Give Assassins Anti hex, and necros something to block with.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

I was hanging around R/A and AB and Ive noticed something that one doesn't really see in HA and GVG since its pure teamwork. GW has always had decent somewhat balanced 1v1 in it ( Not to say 1v1 is a valid rep of skill ) And Ive noticed a huge problem with assassins vs necros.

Necros have no real way to block, But a single hex from them can obliterate an assassin.

Assassins have no anti hex, but with boa they can obliterate a necro right in the middle of the necro casting a hex...because Necros cant block.

This has brought the two classes into a "who can press the button first" kind of fight, that just doesnt feel right for GW. Sure the sin can go a/mo and the Necro can go N/W or N/R, but they shouldnt have to sacrifice class combonation just for that.

Solution: add the following skills ( or something similar...these are all off the top of my head ) to the sin line and necro line. The main goal here is to give both classes something more interesting to fight each other with rather then having it end instantly.

Assassin:

Crit strikes:

Vorpal slash:Lead Dagger attack 5E, 12RC ( recharge ).
if this attack hits, it results in a critical it and you strike for +1....18 damage. and if it hits a non moving foe you lose one hex.


Deadly Arts:

Assassin's Hatred: Elite Enchantment spell, 5E, 1S ( second cast time ) 15RC.
For 20 seconds the next time you become the target of a hex spell, that spell fails and the caster begins suffering from a deep wound for 5....18 seconds.



Shadow Arts:

Shadow veil: Enchantment spell, 10E, 1S, 30RC
For 7....17 seconds hex spells cast on you have a 50% chance to fail as long as you are attacking and are not suffering from a condition.

Flash Move: Spell, 5E, 1/4S, 20RC
Shadow step to target other ally. If that ally is suffering from a condition or hex, you lose 1 condition and 1 hex.

Realm of silence:Enchantment spell, 5E, 1S ,10RC
for 4 seconds you gain 1...10 health regeneration. When Realm of silence ends you lose 1 hex as long as you are not nearby any allies or foes.


NECROS:

Blood magic:

Vampiric Mist:Enchantment spell 10E, 1S, 40RC
For 10 seconds you have a 50% to block attacks. Each time you block an attack this way, you steal 1....15 health from adjacent foes.

Dark Vortex:Enchantment spell, 5E, 1/4S, 20RC
For 1.....13 seconds the next attack skill used on you fails and you steal 35...95 health from the attacker.

Curses:

Lice: Enchantment spell, 10E, 1S, 15RC
For 10 seconds the next time target ally is hit with a melee attack, that attack fails and the attacker becomes hexed with Lice for 1...15 seconds, causing them to attack 25% slower.

Death Magic:

Acidic Flesh: Enchantment spell, 5E, 1S, 90RC
for 1...10 seconds you have a 75% chance to block attacks, and whenever you block an attack this way adjacent foes become poisoned for 1...9 seconds. This Spell recharges whenever you exploit a corpse.

Do Or Die:Enchantment spell, 10E, 2S, 45RC.
For 3......21 seconds attacks used on you have a 20...50% chance to fail. Whenever an attack fails this way one nearby minion loses 20% health or Do or Die ends.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Maybe in the next campaign they will offer skills like you have suggested.
But for now, as far as I know less than half the professions can remove hexes.
If a hex needs to be removed it might be best to pick a secondary that can do so until future skills are added.
The problem though with adding more hex removal is it could easily trivialize many spells, as they could easily be removed. Hex removal is already too easy in high level PVP.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by Master Ketsu
GW has always had decent somewhat balanced 1v1 in it
Seriously dude, I stopped reading there. That's just wrong. GW has the worst 1v1 balance ever.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

This is the reason why we have dual professions

Need more Ammo!

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

Quote:
Originally Posted by Thomas.knbk
Seriously dude, I stopped reading there. That's just wrong. GW has the worst 1v1 balance ever.
I was comparing it to other MMO's. as a game, GW 1v1 is crap. As an RPG, its decent. Not the best though.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Necromancer's don't really need tools for blocking. They have better. Miss hexes...

