My GW2 Assassin Concept

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Quote:
Originally Posted by Phoenix Tears
That would be really ridiculously idiotic, if anet would do this, because Ninjas are only a cultural origin of the Assassin.
Ninjas are nothing else, then Assassins, only with a different Name.
http://en.wikipedia.org/wiki/Ninja
Actually Ninjas were closer to mercenaries then assassins, in other words, they are people for hire *do any job, not just killing*. Other then that, I say you have a good idea for the Assassin profession. But what I ment by 2 professions, is call the Asian Assassin idea a ninja and add the persian concept under Assassin.

Quote:
Originally Posted by Stormlord Alex
I play Assassin.
I'm not a blind Assassin fanboi. There's a difference.
You say that but yet your main point, as it seemed to me, was insulting sins in general, I notice that you removed something that I, unfortunatly, did not get a chance to read, but I will say that before I pointed out you lay an assassin, you seemed to insult all assassins. When you say your "not a blind assassin fanboi," I can agree with insulting them, but not the profession as a whole, which it seems to me you failed to state, unless I miss something even though I read through what you said a good number of times.

Edit: Just for the heck of it, i read through all of your arguements Stormlord, you only once plainly say that people don't know how to play them, and that all four added professions have overpowering faults, such as para's shouts *which btw, can be stripped by a necro*. But for the most part you said that it was the profession, not the player that is at fault. If you do say that it is the player, not the profession, then I cannot disagree with you, there are too many idiots who tank on sins. However, 'sins as a profession I think was a good idea, it allows a challenge to those who like playing as melee, how? simple, less armor, you can't aggro all the time or your dead, which is the main reason why I love sins so much.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Azazel The Assassin
If you do say that it is the player, not the profession, then I cannot disagree with you, there are too many idiots who tank on sins. However, 'sins as a profession I think was a good idea, it allows a challenge to those who like playing as melee, how? simple, less armor, you can't aggro all the time or your dead, which is the main reason why I love sins so much.
Less PvE perspective, please.
This is talking about how 'sins screw things up from a PvP perspective.

Essentially, shadow stepping and the attack chain system are what make 'sins such a 'bad' class...
- Shadow steps remove all of the skill of positioning and kiting, two of the fundamental concepts of play in Guild Wars.
- Attack chains... ugh. They're too overly powerful, if fragile. Dealing 500 damage in 4 seconds is not healthy for the game, instagib is baed. No, I know they're called 'assassins', now gtfo - instagib is baed in GW.
And inflexible as well - with it's low base armour and pathetic DPS, and the whole bar consumed by a 1234567 chain, an assassin cannot pressure, disrupt or anything else that make melee in general such a wonderful part of GW. All the assassin can ever hope to achieve is insta-gank a single target, and that is all.

On top of that, there's the whole not-taking-any-skill-to-play thing, the self-imposed limit on what the class can do (compare SP to a shockaxe - the shockaxe can spike, pressure, disrupt; the SP can gank or fail), and the overly annoying following of narutards who cry too much when people speak the truth about assassins, and... yeah, well. You get the idea.

and yes, I play assassin still - they still look damn cool
And tearing on the same scrub over and over in AB till he ragequits is a guilty pleasure of mine.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Stormlord Alex
And tearing on the same scrub over and over in AB till he ragequits is a guilty pleasure of mine.
it's a sport among sins

yea i don't use the instagib spikes anymore i've been messing around with [card]Moebius Strike[/card] -> [card]Horns of the Ox[/card] to keep casters on the ground and i have to say....its really fun

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

If assassins were in GW2, then the game is officially turning into WoW. Because after the disaster balancing sins in GW, you'd think that if they wanted a balanced game, they wouldn't put it in GW2. With that said, I could careless if they're added or not. I like PvE ^_^

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

I dont care if theyre in GW2...as long as the only thing that carries over is the name, ditch everything else about the class.

Nightmares Hammer

Krytan Explorer

Join Date: Dec 2007

W/

Quote:
Originally Posted by The Phantom
Guild Wars 2 needs the 6 core classes. That's it and nothing more.
^ Read people. READ.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Quote:
Originally Posted by The Phantom
Guild Wars 2 needs the 6 core classes. That's it and nothing more.
I personally find the core classes too boring compared to the assassin, thats why I want to see it improved in GW2 rather than dropped.

kerpall

kerpall

Wilds Pathfinder

Join Date: Mar 2007

I live in an Igloo in southern BC, neer US border.

