Are Assassins Viable anymore?

Theosephus

Theosephus

Ascalonian Squire

Join Date: Jan 2008

internet forums ≈ high school

ontopic: deadly arts should get some buffs or more coverage at least. i'd like to see some alternative sin builds that help keep it fun at least in PvE.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Theosephus
ontopic: Assassin utility is crap at the moment. i'd like to see some alternative sin builds that help keep it fun at least in PvE. Fix'd.

Oh and Moebius Blossom is sustained DPS in my book... but I understand the discussion is about PvP, so I'll shut up.

Keekles

Keekles

Krytan Explorer

Join Date: May 2005

Floating amongst the ethereal seas of placating breezes.

Like A [Boss]

Mo/

Quote:
Originally Posted by Magikarp
i just dont understand the frustration you all have. its called the tab button. you radar tells you exactly how close someone is. if you see a sin in your aggro, preprot, and you should have a veil on anyhow. if you're a different class than a monk, call it, or kite back until they notice.

all blocking/blinding/interupting, still works just as well, if not better on a sin as it does any other physical class. its really just people wanting to be lazy, so they want to see something they actually have to work against get removed.

every good mmo or rpg has at least one stealth class, who sacrifice armor or auto attack damage output for huge single target dps, and the ability to critical and suprise the enemy. it allows a whole different spectrum of any game to be unlocked, rather than the Redcoats forming in a big wall and standing still firing muskets.

if the idea of suprise spikes is upsetting to you all, idk why you all play gws, seeing as thats all this game is really based around pvp wise. you complain because ONE sin could kill ONE person very fast, if you stand there like dummies while he does it, but you never mention ONE dervish tearing peoples asses, or ONE kd warrior shredding a target ect. not to mention, its easier to stop ONE, than it is to stop a TEAM.

ranger spikes, and bloodspike have always been much stronger options than a single sin running around trying to gank everyone. so what if you hide behind a rock, anyone can move, and while you all whine about a single assassin that you guys are too blind to see clearly running up to your aggro bubble, i'd actually like to see a nice bit of balance to the actually dangerous spikes. instagib just never struck me as something hard to counter i suppose... You've ignored my statement about the importance of positioning. Battlefield awareness is also much more difficult that you're making it out to be, something moving to casting range is a lot harder to notice when there's 15 other dots on the compass, some of which are already inside casting range, some which are outside. Sins have better mobility than most other characters, kiting away while you're on a split is difficult, although it is not impossible.

I never said that sins couldn't be countered. Stop distorting my argument.

Regardless of if other MMOs have stealth classes or not, Guild Wars is already different from many other MMOs. To counter your redcoat statement, all classes in guild wars have the ability to split off, however, assassins completely ignore positioning with shadowsteps.

I've never been completely against tele-instagib. Once again, stop distorting my argument. I run an assassin for fun in pvp, every time the sin is nerfed, I have to find something else to run.

And you still haven't addressed why sins should be able to ignore an important part of the game, positioning. They should have greater mobility, I agree with that. But being able to completely ignore an aspect of the game is bad. (I don't know about you, but you can still spike things with 2 wars without needing teleports)

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Shadow Stepping - without - Sin spike damage seems to be less of a problem for most people, while IMO there are only a few that need nerfing...

[skill]return[/skill]... I'm looking at you.

As for stuff like SP/AoD:
being able to do stuff at range > having to get close to do your thing

even if there's a super awesome cool way to do it. If positioning was all its proponents make it out to be Warriors would have to be MAD not to go /A to the last.

Keekles

Keekles

Krytan Explorer

Join Date: May 2005

Floating amongst the ethereal seas of placating breezes.

Like A [Boss]

Mo/

If you get rid of return, get rid of all the offensive ones as well please.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Keekles
You've ignored my statement about the importance of positioning. Battlefield awareness is also much more difficult that you're making it out to be, something moving to casting range is a lot harder to notice when there's 15 other dots on the compass, some of which are already inside casting range, some which are outside. Sins have better mobility than most other characters, kiting away while you're on a split is difficult, although it is not impossible.

I never said that sins couldn't be countered. Stop distorting my argument.

Regardless of if other MMOs have stealth classes or not, Guild Wars is already different from many other MMOs. To counter your redcoat statement, all classes in guild wars have the ability to split off, however, assassins completely ignore positioning with shadowsteps.

