more armor to ALL the classes, Sins wont get an armor buff.

Will ANet give us more healing skills?: No. There are only two classes with massive healing skills, and those would be monks and rits. Warriors have IWAY and Heal Sig, Rangers have Troll Unugent and Healing Spring (which, while it can heal the party, is easily interruptable and can be difficult to see), Elementalists have Aura of Restoration, which becomes more effective as they cast skills, and Ether Renewal, Necromancers have wells and Consume Corpse, both of which require a corpse to exploit, and Taste of Death, which requires a minion. They have a few other skills in blood magic, but they aren't very effective for healing (see the vampiric line of skills). Mesmers have Illusion of Weakness which doesn't save them if they're under massive degen, and Ether Feast, which requires the enemy to have at least 3 energy in order to get the full bonus. And that's not even going into what may have been added in factions! (I haven't looked at the new skills for the old classes yet, I've been busy with my rit and sin )

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

Quote:
Originally Posted by Kwisatz_Haderach
Im not calling for a major buff, just something like 1.5% additional chance of a critical strike per lvl in critical strikes(this percent chance unaffected by armor level). Nothing major?!?

That's an additional 1.5%?? Totalling 2.5% per rank ... x16=40 ... +22 (default), that's almost a 2/3 chance of scoring a critical. 2 in 3 ... 3 energy per crit (4 even with CritEye), 1 strike per second, that's like 2 energy/second or 6 pips. You'd have the equivalent of 10 pips of energy regen.

And you would not call that a major buff?

Something that appears like a small change could have a huge effect.

Conan Soulreaver

Conan Soulreaver

Ascalonian Squire

Join Date: Feb 2006

brotherhood of the wolf

N/Me

are you taking drugs? assasins have great energy management. a zealous dagger tang and high crit strikes. use golden lotus(or is it pheonix) strike for energy boost and i never run out of energy. and i can kill casters both pve and pvp in about 5 seconds without a break and recharge to move onto the next ones. played properly and assasins have no problems at all

Karmaniac

Karmaniac

Lion's Arch Merchant

Join Date: Feb 2006

Quote:
Originally Posted by lapsus
OK i dont see why ppl are complaining as much as they are. If anyone ive seen post here is even close to the real problem with sins its Kwisatz. There are a ton of defensive and healing stances and skills. The recharge on shadow steps is there to prevent spamming and abuse.
Find weak target/caster-tele in-combo-tele out. The true skill and trick to playing an assassin is in skill balance. Sure you can have that high damaging combo that has 5 skills in it, but you cant have your mobility and healing. You want to be able to spam teleports? Ok, but the 5 tele skills that let you spam it like you want only leave 3 slots for your combo and res. The skills, their recharges, the low armor, the less damaging daggers and the combos all have a purpose. Buffing, improving and otherwise altering them make the Assassin class unbalanced.
Thank you for your insightful if misguided remarks Iapsus.

Why do we complain? Please do read the posts already posted.

Can't bring spike, healing, defense and mobility in the 8-pack? Oh I easily can with warrior and I have space left for siggy too.

Everything with assassins has a purpose? Puh'lease don't try to pass this Lost crap past me without at least the most rudimentary arguments. A quote from one of my all time favourite movies "The Cube" captures quite brilliantly how I currently see assassin profession:
Quote: I was proposing adding the above to what Critical Strikes has now.

Quote:
There is no conspiracy. Nobody is in charge. It's a headless blunder operating under the illusion of a master plan. Buffing, improving or any other altering makes assassins overpowered? Nay, such actions if implemented Anet way (ie. drunk or under heavy medication) makes every other profession except assassins overpowered.

Hard? Take a cookie.

Lord Oranos

Lord Oranos

Krytan Explorer

Join Date: Aug 2005

Fort Aspenwood

Hmm... only buff I'd want would be to make entangling asp be a touch spell, to make it easier to chain with falling spider.

RemusShepherd

RemusShepherd

Ascalonian Squire

Join Date: Aug 2005

I have an idea for how to fix the assassin that takes into account the travesty of having exploding enemies as the main enemy in the assassin's story line.

Change the description for Critical Strikes to, "...and a 1% chance per point of evading area effect spells and critical attacks on them."

That would make assassins only marginally more durable in melee combat, but would give them a nice boost against those freakin' Afflicted and against mages, whom the assassin is supposed to eat alive anyway. And a max of 15% evasion, useable only by primary assassins, isn't going to break anything.

