how to fix assassins

horseradish

horseradish

Wilds Pathfinder

Join Date: Sep 2007

In a donut hole

Rt/A

Though i am not an "uber-l33t zomg rolls-head-on-keyboard sin"....perhaps i can offer a more objective view, having killed and been killed by assassins.

-I don't see assassins as frontline characters. In terms of PvE, an assassin shouldn't be in the frontline all of the time, and in terms of PvP, assassins stay in the back until a good moment to strike....or split with a monk and another 'sin. Eh, maybe my definition of Frontline is a bit foggy.

-Assassins should have more DPS than a warrior to make up for the (much lower) AL.

-From what i've observed, the assassin has two choices: O-D-O-D a bunch of times in a short amount of time....or L-O-D and wait for recharge. Which would you choose? The latter doesn't sound as effective...or fun. This is a game afterall.

-the recharges for some defensive and offensive skills should be lowered imo.

-The assassin was meant to be based around L-O-D, so O-D-O-D skill chaining should be eliminated. It's not an "honorable" way to play. Unfortunately, no one has a universal, end all, everybody's happy change that will fix that.

-Deadly Arts should be made more viable outside of the AoD smiting assassin. I dislike that build not because i've been killed by it, but because it is a bunch of attacks with little survivability. Perhaps changing some skills in DA to produce more variety of utility effects. IAS plz?

-Shadow Arts is used as the assassin's line of defense, and i've yet to see an assassin not use Shadow Refuge, Recall, Dark Escape, or what have you. Because of this, the assassin doesn't have enough points to put in DA, which i am sad to see.

-Some attack skills need a buff...or functionality change. Some seem too conditional, and others seem too mediocre.

-'Sins need more utility. I would like to see more, non-elite, interrupting skills besides Disrupting Dagger. It would also be interesting to see an assassin with shurikens, casting spells & attacks at half spell range or something...but i digress. The assassin is not a ninja. >__>

-These are just my observations and opinions. Correct me if you find me at fault, but don't be rude. It is late here, and i am a bit disoriented from things unrelated to sleep.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Very good ideas, I love the concept. However, the knock down on falling spider should have to scale with dagger mastery (3 seconds at 14 mastery) Because if it can be used outside the dagger chain, a 3 sec KD could be abused by warriors. And if your changes were to happen, the Ox skills should be changed back to pre nerf, since there will be no more O-D-O-D combos.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by craigrs84
i realize that, but my point still stands. 70 AL on a nonranged pressure class is ftl. if you improved some of the shadow stepping skills and made them have short recharges perhaps. maybe increase shadow stepping range slightly so you aren't still getting hit by spells when you step back out.
Who knows, I personally think the survivability issue should be dealt with after the fixing of Assassin's function.

Quote: here's my own idea of how you might change the sin class to play a little differently, although i haven't thought it through very much at all and might be possible to abuse certain skills with this idea.

make lead, offhand, and dual attacks not fail if requirements are not met, but reduce damage and conditions/health gain/energy gain/kd time by 50%, and dual attacks only attack once not twice ifrequirements are not met. once a requirement is not met, it affects the rest of the chain, so you can't go offhand dual and get full benefit of the dual. Apart from that being hard to implement, I think Dual Attacks as they are hard hitting should only be used in a full chain.

That's just me, though.

Quote: maybe do same thing for all skills that require after <x> attack. reduce damage/conditions/health gain/energy gain/kd time by 50% but don't make them disabled. impale, signet of deadly corruption, entangling asp, blinding powder, mantis touch, etc.

so basically, keep the L O D idea but only as extra damage reward with no hard penalties for failing to follow that order. I don't think Dual Attacks should do that, as Duals are mainly the hard-hitting attacks - methinks they should be the more inflexible but powerful ones - but yes for Offhands. But Lead attacks hardly need that because it's...Lead.

Which then isn't any different from the current suggested model...