I've never been completely against tele-instagib. Once again, stop distorting my argument. I run an assassin for fun in pvp, every time the sin is nerfed, I have to find something else to run.

And you still haven't addressed why sins should be able to ignore an important part of the game, positioning. They should have greater mobility, I agree with that. But being able to completely ignore an aspect of the game is bad. (I don't know about you, but you can still spike things with 2 wars without needing teleports) claiming gws is a different beast of a game, is a fair statement. making the statement that the rogue/assassin/ninja classes of mmoland dont fit in gws is not.

also, positioning is NOT the biggest upset of field strategy, seeing as it only leaves the other teams splits and offence very distanced and thinned out, allowing counter spikes, counter melee, and frontline assaults from your own team.

i'd worry more about dervs and warriors using x/A skills than an actual assassin, who could be in a large amount of trouble if you counter him and start wailing on his face, moreso than the other melees.

shadowsteps create elements of suprise, but the drawback is you have to leave your team temporarily to get the full extent of the suprise. without a return skill (which not all carry), you're in for the full fight on your own, which is a quick easy kill for a team that pays attention. everything has an up and a down in this game. if someone wants to waste 2 slots for an in and out option, just to be a ninja, let them. they die just like everything else in this game.

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

the recent assassin skill updates, i feel, is merely the backlash from the fact that every assassin build post-NF uses a hex conditional to trigger their lead skips.

to me, the assassin as a whole is not overpowered. but instead, the entire hex conditional lead skips were overpowered and deserved to be nerfed.

so to answer the OP: assassins are still viable, and are better balanced as a whole, now that the problematic hex conditional offhands are brought back in line.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by moriz
the recent assassin skill updates, i feel, is merely the backlash from the fact that every assassin build post-NF that uses a hex conditional to trigger their lead skips is a cookie cutter build.
fixed

123456789

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Keekles
If you get rid of return, get rid of all the offensive ones as well please.
Right... solid argument here.

Quote:
Originally Posted by Magikarp
i'd worry more about dervs and warriors using x/A skills than an actual assassin, who could be in a large amount of trouble if you counter him and start wailing on his face, moreso than the other melees. Indeed, but they DON'T, take for instance the popular Shock Axe build. Going /A would yield a Shadow Step in exchange for Shock. Apparently something about the KD is more attractive.

Moriz hit the nail on the head - with the BLS nerf all that was 'overpowered' disappeared.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

isn't there still that trampling ox bullshit moron sins use in low level pvp?

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Bobby2


Indeed, but they DON'T, take for instance the popular Shock Axe build. Going /A would yield a Shadow Step in exchange for Shock. Apparently something about the KD is more attractive.

Moriz hit the nail on the head - with the BLS nerf all that was 'overpowered' disappeared. no kidding they dont. that was the point bro. theres more utility in an unconditional kd or team buff than a slow, no guarantee shadowstep, that puts you right in the heat of their offence. thats why i feel like nerfs to shadowsteps are totally pointless. its a dead giveaway what someones doing, and puts them in danger, just for a field positioning that could cause suprise if someone lacks basic gameplay awareness.

Bowstring Badass

Bowstring Badass

Forge Runner

Join Date: Nov 2005

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

Purple Lingerie - :D

Quote:
Originally Posted by ensoriki
isn't there still that trampling ox bullshit moron sins use in low level pvp? Think they figured out a wamo with shock can beat them...

White Lies

White Lies

Frost Gate Guardian

Join Date: Feb 2007

Quote:
Originally Posted by Brimstonez
Boohoo...sins are taking over the battle arenas with their ganking. They're too powerful. They can kill way too fast.
(RESULT~Sin Nerf)

Boohoo...dervs are way too overpowered. They're taking over everything.
(RESULT~Derv Nerf)

Boohoo...monks are too strong, everyone is using them for solo'ing.
(RESULT~Monk Nerf) Though thanks to dedicated people, the solo'ing continues with new builds. Though I am rather pissed off that the heal party skills got trashed.