But honestly, I'd be happy with the class if they'd just remove some of the stupid restrictions on the skill use. (This one needs the enemy to be knocked down, this one needs a hex, this one needs to be used only on Thursdays...)

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by RemusShepherd
I have an idea for how to fix the assassin that takes into account the travesty of having exploding enemies as the main enemy in the assassin's story line.

Change the description for Critical Strikes to, "...and a 1% chance per point of evading area effect spells and critical attacks on them."

That would make assassins only marginally more durable in melee combat, but would give them a nice boost against those freakin' Afflicted and against mages, whom the assassin is supposed to eat alive anyway. And a max of 15% evasion, useable only by primary assassins, isn't going to break anything.

But honestly, I'd be happy with the class if they'd just remove some of the stupid restrictions on the skill use. (This one needs the enemy to be knocked down, this one needs a hex, this one needs to be used only on Thursdays...) Okay, gaining energy is better than a chance to avoid spells on critical hits. That is because it becomes more conditional.

Secondly, since Death Nova is not a target spell, but an enchantment (afflicted I'm guessing have a permanent skill that looks like Death Nova - thus not a spell), it cannot be evaded or blocked (but you can move a way from it). My defense is teleporting away. Do your combo (stop before Twisted Fangs), attack until the monster is about 25% max health. Hit Twisted Fangs and teleport out. Deep wounds will reduce it to 5% max health, and bleeding will slowly kill it. This will give you time to flee. Afflicted will chase you for a bit and then leave you alone, then explode. You are safe.

The restrictions (like you must be enchanted) serve to give you benefits outside of a normal attack (like gain energy). If you also have a weapon that says +% vs hexed foe or +% while enchanted, then you have extra incentive to make sure those conditions are met.

RemusShepherd

RemusShepherd

Ascalonian Squire

Join Date: Aug 2005

Quote:
Originally Posted by Pick Me
Okay, gaining energy is better than a chance to avoid spells on critical hits. That is because it becomes more conditional.
Secondly, since Death Nova is not a target spell, but an enchantment (afflicted I'm guessing have a permanent skill that looks like Death Nova - thus not a spell), it cannot be evaded or blocked (but you can move a way from it). My defense is teleporting away. Do your combo (stop before Twisted Fangs), attack until the monster is about 25% max health. Hit Twisted Fangs and teleport out. Deep wounds will reduce it to 5% max health, and bleeding will slowly kill it. This will give you time to flee. Afflicted will chase you for a bit and then leave you alone, then explode. You are safe. I do that. It's not enough. It limits you to one kill per recharge of your teleport skill (15 seconds for Return, 20 secs for AoD) which isn't a fast enough kill rate. And it does nothing to aid you in a mass combat, where your melee allies are exploding the foes all around you.

My Assassin can handle just about anything one-on-one. Mass combat is what turns Assassins into hamburger and gives the class a bad name. Some protection from AOE attacks, keyed to an Assassin-only attribute, would go a long way to making the class attractive to play.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by RemusShepherd
I was proposing adding the above to what Critical Strikes has now.



I do that. It's not enough. It limits you to one kill per recharge of your teleport skill (15 seconds for Return, 20 secs for AoD) which isn't a fast enough kill rate. And it does nothing to aid you in a mass combat, where your melee allies are exploding the foes all around you.

My Assassin can handle just about anything one-on-one. Mass combat is what turns Assassins into hamburger and gives the class a bad name. Some protection from AOE attacks, keyed to an Assassin-only attribute, would go a long way to making the class attractive to play. There is always Recall, Heart of Shadows, and I want to say Shadow Form, but I don't think that will work.

If I'm being sandwiched by monsters (afflicted or not), I don't want to be there. I teleport out. Assassins are to pick off individuals, not go head in to a mob. If you want to play an Assassin only, then may I suggest you change your play style to suite the profession.

RemusShepherd

RemusShepherd

Ascalonian Squire

Join Date: Aug 2005

Quote:
Originally Posted by Pick Me
If I'm being sandwiched by monsters (afflicted or not), I don't want to be there. I teleport out. Assassins are to pick off individuals, not go head in to a mob. If you want to play an Assassin only, then may I suggest you change your play style to suite the profession. And what I'm saying is that the style of play that suits the Assassin is ineffective, especially in the Factions campaign, and especially considering that W/As can do it better.

