9/14 Skill Update

onigiri

Ascalonian Squire

Join Date: Dec 2005

9/14 Skill Updates

Old > New

-Critical Strike
Black Lotus Strike :
Recharge 25s > 20s

Critical Strike :
Energy Cost 10 > 5

{E}Locusts' Fury :
20% chance > 33% chance

Unsuspecting Strike :
>>If your target was above 90% Health you deal an additional 10~34 damage.
If your target was above 90% 15~75 Health you deal an additional damage.


-Dagger Mastery
Blades of Steel :
Recharge 20s > 8s

Death Blossom :
dmg 15~35 > 20~45

Desperate Strike :
dmg 5~35 > 15~60

Fox Fangs :
dmg 10~18 > 5~30

Golden Lotus Strike :
gain 3~9 Ene > 5~12

Jungle Strike :
dmg 8~18 > 10~25

Nine Tail Strike :
Recharge 10s > 8s

Repeating Strike :
dmg 5~17 > 10~30

Wild Strike :
dmg 8~18 > 10~35

{E}Temple Strike :
Recharge 25s, effect time1~7s > Recharge 20s,effect time 1~10s


-Shadow Arts
Blinding Powder :
>>Target foe becomes Blinded
Target and adjacent foes

Shadow of Haste :
>>Energy Cost 10 , Effect time 5~17s , 25% faster move
Energy Cost 5 , Effect time 30~60s , 10% faster move

Shadowy Burden :
effect time 4~9 > 3~15s

Shroud of Distress :
Recharge 45s > 15s

Way of Perfection :
gain 10~30 health > 10~40 health


-Deadly Arts
Crippling Dagger :
dmg 5~41 > 15~60

Dark Prison :
Recharge 60s > 45s

Scorpion Wire :
Cast time 2s > 1s

Siphon Speed :
>>target foe moves 20% slower
target foe moves 33% slower , half the normal range.

{E}Siphon Strength :
Effect time 5~10s > 5~20s


-Assasin None
Dash :
Recharge 15s > 8s

Signet of Malice :
Recharge 8s > 5s

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Shadow of Haste :
>>Energy Cost 10 , Effect time 5~17s , 25% faster move
Energy Cost 5 , Effect time 30~60s , 10% faster move

this one sucks, 10% speed burst is totally useless. 60sec duration mean I must carry a stance to cancel it, that waste a skill slot

they better change will be
Energy cost 5, duration 5~17 sec, 30% faster move

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

WOOT! ANET actually listened to me about temple strike's recharge being reduced from 25 sec -> 20 sec! Bravo ANET, you just won my trust back

TaiClaw

TaiClaw

Academy Page

Join Date: Aug 2006

AUS

A/R

Huge improvements across the whole board, this is truely a sight for sore eyes.

Take a bow Anet, simply stunning.

Wheres our Deaths Charge fix tho? Still 45s Recharge??

Munanko Roha

Frost Gate Guardian

Join Date: Jan 2006

KoH

W/E

From this day on Assassins are going to kick butts.

The only complain is about Shadow of Haste, it's useless now.

The problem is: Assassins needed a boost in survivability, they had instead a boost in damage...

Anyway, great overall changes...

SAPhoenix

Academy Page

Join Date: Aug 2006

White Knights

A/W

Naa, I think survivability with the sin is dependant on the player, and not the class, so not really a problem.