Quote:
hmm and i guess you'd have to lower dps slightly to compensate for the increased versality but either somehow give us more armor, or buff shadow steps, make us more mobile so we can escape a beating easier since we will be in melee longer, and make our attack skills recharge times shorter.

edit: we should still have slightly higher dps than warriors imo, even if they did lower it. Let me clarify. DPS is damage per second, which is a common unit for use when calculating theoretical pressure; I do not think Assassins should have any continuous damage pressure. Rather I think they should have weaker, but quicker recharging and break-uppable spikes.

I think they shouldn't increase base armor, but defensive buffs could use a buff, I guess. Although...Assassins are already really really hard to kill, so having them now continuously on the mid-frontline wouldn't really make them suddenly die more than say, a caster.

Quote:
oh and please don't think im a firm supporter of any of this, this is all just spur of the moment ideas. Noted.



I have to do stuff, so this was done haphazardly and between breaks.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

To take the assassin from instagib we need to look at overall recharges.
No dagger attack should have a 20 second recharge if we are to move from instagib (temple strike). In my opinion the highest dagger recharge should be 15 on an assassin, and reserved for the really nasty stuff.

IMO the sin should do short bursts, and the strongest resulting in a spike, that only kills targets that were damaged before.
Unsuspecting strike-Wild Strike (something should be stronger than this) Twisting fangs.
Should take them to like 30% hp and bleeding.

Golden fox strike, Wild Strike, Death blossom , should take the foe to about 65%, but recharges quickly and so they can do it again, as a form of pressure.
Recharges of GFS, Fox fangs (not wild) would be moderated to about 3 seconds I suppose.
The Fox line currently is pretty bad.
Fox fangs is a useless off-hand and Nine tails strike is weak (it should do same damage as DB but in exchange for AOE unblockable)
that means every 3 seconds, the foe looses about 35% hp I suppose from that combo.
They wouldn't instagib but they'd be valid pressure.


And um Lightning hell I don't get whats wrong with the idea of mine.
Assassin's can take apart their combo, but they're weakened for skipping the lead attack.
Im still toying with Moriz's idea of things Only counting as an off-hand etc.

Also all off-hands should be like jungle strike with 1/4 cast. I guess >.>

jaeharys targaryen

Wilds Pathfinder

Join Date: Oct 2006

USA

Picnic Pioneers[asian characters]

E/Mo

Quote:
Swapping mid-spike isn't optimal, methinks, because you're wasting a little bit of time. Granted it's not a lot, but if you're trying to spike every little bit counts, mm? tap the movement key when you swap for no delay. perhaps enso doesnt know that either, but thats how you do it with no delay

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

made thread for assassin utility only really.
This thread IMO can deal with dagger attacks/recharges/clauses.

Actually I did not know about the movement key, thank you for that.

craigrs84

Academy Page

Join Date: Jul 2007

A/

Quote:
Originally Posted by moriz
jungle strike
10e .5c 10r
All your other off-hand attacks are disabled for 10 seconds. Must follow a Lead Attack to count as an off-hand attack. If it hits, this attack strikes for +10...22 damage. If it hits a foe that was Crippled, it does +1...25 damage. If it does not follow a Lead Attack, it does not count as an off-hand attack. If it strikes a moving foe with no allies nearby, it does no damage, and target foe is crippled for 5...12 seconds The idea of making offhands more flexible so they can be used out of chain is good. The idea of making them disable all other offhands for X seconds is bad. You say you do this to discourage a sin from running double offhands.

Example: L-O-D Bar
Golden Lotus Strike, Jungle Strike, Twisting Fangs

Your foe is fleeing from you and you decide to punish him with a cripple from jungle strike. you land the attack and cripple him for 8 seconds. All offhands are disabled for 10 seconds... You patiently wait for your offhand so you can attack him with your full chain... Foe realizes you are unable to do further damage for 10 seconds and takes the opportunity to heal himself, mend cripple, etc.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

The more I think of it the more Disabling sounds BAD.
If it was recharging perhaps, but disabling is bad sauce. WE could change damage and such
EG, I took a couple dagger skills and changed them

[card]Leaping Mantis Sting[/card] Energy 5, recharge 6 (from 8)
Lead Attack. If Mantis Sting hits, target foe takes +17...22...23 damage. If this attack strikes a moving foe, that foe is Crippled for 2...11...13 seconds.
If this strikes a crippled foe you do an additional +5....12 damage.