The Pig Pen [PIGZ] & We Aint All [NロロB]

Mo/D

Quote:
Originally Posted by holymasamune
If assassins were in GW2, then the game is officially turning into WoW.
Well, as posted (i quit counting..) several times. Please everybody read what is in this link.
http://wiki.guildwars2.com/wiki/Ash_Legion

Quote:
Originally Posted by GW2 Wiki
The Ash Legion is one of the four legions of the Charr. The Ash Legion is famed for its stalkers and Assassins. Known members of its primus warband include Ghast Ashpyre and Rox Ashreign. It is not known whether War Ashenskull belonged to the Ash warband or the hypothetical Ashen warband, as Charr surnames generally use the warband's name as a prefix.

Nightmares Hammer

Krytan Explorer

Join Date: Dec 2007

W/

Quote:
Originally Posted by kerpall
Well, as posted (i quit counting..) several times. Please everybody read what is in this link.
http://wiki.guildwars2.com/wiki/Ash_Legion
I already knew that. But theres always hope...

Vasallus

Ascalonian Squire

Join Date: Mar 2008

Take Sins out, keep Rits, Dervs, ditch Paragons, keep Warrior, Monk, Ele, Necro, Ranger, and Mesmer.

The new races are enough. Why do we need new classes when the ones we have, save for Paragon and Sins, are effective enough already?

It's a well balanced class system, I don't want it messed up by some flashy one use class.

Celeborn10

Celeborn10

Frost Gate Guardian

Join Date: Dec 2006

In my lair...

R/Mo

Quote:
Originally Posted by Vasallus
Take Sins out, keep Rits, Dervs, ditch Paragons, keep Warrior, Monk, Ele, Necro, Ranger, and Mesmer.

The new races are enough. Why do we need new classes when the ones we have, save for Paragon and Sins, are effective enough already?

It's a well balanced class system, I don't want it messed up by some flashy one use class.
It seems to me that Assassins only really became a serious problem when Anet came out with NF and SP. Before then AoD was relatively balanced and promoted at least some thoughtful play. Now is spike play degenerative? If yes, then please consider consider even playing with the warrior:

"Anyway the point is that if you are a pure spike warrior you are degrading yourself and probably losing skill every second that you play. I did learn a lot about warrior when I was spiking, but that's mostly because I didnt really play warrior before that, and we split a lot in TT. You can't do whatever you want in spike builds.. build adren... 321, build adren 321. RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOING DRAW ME OR WE LOSE THE GAME. yeah.... at least I got good at calling spikes on warrior without giving them away." (Team Quitter, Smgzor)

Playing a pure spike build is degenerative and doesn't require too much skill other than coordinating over Vent. However a spike that takes up little of the bar leaving room for disruption in the form of knockdowns and interrupts is golden. The epitome of this is the W/E ShockAxe build, which even AoD hardly compares to. Such a flexible bar gives the player more control and lets the skill of the player dictate the effectiveness of their bar. If anything ANet should have given Assassins more disruptive utility and perhaps expanded on their skill shut down better (focusing on creating windows of opportunity like how blackout was used) instead of trying to create a melee class with movement shutdown.

Farcry Deathblade

Farcry Deathblade

Academy Page

Join Date: Mar 2006

Mo/Me

forgive me for only reading the first page, but since the mainland (tyria) is broken off from cantha and elona, wouldn't that get rid of the ability for classes from those lands to exist en masse in gw2?

Admael

Admael

Krytan Explorer

Join Date: Sep 2005

California

Xen of Heroes

I always thought that the "asian" ninjas were just farmers.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

No, Assassins were introduced in Factions, and orginated in Cantha.
Yet, as we can observe in EoTn, Culture have Spread allover Tyria.
Which makes Sins a possible Profession in GW2.

