Deadly arts skill line -_-

Da Cebuano

Da Cebuano

Desert Nomad

Join Date: May 2005

Virginia born in Cebu

Jelly Toast[jT]

W/

Is it just me? or does this skill line in general need a total overhaul, you almost don't see any of these put to good use. Assassins can't use em in most competitive instances cause they need dagger masters/crit strikes/shadowarts for refuge, escape and aod/deathcharge. The deadly arts line is completely ignored by primary sins. Even then, 2ndary sins can't really make much use of them either, since alot of them are tied to be used by primary sins, which overall limits their usefulness.

My question is, w/ the blatant imbalance, why hasn't this been touched yet? I know everyone already knows that sins are by far the least versatile of all classes, but atlest give this skill line some overhauls or buffs to make them more useable and promote variety.

SirJackassIII

SirJackassIII

Wilds Pathfinder

Join Date: Oct 2005

Belgium

none

N/E

Deadly Arts has no self-heal. Shadow arts does. Give Deadly Arts a self-heal and reduce recharge on some skills and it will be used more. As it stands, it's underpowered like Ritualist Channeling.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

It'd be neat if Deadly Arts had a new weapon, like throwable daggers or ninja stars.

Scavenger Rage

Scavenger Rage

Lion's Arch Merchant

Join Date: Apr 2006

Brazil

dTe - Do The Evolution

N/Mo

Quote:
Originally Posted by Nevin
It'd be neat if Deadly Arts had a new weapon, like throwable daggers or ninja stars. Precisely what i was thinking, the main problem whith deadly arts is that you can´t simply take off all the dagger mastery points, and yes, critical is also a requirement for any build SO you simply don´t get enough points for anything related to deadly arts, and since the VERY IDEA of ussing more then 1 sup rune on a sin is suicidall it gets no attention at all...

Its not necessary to realy redo the skill line or add self healings, just introduce some ranged assasin weapons like small daggers or even stars, give them a nice dmg and atack rate whith a recurved bow range and make them deadly arts req., SO you can simply switch from dagger mastery to deadly arts and have fun whith those skills while still saving some points for critical and shadow

Latter.

Cybah

Cybah

Banned

Join Date: Nov 2005

Europe

Guardians Of Eternal Sands [GoeS]

W/

/signed for flying daggers

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Scorpion Wire is an Ace skill, best deadly arts skill ever.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Dont they already have dagger throw skills? Dancing dagger+crippling dagger, right? They're deadly arts skills aren't they?

Swinging Fists

Wilds Pathfinder

Join Date: Mar 2006

W/Mo

Yes, but I think the suggestion is for a different weapon type to replace the hand to hand daggers. It would be a ranged weapon like a bow, for normal attacks. That way, you don't have to invest in dagger mastery.

Da Cebuano

Da Cebuano

Desert Nomad

Join Date: May 2005

Virginia born in Cebu

Jelly Toast[jT]

W/

Wow, IMHO, these are some horrible ideas these guys are inputting... shurikens..yesh.. Anyway, My main point is that alot of the deadly line requires ties too strong to primary sins. Skills like entangling asp can only be used after a lead attack. Obviously those who don't use daggers can't use it(and other skills similar to it). The deadly arts line simply ain't as flexible as say the tactics, illusion, wilderness lines.. etc. The way assassin skills are built up, its almost strictly pvp(not just gvg, but any form of person vs person). To have deadly arts more viable for other classes to use would be key. Even though alot of the deadly arts skills can be used, the way they work, its almost strictly designed just for primary assassins w/o regard for build synergy w/ other classes and actually be competitive.

Its kinda sad really, as we might actually see more people using /a and not just for teleport skills. Some people might say the same about channeling, but atleast channeling is very useful in pve, can't really say the same for deadly arts.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

dancing daggars counts for a lead, that's how you can sue entangling asp without daggars. Although not great it... kind of works... still the skuriken would help but don't count on getting it. Probably be better off trying to use a spear if your doing this, or critical barrager.

Da Cebuano

Da Cebuano

Desert Nomad

Join Date: May 2005

Virginia born in Cebu

Jelly Toast[jT]

W/

Problem is, critical barrager only works for primary sins w/ critical strikes, which the point of this thread(atleast my intention) is to allow deadly to be branched out to other classes and synergize w/ them.

good call on dancing daggers, forgot about it, but like you said, they're not great, and serve no other purpose other than to use offhand attacks or follow up attacks that in the deadly line, really aren't that great to begin w/. I was thinking of deadly arts can be used as the way curses line is used but instead of spamming hexes left and right ,they spam conditions, thus "deadly" great builds can be developed if anet made deadly arts that way.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

Quote:
Originally Posted by SirJackassIII
Deadly Arts has no self-heal. Shadow arts does. Give Deadly Arts a self-heal and reduce recharge on some skills and it will be used more. As it stands, it's underpowered like Ritualist Channeling. Eh, most skill lines have no self-heal - usually only one skill-line of any profession has any healing.