You get a cripple if you attack a moving foe, you gain more damage for attacking a crippled foe (meaning if you do LpS-wild-DB and go through the chain again its even stronger)

[card]Jungle Strike[/card] recharge changed to 8.
Off-hand attack, If it hits, this does (same damage) if it hits a crippled foe it does (same damage)
If this attack follows a lead attack it recharges instantly.

This lets the use of the skill twice.
Leaping mantis sting- Jungle Strike, Jungle is recharged, Jungle used again- Dual attack. If they're a dying crippled foe, they can just skip to jungle strike, but it won't recharge instantly.

[card]Nine Tail Strike[/card] recharge becomes 5.
If it hits you do +3....20 damage, this attack cannot be blocked.
If this follows an off-hand attack you do an additional +5...28 damage.
The damage has been nerfed, but if you make it follow an off-hand attack its even stronger than in its current state! (by about 8 damage =P)
If this does not follow an off-hand attack, all your duals are disabled for 8 seconds.

Also
Shattering Assault should be reverted to its power house form, with conditional damage. but to leave it as is

[card]Shattering assault[/card] 10 energy
Dual attack. If it hits you deal 10...20 damage and remove an enchantment.
If this attack follows a off-hand you do +10..20 damage (stronger than it is now) and cannot be blocked.
If this does not follow a off-hand attack, all your other dual attacks are disabled for 6 seconds.

Repeating strike.recharge 7
Strike for +12...30...36 Damage.
If this follows an off-hand attack this skill recharges instantly.
If repeating strike fails to hit, it takes an additional 15 seconds to recharge.
If this attack does not follow an off-hand attack, all your other off-hand attacks are disabled for 8 seconds.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

removed the "disable all other" condition, as it seems it probably won't work as intended and neuters the sin too much.

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Linking every single shadow stepping into critical strikes.

Make the recharge of all shadow stepping skill +10 seconds.

Critical strikes : each point of criticical strike reduces the recharge of shadow stepping skills by 1% from 1=>6; 3% from 7=>12%; 6% from 13 => whatever.

Turtle222

Turtle222

Wilds Pathfinder

Join Date: Oct 2007

:D:D

D/W

Quote:
Originally Posted by yum
Linking every single shadow stepping into critical strikes.

Make the recharge of all shadow stepping skill +10 seconds.

Critical strikes : each point of criticical strike reduces the recharge of shadow stepping skills by 1% from 1=>6; 3% from 7=>12%; 6% from 13 => whatever. no, i disagree, that would screw up a lot of builds. besides, if that happened too many problems come with it

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Its not about disabling them because used
Its about disabling them for not using =P

if they use a lead attack, Great no penalties.

Skip on the lead, and well now your getting disables on your attacks.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Scalling plox- now we have something like this
Lead attack- crap
Off-hand- meh
Dual-attack- awesome
Srsly, compare Jagged Strike to any Dual Attack, that's why people don't use leads and try to skip Off-hands
We need smth like this
Lead attack - ok
Off-hand- good
Dual-attack- nice
Short LOD chains with quick recharge is where it's at.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Jagged strike doesnt even do damage >.> how the hell are you comparing it to a dual attack.