And the people who make a Mockery of Paras, Mes, Sins and Rits are obviously, Arrogant and Retarded.
Other people hate Sins cause they kill them fast or they are counted as Newbs when portaying as Sin.
But most reason is People flame bout Sins alot, making them think Sins are Crap too.
Like what's happening in WoW, I have never played Warcraft Games, but I'll never flame bout it cause I have never tried the game.
Also Paras are insulted cause people believe Paras do nothing in battle and Spears are weak.
Well actually Spears can deal more damage than Bows, But bows are able to cause more Conditions.
And Paras are good Energy Maintainers and Spikers/Buffers.
Rits were called Useless before cause of the Immobility of Spirits, and the belief of Channeling Magic and Restoration Magic are just weak copycats.
Lastly, Mesmers are hated cause they Shutdown People alot and people make fun of the Extravagant Clothes(sometimes insulted as Gay, and Nothing is wrong with homosexuality, those who believe homosexuality is taboo are morons).

adam of phyrexia

adam of phyrexia

Frost Gate Guardian

Join Date: Jan 2006

Lords of CAT

D/W

Quote:
Originally Posted by [M]agna_[C]arta

And the people who make a Mockery of Paras, Mes, Sins and Rits are obviously, Arrogant and Retarded.
MC flamed! I'm shocked and pleasantly amused

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Hmph, I get angry at people who insults people.
I don't Flame that much, but once someone starts insulting it ticks me off.
If its a insult from a Constructive Critiscm it's all fine, but if it is just to degrade one's Stati and causing sadness, pain or anger, IT'S ON!

NO SMILIES!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by Admael
I always thought that the "asian" ninjas were just farmers.
Actually Ninjitsu was a martial art developed by healers turned killer, they used their knowledge of anatomy to create what is arguably worlds most effective martial art.

Before commoners where forbidden to own swords however I think precursors of samurai popped up. Cuz I heard of something called a 'Farmer's Katana' once, which is way older larger and heavier than the well known versions.
ALso unlike the Dai-Katana it was forged of inferior quality iron instead of the superb materials a true katana is made out of.

===========================================

At the subject though, I'm unsure how the suggested change would affect assassins though.
They would still attack quickly and crit a lot, they would still have attacks with plenty additional damage; they would just not be able to use those in chains, they would instead use them with an opening.

To get rid of the problem with sins, their ability to gank should be dummed down and their ability to survive at the front line needs to become less cheap tricks([skill=text]Shadow Form[/skill]) and more actual skill.

To this I'd have them prepare/plan assassinations, instead of all their chain attack skills they get "Your next successful melee attack causes Blind and Bleeding" that stack with each other up to a limit decided by the primary, or have 3/4 types of which 1 each could be used.
They would still have attack skills, but those aren't nearly as strong as they are now.

They would also gain a few defensive skills that aren't as focused on block and miss chances, but more on reducing damage or preventing KD and interupts.
Add more quickly recharging shadow steps and you have a class that would act very differently.

They would buff up with an assassination, hit the enemy monk/boss who then suffers a bunsh of conditions, damage and possibly other debuffs.
He then shadow step to safety, to either use deadly arts dagger throwing skills or ready another set of assassination skills(which would have 1 or 2 sec casting times)

So instead of a hounding class that ganks a target by repeating heavy spikes(which is an ele's job) it would be a class that preforms tactical strikes from a (hopefully) safe position and that is able to prevent interference of foes in its preparations with defensive enchantments and midranged vengeance attacks.

I think a deadly arts stance that "throws a dagger at anyone in range striking you with an attack, when it was an attack skill the effects of the skill also apply to the dagger" would be a pretty good skill for a new type of defense the assassin could have.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Quote:
Originally Posted by System_Crush
Actually Ninjitsu was a martial art developed by healers turned killer, they used their knowledge of anatomy to create what is arguably worlds most effective martial art.
I don't believe this is true, the knowledge of anatomy has less to do with Ninjutsu, than fluid natural, movement which is what the martial art is about.
Also Ninjutsu is the martial art, Ninjitsu is the philosophy behind it.

Quote:
Originally Posted by Wikipedia
Ninjutsu was developed by groups of people mainly from the Iga Province and Kōka, Shiga of Japan. Throughout history the shinobi have been seen as assassins for hire, and have been associated in the public imagination with other activities which are considered criminal by modern standards. Although thought to have come from Chinese expatriates ninjutsu is believed by its adherents to be of Japanese origin. It is believed to be strongly influenced by the strategic principles of Sun Tzu. Throughout history many different schools (or ryū) were developed which taught their unique version of ninjutsu. An example of these is the Togakure-ryū. This ryū was developed after a defeated samurai warrior called Daisuke Togakure escaped to the region of Iga. Later he came in contact with the warrior-monk Kain Doshi who taught him a new way of viewing life and the means of survival (ninjutsu)
I believe this is more correct, and I've heard it from other sources as well. I'm no ninja though, so I don't know for sure, the whole origin thing is pretty cloudy.