These are definitely welcome changes. Unsuspecting Strike is going to start appearing on a lot more sin players' skill bars.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Let me give my opinion on these changes one by one:

Quote:
Originally Posted by GW.com

Assassin

* Black Lotus Strike: reduced recharge time to 20 seconds : This skill may see more use now.
* Blades of Steel: reduced recharge time to 8 seconds: Blah
* Blinding Powder: Blindness now affects target and all adjacent foes: Blah
* Crippling Dagger: increased damage to 15..60: May see slightly increased use.
* Critical Strike: decreased Energy cost to 5: Returns a lot of energy if you can actually spare a slot for it, which was the real problem with most duals.
* Dark Prison: decreased recharge time to 45 seconds: Will be used as much as it was used before.
* Dash: decreased recharge time to 8 seconds: Good
* Death Blossom: increased damage to 20..45: Needed a buff
* Desperate Strike: increased damage to 15..60: Joke buff, common ANet thing
* Fox Fangs: increased damage to 5..30: Blah
* Golden Lotus Strike: increased Energy gained to 5..12: This will be relevant when Lead Attacks become relevant.
* Jungle Strike: increased damage to 10..25: Blah
* Locust's Fury: increased chance to double strike to 33%: Another joke buff, this skill in stupid, it needs a complete reworking.
* Nine Tail Strike: decreased recharge time to 8 seconds: Good I guess.
* Repeating Strike: increased damage to 10..30: Joke.
* Scorpion Wire: decreased cast time to 1 second: Just as good as it used to be, which wasn't much.
* Shadow of Haste: decreased Energy cost to 5, increased the duration to 30..60, and decreased the movement speed by 15%: [b]ok, this is the biggest and best change. While it may not be the best thing for primary assassins, appreciate what you can do with this skill now. This is a permanent speed boost that, if cancelled with another stance, becomes a panic teleport. IMO, its very powerful. I can see this on flaggers, even on soft targets (monks maybe ? not sure they'd want to lose Dark Escape).
* Shadowy Burden: decreased duration to 3..15 seconds: Type, this should be increase. Blah change.
* Shroud of Distress: decreased recharge time to 15 seconds: The last person who cares just died of cancer.
* Signet of Malice: decreased recharge time to 5 seconds, decreased casting time to .25 seconds: Not worth the slot.
* Siphon Speed: increased movement speed reduction to 33%, and this spell now has half range: This has always been the best skill in the DA line for me, not sure how relevant the half-range clause is. Pretty good skill.
* Siphon Strength: increased duration to 5..20 seconds. It's not a terrible skill in some places, but I still can't see anyone running it in GvG.
* Temple Strike: decreased recharge time to 20 seconds, and increased duration to 1..10 seconds. Great change, may make this a good skill in small scale combat again. I could imagine running Temple Strike rangers or even Assassins (with that Shadow of Haste secks <3) in GvG.
* Unsuspecting Strike: increased conditional damage to 15..75: Wow that's a lot of damage. Still, its a lead attack.
* Way of Perfection: increased Health gained from critical hit to 10..40: This buff is not relevant to me so blah.
* Wild Strike: increased damage to 10..35: double blah All in all, inconsequential changes for the most part. I can't see what everyone is excited about. Maybe they just saw a big list of skills and though omg Assassin buff!. Some changes are good though and I laud ANet for them.

Kabale

Kabale

Wilds Pathfinder

Join Date: Jun 2005

UK

Portrayors of Valour [pV]

About Shadowy Haste... The recharge now is kind of bad. But there is a build which benefits from this skill, along with the buff to Scorpion Wire.

Example:
Activate Shadowy Haste way in advance, find your target and Scorpion Wire him/her. Activate a different stance and you teleport twice, once back to where you activated Shadowy Haste, then again to your target (if you activated Shadowy Haste more than 100" away from your target) and your target gets knockdown as you shadow step.
Commence your combo with Falling Spider->Twisting Fangs->Moebius Strike->Horns of the Ox, or whatever you want (this example knock-locks your target), even having the possibility to get your skills recharge so you can repeat the combo. Only problem is recharge if it doesn't

But yeah, thinking out of the box

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

unsecpecting strike is godly now... those weird am fah are going to kill us all :P

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

My Assassin just ninja'd up to a 100 AL target and hit him for 102 on the first strike. Now thats what I like to see.

My Assassin also noticed that if you reapply Shadow of Haste over itself, you DO NOT GET TELEPORTED BACK. Could be very useful, or very annoying, depending on your use.

