I've also been experimenting with Shadow... er.. crap. Too many assassin skills with shadow in 'em.. hold on...
Walk! Shadow Walk! And Dash.
Takes two elite slots, but it makes me feel like it's much for fair for shadowstepping's HUGE advantage. I truly feel like some awesome ninja dude. It's great. It also leaves your elite open, which is nice too!
Nov nerf....oh lord
Kaida the Heartless
Master Ketsu
[skill]Aura of displacement[/skill][skill]Tiger stance[/skill][skill]Golden phoenix strike[/skill][skill]Death blossom[/skill][skill]Golden lotus strike[/skill][skill]Golden fang strike[/skill]
Aod->Tiger->GPS->Blossom->GLS->Fang->Blossom.
Blossom should recharge just fast enough so you can still sneak it in with tiger in the end.
last 2 slots for utility. Feigned, Res sig, ect.
Aod->Tiger->GPS->Blossom->GLS->Fang->Blossom.
Blossom should recharge just fast enough so you can still sneak it in with tiger in the end.
last 2 slots for utility. Feigned, Res sig, ect.
Mist Walker Skarloc
Quote:
Originally Posted by Kaida the Heartless
Takes two elite slots, but it makes me feel like it's much for fair for shadowstepping's HUGE advantage. I truly feel like some awesome ninja dude. It's great. It also leaves your elite open, which is nice too!
"Takes two elite slots.... It also leaves your elite open,...."
Is it just me, or does this paragraph seem... wrong?
Is it just me, or does this paragraph seem... wrong?
zknifeh
yes, and right before that he said he us using shadow walk and dash
and he meant it takes 2 slots ("elite" isnt supposed to be in there)
therefore he meant that shadow walk + dash = aod
which has a con: 2 lots, and a pro: not elite
hope that helps...
and he meant it takes 2 slots ("elite" isnt supposed to be in there)
therefore he meant that shadow walk + dash = aod
which has a con: 2 lots, and a pro: not elite
hope that helps...
Sniffy
Quote:
Originally Posted by ensoriki
Blades of Steel with impale is a strong spike sniffy.
Ineptitude is powerful too. Throw it at a sin in the middle of their chain and theirs nothing they can do. Distracting Shot is powerful too. Unless you have a block, a good ranger will stop your chain and disable it. Ele's spamming Blinding Flash or Blinding Surge can keep a sin permanantly neutralized until the sin dies. Even if you bring condition removal, it's back on in less than four seconds. My basic point is, each class has a point, the Assassin's point is to SPIKE. If they can't do it, what's the point? Anyone with any knowledge of Assassin's will know how easy they can be to stop. So if we should nerf Blades of Steel, and/or Impale, let's ditch Ineptitude, Clumsiness etc. There *ARE* counters to Assassin's. Very basic easy obvious ones. But there aren't really any counters to, say, Ineptitude during your chain. Because if they have a Monk who know's what he's doing, you can't kill the Mesmer. And if the Mesmer know's what he's doing you can't kill the Monk. And it requires very little effort on either of their parts.
Anyways, probably about everyone has probably stopped reading this by now, but for those of you who haven't, I have a theory as to why Sin's got hit so hard.
Monks.
I don't have the link, but I was on the Guild Wars site and there was this article about Anet moving Monks from Prot to direct heals. Thus the insane buff to Word of Healing, and the other buffs to healing prayers in general.
Take a look at what got nerfed:
Trampling Ox: it's a Kd, which , with the right spike, delivered at the right time, can keep a monk knocked down from when they're just below 50% health (WOH's strength) until you can spike them to death.
Horns of the Ox: see Trampling Ox. Also the Horns of the Ox Moebius spam would do it.
Black Lotus Strike: For most sin builds, it's hard to get a good fast killing spike, Shadow Prison or otherwise, without using this as an offhand/energy management combo. Also, I don't think they were trying to nerf Tiger Stancer's in general so much as the specific Horns of the Ox one, which would (probably) keep the monk knocked down too long for him to do WOH. I haven't really played a Tiger Stance Shadow Prison much, but I'm guessing the average Tiger Stance would take down the average WOH monk.
Impale: Too much damage delivered too fast after a spike for a WOH to probably cope with.
So, in short, they weren't nerfing Assassin's because they were overpowered, but because they would be able to kill the new breed of Monk.
My plea: don't kill Assassin's just to fix Monks. Please?
Anyways it's just my theory, and it could be wrong. But I don't think it is.
Anyways, probably about everyone has probably stopped reading this by now, but for those of you who haven't, I have a theory as to why Sin's got hit so hard.
Monks.
I don't have the link, but I was on the Guild Wars site and there was this article about Anet moving Monks from Prot to direct heals. Thus the insane buff to Word of Healing, and the other buffs to healing prayers in general.
Take a look at what got nerfed:
Trampling Ox: it's a Kd, which , with the right spike, delivered at the right time, can keep a monk knocked down from when they're just below 50% health (WOH's strength) until you can spike them to death.
Horns of the Ox: see Trampling Ox. Also the Horns of the Ox Moebius spam would do it.
Black Lotus Strike: For most sin builds, it's hard to get a good fast killing spike, Shadow Prison or otherwise, without using this as an offhand/energy management combo. Also, I don't think they were trying to nerf Tiger Stancer's in general so much as the specific Horns of the Ox one, which would (probably) keep the monk knocked down too long for him to do WOH. I haven't really played a Tiger Stance Shadow Prison much, but I'm guessing the average Tiger Stance would take down the average WOH monk.
Impale: Too much damage delivered too fast after a spike for a WOH to probably cope with.
So, in short, they weren't nerfing Assassin's because they were overpowered, but because they would be able to kill the new breed of Monk.
My plea: don't kill Assassin's just to fix Monks. Please?