Boohoo...rits are taking over PvP with their spike teams. We can't beat them *no you just suck*
(RESULT~Rit Nerf)


Anyone else seeing a pattern here? So what if people come up with builds to do certain things. I feel that A.Net should not have the right to nerf these skills as badly as they do, for the sake of a few whingers. Every skill has a counter of some sort. There are ALWAYS ways to get around these supposed 'Overpowered' characters, it's just a matter of time and effort. A.Net is simply making things easier on PvP by nerfing these skills and forcing these 'elite groups' into creating new builds. By them doing this, it's just making a more lazy PvP community with no imagination.
ABSOLOTLY and TOTALY agreed. Ive only just stopped myself from deleting my Rit and my Sin several times now and its pissing me off. I play touch ranger in PvP now whatever people may say about them. I hate playing as them but it makes me feel good to kill a warrior and say 'you havnt been touched by the nerf-stick as hard as my sin has, so now im touching you down' . My second resolution this week was that if there are anymore nerfs on the sin im just gonna go caser on everything.

Theosephus

Theosephus

Ascalonian Squire

Join Date: Jan 2008

It seems to me that a lot of the skill and class nerfs have been at least influenced by continuous and very aggressive complaints from players who type first and think later.

Anet should have people involved more deeply in day-to-day forums and championship level guild PvP and PvE. That's where you get the best suggestions and the least idiots with short attentions spans.

Put simply, I want to know exactly what criteria Anet bases its skill balancing on, and whether or not they have their finger on the pulse of the community as a whole, or just a few small focus groups.

segnisletum

Academy Page

Join Date: Mar 2007

N/

In pve, because this is the campfire, yes they are viable. Until db-ms is nerfed, or just ms, they will be fine.

In pvp, the good sin players are still good. And the bad sin players are still looking at pvx to become above average.

Trinity Fire Angel

Trinity Fire Angel

Krytan Explorer

Join Date: Jun 2007

The Desert

Legions of Engalion [自由]

Mo/W

Quote:
Originally Posted by ensoriki
isn't there still that trampling ox bullshit moron sins use in low level pvp? and what exactly is wrong with Trampling Ox? it is still a condional (requires cripple), it is more powerful than HotO since the nerf and is easier to apply and use and you don;t have to swtich to a BS secondary like SoJ for your KD spike. (Yeah, like A/Mo Assacasters are l337.) and, as hard as it is to believe, it is quite difficult to fit in a cheap cripple skill without some form of build DPS trade off. Perhps you prefer "Coward", "Shove" or "YAA" sins instead or the overpowered oldskool SP sin?

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

the current SP sin is now so combo-dependent that their power no longer compensates for the number of skill slots needed to maintain it (for those who don't know: it's 16. 6 for the chain, 2 for the conditionals, and 8 for the monk that has to babysit it constantly).

anet puts their balancing criteria on comparing skills with other skills that gives similar effect, as well as their effect on the entire team build. the subsequent nerfs to the popular assassin builds were because the fact that those builds do too much damage and too quickly.

Unreal Havoc

Guest

Join Date: Dec 2007

All it takes is a well placed interrupt, something any adequate player should be able to do, to keep an Assassin out of the game a while. That was before all the heavy nerfs. So I really don't see what all the bitching is about.

Assassins have powerful attack chains but they are easily stopped and the Assassin is pretty fragile to play. By weakening their attack chains, attacking their mobility, and not even attempting to even at least buff any survivability or utility they have, makes an underdog class even less powerful than it already was compared to other classes.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by Unreal Havoc
All it takes is a well placed interrupt, something any adequate player should be able to do, to keep an Assassin out of the game a while. That was before all the heavy nerfs. So I really don't see what all the bitching is about.

Assassins have powerful attack chains but they are easily stopped and the Assassin is pretty fragile to play. By weakening their attack chains, attacking their mobility, and not even attempting to even at least buff any survivability or utility they have, makes an underdog class even less powerful than it already was compared to other classes. thank you for being one of the few that give me reason to believe there are a few people who know what they're takling about...

Lishy

Lishy

Forge Runner

Join Date: Jan 2008

I still think that if your doing 100+ aoe damage every second with each attack, then it is overpowered :P
Critical scythe FTW

The criticals of a sin combined with IAS and Vow of Strength+Aura of Holy might are outrageous.You can blast through PvE!!

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 Theosephus
It seems to me that a lot of the skill and class nerfs have been at least influenced by continuous and very aggressive complaints from players who type first and think later.

Anet should have people involved more deeply in day-to-day forums and championship level guild PvP and PvE. That's where you get the best suggestions and the least idiots with short attentions spans.