The closests lead attacks in terms of damage to a dual are.
Unsuspecting Strike (1 time use =p)
and desperate strike (Piss ass condition)

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

What hes saying is exactly that: leads are not good at all. thus, whever possible people skip then and go straight for offhands/duals whenever possible.

craigrs84

Academy Page

Join Date: Jul 2007

A/

Quote:
Originally Posted by BlackSephir
Scalling plox- now we have something like this
Lead attack- crap
Off-hand- meh
Dual-attack- awesome
Srsly, compare Jagged Strike to any Dual Attack, that's why people don't use leads and try to skip Off-hands
We need smth like this
Lead attack - ok
Off-hand- good
Dual-attack- nice
Short LOD chains with quick recharge is where it's at. i think this is definately the best place to start. theres is just absolutely no reason to use a lead attack right now. leads are terrible and so are the normal offhands.

Willow O Whisper

Willow O Whisper

Lion's Arch Merchant

Join Date: May 2007

Denmark

Knights Of The Sacred Light [KSL]

Me/A

Quote:
Originally Posted by BlackSephir
Scalling plox- now we have something like this
Lead attack- crap
Off-hand- meh
Dual-attack- awesome
Srsly, compare Jagged Strike to any Dual Attack, that's why people don't use leads and try to skip Off-hands
We need smth like this
Lead attack - ok
Off-hand- good
Dual-attack- nice
Short LOD chains with quick recharge is where it's at. /signed ^^ (12 chars)

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Quote:
Originally Posted by BlackSephir
Scalling plox- now we have something like this
Lead attack- crap
Off-hand- meh
Dual-attack- awesome
Srsly, compare Jagged Strike to any Dual Attack, that's why people don't use leads and try to skip Off-hands
We need smth like this
Lead attack - ok
Off-hand- good
Dual-attack- nice
Short LOD chains with quick recharge is where it's at. /signed x 100

Decrease the gap between leads, off-hands, dual-attacks in terms of damage, but not so much that they're all identical.

I haven't cared for the other ideas, they just made things too complicated. Not that I didn't understand, but they were way out there, it felt unnecessary.

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Turtle222
no, i disagree, that would screw up a lot of builds. besides, if that happened too many problems come with it You mean those 123456 builds?

martialis

Lion's Arch Merchant

Join Date: Jun 2006

RA, reporting you

Shadow Form - Elite skill. For 40 seconds you have +100 health and are immune to hexes. This skill is disabled for 60 seconds.

iridescentfyre

iridescentfyre

Desert Nomad

Join Date: Mar 2006

W/

Quote:
Originally Posted by Coloneh
Your offhand attack stsyem seems a bit complicated. I dont think the average GW player would be able to understand how to make an effective sin or even to defend against one.
True, perhaps. But in my opinion, the "average GW player" could benefit from a good word problem now and then.

Quote:
Originally Posted by Turtle222
no, i disagree, that would screw up a lot of builds. besides, if that happened too many problems come with it In case you didn't notice, there's several extremely popular assassin builds in need of being screwed up at the moment.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Things being screwed up doesn't matter if NEW things come out of it.
I believe the goal is to take away instagib, but still make them viable through short recharges etc.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

incorrect. the goal is to take away instagib and make them viable by giving them other abilities other than pure damage and a teleport.

the reason being that assassins in their current form can really exist in two forms: too much damage and overpowered, or not enough damage and completely useless. that "middleground" in terms of damage is a myth. it does not exist.

we can increase damage, reduce recharge, decrease damage, decrease cost, or in whatever combination. but without solving the fundamental problems with the assassin by giving them additional utility without sacrificing skill slots, all we'll be changing is the combos of the overpowered skill masher, and nothing else.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by moriz
the reason being that assassins in their current form can really exist in two forms: too much damage and overpowered, or not enough damage and completely useless. that "middleground" in terms of damage is a myth. it does not exist.
To expand, I'll quote part of a post I posted in the other thread:

Quote:
Originally Posted by LightningHell
Point is, an instagib function is either unusable - i.e. the instagib function is too unreliable - or overpowered - it's reliable enough, hence people take it to instagib. There is pretty much no in-between. Hence the two threads that advocate changing the model of the 'sin entirely. In essence, as the Assassin is presently built for instagib:

1) You have enough damage to instagib. This makes the class, which already requires an absolute minimum amount of skill to play, a very valid and very dangerous threat, as you pretty much have an imba spike that ensues the death of one person on the opposing team every 20 seconds or so, unless they play perfectly.