I'm not saying the class is unusable. I'm saying the class is inferior, and could use a rebalancing.

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

Quote:
Originally Posted by Amy Awien
That's an additional 1.5%?? Totalling 2.5% per rank ... x16=40 ... +22 (default), that's almost a 2/3 chance of scoring a critical. 2 in 3 ... 3 energy per crit (4 even with CritEye), 1 strike per second, that's like 2 energy/second or 6 pips. You'd have the equivalent of 10 pips of energy regen.
Im sorry for the confusion this propably did cause what i meant is the skill description should read "an additional 1.5% chance of a critical strike per level of attribute (this percent chance is unaffected by armor level)"

once again I am sorry for any confusion

Quote:
Originally Posted by Amy Awien
And you would not call that a major buff?

Something that appears like a small change could have a huge effect. YES that is exactly what I am aiming for, but i am trying to keep the major part of the buff restricted to the pve arena because as i have experienced and i bet most sins have aside from twisting fangs we cant do any damage, so we need something to make us productive and actually needed on a team or at least called on and not shunned like we currently are.

Horseman Of War

Horseman Of War

Desert Nomad

Join Date: Jun 2006

The Cult of Doom

P/

yeah, im another person here with zealous (ungues of the oni actually)

energy management is not the issue with assassins. i swear, they have the best energy management in the game practically.

Max Xavier

Max Xavier

Academy Page

Join Date: Jul 2005

The Doomsday Device <TdD>

I have recently created an Assassin/Warrior PvE i started at PvP against ym guildies just scrimmaging just for practive and learning and came up with a build that can take any stance warrior down rather quickly. So i put it into PvE and had to swap a few things up but came up with a build that allows me to hang just as a warrior would low damage yes i dont do much but i get the job done and have not been kicked from groups or yelled at and called a noob or anything like that. I have a well balanced Assassin with enough healing and defenses to let me survive even the toughest battles. So yeah it is a combo of skills that make the Sin bad try using 2ndary skills as well might find something that works like i did. I have not had energy problems either with a max energy of 33 due to the Daggers +5 energy mod i use but i have yet to have an run out of energy problem with the build i use..

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

on the energy management issue there is none.

With a base regen of 4 pips (1 2/3 energy per sec) and a chance at getting 2-4 energy back on a critical strike, and then the fact that their main attribute line boosts critical strikes, if your having energy problems you may want to rethink your builds..... cough shock sins cough......

Also i saw someone above post that a 15% evade bonus should be added to sins critical strikes, and while i have been leaning towards something like this for some time the fact remains that either its so small its inconquestial or its would be to large and overpowered. (dont believe me test it out in the isles)

If your interested in evading attacks just grab critical defenses.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

do you think this is a good buff for Assassin?

1. smarter random teleportation with shorter recharge time. the current random teleportation sucks on where it teleport the user. a lot of time it move me to a worse place in the combat (maybe I am just unlucky)

2. give Critical Strike Attribute a boost by having this "for each rank of Critical Strike, your target have x% less chance to block or evade your attack" x I prefer 3%

what do people think ?

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by pve-er
do you think this is a good buff for Assassin?

1. smarter random teleportation with shorter recharge time. the current random teleportation sucks on where it teleport the user. a lot of time it move me to a worse place in the combat (maybe I am just unlucky)

2. give Critical Strike Attribute a boost by having this "for each rank of Critical Strike, your target have x% less chance to block or evade your attack" x I prefer 3%

what do people think ? Actually, I think it should act like a combination of AoD and that teleport skill that teleports you and heals you when you get hit. So, no randomness, you get hit, you teleport back to where you activated it (like AoD) and you get healed.

As for your Critical Strike Attribute, I think it goes against the balance of the game. 3%x16 = 48% reduced chance to evade or block Assassin attacks.

Buhathros

Pre-Searing Cadet

Join Date: Aug 2006

TW

A/Mo

Assassin is very good char ....with nice combo strikes and high evation skills
*** just must know how to play assassian and what is assassin job in this game....you need only 20 energy for 5 hit combo...assassin is dmg dealer char and his make some area splash dmg to all enemys just go in back line and kill nukkers or healers....<<Assassin is not Tank so you dont go first in battle>> A/mo is the best type i belive....because the Ass. problem is low energy allways use Dagger with energy on hit +1 and high Critical mastery....if you have energy allways you are imbalanced

llsektorll

llsektorll

Desert Nomad

Join Date: May 2005

Toronto, Canada

R/

im gona say it plain and simple for noobs...

assassins: Good on 1v1 in PvP.... crap in PvE.

if you dont understand here it is again.