But on topic now, I don't like the deadly arts line, we have an entire class designed to hex the crap out of things, sins can borrow from them or have them on their team. The whole thrown weapon thing that everybody seems enamored with, looks to me more like a novelty ability than one thats actually effective.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

What's wrong with sins anyway?
Please list'em down maybe I can think of a Solution.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by [M]agna_[C]arta
What's wrong with sins anyway?
Please list'em down maybe I can think of a Solution.
There's no solution.
The problem with As in GW1 is: instagib and shadowsteps.
This could be of course easily avoided and fixed in GW2 (hell, I think even in GW1), making As a versatile meele class, like meele GW1 ranger and as suggested many times here, on Guru.
Stances, interrupts, conditions, snares- As of GW2 - what's wrong with that?
But that's not the problem. The problem are retards who can't stop shouting "DELETE DELETE! CORE CLASS CORE CLASS!!" because they don't think. They don't think, thus don't realize that even if a class is, in fact, broken in GW1, it doesn't have to be broken in GW2, in a whole new game.

I'll give you an example
Quote:
if assassins are in GW2, I'm not buying it
See? The subject is unable to use his imagination. He assumes that if something works (or doesn't) in GW 1 in some way, it will be the same (or worse) in GW 2.
Last time I checked, there's no cure.
The subject doesn't realize that right now, before the game is out, might be a good moment to make some good, non-retarded suggestions for non-instagib sins without shadow steps.

Of course there's always the possibility of AN not listening, like with SP nerf: -hey AN, make stances unusable with sp
-huh, shorten duration? np.

But I honestly think it's better to keep on reminding them than to say how a class in a game that isn't even out won't work.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by BlackSephir
There's no solution.
The problem with As in GW1 is: instagib and shadowsteps.
This could be of course easily avoided and fixed in GW2 (hell, I think even in GW1), making As a versatile meele class, like meele GW1 ranger and as suggested many times here, on Guru.
It could be done in GW1 by simply overhauling most of the skills, and the class concept as a whole.

I'll keep it as succinct as possible, but the ideas I've been playing around with are...

- kill lead skips (BSS, GFS, Falling crap) - no more cramming 2 duals into a long chain to instagib. Then, buff the overall power of a single L-O-D chain to compensate for it's relative fragility compared to Warr and Derv attacks, and to make a viable way for assassins to kill stuff (in the same way that Evis+Exe kills stuff - as the main driving force of a team-wide spike).

- make offhands fun. See Bull's Strike. Isn't that totally awesome?
Yes, give offhands a side utility effect - like Bull's on Warriors - making them a useful or powerful skill to throw around outside of L-O-D chains.
As an example...
Black Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*.
If this attack does not follow a Lead attack, strike target foe for +X damage. If that foe is hexed, all foes in the area are Poisoned for Y seconds.


Falling Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*.
If this attack does not follow a Lead attack, if target foe is moving, they are knocked down and Poisoned for Y seconds.
(ohh yeah, Bull's for 'sins)

*essentially, off-hands that strike targets marked with 'Lead' attacks count as an off-hand and mark target with the 'off-hand' symbol; if they do not follow Leads they do not mark the target, and have additional effects instead. Wordy, but you get the idea.

- Shadow-steps. Ugh.... Actually, they're quite fun and have something to offer in moderation. At least, make all of them half-ranged and stop them from allowing you to jump to places you shouldn't be able to - no jumping into Guild Halls to gank NPCs, for instance. With killing insta-gib combos, Shadowsteps aren't quite so bad.

