When tanks die cool things happen =)
Feathered
haha what now? go bug sombody else i dont feel like watvhing a thread any more.
Stormlord Alex
Critical Defenses is nothing new, everyone's been using it for ages.
You still have nothing to deal with spells, and 3 sup runes is suicide.
I'd still rather take a mending wammo.
You still have nothing to deal with spells, and 3 sup runes is suicide.
I'd still rather take a mending wammo.
Feathered
then go ahead ant take your mending wamo but just try it even with casters. you are getting 36 health 80% of the time when you hit gives you 50.88 helth a second with the speed boost and not counting any double hits.. witch i have a 28 % chance of... and that is just the basic defense portion throw in some more healing if you want. i genertaly dont need more though =/ and when i do i just run out becaulse the tanks generaly get rezed fairly fast.
Toutatis
I'd agree with stormlord on the use of 3 superior attribute runes. One spell hit from a Rt (channeling) or E boss and odds are you'd be kissing dirt with that much health reduction against you. I can see where your healing is coming from, but I've found that relying on enchantments is rather risky.
For the rare occasions when my assassin wants to do a bit of tanking, it's always Flashing Blades in the elite slot. Only come across a few PvE monsters here and there that can break stances off you compared to the larger numbers that can strip or shatter enchantments.
For the rare occasions when my assassin wants to do a bit of tanking, it's always Flashing Blades in the elite slot. Only come across a few PvE monsters here and there that can break stances off you compared to the larger numbers that can strip or shatter enchantments.
Feathered
yes but thus far i have had not problem with getting enchantments broken off... if they break off i run... im using a sup vig and all health bonus armor...
as for the bosses well if a tank goes down in a group with a boss than can kill sompthing with 70 AL anything below that such as monks are gona be long gone so at that point i would say run and rez... i have messed up more than enough times to see when im in too deep after the first monster hits me...
as for the bosses well if a tank goes down in a group with a boss than can kill sompthing with 70 AL anything below that such as monks are gona be long gone so at that point i would say run and rez... i have messed up more than enough times to see when im in too deep after the first monster hits me...
Coloneh
You need prot spirit and a regen skill if you are trying to make a 55 assassin.
Cathode_Reborn
Quote:
Originally Posted by Feathered
Quote: Originally Posted by Feathered I came up with this as a way to tank if the actual tank died... then it evolved and got refined to what it is now. It can tank just about as many rangers and warriors as would be safe for any mediocre warrior. And what good are you to the team? All you do is just....stay alive.... but don't do any actual damage. What could you actually offer to the team? The answer really is nothing. I'm sure random pug's will take you, but any team with experienced players will kick you in seconds.
The problem is that tons of people seem to realize that there's a reason this skill exists:
[skill]Protective Spirit[/skill]
200+dmg turns into about 40. This skill alone makes just about every tank build useless (unless you're doing DoA, where tanking is actually required).
Quote:
Originally Posted by Feathered
well with the farming nerf i decided now was a good time to release... ( yes i know it was a while back)
It's also been a long while since AI was made smarter - keeping all aggro on one person is nearly impossible unless you're using an effective "tanking" build that includes aoe snares to keep the melee on you....without that, they'll run right passed you and beat on your casters, making your build obsolete and a waste of a member on the team. Set one of your hero monks to prot and always use the 2 hench monks available at almost every outpost....no one will die unless you do somethin completely stupid. Once you do that, you can start running a build that actually can kill some enemies.
Feathered
i gave you a build that had 4 swapable skills so that it can be melded to the situation... i generaly put 1 attack speed boost in a skill slot then a 3 attack chain or 2 attack chain and a rez if need be. and my monks are setup proprely but seeing as we only bring one monk in a 8 man party this takes a bit of pressur off of it so it is in fact benificial to the group.
Feathered
as for the breaking agro the tank keeps agro till he dies then i take over whatever else he had. since agro will break we keep the heros and henchies on the edge of the casting range it works and is verry easy to do.
Snow Bunny
Mmmm....
stick to spiking or fffing...it's what assassins do best. Feathered
ok here since apparentaly it is useless to have this on the forums il just remove it.
Feathered
mod pleas lock or delete
Railin
Quote:
Originally Posted by Cathode_Reborn
200+dmg turns into about 40. This skill alone makes just about every tank build useless (unless you're doing DoA, where tanking is actually required).
I hope that 40 was a typo, because 400 max health is awfully low.
Feathered
mod please lock or delete
Cathode_Reborn
Quote:
Originally Posted by Feathered
and my monks are setup proprely but seeing as we only bring one monk in a 8 man party this takes a bit of pressur off of it so it is in fact benificial to the group.
If you used 2-3 monks, you could go as a dedicated damage dealer instead of replacing a monk with a low damage sin. Monks keep the party alive so they can do their job, the non monks should be focused on damage rather than trying to take the monks job.
Feathered
oh sorry i wrote that sentance kind of oddly... i meant i heal my self enough so they have 1 less person to heal... monks hardly ever heal me. when they do its only becaulse i get to close to sompthing i shouldent. i do not do any healing to other party members what so ever.
Bloodied Blade
Critical Defenses sucks, and monks should allow bad assassins to die. They're a waste of energy if they don't know what they're doing. Assassins are also terrible in PvE anyway for dealing sustained damage, you're better off with a ranger or necromancer (the ranger also brings more utility to the group).
I appreciate a good assassin in PvP (outside of GvG only), but I can't see the value in pve of using one...I've seen all the things people say that assassins are good for in PvE, and have yet to not think of a better way that another class can do it. Assassin tanking is crap...tank dies? Oh noes! kite while someone uses a res sig! Cathode_Reborn
Quote:
Originally Posted by Bloodied Blade
Assassins are also terrible in PvE anyway for dealing sustained damage
That's just being ignorant. No other class can provide a high armor-ignoring DPS like a sin can. Moebius/Blossom...try it and learn. The utility a ranger can offer isn't really needed when a sin can spam interrupts and KD's.
Feathered
Quote:
Originally Posted by Bloodied Blade
Critical Defenses sucks
that is a fairly bold statment now why dont you back it up with sompthing like flashing blades is beter r sompthing like everybody seems to think. even though this does not take the E skill spot and has same block percentage but will expire if you do not hit a critical... sins that do not hit critials fairly often have mutch lower DPS then when u hit alot of criticals... and when you hit alot of criticals this skill lasts alot longer than flashing blades will.
but anyways i agree with cathode and then some. |