Also, note how much ground you can cover with Dash... Sprint can be maintained 60% of the time with moderate levels of strength, and provides half the benefit of Dash. Dash can be kept up 37.5% of the time. This means that in terms of raw ground covered, over the long term, the unlinked Dash gives you more then Sprint.

Combine this with slightly less blatent buffs, like Blinding Powder, and I can tell you my Sin is respeccing to Shadow Arts right now.

(why you arent excited about Signet of Malice Ill never know)

I found this in the discussion page of Unsuspecting Strike:

Quote:
All infavor to change this skill's article name to Pimp Slap Vote here.

Favored:
Agreed. Ubermancer 10:02, 14 September 2006 (CDT)
Far too powerful not to rename it.-Onlyashadow 10:28, 14 September 2006 (CDT)

Unfavored: Would assuming a stupid, standing still target would you be able to pull this off:

Shadow of Haste, close range, Scorpion Wire, Dash, Falling Spider, Awe, Twisting Fangs

Would you need an unobtainable IAS, or Wanderlust?

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Suddenly a build I was using a lot in PVE becomes a lot less energy-stressing:
Dagger 16
Critical strikes 13
Golden Phoenix Strike
Critical strike (Dual)
Falling spider
Death Blossom (Dual)
Flashing blades (E)
Mark of Instability
Sharpen Daggers
Critical Eye

Yup!

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Suddenly a build I was using a lot in PVE becomes a lot less energy-stressing:
Dagger 16
Critical strikes 13
Golden Phoenix Strike
Critical strike (Dual)
Falling spider
Death Blossom (Dual)
Flashing blades (E)
Mark of Instability
Sharpen Daggers
Critical Eye

Yup!

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

good for me, my build is now more deadlier then ever, all you turtle will be laying under my shoe, hahaha

1. Unsuspected strike, 2 wild strinke, 3 twisting fang, 4 death blousome / critical strike.

ogami_ito

Lion's Arch Merchant

Join Date: Mar 2006

Quote:
Originally Posted by pve-er
Shadow of Haste :
>>Energy Cost 10 , Effect time 5~17s , 25% faster move
Energy Cost 5 , Effect time 30~60s , 10% faster move

this one sucks, 10% speed burst is totally useless. 60sec duration mean I must carry a stance to cancel it, that waste a skill slot

they better change will be
Energy cost 5, duration 5~17 sec, 30% faster move 10% speed still keeps you in melee range. Now, the skill is...controloable. Recall could be used with human players, but not with henchys. This can be used with henchys. Now we have...

Recall > go to targeted ally. maintained. Only works when ally and you have teamwork.
Return > go to targeted ally. cripples adjecent mobs. not practical in PvP unless you have really good teamwork.
AoD > go to targeted mob. Enchant. maintained.
Prison, Death Charge > go to targeted mob. and slow him with hex or heal yourself
Spirit Walk > go to targeted spirit (shame no one uses this).

and now...

Shadow of Haste > go to targeted LOCATION when this ends. non-maintained. probably VERY helpful in AB and competitive missions.

My Sweet Revenga

Krytan Explorer

Join Date: Nov 2005

R/

Wow this was a long time coming. But I fear due to all the PVE sin hate, the damage has already been done...... But maybe with all these buffs, all sin teams might be possible heh.

Patccmoi

Patccmoi

Wilds Pathfinder

Join Date: Mar 2006

Quebec

Pretty much stopped

Rt/

Fallot, i think you dismiss a lot of significant changes.

Off-hands became much stronger in general. Take Wild Strike, it's +30-35 damage with 4 sec recharge and 5E, with the bonus that target lose a stance (no big deal, but still). I used it on R/A all the time, especially in Temple Strike builds (which got a really nice buff), and that damage increase will show considering the spammability of it.

