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Originally Posted by lord_shar
I do have to agree that an assassin with twisting fangs has dramatically more kill speed than one without it. Twisting Fang is probably one of the most devastating dual attacks based on time trials vs. target dummies in Isle of Nameless. An IAS'd assassin using Twisting Fangs consistently drops 60AL targets in 5 seconds or less. Assassins without TF usually take about 20%-30% longer for the same kill.
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Energy cost and recharge time make it.. not-so-worthwhile with the build. Don't get me wrong, TF is a great skill, but it doesn't
have to be in every Assassin build. Also, don't you think it would asinine for me to say such a thing about it unless I had tried it myself first? It didn't increase kill speed by
that much simply due to energy cost mainly - I had to wait to use it after Temple Strike most of the time. Then there's the recharge time combined with the energy cost, which didn't allow me to make consecutive kills nearly as often.
Good finishing attack for the build of high spike damage? You bet! Greatly increased actual kill speed? Hardly. Almost any complaint about this build I've had, is something I've already tested and dismissed as being not as useful.
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You've been using it in Arena Battles. Wohoo?
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You act as though good players never play there, or like this comment really actually proves or disproves anything.
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Any smart monk would simply cast Reversal as soon as you hit them; the cast will always go off before you hit them again. This is a mathematical certainty as you have no IAS and no skills like protector's strike or distracting blow that allow you to quickly attack.
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That's a great theory...
theory. In practice, I'll inturrupt their RoF at least 50% of the time, due to my high double-strike hit rate. Secondly,
I wait until they use RoF and use the Assassin's standard weak attack power to my advantage, then hit em hard with my skills afterwards - usually with jungle strike (as we're talking about a smart monk, any smart monk will run once dazed, letting me cripple then) - jungle strike will hit a monk for 90-120. Congrats, he just healed for 15, then lost 110. Jungle Strike followed by my duel attack quickly thereafter almost always results in inturrupting a follow up RoF.
So again, you only have theories - flawed theories that leave out important details, and assumes I play like a bot. I have actual results, and my results show that RoF monks are no harder to kill than others.
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Clearly you have little experience playing as an Assassin in high-pressure environments. In organized play that build would be sub-par.
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Obviously, it's about as clear as mud - I've come across many good, organized players, and constantly have to use it in a high-pressure enviornment with 4+ attackers, and I'll still get my kill and get out before they can kill me.
I definatly run into a lot of bad players, and it shows greatly... most of the bad players just stand there trying to cast spell after spell.
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You're not doing much damage and your only way to otherwise hinder the opponent is a skill that can be blocked/evaded (in a build that does not have Way of the Fox or Exposes Defenses) and recharges every 20 seconds.
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That's funny, cause I do plenty of damage, especially against what it's designed for - nearly all my kills are in < 10 seconds, well before the duration of TS is even up. And no, TF doesn't increase that much, if at all.
As for blocking, it only takes a little over a second to get the TS in, and if I play like an Assassin should, and surprise em, or get the jump on them while they're already casting something else - and then factoring in their reaction times, once it gets through, they're done. Again, this is from experience, not guesstimates.
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The comment about Temple Strike being energy heavy had nothing to do with your build. I was talking about the skill in general and not the energy management of your build. We can go there if you want, though, so let's look at your build's "energy management" (which there isn't much of at all). To constantly use those attack skills it would cost you 32 energy every 20 seconds (Leaping + Temple + Critical = 21, Leaping + Jungle + Critical = 11). Assassin regen is about 27 energy every 20 seconds, so when combined with the +2 energy chance you have on all your hits (except the Critical Strike skill, where that is already taken into consideration), you'll have enough energy to constantly do those attacks. But you won't have any energy left over to use Shadow Refuge or the Stances.
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Again with the calculating... that turns out to be wrong, one being that you've completely discarded the thought that critical hits will be made constantly, especially when they run after being hit with TS. The biggest thing against you here are the facts though: I have no problem continuously keeping up SoH, or using SR with necessary... or having the energy to activate Dash to cancel out my SoH.
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Zealous daggers would help but they wouldn't entirely fix the problem.
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That's the thing... there isn't a problem.
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Obviously in ARENA BATTLES, where you've found success with this build, it's less of a problem because you have a lot more downtime than in HA or most GvG matches.
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Because in HA or GvG there won't be any healers, right? But wait, that would mean you'd be contradicting yourself by simultaniously claiming that GvG and HA are high-end play, but also imply that my team would be without healing or protection.... which would be, in a word, stupid. I should note that I only need any downtime because I have no one to rely on but myself for my own survival - but even then, I don't need much downtime, I can outrun anyone without a speed buff, and even then I can outlast anyone with a speed buff - and shadow stepping always trumps all other speed buffs. IOW - SR is not my main method of survival.
And just to cover it incase you try to bring it up - whoever I'm attacking is not going to be able to fight back, as I'll have shut them down.
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55 monks also provide constant and consistent usefulness to people for many areas of PvE. It doesn't mean that build works for the upper levels of the game. Temple Strike can certainly be useful but in looking at the risk vs. reward factor, I think 10 energy is needed to balance out the skill.
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Except my build doesn't have such glaring flaws to exploit that totally destroy it. You're comparing apples and oranges. Considering TS's ability to shutdown virtually any class or build since it inflicts both blinded
and dazed, I still don't see the problem with its current energy cost.