- the other stuff - Deadly Arts and Shadow Arts. Essentially, I'd like to see the Assassin as a frontliner that trades hardiness and DPS-pressure for other capabilities. They spike with L-O-D, and pressure with off-hands and shut-down.
I'm still thinking, but something along the lines of - change Deadly Arts to give it spellcaster-style shutdown - energy denial, interrupts, Enchant hate, anti-spell hexes; and make Shadow Arts physical shutdown - snares, block and stance killers, damage reducing stuff and miss hexes.
Obviously, not as powerful as a full Dom Mesmer or Curse Necro respectively; but a Deadly spec 'sin would be able to more effectively pressure enemy casters, whilst a Shadow-spec 'sin would be able lineback and generally hamper the enemies' own offense.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Quote:
Originally Posted by Stormlord Alex
Obviously, not as powerful as a full Dom Mesmer or Curse Necro respectively; but a Deadly spec 'sin would be able to more effectively pressure enemy casters, whilst a Shadow-spec 'sin would be able lineback and generally hamper the enemies' own offense.
Thing is, GW is a team game, as well as a game with two-class characters. Giving sins hexes is a waste of skill allotment, If an assassin needs hex cover on a target, they should get some hexes from a necro or mesmer primary, or bring a necro or mesmer on their team. The skills in the deadly art line have largely fueled many of the assassin nerfs, and giving the assassin so much power to achieve solo kills makes them flawed. Unfortunately not every class can have all the powers they want, and holding those powers back from them is what makes team synergy such an important part of Guild Wars, and makes the game what it is.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by FlamingMetroid
Thing is, GW is a team game, as well as a game with two-class characters. Giving sins hexes is a waste of skill allotment, If an assassin needs hex cover on a target, they should get some hexes from a necro or mesmer primary, or bring a necro or mesmer on their team.
By your reckoning, giving Dervishes enchantments is a waste of skill allotment because they could just use Enchants from the team or their secondary, too (hey! Monks get enchants, why should Dervs? ) - which is just plain silly.
In the same way that stances to increase killing power (Frenzy + Rush) are core to warrior builds; or Enchants are core to the Derv; I'd like to see hexes as the core of the Assassin - essentially, a build template would be Lead / Offhand / Dual / Alt. Offhand / Hex 1 / Hex 2 / Utility / Res
In the same way that Frenzy/Rush, Heart of Fury etc. help Warriors and Dervs fight more effectively by buffing themselves, Assassin hexes would instead weaken targets to allow the assassin to fight more effectively - making up for the overall fragility of the class by having a more in-your-face offensive style.

Quote:
The skills in the deadly art line have largely fueled many of the assassin nerfs, and giving the assassin so much power to achieve solo kills makes them flawed.
I'm not proposing crap like Shroud of Silence or Shadow Prison - they were nerfed, and rightly so. Indeed, I want to see the ability of the 'sin to get solo kills die horribly - in a game like GW, no class should be achieving kills on it's own. However, if we kill solo-kill assassins then the 'sin has absolutely nothing left; I'm thinking of a melee profession that differs to the warrior and derv in that it offers additional shutdown power (to complement Mes and Nec, not usurp them) in preference to raw damage pressure offered by Dervs and Warriors.

The assassin still wouldn't have everything - vulnerability to hexes and conditions is a large thing, a lack of actual damage outside of the L-O-D combo is another clear problem (and a very important consideration when deciding on what your frontline will be); as well as the fact assassins will still be as frail as hell - all these are still it's downfall, it's just now the assassin does something interesting other than make a target go from Alive to Dead.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

What do does:
What are you people talking bout, Suffering from "Weak Build Syndrome", eh^^?
Sins can Pressure Foes down, Temple Strike, Beguiling Haze, Disrupting Dagger, and other Knock-Downs.
They also have Shroud of Silence.
You can also buff yourself with Shadow's Refuge while fighting.
After doing a combo what do you guys do? Stay infront until you can Combo again or die?
What you should do is Shadow Step to another Target (Use this only with a Fast Recharge Combo or after Assassin's Promise works).
Or S. Step out of the Frontline, There is a Heart of a Shadow, Return, Aura of Displacement, Shadow Fang, Viper's Defence and more ways to go back.
And leave the Poison or Bleeding kill them, or you might bring some Deadly Arts to finnish them off while you'r retreating or retreated.

How to fight:
I suggest not going to the Monks, ones their Health is below 75% or 90% they'll just Full Heal Themselves, take out the other Strong yet Vunrable foes, like Mes, Rits, Eles, Necros and etc.
But kill them before they kill you, Hey you can do 300 Damage in just a few seconds and live them while your away do some Deadly arts on them an Kapawe.
You can also go Deadly Arts Caster, Fight like a Sin yet stay away from battle.
I loved the Blinding Flash Assassin, Shadow Sanctuary goes good with Caster Sins, you get blind and you get healed, but Blind doesn't affect you^^.

Taking down Monks:
If you ever wanna take out the Monks first, Bring Shroud of Silence(Use only after a Combo, once your done with a Combo that's when they'll heal), Temple Strike or Beguiling Haze, All are elite but there are Non-elite Interupts too, Exhausting Strike, Distrupting Dagger and Knock Downs.