For Assassins primary, Unsuspecting-Wild Strike-Critical Strike becomes a very spammable high damage chain. With Critical Strike 5E cost, it now actually refills your energy for Unsuspecting (if you use Zealous daggers and Critical Eye, the net cost of this chain without any random crit is 9 + 4 - 4 = 9E. Any random crit gives you an extra 4E, and the damage output of this chain is actually really high, can easily go around 250-300 damage on casters depending if you meet condition of Unsuspecting or not).

Signet of Malice is really not an insignificant change. If your team uses conditions in the least (say you have a Crippling Shot ranger), it's truly easy to find a target with conditions (often multiple) on and this instantly clears conditions on you every 5 sec, and it can be used from range. I can even see /A use it. Think of a Crippling Shot ranger. They could go /A quite easily using Shadow of Haste and Dash for stances, and Sig of Malice to clear conditions. There is good chances in a 1v1 encounter that you will manage to at least put poison on the other guy, making eles totally unable to blind you, etc.

Locust's Fury is far from a joke buff. If you ever used Flurry/Frenzy + Locust's Fury with damage buff on you (Str of Honor, Order of Pain, etc.) you'll know how insane your attack speed got. Now, if you have 15 Dagger Mastery, you can reach 63% chances of double strikes when auto-attacking, which means with an IAS you can hit on average every .54s. Nearly 2 hits per second. Things like Fear Me! can be spammed at a ridiculous rate, and with the new Siphon Speed, good luck to kite the Assassin. Think of something like Locust's Fury, Flurry, Siphon Speed, Fear Me!, Leaping Mantis Strike-Jungle Strike-Twisting Fangs. If you have some buffs on your back, you're quite scary, trust me.

While i tend to favor Off-Hand-Dual-Off-Hand-Dual combos, i played with a lot of Lead-Offhand-Dual-Dual combos too, and some of the buff done here will greatly increase their viability. Lead and Offhands are crucial in any Temple Strike build for example, because it needs to follow a lead attack, and with its still long recharge you can't afford to have it as exclusive off-hand if you plan on doing some damage too. My usual Temple Strike combo for example is Leaping Mantis Strike-Temple-Twisting-Leaping Mantis Strike-Jungle-Blades of Steel. I might consider Critical Strike instead of BoS now to recharge my energy though, or use Siphon Speed and switch LMS for one of the other lead that got more interesting.

Repeating Strike is really not a pointless buff either. In IAS, +30 damage every hit allows for quite good DPS overall, and using something like Way of the Empty Palm there is no energy limitation. WotEP with GPS-Repeating Strike-Twisting Fangs can be pretty interesting imo.

I'm not saying that the normal combos will vanish. But options are there to make solid combos out of other attack skills now. I agree that you can't just look at this and think something like 'wow, Assassins are so much stronger' (maybe only Siphon Speed, Temple Strike and Shadow of Haste can do that... I'd actually say Locust's Fury to some extent too, i played with it seriously being buffed by allies and you can't dismiss it until you did). It's more like 'wow, Assassins got so much more viable options'.

Symbol

Jungle Guide

Join Date: Aug 2005

I actually saw a high ranked guild using /A for signet of malice (Final Dynasty). Of course they were running the cripshot-apply poison/melandru's combo which means conditions for everyone, but it was still cool to see.

Quote:
Originally Posted by Patccmoi

Repeating Strike is really not a pointless buff either. In IAS, +30 damage every hit allows for quite good DPS overall, and using something like Way of the Empty Palm there is no energy limitation. WotEP with GPS-Repeating Strike-Twisting Fangs can be pretty interesting imo. I tried gps - repeating - critical, the damage is really excellent. Better than any other spammable assassin combo. Twisting fangs is interesting, I may swap it out but my thought is critical will be better, because it serves as secondary energy management to compensate for WoTEP's downtime.

luxor9

luxor9

Academy Page

Join Date: May 2006

W/N

yep agreed!! your not gonna see assasins owning everyone, but atleast now people won't know what to expect. They usually group together when they see a sin to stop the horns and now I'm gonna bring death blossom lol. well probably not but that would show them!!

phoenixtech

Frost Gate Guardian

Join Date: Jun 2006

For locus' fury I think the math is more like 1 - (0.66% chance of NOT hitting double with locusts)*(0.7 with 15 dagger mastery) = 54%. I don't think it's a straight up 33% + 30% = 63% setup.