Anyways it's just my theory, and it could be wrong. But I don't think it is.
ensoriki
Quote:
Originally Posted by Sniffy
Ineptitude is powerful too. Throw it at a sin in the middle of their chain and theirs nothing they can do. Distracting Shot is powerful too. Unless you have a block, a good ranger will stop your chain and disable it. Ele's spamming Blinding Flash or Blinding Surge can keep a sin permanantly neutralized until the sin dies. Even if you bring condition removal, it's back on in less than four seconds. My basic point is, each class has a point, the Assassin's point is to SPIKE. If they can't do it, what's the point? Anyone with any knowledge of Assassin's will know how easy they can be to stop. So if we should nerf Blades of Steel, and/or Impale, let's ditch Ineptitude, Clumsiness etc. There *ARE* counters to Assassin's. Very basic easy obvious ones. But there aren't really any counters to, say, Ineptitude during your chain. Because if they have a Monk who know's what he's doing, you can't kill the Mesmer. And if the Mesmer know's what he's doing you can't kill the Monk. And it requires very little effort on either of their parts.
Anyways, probably about everyone has probably stopped reading this by now, but for those of you who haven't, I have a theory as to why Sin's got hit so hard.
Monks.
I don't have the link, but I was on the Guild Wars site and there was this article about Anet moving Monks from Prot to direct heals. Thus the insane buff to Word of Healing, and the other buffs to healing prayers in general.
Take a look at what got nerfed:
Trampling Ox: it's a Kd, which , with the right spike, delivered at the right time, can keep a monk knocked down from when they're just below 50% health (WOH's strength) until you can spike them to death.
Horns of the Ox: see Trampling Ox. Also the Horns of the Ox Moebius spam would do it.
Black Lotus Strike: For most sin builds, it's hard to get a good fast killing spike, Shadow Prison or otherwise, without using this as an offhand/energy management combo. Also, I don't think they were trying to nerf Tiger Stancer's in general so much as the specific Horns of the Ox one, which would (probably) keep the monk knocked down too long for him to do WOH. I haven't really played a Tiger Stance Shadow Prison much, but I'm guessing the average Tiger Stance would take down the average WOH monk.
Impale: Too much damage delivered too fast after a spike for a WOH to probably cope with.
So, in short, they weren't nerfing Assassin's because they were overpowered, but because they would be able to kill the new breed of Monk.
My plea: don't kill Assassin's just to fix Monks. Please?
Anyways it's just my theory, and it could be wrong. But I don't think it is.
Sins shouldn't insta gib tho.
If a class is meant to spike.
That spike should only take someone to like a slither of life.
Instead of just flat ass murderlizing em.
Anyways, probably about everyone has probably stopped reading this by now, but for those of you who haven't, I have a theory as to why Sin's got hit so hard.
Monks.
I don't have the link, but I was on the Guild Wars site and there was this article about Anet moving Monks from Prot to direct heals. Thus the insane buff to Word of Healing, and the other buffs to healing prayers in general.
Take a look at what got nerfed:
Trampling Ox: it's a Kd, which , with the right spike, delivered at the right time, can keep a monk knocked down from when they're just below 50% health (WOH's strength) until you can spike them to death.
Horns of the Ox: see Trampling Ox. Also the Horns of the Ox Moebius spam would do it.
Black Lotus Strike: For most sin builds, it's hard to get a good fast killing spike, Shadow Prison or otherwise, without using this as an offhand/energy management combo. Also, I don't think they were trying to nerf Tiger Stancer's in general so much as the specific Horns of the Ox one, which would (probably) keep the monk knocked down too long for him to do WOH. I haven't really played a Tiger Stance Shadow Prison much, but I'm guessing the average Tiger Stance would take down the average WOH monk.
Impale: Too much damage delivered too fast after a spike for a WOH to probably cope with.
So, in short, they weren't nerfing Assassin's because they were overpowered, but because they would be able to kill the new breed of Monk.
My plea: don't kill Assassin's just to fix Monks. Please?
Anyways it's just my theory, and it could be wrong. But I don't think it is.
Sins shouldn't insta gib tho.
If a class is meant to spike.
That spike should only take someone to like a slither of life.
Instead of just flat ass murderlizing em.
Magikarp
Quote:
Originally Posted by ensoriki
Sins shouldn't insta gib tho.
If a class is meant to spike.
That spike should only take someone to like a slither of life.
Instead of just flat ass murderlizing em. assassins do, and always will be able to kill a target from 100% hp to 0. its just not likely obviously. its all about timing, and if your team isnt supporting each other, and allowing you the golden time to shine, then your "team" build probably shouldn't even have you.
imo, sins are much more efficient as a finisher to what all the other damage classes start. in high end pvp, gl making a build that you can squeeze one in (and it better be a good sin player), because the nature of the beast says static defense and massive pressure wins. sins=single target elimination.
If a class is meant to spike.
That spike should only take someone to like a slither of life.
Instead of just flat ass murderlizing em. assassins do, and always will be able to kill a target from 100% hp to 0. its just not likely obviously. its all about timing, and if your team isnt supporting each other, and allowing you the golden time to shine, then your "team" build probably shouldn't even have you.
imo, sins are much more efficient as a finisher to what all the other damage classes start. in high end pvp, gl making a build that you can squeeze one in (and it better be a good sin player), because the nature of the beast says static defense and massive pressure wins. sins=single target elimination.
craigrs84
a sin should be able to kill a 60 AL target in one skill bar chain unless they kite, heal, protect, cast block enchantment, use block stance, interrupt, knockdown, weaken, blind, use necros curses, mesmer hexes, blurred vision, hex breaker, remove hex, disenchant, get saved by a monk, or kill you first.
LightningHell
Closed due to OP wish. PM me for details, etc.