Assassins they are what their name intends THEY KILL FAST... 1 mistake and they get owned instead. They are not warriors they can't tank they are not warrior replacements they are just fast killers of 1 target.

Lord Nibiru

Lord Nibiru

Lion's Arch Merchant

Join Date: Jun 2006

Croatia

KoD

Mo/

Yeah,very true....they are the best 1 vs 1 professions,assassin job is kill 1 target,and kill it fast.....sometimes when i do my combo on "My" target,i think that it really hurt and i want know what pure eles now feels when there are assassins ready to shadow step and try their combo on them....

Yeah,assassins job is kill 1 target,you know their job,you read it in books,saw in films.....fast and silent,after they done their jobe,you dont know where they are


That is all point in shadow step and running.....and i must say: Anet,this was your best hit in the game!!


ps.sorry for my mistakes,my sentences can be better said,but I think you know what i thought......i learn english about 1 year so far

Karmaniac

Karmaniac

Lion's Arch Merchant

Join Date: Feb 2006

Quote:
Originally Posted by Lord Nibiru
Yeah,assassins job is kill 1 target,you know their job,you read it in books,saw in films.....fast and silent,after they done their jobe,you dont know where they are
Please don't use movies and such as a basis for an argument. There are movies and then there is GW and they are two separate things altogether. Currently I know exactly where assassin is since shadow stepping doesn't break target.

Quote:
Originally Posted by llsektorll
im gona say it plain and simple for noobs...

assassins: Good on 1v1 in PvP.... crap in PvE.

if you dont understand here it is again.

Assassins they are what their name intends THEY KILL FAST... 1 mistake and they get owned instead. They are not warriors they can't tank they are not warrior replacements they are just fast killers of 1 target. As was pointed out in some other thread assassins are easily countered. Diversion, shield bash, blind, guardian, distortion, cripple, dolyak and warriors just to name a few.
What I'm aiming at is that assassins don't need a specific counter to shut down they have built-in weakness to most things people will be bringing to pvp anyways whether or not they expected facing assassins there. Moreover when assassin players become more experienced most people already know how to counter assassins.
ATM for example if you're a monk and you see an assassin on the other team you simply go stand next to an ally=one useless assassin. Why? Because the pvp assassins has become something of a stereotype. Why? Because most of assassin weapon skills aren't exactly usable. Summa summarum assassins may be fast killers but they surely aren't reliable killers. And that my friends is what needs looking into.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by Karmaniac
Please don't use movies and such as a basis for an argument. There are movies and then there is GW and they are two separate things altogether. Currently I know exactly where assassin is since shadow stepping doesn't break target.



As was pointed out in some other thread assassins are easily countered. Diversion, shield bash, blind, guardian, distortion, cripple, dolyak and warriors just to name a few.
What I'm aiming at is that assassins don't need a specific counter to shut down they have built-in weakness to most things people will be bringing to pvp anyways whether or not they expected facing assassins there. Moreover when assassin players become more experienced most people already know how to counter assassins.
ATM for example if you're a monk and you see an assassin on the other team you simply go stand next to an ally=one useless assassin. Why? Because the pvp assassins has become something of a stereotype. Why? Because most of assassin weapon skills aren't exactly usable. Summa summarum assassins may be fast killers but they surely aren't reliable killers. And that my friends is what needs looking into. Indeed Assassin isn't that reliable, that is why we need a buff

Take your example of a monk, Assassin in PvP usually use horn of ox build, it is powerful but with tons of flaw. horn of Ox + falling spider is useless in tight courner or smart dude who know their flaw. due to the lack of variation in combo chain, it is harder to be an effactive Sins. this is why Assassin attack skill need some positive chenge.

there are too many skills out there to shut down or counter Assassin's chain combo as mentioned previously. that is why I suggest Criticle Strike should give Sins target reduction of 3% chance to evade or block attack which Pick Me said will be overpowered. I do not see any overwowered here because this benefit don't increase the rate of attack nor it increase the damage from single hit. many evading or blocking skill has 75% efficiency. reduction of max of 48% won't completely turn off these skills and I doubt people will make Criticle strike to lvl 16 when dagger master or markmenship in case of A/R barrager also need to be at certain ranks to be effactive. it just make some skill less effective against Assissin ONLY. blindness and some hex (eg reckless haste) still works in shut down Assassin. So the 3% bonus isn't that unfair consider most people don't make Criticle strike higher then lvl13.