Also, I'm pretty sure you can't get QUADRUPLE hit from the percentage of both dagger + locusts both triggering.

Isil`Zha

Isil`Zha

Frost Gate Guardian

Join Date: Dec 2005

Look above you!

Knights of Apathy

A/

Quote:
Originally Posted by fallot
Let me give my opinion on these changes one by one:



All in all, inconsequential changes for the most part. I can't see what everyone is excited about. Maybe they just saw a big list of skills and though omg Assassin buff!. Some changes are good though and I laud ANet for them. Ok, I totally agree with you on Shadow of Haste and was going "huh" at the ones that thought it made it useless - it's basically a permanent speed buff. It also indirectly buffed Leaping Mantis Sting, which practically requires a speed buff to hit a moving target. What's really nice about it now, you can replace AoD with it, and grab another stance that you'd probably be using anyway (like Dark Escape) to cancel it in a pinch. With it fulfulling part of AoD's role (get the hell out of here!) you can open up that elite slot for something else.

Really, I've been using Shadow of Haste a lot since the update to great effect.

BTW, you're all blind:

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Quote:
Originally Posted by Patccmoi
Fallot, i think you dismiss a lot of significant changes.
Conversely, I find you are giving inconsequential changes too much merit.

Quote: Originally Posted by Patccmoi For Assassins primary, Unsuspecting-Wild Strike-Critical Strike becomes a very spammable high damage chain. With Critical Strike 5E cost, it now actually refills your energy for Unsuspecting (if you use Zealous daggers and Critical Eye, the net cost of this chain without any random crit is 9 + 4 - 4 = 9E. Any random crit gives you an extra 4E, and the damage output of this chain is actually really high, can easily go around 250-300 damage on casters depending if you meet condition of Unsuspecting or not). See, that's great. But it has to be better than what is currently prevalent to warrant a place on the bar. Twisting, Falling Spider, these are skills which remain inexpendable mostly. Which is why most of the changes are not really buffs to the class. I'm not being negative about a change when I say "blah". It just means I don't feel the skill warrants my attention despite the change.

Quote: Originally Posted by Patccmoi Signet of Malice is really not an insignificant change. If your team uses conditions in the least (say you have a Crippling Shot ranger), it's truly easy to find a target with conditions (often multiple) on and this instantly clears conditions on you every 5 sec, and it can be used from range. I can even see /A use it. Think of a Crippling Shot ranger. They could go /A quite easily using Shadow of Haste and Dash for stances, and Sig of Malice to clear conditions. There is good chances in a 1v1 encounter that you will manage to at least put poison on the other guy, making eles totally unable to blind you, etc. Well and good, the skill is now much better than it was. In fact, I found this change to be significant, but not very. Where is Signet of Malice going to go on your bar anyway ? Want to ditch Caltrops for it ? Maybe Shock ? How about Dark Escape ? It really has to wow me to see play in my builds. It almost does that from just one perspective, and I could envision it on a bar in a dual assassin build of some sort. Or on a secondary. But the Cripshot example you gave would have to lose Distortion, a skill that really does wow me. I don't use cripshots for running though, so I maybe you could fit this on a bar somewhere. Admittedly it would be good there.

