Quote:
Originally Posted by XrunehunterX
ok i can reduce the damage bonus but also realize that when this enchantment is on you have - 20 armor for a sin you have a base armor of 70 so you would have 50 armor and then + the fact that you take DOUBLE damage i mean think about that if you got hit even 1 too many times youd bee screwed really fast. all a party has to do is target you for 10 seconds and your prety much dead. now granted that in AB i would agree that would pwn but it only last for a max of 10 secodns and has a recharge or 25 and i can up the recharge time aswell. so personally i think this is a well balanced skill. you need to look at both the ups and the downs. Great potential for dealling damage and great potential for taking damage.
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The "side effects" of using the skill were why I pointed out those two shadow arts skills. They can be used to almost negate the negative effects once you've finished your chain. Consider this as a starting skill bar (replace first blank with your skill):
[build prof=a criticalstrikes=12+1 daggermastery=11+1+1 shadowarts=6 nosave][golden phoenix strike][trampling ox][falling spider][twisting fangs][no skill][feigned neutrality][no skill][res sig][/build]
I've got a primary only sin, with a huge spike that costs me 35 mana (assuming I don't use zealous or get any crits out of 6 hits), with shadow step (meaning basically 0 warning for the target), lots of mean conditions, a quick KD, and after the 2-3 seconds it takes to get the chain off I can put up feigned neutrality to wait out the remaining 5-6 seconds of your skill. To top it all off, I have a utility slot without anything forcing me into a secondary class. I can bring enchant removal, stance removal, other anti-block, snares, condition removal, or other nasties.
Also, there are other ways to remove the enchantment from myself once the spike is over. You don't have to rely on waiting it out. Dervs have some great stuff like [rending touch] or [signet of pious light]. Heck, even tho it's basically useless for non-primaries normally, the monk skill [contemplation of purity] would be great for guaranteed removal in an enchant-heavy team.
And this is a single assassin in a vacuum. A prot monk with [prot spirit] (or [spirit bond]) would go even farther to reducing the impact of the negative effect without the need to spec shadow arts. I could dump those points into an a/e and get [conjure
[email protected]] (I'd drop another rank from daggers for the extra two in conjure) for even more bonus damage, like Marlin said. But the point is I now have TWO utility slots, no primary class, and some free attribute points floating around.
I don't want to discourage you here. It's been a lot of fun thinking of ways I could use this skill in game (and I'm sure more creative people then me could do even better)

. I just think it has too many positives all together that any one negative can't compensate for them. I've longed for a primary-class IAS (let alone 33%) with assassin for a long time, but it's obvious ANet considers the IAS itself overpowered, and with good reason. It opens the door for all sorts of mean combos/utility with classes that don't have IAS. I honestly think that the 33% on it's own would be elite-worthy, and any one of the additional mechanics (shadow step, + damage, crip) would need a side effect for balance.