PvE:
For PvE you can do the Assassin Promise, Shadow Step to Target-> Combo Target-> Dead -> All skills are refilled -> Kill Again, until all are wiped.
Also you can go Tanking, Critical Defence/Agility-> Golden Pheonix/Black Spider/Palm Strike-> Death Blossom -> Mobius Strike -> Death Blossom/Critical Strike/Twisting Fang/Vampiric Assault.
Recommended Buffs are Live Vicarously, Vigous Spirit, Conviction or Mystic Regen.

Sidenotes
This is how to play a Sin, Alot of people jut go sin without knowing what do.
In the Early Release of Factions alot of Sins came out but most are useless, cause it takes Expertise to play a Sin.
It's quite Hard and Complex, It has a very Unique and Original fightstyle.
For Professionals(Knows the Game well) or Talented Gamers(Quite good in Playing even for Starters), only.

Remember there are 2 Types of Sins Tanks and Hit&Runs, Tanks are like Dancers you'll need to Maintain you'r Enchantments and you'r Combo very well.
Hit and Runs, can take down a Foe in 3-5 seconds, yet Fragile, so Live the Battle Field immediatley when a Task is done, Or if you can survive well(Self-Heals), Take down another until all are dead or out of your Capabilites already.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Personally, I dont like hexes on the sin, they basically alert your target to "hey, a sin's about to spike you, tell you monk to prot you up and be ready to heal." I'ld personally prefer snares and such to be products of melee skills and buffs, seeing as it is a melee class. This would also give the sin the element of surprise, making it not possible to prot against, because the debuffs would apply when the sin hits their target. My opinion of what the spike sin should do by itself is finish of soft targets below 1/2 health, or do significant damage with snares as to draw healer attention to a single target, leaving other targets open.

EDIT: and no offence [M]agna, your really smart and all, but based on your PvP assessment of the assassin, you obviously haven't played one in PvP lately. "Weak Build Syndrome" is some thing that every PvP assassin suffers from because Anet has nerfed the hell out of pretty much all of the assassin skills worth anything in PvP. HotO, Black Lotus, most deadly arts, sins don't have anything effective left to use other than maybe Shattering Assault.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by FlamingMetroid
Personally, I dont like hexes on the sin, they basically alert your target to "hey, a sin's about to spike you, tell you monk to prot you up and be ready to heal."
That's how it is with the current sin - they need them hexes to spike, if an Assassin hex pops up then you know an assassin is going to spike your ass and can act accordingly.

However, what I'm thinking is that the sin doesn't need the target to be marked with one of their hexes to spike it - the assassin can throw the L-O-D onto anyone regardless for ~300 damage (combos are now unconditional, remember?); the hexes are a way of pressuring the foe outside of the combo.

Ok, let's look at a shiny new skill just for an idea - Siphon Speed!

Hex Spell. For X seconds, target foe casts spells 50% slower and you run 25% faster.

We see caster hate that synergizes with the team - making a caster target more vulnerable to the Rangers and Mesmers supporting, while at the same time acting as run buff for the 'sin. And because of how the 'buff' works, the 'sin need not spike the guy he just siphoned - he can chase down someone else just as easily; indeed - it'd be smarter for him to attack the other healer while the siphoned healer is more prone to being disrupted.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Quote:
Originally Posted by Stormlord Alex
However, what I'm thinking is that the sin doesn't need the target to be marked with one of their hexes to spike it - the assassin can throw the L-O-D onto anyone regardless for ~300 damage (combos are now unconditional, remember?); the hexes are a way of pressuring the foe outside of the combo.
Ya, thats pretty much what I put out in my concept, I just think pressuring outside of the combo should be products of melee attacks. Otherwise, Necros, Mesmers, even Elementalists can do it better, and should as members of your party.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by FlamingMetroid
Ya, thats pretty much what I put out in my concept, I just think pressuring outside of the combo should be products of melee attacks. Otherwise, Necros, Mesmers, even Elementalists can do it better, and should as members of your party.
Basic dps pressure (the mainstay of traditional melee) for the 'sin is hard - essentially, because daggers suck balls for auto-attack damage.
My super-fun offhands allieviete this - they do something for you outside of the spike (i herd bull's strike iz gud, mass AoE-effects on some of them would be fun too); and throwing the L-O-D combo at someone outside of opportune spike moments would allow for some decent damage should it connect - L-O-D would recharge swift enough that you'd generally have it available when needed.