Quote: Originally Posted by Patccmoi
Locust's Fury is far from a joke buff. If you ever used Flurry/Frenzy + Locust's Fury with damage buff on you (Str of Honor, Order of Pain, etc.) you'll know how insane your attack speed got. Now, if you have 15 Dagger Mastery, you can reach 63% chances of double strikes when auto-attacking, which means with an IAS you can hit on average every .54s. Nearly 2 hits per second. Things like Fear Me! can be spammed at a ridiculous rate, and with the new Siphon Speed, good luck to kite the Assassin. Think of something like Locust's Fury, Flurry, Siphon Speed, Fear Me!, Leaping Mantis Strike-Jungle Strike-Twisting Fangs. If you have some buffs on your back, you're quite scary, trust me. The day Assassins become relevant as DPS machines, this will be more than a joke skill. Until then, let's agree to disagree on it because I have nothing but bad things to say about it. A skill that doesn't play on the strengths of the class (movement, front loaded damage) gets a change ? Big whoop.

You're scary mathematically though, I'll give you that. The dummy must be terrified (no offense :P).

Quote:
Originally Posted by Patccmoi

Repeating Strike is really not a pointless buff either. In IAS, +30 damage every hit allows for quite good DPS overall, and using something like Way of the Empty Palm there is no energy limitation. WotEP with GPS-Repeating Strike-Twisting Fangs can be pretty interesting imo. DPS ? No one really cares about DPS. A skill actually has to do something to warrant a place in a build. Irresistable Blow, Horns of the Ox, Twisting Fangs, Punishing Shot, these skills have more going for them than the damage they do. Unless the DPS is downright imbalanced, its uninteresting and will remain out of my play. I'll compare it to Power Attack, cheap skill with reasonable +damage. No one runs it, why ? Because it doesn't do anything. Cleave is another example, even though Eviscerate got nerfed, its effect is too invaluable to miss; therefore this skill will still not see major play.

That's all besides the fact that Repeating Strikes has a bad interaction with block/evade.

Quote:
Originally Posted by Patccmoi
I'm not saying that the normal combos will vanish. But options are there to make solid combos out of other attack skills now. I agree that you can't just look at this and think something like 'wow, Assassins are so much stronger' (maybe only Siphon Speed, Temple Strike and Shadow of Haste can do that... I'd actually say Locust's Fury to some extent too, i played with it seriously being buffed by allies and you can't dismiss it until you did). It's more like 'wow, Assassins got so much more viable options'. I will not dismiss your opinion. You are probably right as far as viability of combos is concerned (but not Locust's Fury, never that). However, I simply can't see as many options being put forth because of these buffs. Even if some of the buffed attacks see use, it will probably be secondary to increased use of one the the truly viable skills. Like Temple Strike for instance, that still requires a lead, we now have a nice buffed lead. Maybe increased use of Shadow of Haste will result in different combos. Once again, a secondary effect of the real buffs.

9th Requiem

9th Requiem

Academy Page

Join Date: Sep 2005

Guardians of the Stars

Mo/R

Quote:
Originally Posted by Isil`Zha

BTW, you're all blind:

There was a typo in the update notes :
Quote:
...and decreased the movement speed by 15%. Seeming that it'd dropped from 25% by 15% to 10%. However, what it should have read was:
Quote:
...and decreased the movement speed to 15%.

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Quote:
Originally Posted by fallot
...<SNIP>...

DPS ? No one really cares about DPS. A skill actually has to do something to warrant a place in a build. Irresistable Blow, Horns of the Ox, Twisting Fangs, Punishing Shot, these skills have more going for them than the damage they do. Unless the DPS is downright imbalanced, its uninteresting and will remain out of my play. I'll compare it to Power Attack, cheap skill with reasonable +damage. No one runs it, why ? Because it doesn't do anything. Cleave is another example, even though Eviscerate got nerfed, its effect is too invaluable to miss; therefore this skill will still not see major play.

...<SNIP>... I still don't understand why most people percieve DPS and spike damage as two separate things. DPS = damage / time. Spike is just a very high damage applied over a very short time interval. If damage remains the same but time -> zero, the damage output ratio gets HUGE. This is why IAS is so scary when used properly with high damage attacks. Assassins can easily score sub-5 second kills under the old patch, and I'm betting these speed kills will get faster given the latest patch. You don't need knockdown, deepwound, or any other secondary effect if the total attack damage exceeds the target's life, healing, or ability to react.