ShadowStorm

ShadowStorm

Wilds Pathfinder

Join Date: May 2005

Take me where I cannot stand.

The Better Part of Valor

W/N

Ok, not everyone who plays a primary Assassin has to use Shadow Arts.

Shadow Arts is only used for self-defense (i.e. Shadow Refuge, Dark Escape, Return, Blinding Powder). If a primary Assassin branches out and uses their secondary class for defense instead, you won't need any skill points in Shadow Arts. AoD is a no attribute skill, so it's unaffected. Return and Death's Charge are only used for the shadow stepping effect, so they're unaffected by the level of Shadow Arts. Shadow Refuge, Dark Escape, and Blinding Powder are unnecessary if you have defense from your secondary, so Shadow Arts really isn't required for a primary Sin.

With that said, Deadly Arts can easily be used by a primary sin, without sacrificing Dagger Mastery or Critical Strikes.

Here's a build I use every once in a while:

Assassin/Mesmer

11 + 1 + 3 = 15 Dagger Mastery
9 + 1 = 10 Deadly Arts
8 + 1 = 9 Critical Strikes
8 Illusion

Assassin's Promise

Impale

Golden Phoenix Strike

Twisting Fangs

Critical Eye (I mainly use this for the extra energy management it provides. Anything can be used in this slot though. Assassin's Promise is good enough on it's own.)

Distortion

Illusion of Weakness

Ressurrection Signet

The build trounces almost anything in PvE, and It's gotten me quite a few RA and TA wins. If I know I'm going to be going up against enchantment removal, such as in PvP or in certain areas of PvE, just switch out the Critical Eye for another enchantment to cover the Illusion of Weakness. This build really shines when your group can spike efficiently, because it'll net you loads of energy from the Promise. This build doesn't really need a self heal due to Distortion and the emergency heal from the Illusion.

The main weakness of the build is conditon stacking. Blindness and mass degen will shut the build down. But then again, that's true for 80% of all assassin builds.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Quote:
Originally Posted by Da Cebuano
good call on dancing daggers, forgot about it, but like you said, they're not great, and serve no other purpose other than to use offhand attacks or follow up attacks that in the deadly line, really aren't that great to begin w/. I was thinking of deadly arts can be used as the way curses line is used but instead of spamming hexes left and right ,they spam conditions, thus "deadly" great builds can be developed if anet made deadly arts that way. Um, I don't know how else to put it but,

http://www.guildwarsguru.com/forum/s...8&page=1&pp=20

I think you need more think-smarts (or to use the search).

Giga Strike

Giga Strike

Wilds Pathfinder

Join Date: Aug 2006

stranded in vabbi this time

None [N/A]

deadly arts is never used because it's meant to compliment the assassin's unorthodox fighting style. get in, kill, get out. they use shadow arts because it helps the player stay alive while in the fray, when in reality the player shouldnt stay in for longer than 5 seconds. what you should do is use aura of displacement or recall to get out of a fight and use deadly arts with your dagger attacks to spike 1 target at a time.

floppinghog

floppinghog

Wilds Pathfinder

Join Date: Oct 2005

pit of brimstone

Squad Six Six Six [ssss]

A/Me

actually, you are too short-sighted to the looks of an assassin.

they can be awesome casters too.

Symbol

Jungle Guide

Join Date: Aug 2005

Siphon speed is an overlooked gem in the deadly arts line that is useful to all melee range characters.

Deadly arts doesn't need that much tweaking. Here's my list of changes:

Iron Palm: Recharge reduced to 15 sec

Entangling Asp: Recharge reduced to 15 sec

Crippling Dagger: Cast time reduced to .75 sec

Shameful Fear: Cast time reduced to 1 sec

Dark Prison: recharge reduced to 40 sec

Count to Potato

Count to Potato

Jungle Guide

Join Date: Feb 2006

Imagination Land

I Swear She Was Eighteen [Gwen]

W/

Iron Palm and Siphon Strength are awesome

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

--

R/N

I also agree deadly arts line need tweaking (in the way of buffing)

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Quote:
Originally Posted by Poison Ivy
I've seen people run that build...it totally stinks. They couldn't even touch my Blessed, all I had to do was cast a Reversal/Mend Aliment/Signet of Devotion.
That would be because the build focuses on Degen from conditions and a hex, so having them removed is a counter to the build.