Put simply, I want to know exactly what criteria Anet bases its skill balancing on, and whether or not they have their finger on the pulse of the community as a whole, or just a few small focus groups.
You sir have hit the nail.... So if the devs started watching the meta instead of listining to the Whining hordes on the forums...Maybe some day.... The game will be balanced..

Quote:
Originally Posted by Shudda
Lets hope they are not viable anymore.

"For Great Balance!" tss... Why are you so hostile towards any non mesmer proffession?

Regulus X

Regulus X

Banned

Join Date: Oct 2007

N/A

D/W

Assassins are meant to kill quickly and swiftly. Additionally, and as many posters have already made clear, there're counters to everything. Ranging from holy veil to blocking stances or enchantments of any kind, SP sins had many hoops to jump and were left in cool-down mode if their chains failed. Now, there's no viability left in the SP build. Instead, Anet has catered to lazy players that lack the proper aptitude to counter the standard SP sin completely by vanquishing their effectiveness as a whole. It makes no sense to me how Black Lotus Strike and Shadow Prison were meant to work together in unison from the get-go, and now has been deliberately shattered by Anet to please the crowd of casual PvPers that have absolutely no clue as to gameplay, knowledge, execution and timing of play.
Same goes for Shroud of Silence. I'm surprised they didn't demote that hex spell to just another normal skill. Izzy, were you under the influence of anything when you unveiled that skill update? o_o

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

it takes a lot more skill to interrupt an assassin combo, compared to the skill needed to hit a few keys in order. that's what it boils down to. the assassin allows an much weaker player to play at the same level as a much stronger player, with minimal effort required. as you might guess, this sits very badly in a competitive game.

don't spout the "learn2counter" idiocy as well. if you want to play a game of rock-paper-scissors, then go find a buddy and play that. no competitive game should boil down to whether if you brought the correct counter or not. the fact is, assassins have evolved to the point that they need very specific counters to hold them in check. such counters tend to be quite bad against everything else.

and yes, anet DOES watch the meta. previous to the update, the last two MATs are dominated by assassins. it was pretty obvious that they were too powerful. the fact that you people keep asking anet to "watch the meta" kinda indicates that none of you have any idea as to what's going on.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by moriz
it takes a lot more skill to interrupt an assassin combo, compared to the skill needed to hit a few keys in order. that's what it boils down to. the assassin allows an much weaker player to play at the same level as a much stronger player, with minimal effort required. as you might guess, this sits very badly in a competitive game.

don't spout the "learn2counter" idiocy as well. if you want to play a game of rock-paper-scissors, then go find a buddy and play that. no competitive game should boil down to whether if you brought the correct counter or not. the fact is, assassins have evolved to the point that they need very specific counters to hold them in check. such counters tend to be quite bad against everything else.

and yes, anet DOES watch the meta. previous to the update, the last two MATs are dominated by assassins. it was pretty obvious that they were too powerful. the fact that you people keep asking anet to "watch the meta" kinda indicates that none of you have any idea as to what's going on. sorry to burst your bubble, but sins are countered the same way any other melee class is. if you're making a referance to anti block skills, saying that it requires you to carry non-versitile skills in order to counter one style of gameplay, then i'd love to see what you do against AoG, guiding hands anything, or just generally anyone playing well.

you claim sins have some retard handicap, allowing them to chain their skills brainlessly, yet this is obviously untrue, because the builds that have worked in the meta are spiking builds, with next to (or none at all) no healing/defense utility/or escape options. its kill or be killed style play that takes a lot of knowledge of how, when, and where to strike, not just "i target u, no i hit 1-5.. i win". if you think thats what meta builds are, then you dont play the same game we do.

also, last time i checked, enchant removal, blind, anti melee, and blocking do wonders. dont cry to us saying we told you to learn how to play. if sins own you that bad, you clearly arent meant for this game, especially with much more dangerous builds/classes out there.. i.e. rangers/dervs/warriors.

"nerf nerf nerf... i cant beat it so nerf it". i hear people cry all day anymore about what doesnt need fixed, and this is exactly why we have a balance problem as is. *sigh*

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

...NPCs have no such luxuries...

I fear the 'meta' is perceived to be AB, where Sins and Nukers still dominate. Which is logical, since in this format they are the best/fastest at capping (see above statement).