Guild Wars isn't only about PvP, PvE is parts of game as well. a lot of player enjoy PvE too. Infact most people don't step into the game initially for PvP, most of them start as PvE player. Assassin is still hated in PvE situation except killing Shiro. (I am hunting for Protector Title for my Sin, I am 2 mission toward it). yes there are Asses out there ( I might be one cuz I've died for 1100+ times just to learn to be a Sin ) but player isn't the only reason that Assassin get hated. the class itself are so "elite" to work on. we need some change either to make Assassin better or easier to use in PvE or make the foe dumber against it


BTW, because so Asses just don't know how they get killed in PvE. Do you think we can write an article about "The Art of Assassination in PvE" just like the "The Art of Tank" ? we should teach the new one to grow up faster. so that the hate against Sin can be less

Lord Nibiru

Lord Nibiru

Lion's Arch Merchant

Join Date: Jun 2006

Croatia

KoD

Mo/

Please,DO that!
Please,i read article about tank,i want article about assassin!
It helped me!

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

Quote:
Originally Posted by pve-er
there are too many skills out there to shut down or counter Assassin's chain combo as mentioned previously. that is why I suggest Criticle Strike should give Sins target reduction of 3% chance to evade or block attack which Pick Me said will be overpowered. I do not see any overwowered here because this benefit don't increase the rate of attack nor it increase the damage from single hit. many evading or blocking skill has 75% efficiency. reduction of max of 48% won't completely turn off these skills and I doubt people will make Criticle strike to lvl 16 when dagger master or markmenship in case of A/R barrager also need to be at certain ranks to be effactive. it just make some skill less effective against Assissin ONLY. blindness and some hex (eg reckless haste) still works in shut down Assassin. So the 3% bonus isn't that unfair consider most people don't make Criticle strike higher then lvl13. Lets think about this for a sec if you can jack your evade and blocking up to 48% who would not do that?
Thats 48 % always on you, roughly equivalent to a perpetual guardian. Also this is before you add in any stances or skills so pretty much you could be untouchable if you do this build. I can see it now sin monks just for this special built in feature. Overpowered? you decide.

Also thank you for bringing up that horns of the ox flaw. It needs to stay. Give a sin another(mark of instability) combo knockdown and you will be faced with things getting way out of hand. Monks alone would quit once they saw a sin on the other team just because of how quick and painless you could kill them.

The main problem sins have is they dont think properly through their chains. They only think for damage and because of that we are getting this current string of overpowering, overencumbering combo chains. Try to limit yourself to 3 skills and then max out the damage. You might be surprised what you find. I got a 2 skill solo spike from this thinking.

The sins do have a huge problem in the pve realm, and its not noob sins being wamo wannabees. Its a flaw in their focus which is getting criticals. i have mentioned this before and this is just a reminder. Sins cant do squat damage in pve. None. When you get to the high level areas the armor level gets so ridiculous that theres no way can get criticals which equals no damage and no energy which equals either dead or useless sin. Go back to my first post and see my idea how to fix this.

The problem with buffing the sin is if you dont do it correctly they will have either way to much dps and be able to roll over everything or they will be completly useless. Right now we are on a relitavly balanced leg of buffing except for a few annoying details that just are waiting to be solved, so please keep all further ideas resonable and keep in mind what they might do to the metagame if they are released. Any buff means something has been nerfed

Fargin Scotchsman

Fargin Scotchsman

Frost Gate Guardian

Join Date: Apr 2006

wudn't you like too know...