2) You don't have enough damage to instagib. As this is the whole point of the class, if you can't instagib, nobody'd take the 'sin.

Hence, no middle ground.

Bowstring Badass

Bowstring Badass

Forge Runner

Join Date: Nov 2005

Character selection screen figuring what I want to play...

Purple Lingerie - :D

Lightning does make a point in his post. But it does take some skill to play it effectively not kill for kill.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

it would take some skill without shadow steps, but with it the assassin's range is truly that of the aggro circle. However nobody likes being dropped in 3 seconds >.>

tiny suggestions.
Make all lead attacks 1/4 casting time.
Make all lead attacks have the clause.
This skill has +33%/25% armor penetration if it follows a dual attack.
and all off-hands +25%/33% armor penetration if it follows lead attack.
Keep duals the same though.

This makes L-O-D far more usable as going through your chain once you get the +25/33% armor penetration from your off-hand but you go through it a second time, and now your lead also has that benefit.

So that way an assassin can compress his main attack to 3 skills, while not at the strength of todays insta-gib, it becomes potent enough, because with 3 skills he then has 5 for utility...well actually 4. The other slots a rez =P

Let all off-hand attacks able to be usable without a lead.
But make them all have a 50% chance to miss if they don't follow a lead.
Making it something of a gamble (the critical strikes attribute itself and Double Strikes is a gamble anyways)

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by LightningHell
if you can't instagib, nobody'd take the 'sin. I disagree with this statement... Moebius pressure builds perfectly viable as well.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

a warrior can pressure much more effectively than the assassin, which means nobody will use a mobius sin. especially with that paper armor.

either way, the point is that the current implementation of the assassin can only do two things: teleport, and damage. unlike the warrior, a sin cannot contribute much else other than frontloaded damage spikes. therefore, the sin can only exist in two forms (wow i'm getting tired of repeating this, so please learn it this time): not high enough damage, in which case nobody will use them. or, very high damage, in which case they are broken. we can fiddle around the numbers all we want, but all we'll accomplish is changing the skills on the assassin's skill bar. at the end of the day, sins will still be 123456 button mashers, just with different skills.

my ideas will take the assassin in a different direction, directly rewarding player skill as well as opening new avenues of utility. then like other balanced professions, we can then start talking about adjusting the numbers. until then, our efforts are futile.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Your idea makes them More skillful than quite a few other classes, for less rewards >.>
With your implementation the only thing of ease for an assassin would be shadow steps >.>

Anyways I'll just repeat this >.> Lead attacks should be 1/4 cast time >.> cus Disrupting Stab is slow T_T

Mark Nevermiss

Krytan Explorer

Join Date: Jul 2006

I suppose this discussion is revolving around PVP but in a PVE section.
I dont think sin spamming 1-2-3 is any less complicated than an ele spamming [skill]Blinding Surge[/skill] over and over and over

runeseeker1

Frost Gate Guardian

Join Date: Jul 2006

Dark Guild of War [dgw]

Quote:
Originally Posted by Mark Nevermiss
I suppose this discussion is revolving around PVP but in a PVE section.
I dont think sin spamming 1-2-3 is any less complicated than an ele spamming [skill]Blinding Surge[/skill] over and over and over Yes, but spamming [skill]Blinding Surge[/skill] over and over does not kill anyone, only disrupts melee with a skill that can be easily diverted or shutdown. you can also remove the blind, etc.