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

Quote:
Originally Posted by Magikarp
sorry to burst your bubble, but sins are countered the same way any other melee class is. if you're making a referance to anti block skills, saying that it requires you to carry non-versitile skills in order to counter one style of gameplay, then i'd love to see what you do against AoG, guiding hands anything, or just generally anyone playing well.

you claim sins have some retard handicap, allowing them to chain their skills brainlessly, yet this is obviously untrue, because the builds that have worked in the meta are spiking builds, with next to (or none at all) no healing/defense utility/or escape options. its kill or be killed style play that takes a lot of knowledge of how, when, and where to strike, not just "i target u, no i hit 1-5.. i win". if you think thats what meta builds are, then you dont play the same game we do.

also, last time i checked, enchant removal, blind, anti melee, and blocking do wonders. dont cry to us saying we told you to learn how to play. if sins own you that bad, you clearly arent meant for this game, especially with much more dangerous builds/classes out there.. i.e. rangers/dervs/warriors.

"nerf nerf nerf... i cant beat it so nerf it". i hear people cry all day anymore about what doesnt need fixed, and this is exactly why we have a balance problem as is. *sigh* sorry to burst YOUR bubble, but your sheer stupidity just all came out with this post. if you think the problem is JUST sins, then your argument is valid. however, the sin is merely a very important cog in a very complex problem. that being, you can specialize all your build's spike power into two characters, and devote the other 6 in keeping the sins alive and shutting down their counters.

nerfing sins is merely the smartest and easiest way to remove this kind of dgenerate build from play.

and just fyi: no sin have completed a combo on me for weeks. i can deal with them. stop resorting to baseless insults, especially against those who are better informed than you.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by moriz
it takes a lot more skill to interrupt an assassin combo, compared to the skill needed to hit a few keys in order. Noticing that your prefered proffession is Ranger, that statement just made me lol. You might be a good player, to be quite honest, I don't know you and I certainly don't mean to be rude, but if you find landing Distracting Shot in an Assassin combo (especially one charged by an IAS) particuarly hard then perhaps you should choose a different proffession?

Sure Guild Wars is a game of Rock, Paper, Scissors, but the counters for the large majority of 1,2,3,4,5 Assassins are pretty damn basic ones: Kite, Blind, Stance block, Interrupt, KD, Decent Monk with half a brain, Snare, Hexbreaker, Holy Veil.

Aimed at no one in particular, Guild Wars is a game of Rock, Paper, Scissors. Instead of bitching because something is overpowered, build something to overpower it.

Not exactly rocket science now is it?

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

Assassins got hit way to hard in PvP thanks to all the whining about, and ye Unreal, I lolled too watching dat "OMG! ONOZ! I KANT DEESHOT TEH ASSASSIN COMBO!!11one" thingie, yh, what can be easyer, he jumps u autoclick D-Shot possibly making a v. short delay depending on what his secondary is, easy as pie!

In the rest I cant see any other uses then Shattersining for an Assassin in PvE, yes, Shattersining as a concept is whooohooo no defences instantly! But as a build it isnt overpowered at all as u will still lack the ambush and spiking factor wilst not being made for continous pressure as of low AL could make the job risky so its not overpowered in any way.

As for PvE, Assas can still do 40+ AoE and 120+ on-target DMG a second which is aweasome.

The verdict: In PvP: Bit overnerfed but still has good, balanced concepts. In PvE: Rocks big time as it has always done.

~Super Igor ~

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by Unreal Havoc
Sure Guild Wars is a game of Rock, Paper, Scissors, but the counters for the large majority of 1,2,3,4,5 Assassins are pretty damn basic ones: Kite, Blind, Stance block, Interrupt, KD, Decent Monk with half a brain, Snare, Hexbreaker, Holy Veil.
Quote:
Originally Posted by Bobby2
...NPCs have no such luxuries... /12chars....

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

Quote:
Originally Posted by moriz
sorry to burst YOUR bubble, but your sheer stupidity just all came out with this post. if you think the problem is JUST sins, then your argument is valid. however, the sin is merely a very important cog in a very complex problem. that being, you can specialize all your build's spike power into two characters, and devote the other 6 in keeping the sins alive and shutting down their counters.

nerfing sins is merely the smartest and easiest way to remove this kind of dgenerate build from play.

and just fyi: no sin have completed a combo on me for weeks. i can deal with them. stop resorting to baseless insults, especially against those who are better informed than you.
then why complain? if a defensive heavy build is running ramapnt (which is isnt) in the meta, counter that, if you dont want to counter it, dont. its your illogical hot-headed reactions, and people like you, that cause this game more hurt than good. you say "nerf the whole assassin for the greater cause", yet you never once think about the hundreds of thousands that love their assassins, and play them all the time. no one really cares that some nooby junk defensive anthem chaining sin gank split team walks around in gvg, when other balanced teams still spit on that crap.

you whine way too much for being someone thats "well informed". heres a little information that could go a long way.... no one likes a whiner.