Quote:
Originally Posted by Da Cebuano
sorry, but that failed badly, I think you're the one who needs to rethink their brain function for even posting that build, much less referring to it. I mean effective, not a joke. I'm sorry you can't figure out the build, but don't get angry at me for your shortcomings. If you read into the thread, you might find some useful information on how to use the build.
Last I checked, this thread was about Deadly Arts, which is the main focus of that build, and without deadly arts, it would not work.

Da Cebuano

Da Cebuano

Desert Nomad

Join Date: May 2005

Virginia born in Cebu

Jelly Toast[jT]

W/

wow, you're dense -_- point is, that build just sucks ass(w/ or w/o counter, there are much better builds that do the job of that build but much more effecient) and the focus on bringing out the most of deadly arts fails, simply cause the line is too weak to be much good. And no, was not angry, as getting angry over an internet forums is not something I could even imagine doing, I got better things to do than argue w/ guys who pointless sling insults rather than constructive messages, gg.

Shred Dread

Shred Dread

Frost Gate Guardian

Join Date: Mar 2006

...wouldn't u like 2 know...

Tha Skullz

New assassin ranged weapons would be pretty awesome, and fix the problem of deadly arts, only I am about 120% sure ANet will not add something so big to the game as a whole new line of weapons (it's not coming in Nightfall, no assassin updates). So, right now, Deadly Arts is almost only useful for secondary assassins (x/A).

RemusShepherd

RemusShepherd

Ascalonian Squire

Join Date: Aug 2005

Some professions need more slots on the skill bar. 8 skills is not enough for monks or rangers -- they always agonize over just what to load themselves out with.

Some professions need more attribute points so that they can have more than 3 or 4 effective attributes. Warriors and mesmers need three or more near-maxed attributes to do their primary jobs -- they'd need more points if they wanted to do anything with their second profession.

Assassins have both problems.

An assassin needs critical strikes for damage and energy management, shadow arts for healing and movement, and dagger mastery just to be able to use their freakin' weapons. They have attack chains of 3-6 skills, none of which depend on deadly arts, and then they have to fit in versatility like self-heals and a rez.

There just isn't enough room in the skill bar for deadly arts skills, and there aren't enough attribute points to raise it to any useful level. The only way to use deadly arts effectively is to sacrifice something else -- shadow arts, most likely, unless you want to become a caster and forgo using daggers, in which case it'd be better to not take assassin as your primary.

There are some skills in deadly arts that I'd love to use -- Impale looks juicy -- but it's just not going to happen, the way the profession is built.

silverwyng

silverwyng

Academy Page

Join Date: Jul 2006

Heroes of Hobby Haven

A/Me

remus: umm, there are good impale-based builds here in the forums. i myself have made and tested one with great results. i pair impale with assassin's promise so that i'll have a better chance of killing my target before promise runs out so i can recharge all my skills and gain energy as well.

well, the only DA skills i use and like are impale, iron palm and assassin's promise. the others, i need to test. siphon speed looks good as well.

RemusShepherd

RemusShepherd

Ascalonian Squire

Join Date: Aug 2005

Quote:
Originally Posted by silverwyng
remus: umm, there are good impale-based builds here in the forums. Yeah, there's one on the previous page of this thread. It sacrifices shadow arts, as I suggested it would have to.

I'm not saying you can't do it. I'm saying that the only way to make a deadly arts assassin is to make some very hard sacrifices...ones that most players (including myself) won't willingly make.

animat0rsp0rk

Pre-Searing Cadet

Join Date: Sep 2006

Wakefield, West Yorkshire

Tricks Of The [Mind]

R/Mo

I went in AB with my friend, both Assassin, Him A/Mo, me A/W, we decided to take a dual build, ones that give almost all conditions etc.. (if youre wondering how we knew what we have both done, we were talking on mic ) it worked great, deaths charging to a lonely caster and killing him/her in 3 seconds then looking for another lone enemy. How does this relate to the thread? he took deadly arts, i took shadow arts. it worked great. DUAL ASSASSINS FTW!

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Touch rangers use whirling defense. Good ones do. Bad ones use life siphon and vamp gaze.

Isil`Zha

Isil`Zha

Frost Gate Guardian

Join Date: Dec 2005

Look above you!

Knights of Apathy

A/

That's where proper Assassin tactics come in.