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

I take it you have no idea how to play necro:

Dark Bond
three Enfeeble skills
Insidious para
Price of failure
Reckless haste
Well of Darkness
Shaddow of Fear
Aura of the lich
Tainted Flesh
... there are more

Negro-Jones

Banned

Join Date: Nov 2006

Twiztid Insane Ninjas

E/Mo

This sort of thing will not happen the way it is being suggested.

Some of you might not know but this game was designed off the Magic the gathering style of game play. I my self use to play Magic for about 4 years staring about 6 years ago around.

Magic the gather in consisted of 5 color/styles of play, and 1 colorless/ Artifacts.

Blue= counter spell/bounces/RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO you spells like Mesmer
White- healing / life gain / protection / mass destruction like a Monk
Red= Fast spike damage at a moderate cost/ like a Elementalist
Green= Had big hitting creatures /mana exceleration/Energy acceleration
Black= Reanimation sacrifice life for part of the cost of a spell/ distruction. like a nero
Artifacts= can be used by any profession for a generic cost. like signets

This is the basic set up on how they developed the game and professions:

but some colors crossed over into other areas, red got counter spells like blue did, but it only countered particular things like other blue spells leaving it useless against other spells.

Black got mass destruction and big creatures Like (Phage the untouchable) but the catch was since this was not the typical thing black usual got, you had to lose part of ur life as a cost to play the spell. In the case of Phage the untouchable. if you reanimated it you lost the game. but if that creature dealt damage to a creature it was instantly destroyed. if it dealt damage to the other player he lost automatically Mimicking a big hitting creature of Green.

Green got some spike damage like red but it was mostly added damage you would take on to a attacking creature.

I could go in to more detail but what im getting at is that once this game gets as old as magic the gathering(16 years old) it will venture into the same things and mix spells into professions that dont normally use them. But the energy cost to use them and casting time will be higher then normal as the downside of giving that profession that spell.

FelixCarter

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

Quote:
Originally Posted by Master Ketsu
Lice: Enchantment spell, 10E, 1S, 15RC
For 10 seconds the next time target ally is hit with a melee attack, that attack fails and the attacker becomes hexed with Lice for 1...15 seconds, causing them to attack 25% slower.
^_^

>.>

I would change my secondary to Necro just to throw this skill everywhere in battle. Maybe add in an animation where the enemy scratched between attacks.

^_^

<.<

-_-

So ends another episode of wasting time with Felix.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

It is called Guild Wars, not Personal Grudges.

You you went and "balanced out" all 1 vs 1 scenarios the game would be pretty lame, pvp and even pve to an extent.

It's rigged so that people can't cover all bases, on purpose.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

It's make like that. Go to Crystal dessert and take the profession change quests.

- To become a Warrior you bash a Ranger
- To become Ranger you crush a Mesmer.
- To become an Elementalist you have to deal with a Warrior.
- To become Necromancer you have to wipe a Monk.
- To become Monk you have to defeat a Necromancer.
- To become Mesmer you have to deal with an Elementalist.

That was a good example of the concept.

The Hand Of Death

The Hand Of Death

Krytan Explorer

Join Date: Oct 2005

Cavalon

The Last Pirates (SaVY)

N/

I play both necro and assassin and I see no problem with either. If you want to be aware of assassins, scan your surroundings better and cast anti-melee hexes on them before they attack you. It works for me and sometimes I can even get a faintheartedness off WHILE in the middle of a BoA chain which has saved me a couple of times while playing necro.

While playing an assassin, particularly a BoA assassin, I always make sure that I don't have any hexes on me that may disrupt my chain and I make sure my target doesn't have anything on them that will do the same and I have been over all pretty successful with this.

GW isn't 1v1 and I normally don't go off on my own while playing either profession especially necro. Learn to play the role, or use a secondary that helps with this if you need this on a character so baddly.

~Death~

Raaaaa

Academy Page

Join Date: Feb 2007

AP

D/

well I've played a fair bit of RA with my necro and its great fun to watch a assasin kill themselves with Insiduous Parasite/Spiteful Spirit.
At best they try to kill me and just heal me instead, often it will just shut them out of the game for a while but I did come accross one assasin that managed to get around it, cant remember how though

Skye Marin

Skye Marin

Jungle Guide

Join Date: May 2006

The Seraphim Knights [TSK]

E/A

Weakness and Faintheartedness do more for anti-attacking as a whole than a single-blocking character ever could. Blocking only helps yourself, while these two skills help your whole team by shutting down the attack pressure.