Quote:
Originally Posted by Bobby2
...NPCs have no such luxuries...

I fear the 'meta' is perceived to be AB, where Sins and Nukers still dominate. Which is logical, since in this format they are the best/fastest at capping (see above statement). who cares? any class could cap in AB, so whats your point?

npcs are basic, damage dealing (or healing) computer controlled characters, and in AB and GvG, they do just that... basic skills, with basic reactions, that will only be so good. thats like saying "nerf mesmers because backfire kills my monk npcs".

sorry, but killing a few npcs isnt exactly enough for the damage that was caused to a lot of good skills that the sins had. a better work-around can always be found.. not nerfs into the dirt.

fyi, before shadowstepping, there was still teleportation, so nerf that too you criers...

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Bobby2
...NPCs have no such luxuries...
could give NPCs some blocking stances rangers get [card]Lightning Reflexes[/card] Wars get [card]Defensive Stance[/card]

could prevent the insta gib but yea QFT NPC<<<<<< Gimmik Sin

Unreal Havoc

Guest

Join Date: Dec 2007

"Oh no, they insta-gibbed my NPC!" :O

Yes, let's blame the Assassin, and not complain about fixing the flawed AI and lame choice of skill set that the NPC has to prevent insta-gibbing.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Unreal Havoc
and not complain about fixing the flawed AI and lame choice of skill set that the NPC has to prevent insta-gibbing. bingo

any proffesion can gank a npc they suck

hell a cripshot can sit there and degen em all to death......thats not right.....

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

1. Get a stopwatch.
2. Time the Cripshot on an NPC kill.
3. Time a basic AoD Shock Sin.
4. Compare the difference.

Quote:
Originally Posted by Unreal Havoc
"Oh no, they insta-gibbed my NPC!" :O
INDEED!

Quote:
Originally Posted by Unreal Havoc
Yes, let's blame the Assassin, and not complain about fixing the flawed AI and lame choice of skill set that the NPC has to prevent insta-gibbing. No. But under the current (flawed) system, Sins are the class most able to capitalize on this particular flaw - hence IMBA. The addition of block/blind defense on NPC skill bars would probably warp the meta too violently for Izzy to consider.

Don't look at me, I'm enjoying my Sin. For all I care it stays this way; though I'm prepared for more (useless) nerfs to come.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Bobby2
1. Get a stopwatch.
2. Time the Cripshot on an NPC kill.
3. Time a basic AoD Shock Sin.
4. Compare the difference. never said that the crip shot was faster i just said it could

but yea a sin has the quickest gank time of any proff right now it's fun to murder little npc's

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by RavagerOfDreams
but yea a sin has the quickest gank time of any proff right now it's fun to murder little npc's I hear ya - but ANet dozznt liek it

Leetwalrushunter

Academy Page

Join Date: Dec 2007

Buffalo NY

Wandering Eye (Perv)

Me/

Reefer Madness

Mr Fizzle

Mr Fizzle

Lion's Arch Merchant

Join Date: Aug 2005

W/E

Imo sins require little to no skill to play them,spam 1-4.Oh shit,the bsurge is coming let me come to the base in 2 minutes.

RavagerOfDreams

RavagerOfDreams

Desert Nomad

Join Date: Dec 2007

somewhere over the rainbow....

A/

Quote:
Originally Posted by Mr Fizzle
Imo sins require little to no skill to play them,spam 1-4.Oh shit,the bsurge is coming let me come to the base in 2 minutes. imo neither do wars

hit the monks -> adren gain -> 3....2....1..PULL MAH BLIND...SPIKE HIZ AZZ!!!!111!!!1!!

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

Quote:
Originally Posted by Bobby2
...NPCs have no such luxuries...

I fear the 'meta' is perceived to be AB, where Sins and Nukers still dominate. Which is logical, since in this format they are the best/fastest at capping (see above statement). all sins are good for in AB is picking off lone eles, sins are probably the worst profession for capping a shrine.