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.
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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...
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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).
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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.
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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.
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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.