However, actual damage pressure is 'meh', unless we have the base damage of daggers buffed (... never gonna happen ), or - maybe - have double-attack chance buffed through the roof. But untill assassins can do any noticeable damage with standard C-Space dagger attacks, any pressure and any threat will have to come from skill uses - and weakening hexes that make the enemy more vulnerable, both to the sin and the rest of the party aren't really that much of a stretch from what the 'sin currently has...

Shameful Fear.
Hex spell. For X seconds, attacks made against target foe whilst moving strike for +Y damage.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Hit and Run is good in GvG and AB, only XD!
A little in HA.

A War can actually wield Daggers^^, just get Illusionary Weaponry, Speed Buffs and Defence Buffs.
And your done^^, You'r a Dual-wielding War, With Chakrams you'll look like a Martial Artist with Shiro's Blade, no need to say^^.

Though IW Dagger-Mes are alot better^^.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by Stormlord Alex
It could be done in GW1 by simply overhauling most of the skills, and the class concept as a whole.
I know. But isn't it more comfortable and 'fun' to just look for threads that involve Assassins and yell "remove them ololol" ?
I'm not trying to trick you. http://www.guildwarsguru.com/forum/s...2&postcount=18
Seriously now.

Quote:
Removing them is taking the retarded way out.
I hear ya

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by BlackSephir
I know. But isn't it more comfortable and 'fun' to just look for threads that involve Assassins and yell "remove them ololol" ?
I'm not trying to trick you. http://www.guildwarsguru.com/forum/s...2&postcount=18
Seriously now.
Removing them is taking the easy way out. And because ANet is never gonna remove a class, we'll have to sit and watch as the 'sin gets gradually nerfed out of existence; which has the same net effect

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

I feel ignored...
Quote:
Originally Posted by System_Crush
To get rid of the problem with sins, their ability to gank should be dummed down and their ability to survive at the front line needs to become less cheap tricks([skill=text]Shadow Form[/skill]) and more actual skill.

To this I'd have them prepare/plan assassinations, instead of all their chain attack skills they get "Your next successful melee attack causes Blind and Bleeding" that stack with each other up to a limit decided by the primary, or have 3/4 types of which 1 each could be used.
They would still have attack skills, but those aren't nearly as strong as they are now.

They would also gain a few defensive skills that aren't as focused on block and miss chances, but more on reducing damage or preventing KD and interupts.
Add more quickly recharging shadow steps and you have a class that would act very differently.

They would buff up with an assassination, hit the enemy monk/boss who then suffers a bunsh of conditions, damage and possibly other debuffs.
He then shadow step to safety, to either use deadly arts dagger throwing skills or ready another set of assassination skills(which would have 1 or 2 sec casting times)

So instead of a hounding class that ganks a target by repeating heavy spikes(which is an ele's job) it would be a class that preforms tactical strikes from a (hopefully) safe position and that is able to prevent interference of foes in its preparations with defensive enchantments and midranged vengeance attacks.

I think a deadly arts stance that "throws a dagger at anyone in range striking you with an attack, when it was an attack skill the effects of the skill also apply to the dagger" would be a pretty good skill for a new type of defense the assassin could have.
I'm trying to change the assassin into... well an assassin.
That is able to cripple a foe with debuffs and conditions, in a short time frame like suprising him with a disabling sneak attack, then move back and hold out until a (another) foe drops below 40% health, then pop in removing enchantments and causing bleeding, deep wound and poison and a some damage, to assassinate a foe that otherwise might have recovered.

Basically doing all that to get rid of the 1>2>3>4>5 mentality sins show, instead they'd be more like Nika in the Factions preview movie, she didn't use a 6 skill [skill=text]Moebius Strike[/skill] combo, she backstabbed Shiro and cut his wrists, in the space of 2 attacks.
That is what sins should do "Suprise! Ha, ha, 10 degen and debuffs 4 U!" not kill foes through large amounts of added damage from long combo's.

This should effectively remove their ability to solo-kill and 3 assassins on the same target would find it hard not to overwrite each others debuffs and dots.

As hexing a foe before a spike is indeed a waring, I also suggest more skills like [skill=text]Shadow Prison[/skill] and [skill=text]Return[/skill] but with more valuable durations and effects for the purpose of debuffing instead of spiking a foe, so sins would do all their debuffing along with their tactical strike, making it useful for that purpose as well.