A sin spamming 1-2-3 (at the current way it is now) can kill anyone who is not a monk or can blind.

zling

zling

Desert Nomad

Join Date: Apr 2006

the way to fix the Assassins is to improve utility as many of you said before.
buff those underused elites like Wastel's Collapse, Hidden Caltrops, Shadow Shroud, Shroud of Silence, Shadow Meld, etc
and buff the utility skills in both Shadow Arts and Deadly Arts(not those gay spiking skills)
the main advantage this sort of sin will have over other utility classes will be the shadowstepping aspect and the ability to still deal good damage, L-O-D.
so you got 3 attack skills, with or without an elite, 1(or maybe 2) shadowstepping skill(s), 1 res which leaves us with 2-3 utility skills, with or without an elite.
remind you of anything? yes, the standard Warrior bar!
so you might ask why do I make sins into warriors?
I say, I'm not, I'm just making them similar in terms of builds, not functions...

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by moriz
(1) a warrior can pressure much more effectively than the assassin, which means (2) nobody will use a mobius sin. especially with that paper armor.
1. True that Wars are better at 'training'
2. YAN! Where eez yoo!

Quote: A Blinding Surge ele has a lot more to do that spamming BSurge on a single melee. There are multiple melee, and there are also other roles it performs.

Quote:
Originally Posted by moriz
either way, the point is that the current implementation of the assassin can only do two things: teleport, and damage I've been doing good at disruption as well.

Moriz, I largely support your suggestions, but IMO you're not giving the class enough credit (only one way to play them, nuh-uh).

Turtle222

Turtle222

Wilds Pathfinder

Join Date: Oct 2007

:D:D

D/W

Quote:
Originally Posted by yum
You mean those 123456 builds? yes, what did you expect the assassin build to be? 161324335?

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Turtle222
yes, what did you expect the assassin build to be? 161324335? If assasins are meant to be that way, just remove them from PvP (in pve, who cares )

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Mark Nevermiss
I suppose this discussion is revolving around PVP but in a PVE section.
I dont think sin spamming 1-2-3 is any less complicated than an ele spamming [skill]Blinding Surge[/skill] over and over and over
I've been doing good at disruption as well.

Moriz, I largely support your suggestions, but IMO you're not giving the class enough credit (only one way to play them, nuh-uh). Disruption? You can't really do disruption with a typical 'sin bar.

There are many other ways to play it, but why play the other ones when you can instagib?

lacasner

lacasner

Desert Nomad

Join Date: Jun 2006

I largely support moriz's suggestion, because the whole concept of chain combos just promotes gimmicks and stupid play anyway.

/Signed times 10000

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

your intent is admirable, moriz
added utility is all well and good
so are shorter, fast-recharging, moderate damage combos that arent quite instagib
id actually play this version of the sin, as long as it can kill a target with 2-3 cycles of l-o-d, in addition to screwing it over with conds/hexes

well, until anet implements this or something similar... i'll stick to the current builds

DDL

Frost Gate Guardian

Join Date: Nov 2007

Wouldn't a more simple idea simply be to prevent going straight into an offhand?

That's the real problem, right? The fact that you CAN go straight to O in an O-D-O-D chain.

If that was restricted to elites, perhaps (hello palm strike)?

An idea I was toying with was to have all the "straight into offhand" attacks disable their conditional requirements after use (so Golden Phoenix needs an enchant to hit, but you lose one enchant after use..Black Spider Strike removes a hex from the foe after use, and so on)...but I couldn't work out how on earth that would work with knockdowns (yeah: you leap on them and then kindly stand them up straight after!)...but hey, it was just an idea.

I'd find it fairly annoying in PvE, admittedly (I loves me my GPS, I does: it frees up a spot for blinding powder), but meh..nobody seems to consider PvE anyway. *runs*

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

that won't fix anything. think of it in this way:

lead>offhand>dual will never get you a kill. it's impossible to get an instagib chain through this method. since sins currently do not contribute anything other than damage, forcing this system will result in nobody running sins at all. then, anet in their infinite wisdom, will see that nobody running sins, and promptly boost sin damage through the stratosphere. everyone will be running sins again, but with the same problems we have now. then anet (after months of delay) will nerf damage back down and we start over from the beginning.

unless anet redesign the sin from scratch, sins should just be banned from pvp. in its current form, it can only cause problems.