Fix'ing Assassin Utility
glountz
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Originally Posted by holymasamune
So you're in support of a skill that says "Press 1234567 on your keyboard. Targeted foe has a 50% chance of dying. That chance is increased by 45% if they are suffering from Japanlag, not within range of monks, or if opponent monks have less than 5 energy." Oh ok.
Pretty sure they're still imbal. Press b and watch some matches. Coz of course, when you play monk and that you have 5 energy, or suffering from ANetlag, and that a frenzied conjured warrior Cripslash-Gash-Sun&Mun-whatevernextattack or Evisc-Exec-Agon bash you you have more chances to survive, uh?
Ah yes, it takes more skill.
12345 (Frenzy-Crip-Gash-Sun-Rush) is better than 1234567. Forgot that.
In short, I don't think your argument stands.
The big argument against sins is shadow stepping that prevent good monks from seeing the melee train coming.
Pretty sure they're still imbal. Press b and watch some matches. Coz of course, when you play monk and that you have 5 energy, or suffering from ANetlag, and that a frenzied conjured warrior Cripslash-Gash-Sun&Mun-whatevernextattack or Evisc-Exec-Agon bash you you have more chances to survive, uh?
Ah yes, it takes more skill.
12345 (Frenzy-Crip-Gash-Sun-Rush) is better than 1234567. Forgot that.
In short, I don't think your argument stands.
The big argument against sins is shadow stepping that prevent good monks from seeing the melee train coming.
moriz
if you think warriors play by mashing their keys in order, then you are dumb.
kindly stop talking about high level gvg if you've never played it.
kindly stop talking about high level gvg if you've never played it.
glountz
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Originally Posted by moriz
if you think warriors play by mashing their keys in order, then you are dumb.
kindly stop talking about high level gvg if you've never played it. Because warriors spike can be Rush-Sun-Gash-Crip-Frenzy?
A warrior spike is as dumb as a sin spike. You have to press keys in a certain order. Most of your other skills on your skill bar as a warr are here to sustain this spike or your pressure most of the time.
Yes you have to be cautious about positionning and overextending and your frenzy, but sins can also be caught off guard.
As I am dumb, you'll have to explain the differences between a sin's spike and a warr spike, disregarding the fact sins are only good for spiking.
kindly stop talking about high level gvg if you've never played it. Because warriors spike can be Rush-Sun-Gash-Crip-Frenzy?
A warrior spike is as dumb as a sin spike. You have to press keys in a certain order. Most of your other skills on your skill bar as a warr are here to sustain this spike or your pressure most of the time.
Yes you have to be cautious about positionning and overextending and your frenzy, but sins can also be caught off guard.
As I am dumb, you'll have to explain the differences between a sin's spike and a warr spike, disregarding the fact sins are only good for spiking.
Sab
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Originally Posted by glountz
A warrior spike is as dumb as a sin spike. You have to press keys in a certain order. Most of your other skills on your skill bar as a warr are here to sustain this spike or your pressure most of the time.
Quote: Originally Posted by glountz Yes you have to be cautious about positionning and overextending and your frenzy, but sins can also be caught off guard. Shadow Prison cuts out the positioning aspect of spiking.
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why thank you, seeing all those quotes by me, i am quite impressed by my leetness
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Originally Posted by glountz
As I am dumb, you'll have to explain the differences between a sin's spike and a warr spike, disregarding the fact sins are only good for spiking.
You can mindlessly press 1234567 on an Assassin and score kills. Not so much on a Warrior.
Red_Dragon56
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Originally Posted by ensoriki
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[card]Sharpen Daggers[/card] While it applying bleed is good, why wouldn't you just put jagged strike in this slot? Letting Sharpen daggers be. Many GW players suggest: Make it a skill yum suggests: Make it inflict cripple whenever you attack a moving foe. -Apply bleeding blah blah, if you critical strike you apply Deep wound for 10 seconds. I like it as an enchant though. Especially running a build that relies on having an enchant on you in order to do damage (such as unblockable, deep wound, etc.) It causes bleeding, it lasts for 30 seconds, and it's cheap making it extremely easy to set-up before you even have a foe in on your radar. It's a great enchantment if you are running an enchant spike of some type. I just unlocked the factions upgrade kit though so I am a noob. I like using it as it is however. Shuuda
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Originally Posted by fireflyry
The Mod's should invent an auto-lock feature that locks a thread the instant "12345678" is posted.
Would save on breaking records. Why, because you cannot face the truth? Also, I feel that all throwing dagger skill should be made attack skill, and therefore blockable, it's a logical fix, since your throwing a weapon at them. Red_Dragon56
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Originally Posted by Shuuda
Why, because you cannot face the truth?
Also, I feel that all throwing dagger skill should be made attack skill, and therefore blockable, it's a logical fix, since your throwing a weapon at them. Well do that and they have to do Physical damage. No idea if these are supposed to be magic daggers or somthing considering they do earth damage. X Cytherea X
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Originally Posted by LightningHell
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Quote: In any case, please explain how the Japanese guilds fail at running anything else other than sinsplit. they dont
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Nice idea, though might be abused by a horns-lock.
Also, irrelevant question...but do you simply like watching sinsplits simply due to them killing stuff faster?
yeah, totally. balanced vs balanced = zzzz next... i usually watch if sins are involved or some sort of gimmick or spike. Quote:
I'd say this could be a good buff, as I don't see how it could be abused.
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Quote: Originally Posted by X Cytherea X scorpion wire - spell. target foe is knocked down and you shadowstep to it. full range, 10e 1c 15r make it useful ffs
Again, you underestimate the power of KD's. And I agree with Shuuda, this is better than all other elite shadow-steps. maybe change the recharge to 30-45, and make it a hex with "after 5 seconds, you shadow-step to target foe, and target foe is knocked down. If this hex ends prematurely (hex removal), Scorpion Wire does nothing." Possible to shut the whole thing down, and if not, you know what's coming.
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Originally Posted by X Cytherea X
shadow fang - reduce duration to 5 seconds. reduce recharge to 20.
this would be a pretty cool skill. reminiscent of anime where enemy dies after hero unleashes flurry of attacks and is already far away in a cool pose Stupid Naruto... WAY overpowered skill, most spikes get off in ~4 seconds, you switch to wand, whack em once and they die. This one's hard to work with, as it's easy to make it extremely imba. It obviously has to have Deep Wound, since it's got the 'Fang' suffix (Golden Fang Strike, Twisting Fangs), but DW's too strong a condition to be easily handed out from a shadow-step. I might try to think of a solution, but I right now I'm outta ideas.
this would be a pretty cool skill. reminiscent of anime where enemy dies after hero unleashes flurry of attacks and is already far away in a cool pose Stupid Naruto... WAY overpowered skill, most spikes get off in ~4 seconds, you switch to wand, whack em once and they die. This one's hard to work with, as it's easy to make it extremely imba. It obviously has to have Deep Wound, since it's got the 'Fang' suffix (Golden Fang Strike, Twisting Fangs), but DW's too strong a condition to be easily handed out from a shadow-step. I might try to think of a solution, but I right now I'm outta ideas.
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Originally Posted by X Cytherea X
shadow refuge - you gain health if you are NOT attacking makes more sense ![]() Quote:
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