Considering the only classes with anti-hex are monks, mesmers, and dervishes I don't see a drastic need for anti-hex on assassins. Note that the anti-hex on the Dervish only removes hexes from yourself, and see how popular they are?

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

What none sense....of course you can make an arena for 1 v 1...just stick it in the guild hall or something for fun and not as part of the PvP system.

Plenty of people can see it as a fun challenge to go 1 vs 1...especially because of the dual class system.

Like I said, you don't have to make it part of PvP so that you can't gain any faction or other things by it, but just as a fun thing to do I think it would rock.

In our guild we already do guild battles amongst ourselves....we meet in the middle away from the npc's and do 1 vs 1....just would be nice if we had a seperate place where you can get straight into it rather than how we have to do it now...

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Use a monk or mes secondary for the sin. Use a block stance/skill from secondary for the necro.

There's a reason why we have secondaries.

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

Quote:
Originally Posted by Master Ketsu
I was comparing it to other MMO's. as a game, GW 1v1 is crap. As an RPG, its decent. Not the best though.
then why do you play it? I know this has been said in many other post before,

Go play WoW, or Evercrack.

If you want hex removale use a 2nd proff. If you want to block do the same. Wars cant remove hexes either doesnt stop them for smacking you with an axe, at least not for long.

/unsigned

~the rat~

mqstout

Wilds Pathfinder

Join Date: May 2005

Pittsburgh

These go against the good division of the professions in the game. There are reasons Assassin doesn't have hex removal and Necromancer doesn't have blocking skills.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Each profession is meant to specialize in something, and not be all-around powerful or have counters to everything out there. If you want to be all-around powerful and counter everything, try a W/Mo with HH and remove hex and mending touch >.>

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by Master Ketsu
I was comparing it to other MMO's. as a game, GW 1v1 is crap. As an RPG, its decent. Not the best though.
Actually, as an RPG it's so-so. I mean, the story is ok and all, but it's not one of the greatest RPG's ever.
As a fantasy version of Counter-Strike is where Guild Wars is the best there is, and unfortunately, or maybe not, in this version there's no place for 1v1.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

This is totally bogus, you just explained their alternative. Giving every class the same offensive and defensive options is broken, the whole point of seperating the skills is so each character has only a limited number of capabilities. And since there is no such thing as a necromancer, but a combination with a secondary, one can only imagine that if they feel the need for hex prevention or blocking, they will use the proper combination to utilize it, not give the unique abilities of one class to another so they are solely efficient.

Diversity is what keeps every action from looking like the last, and makes attacking, defending and interferance a little more interesting than 10 skills which all do the same thing. Disadvantages are completely natural and neccessary.

Cataclysm

Cataclysm

Lion's Arch Merchant

Join Date: Mar 2006

The Lost Dynasty [SEEK]

W/Mo

Decaying Flesh
15E
2C
20R
Spell. For 5...15 seconds you have health degeneration of 7...3 and have a 50% chance to evade attacks
Att: Blood Magic

Vyldan

Vyldan

Ascalonian Squire

Join Date: Apr 2006

The Stolen Eye [SEyE]

Me/E

Then they would have to give Mesmers and Elementalists condition removal. They would have to give Rangers Deep Wound attacks. They would have to give Warriors hex and condition removal -- Via adrenaline, even.

I would go on, but you get the point.

Master Ketsu

Master Ketsu

Desert Nomad

Join Date: May 2006

middle of nowhere

Krazy Guild With Krazy People [KrZy]

R/

I know why sins and necros dont currently have those skills. LMAO.

Negro Jones is the only one who seemed to pick up what I was doing with this idea.

Planar Chaos FTW.

arzamond

Ascalonian Squire

Join Date: Feb 2007

Batavia

The Order of Baa [Baa]

R/

necro has no anti hex too..... so, why assa should have???
assa has block? then why don't use reckless haste or spirit of failue for u'r necro??

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

I agree with Bahamut.
It's more interesting to limit classes by NOT giving them certain functions.
That way in game when you see a A/W...you know he has no way to remove a hex and can use that as a base for your strategy.
It's better that way.