Stella/Shin

Stella/Shin

Academy Page

Join Date: Feb 2008

London, UK

Mo/

Quote:
Originally Posted by Pupu
i feel sorry for Flaming Metroid.

he provides nice art and discriptions and all you people can do, is whine and flame *as always* and pretty much say nothin about the concept and take over the thread with your usless crap.

aside from that i think it is a neat idea and kudos to the effort ^^, i like it.
i agree, i think the discussion has come right off the topic

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

Quote:
Originally Posted by [DE]
Guild Wars 2 needs the 6 core classes. That's it and nothing more.
thats exactly how GW2 should be

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Uhm, If GW is gonna have 6 Core Classes, can Anet mix Rits with Necros, Paras with Wars, Monks with Dervs and Sins with Rangers.
Cause I'll miss them XD!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
Sins with Rangers.
Cause I'll miss them XD!
No sins with mesmers.
I could live with each profession getting a entirely new side to them, though I still believe GW would be lacking in a (what would then become a profession or 4 because of the broader scope of what a class can do) few functions and styles that would enrich the game greatly.

And the thread is actually suggesting a revision of the sin with less combo attacks and a carp load of new mechanics.
In providing constructive criticism I think it's important we state that the underlying problems of the sin won't get fixed that way and this will end up a problem riddled class.
In that it also has to be suggested how the problem of sins can be fixed and made into a worthwhile class, else your're just whining, so the thread got a lot of suggestions on how to fix sins.
I recon is not very far off topic.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

............................
You can't mix that.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
............................
You can't mix that.
Course you can:
  • Mesmers have an armor called rogue, skills called [skill=text]Simple Thievery[/skill].
  • The scrapped Disappear skill for the mesmer matches assassins u can't hit me = u can't see me overpowered defense thing.
  • And the ability of mesmers and shadow and deadly arts in hindering a foe is quite similar actually.
  • That only leaves out dagger mastery, which could be what makes makes mesmers good in PvE when single target shutdown is just a waste of time(option for half ranged thrown daggers would be nice for survivability though)

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by Stella/Shin
i agree, i think the discussion has come right off the topic
Not to mention many bad stereotypes of what real Ninjas are/were, lol.

trialist

Core Guru

Join Date: Feb 2005

Quote:
Originally Posted by FlamingMetroid
Critical Strikes- Same effect, but change energy gain on crit break points to 4…8…12. Some assassin CC’s have changed this attribute to %chance to block, but in a game like Guild Wars, this is somewhat imbalanced. The energy gain on crit lets the assassin use many skills without losing too much energy, and with this assassin, have energy readily available after using a spiking chain. The Critical Strikes line of skills will be composed of “Jutsus” a type of perfected stance (keeping to the ‘sins’s Asian influence), that cannot be stripped and adds an IAS.
Bolded for emphasis and irony.

Quote:
Originally Posted by FlamingMetroid
Perfect Form[E]- 5en 10 recharge - jutsu. For 0...25 seconds whenever you use an attack skill, that skill criticals. You attack 0...30% faster.
+
Quote:
Originally Posted by FlamingMetroid
Death Blossom- 5en 2 recharge - Melee Attack. This skill strikes for +5...40 damage and all adjacent foes take 5...40 damage. (hits once)
Hmmm....Perma criticals? With Perma IAS?? And no energy loss??? Seriously????
All your skills in jutsu are perma IAS skills with no downside.

Quote:
Originally Posted by FlamingMetroid
Psychotropic Serum[E]- 5en 3 cast 12 recharge - Preparation. For 5...24 seconds your attacks inflict dazed for 1...3 seconds.
+
Quote:
Originally Posted by FlamingMetroid
Swift Fists- 5en 10 recharge - jutsu. For 0...20 seconds you attack 0...40% faster.
+
Quote:
Originally Posted by FlamingMetroid
Death Blossom- 5en 2 recharge - Melee Attack. This skill strikes for +5...40 damage and all adjacent foes take 5...40 damage. (hits once)
Perma dazed? And can be coupled with IAS and speed boost from jutsus?? And a spammable attack to go along??? Ugh... stances are separate from jutsus too and can contribute further to the gayness....

Can't be bothered to go through the rest but looks overpowered to me.