Noobs Of Steel

the whole "get in, get out" thing is a great idea, however, that thing called prot monks seems to come back into my mind. i ask the prot monk to kindly put prot spirit/shielding hands on me, then go WoP+flashing blades, and have little to no prob staying alive. every so often ill swap flashing fo sum other elite, such as promise or palm, but then ill just use crit defense. another good thing (especially with afflicted) is to aggro that ranger, get blinded, then pt the warrior. either way, the trick is not to try and perfect one idea, its to think of others that use the 8 slots in the best possible way. ass is definately the proffesion that req the most thinking, but once you find that build, its great.

as for armor/dag dmg/nrg, i never have a problem with that.
with:
dag mastery- 15
crit strikes- 10
shadow arts- 9
plus dags of enchanting (best thing ever), my WoP lasts 30 some seconds, and flashing blades also lasts 20. anyways, id suggest to ALL ppl to work on different ideas other than in and out. sure its great, but with the few shadow steps skills, they options are limited.

my other problem is that with all the noob ass's out there, they've soiled the rep of all ass's. i mean, i wux in sunjiang a few days ago, and i got picked over a mesmer. nuthing against mesmers, i mean they're great and all, but geez. and when you think about it, if said assassin WAS to get that far, they obviously dont suck. a funny thing that happened during vizhunah (my personal favorite mission), i didnt die at all, whereas the 2 tanks we had each died 3 each, and i tanked more than both of them. o well, ppl's view of the ass has been skewed, and those few decent ppl are suffering immensely. my plea to all those begginners, READ FORUMS AND FIND A BUILD, and also, YOU ARE NOT A TANK, SO DON'T TRY TO BE.

meh, that last statement vastly contradics most of my argument, but thats ok, i found sumthin that works, so im allowed to make myself look like an idiot. HA

edit: i just remembered, does anyone ever use deadly arts? cept maybe for pvp i have never seen anyone use em, lol

Gosu

Academy Page

Join Date: Dec 2005

Everywhere and yet nowhere

none

R/Me

Quote:
Originally Posted by Karmaniac


As was pointed out in some other thread assassins are easily countered. Diversion, shield bash, blind, guardian, distortion, cripple, dolyak and warriors just to name a few.
What I'm aiming at is that assassins don't need a specific counter to shut down they have built-in weakness to most things people will be bringing to pvp anyways whether or not they expected facing assassins there. Moreover when assassin players become more experienced most people already know how to counter assassins.
ATM for example if you're a monk and you see an assassin on the other team you simply go stand next to an ally=one useless assassin. Why? Because the pvp assassins has become something of a stereotype. Why? Because most of assassin weapon skills aren't exactly usable. Summa summarum assassins may be fast killers but they surely aren't reliable killers. And that my friends is what needs looking into. Great post, some great points in there, the only thing i want to draw you up on is that assassin actually have the only stance in the game i think of that can hit through characters block's and evasion techniques regardless of class. That skill is called Unseen Fury, the stance isn't that bad and in an orgainsed team with voice com might actually be quite deadly.

blind is a spell which can easily be spammed by blind bots with simple ease, despite the fact that it can be removed quite quickly it can also be re-applied quite quickly.

I mean come on any one of those skills you mentioned like guardian and distortion as well as blind can counter a warrior for heavens sake.

At this present time i am trying to construct a build which makes use of unseen fury in an organised team, i feel if i can make it successful.

The only problem that Assassins have is as you said in your post that, they only seem to have one main spike, it also seems at this point in time that this spike seems to be the only viable attack chain to take for a sin.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by Kwisatz_Haderach
Lets think about this for a sec if you can jack your evade and blocking up to 48% who would not do that?
Thats 48 % always on you, roughly equivalent to a perpetual guardian. Also this is before you add in any stances or skills so pretty much you could be untouchable if you do this build. I can see it now sin monks just for this special built in feature. Overpowered? you decide.
Eitehr you didn't read my word careful enough or my English really sucks. The bonus here is not to increase the ability for Assassin to Evade or Block. read my previous post carefully. it is the REDUCTION of chance for ASSASIN'S TARGET to Evade or Block assassin's attack. Assassin itself has no benefit defensively. but the TARGET's EVASIVE SKILLS get reduction against that Sin's attacks

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

And at that high rate? If you want to avoid blocking or evading grab way of the fox or expose defenses, much easier much simpler than making it a whole extra part of the main attribute line

A better idea might be to make just criticals unblockable and unevadeable

silverwyng

silverwyng

Academy Page

Join Date: Jul 2006

Heroes of Hobby Haven

A/Me

an assassin guide for pve is kinda moot. since cantha isn't assassin-friendly and all. but if the more experienced players should want to write one, i can always offer my insights. anything to help the assassin community!

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

48% at lvl 16 don't mean everyone will jackup criticle strike to lvl 16. (Unblockable and Unevadable is truely unballance) 3% reduction per rank is ONLY a suggestion.

We can end this arguement here as ANet probably won't even want to add this bonus as it took too much effort to make the change.