Just putting things into perspective...

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

Is there a particular reason you quoted my post ? Where do I mention spike ?

DPS is taken to mean more than just damage/time. When you say DPS, you mean the amount of damage a character does ---> infinity. While that doesn't fit the literal meaning of the word "damage per second", it's a useful number, though a bit of a misnomer the way its used in GW discussion. Maybe you'd be happy if it was called something else ?

Spike is a useful word because it implies something that will kill before time to react/heal.

Quote:
Originally Posted by lord_shar
You don't need knockdown, deepwound, or any other secondary effect if the total attack damage exceeds the target's life, healing, or ability to react. I think you may be agreeing with me -_-. "exceeding target's life, healing or ability to react" is doing something. It's why Eviscerate is run and Cleave is not. Its why I would run cleave, if it was buffed to the eyeballs.

What if...

What if...

Frost Gate Guardian

Join Date: Jan 2006

Me/

I see this as an excellent buff, especially such skills as critical strikes which is now a quick recharging energy management attack that applies decent damage as well. Combos untilizing Unsuspecting and temple strike, with wild strike as an alternate, allow one to stay on a target long enough for a kill. Under Shadow of Haste you can easily keep up wth a running target, and cancel it with dash when things get dicey.

I've considered a potential flag running build with Shadow of Haste and a stance cancel to instantly return to the flag; it's possible now with just a small investment in shadow arts.

Isil`Zha

Isil`Zha

Frost Gate Guardian

Join Date: Dec 2005

Look above you!

Knights of Apathy

A/

Quote:
Originally Posted by 9th Requiem
There was a typo in the update notes :

Seeming that it'd dropped from 25% by 15% to 10%. However, what it should have read was: Yeah, I know, the typo was that "by" should've been "to."

None of the people compalining about it though bothered to actually look at the skill.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

Quote:
Originally Posted by What if...
I see this as an excellent buff, especially such skills as critical strikes which is now a quick recharging energy management attack that applies decent damage as well. Combos untilizing Unsuspecting and temple strike, with wild strike as an alternate, allow one to stay on a target long enough for a kill. Under Shadow of Haste you can easily keep up wth a running target, and cancel it with dash when things get dicey.

I've considered a potential flag running build with Shadow of Haste and a stance cancel to instantly return to the flag; it's possible now with just a small investment in shadow arts. Consider using Criticle strike (recharge 6 sec) with Critical defence (need critical attack evry 6 sec to reflesh), Critical defence can last as long as 1 keep throwing Critical Strike out at enemy. it don't seem much in PvP but in PvE, it is so helpful in keeping Assin alive to kill caster. combine with Shadow refuge, wow.

but it is less spikey comepare to Twisting Fange and the newly buffed Death Blosome.

Energy saving combo with zealous dagger (at lvl 13 Critical Att) nearly infinite combo to throw out
Jag S (4E-1E) + Wild S (5E-1E) + Critical S (5E - 3Ex2 -2E) =5E used at 4 sec.)

Higher DMG combo
Unsuspected S (10E -1E) + Wild S (5E-1E) + Critical S (5E - 3Ex2 -2E) + Unsuspected S (10E -1E) + Wild S (5E-1E) + Twisting Fang (10E - 2E) - 2E from auto attack = 29E used at 10 sec

crossound

Frost Gate Guardian

Join Date: Mar 2006

Eastern USA

Some people just have a hard time experimenting with new skills.
I ran into a sin who was the falling shocker yea he got me a couple times, only because of aod but when his aod was charging and i used dash i got him good .

no i wasn't running falling shocker.

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

hehe, I coined that name

Fenix16

Ascalonian Squire

Join Date: May 2006

vR

Mo/

Im not trying to hate on you but I heard "Falling Shocker" The second day of the preview event...

