Originally Posted by Zuranthium
The name "Lift Enchantment" doesn't sound like a hex to me?
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- djbartek
djbartek
Originally Posted by Zuranthium
The name "Lift Enchantment" doesn't sound like a hex to me?
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Zuranthium
Originally Posted by Symbol
Hidden caltrops is pretty lame IMO. You need a shadowstep to make use of it because you need to catch up with your target in the first place.
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Seamus Finn
Lord Oranos
Sax Dakota
Shendaar
Seamus Finn
Originally Posted by Sax Dakota
Some one that can kill a monk, ele, caster etc in one chain.
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Makkert
djbartek
Originally Posted by Makkert
The threadtitle is so funny that I'm not even going to bother reading the OP.
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Zuranthium
Originally Posted by Makkert
The threadtitle is so funny that I'm not even going to bother reading the OP.
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Originally Posted by djbartek
And BTW, one question to Zuranthium:
Should be able to follow any melee dagger attack or melee assassin skill. What do you mean by melee assassin skill? If I'm not wrong, these skills don't have any "markers" like dagger attacks, so how these skills would "follow" them? |
frojack
Originally Posted by djbartek
...why the hell do you post here if you don't want to contribute anything?
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Zuranthium
Originally Posted by frojack
Perhaps because he thinks making the Assassin class over-powered is a bad idea. Which is all your doing here...
The assassin is pretty delicate balance wise and some work could be done here and there (Good call on Wastrel's Demise for example, if still in need of work), but your kind of Rambo-buff job is a little silly... |
Priest Of Sin
frojack
Sax Dakota
Originally Posted by Seamus Finn
This is probably the most common and flawed logic about assassins. .
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BahamutKaiser
Diddy bow
Originally Posted by Zuranthium
... there should be SO many viable builds available that your team should never really be able to simply look at an opposing team's build or any single class and immediately know what is going to need to be done to counter what they can do (to a certain extent, of course)...
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Zuranthium
Originally Posted by frojack
Okay, here's an example...
Beguiling Haze... Right now this skill provides unstoppable dazed condition. at 14 Shadow Arts the condition lasts 7 seconds. With the addition of a set of Silencing Daggers, that can be increased to almost 10 seconds. So what do you do in a team match? You put a mesmer on one monk and send your Haze guy after the other followed by whatever melee train you like (Grenth, Shock War, Shadow/Burst Sin etc.). Now this Sin isn't really there for damage, more utility than anything else. He has B. Haze, Jagged Strike, Exhausting Assault, and whatever other devilish crap you want on him (Augury of Death, Caltrops perhaps? Whatever). So what do you end up with? unstoppable Dazed instantly covered by Bleeding, (un-removable exhaustion if they try to cast in panic) followed by some ungodly melee gank. |
djbartek
Originally Posted by Sax Dakota
I totally agree with Frojack. There are some builds that you just don't see very much of. I personally like using Shroud of Silence for a change once in a while. Any skill which disables their spells, and leaves my attack skills up is a Very good spell indeed. There are many sin skills which go unnoticed. Which is why I'm not sure why we need to buff any skills that the sin has. The sin is already VERY formidable.
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Originally Posted by Frojack
Sure you can do this anyway but with your change to a 15 second recharge, that caster if left untreated will have around 5 seconds after the Dazed wares off (if they are still alive) before he get's hit again by the same deadly chain. I'm pretty sure no other class can do this. On top of that, you want to make it cheaper to...
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Zuranthium
Originally Posted by Priest Of Sin
jeez, attack of the 500ft posts...
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zhadowx
Retribution X
Zuranthium