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Maybe co-oincidence? I can't find anything on google refering to that before 24th may when I put that on the wiki *shrug*

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Lead attacks do indeed suck... but Unsuspecting Strike has a 4 second recharge. At lvl16 Critical Strikes it givves about 110 armour ignoring bonus damage on full health targets. At the lvl13 breakpoint its about 90-95.

I wouldn't call this skill a lead attack anymore, i'd call it pressure. Causing a monk to heal off 100+ damage every 4 seconds onto random targets will cause a serious drain of energy over time. You seem to be forgetting that monks often use Dark Escape too, which Wild Strike would also instantly remove allowing other members to spike. Following it with Twisting Fangs to aid a spike. Nothing drops Deaths Charge been used either. Not to mention that with the new change to Shadow of Haste meaning you could still give chase quite easily.
As many of you probably know... Am Fah Assassin use Unsuspecting Strike. If any of you have been hit by it recently while kiting you'll know it can hit for well over 100 damage.

This skill would could be used in GvG. If when you activate this skill your team gets pushed back... you'll appear in the middle of them... ie, your stuffed. You may also vanish when your needed... but how does this skill work? If when you re-use it do you vanish or does it renew?

I really think you need to try a TA build with a Zergling 'sin... A couple of months ago we ran a Spinal Shivers necro and a Zergling 'sin w/ Flurry and Daggers. The daggers hit about once every second and once every half second with double strikes... that is some VERY potent interrupting power. Now with the boost to Locusts Fury you can get about a 60% chance to double strike.... and bring Unsuspecting Strike for some damage

shmek

shmek

Lion's Arch Merchant

Join Date: Nov 2005

Quote:
Originally Posted by lord_shar
WOOT! ANET actually listened to me about temple strike's recharge being reduced from 25 sec -> 20 sec! Bravo ANET, you just won my trust back
Trust back? laughable.. they are getting more pathetically like other lame companies as we age. Your situation was not listenning but mere coincidence. NON-Players (i.e. developers) don't know what they are doing in reacting to crying of players since they cannot evaluate what really matters from what a nooblet cries often about.

Quote:
Originally Posted by Evilsod
Lead attacks do indeed suck................
you can get about a 60% chance to double strike.... and bring Unsuspecting Strike for some damage Nice ideas

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

I'll just assume that was sarcasm...

If you'd read it you'd of noticed i said Unsuspecting Strike is more pressure. A zergling 'sin with Spinal Shivers is not about to spike an enemy is it? It too is pressure.

If hastling a boon prot theres still a good chance they'll 1. Be able to sneak RoFs through it. 2. Be able to sneak CoP through it. Bother of which i've seen interrupted by this many times. Plus the moment they need to cast E-management... they don't stand a chance of getting it through.

pve-er

Lion's Arch Merchant

Join Date: Jul 2006

All the update here will not get rid of Assassin hate. only they make Assassin deadlier but the survival rate unchanged among noobs.
I worry some noob will think they can solo out enemy and forgot to run away from danger
overall, I still think the buffs are nice, at least for those who are serious of being assassin.

shmek

shmek

Lion's Arch Merchant

Join Date: Nov 2005

Quote:
Originally Posted by Evilsod
I'll just assume that was sarcasm...

. Your assumption was absolutely incorrect, and I did read the intire thread along with your post. Don't wear your animosity too high now and please accept the original compliment... sorry I didn't spell it out better. I was hoping I wouldn't be misinertpretted since I was negative on the first comment, but not at yours. Again, you had nice comments that I considered valuable.. good job.

Best regards

Xeln

Ascalonian Squire

Join Date: Sep 2006

A/

Anyone know when we can expect these changes to be reflected here on the skill page? I'm getting sick of digging this post up whenever I want to look at possible builds at work.

Damastes

Ascalonian Squire

Join Date: Sep 2006

Howl at the Moon [HatM]

I like the sound of Shadow of Haste now - I can see it working nicely as a runner skill... agro the mobs, activate and flee in a different direction then when you pulled them far enough change stance and carry on your merry way. At least I think that would work - not tried it yet