First Thoughts on Ritualist and Assassin

Tsunami Rain

Tsunami Rain

mmmmmmmm pie.

Join Date: Aug 2005

Honolulu, Hawaii

Favorable Winds [Gust]

Mo/

Just got done fooling around with my new assassin and ritualist. Spent all of my hard earned faction points on assassin and ritualist skills and runes. I have got to admit that I'm totally impressed by the ritualist skills and can't wait to try out some new builds . Well post your thoughts here
-Tsunami

--edit--
sry please move this over to pvp faction event forum

linz85

Academy Page

Join Date: Nov 2005

notts uk

UndergroundUk (uguk)

E/Mo

ritualist is great. love the mini healing with the spirits then killing em.brilliant. assasains look good to although i havent tried them yet. the stealth factor seems to work well on what i have seen

although i think alot of people went and unlocked runes first thus leaving them with no skills to unlock. ive seen a few peeps do that already.

i think tho arena net should of created a few more new proffesions, but so far so good

Khanoute

Khanoute

Ascalonian Squire

Join Date: Jun 2005

Ritualist spirits and Assassin evade skills make fights last much longer.
Seems like assassin skillset encourages people to use "hit and run" tactics.

And A/W are the new paladins in CA. Be afraid !

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

My thoughts:

Assasin:
- kinda annoying when they are evading
- fun, when they are the last one remaining, and shadow steps to flee
- like to apply conditions
- shove it back to em with plague touch
- 4 pips of energy regen, base armor 70
(in my opinion, could be abusable)

Ritualist:
- summoner
- summon lots of spirits
- annoying spirits

IlikeGW

Jungle Guide

Join Date: Aug 2005

The ritualist looks interesting. It may challenge monk as the most complex utility class. I'm concerned like another great class, mes, it will be overlooked because people don't understand it. I think it could serve more of a middle ground than mes has though, making them like an engineer in other games placing mines, repair stations, etc... on things and around the field.

The ninja is just rad. I mean, c'mon teleport is awesome in putting strategy in the player's hands and not just numbers. People who hate this are the people who insist every group be nothing but another variation of dps spike. I welcome the many changes in melee the assasin is going to create.

Xenrath

Xenrath

Desert Nomad

Join Date: Oct 2005

W/Me

Just had a very quick look with the template A/W build; seems to be based off combo/chained attacks, each following attack dependant on previous one. Must do attack 1->then attack 2->attack 3 etc. Just tried versus AI and kind of sliced through them rather quick, especially the non-warriors (though warrior still took quite a bit of damage)

Seems to do rolls while running around for no apparent reason Then again real ultimate power ninjas just flip out like that, for no reason at all!

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

If I've read the skill descriptions correctly, assassin can inflict 5 conditions in 3 attacks. Cripple, Dazed, Blind, Bleeding, and Deep Wound. Pain...

Read the skill description Dulled Weapon closely. There are a number of skills that have some mistakes in their text...

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

im disapointed in the assassin, they lack real damage with their weapon only being 17 damage, i like the good chances of inflicting critical and dual hits, but those just make you do warrior damage amounts, very annoying. MAJOR weakness to missing and that causing your attack skill chains to fail, i had to use warriors cunning or rigor mortis just to NOT completely suck, but doing that made me burn points that really needed to be put in dagger and critical attributes added more lack in damage, more annoying. being target by all other classes cause they know your a weak mofo is the most annoying of all, and burning skill slots with evasive and defensive stances just furthers your lack of damage

ritualist on the other hand is AWSOME. i spent the last hour and a half using a Rt/Mo with zealots fire and lots of spirits and using the skill that makes you jump from one spirit to the other, even more fun when you use the elite that knocks them down perpetually and even longer if you add the spirit that makes them steal life with every hit. thumbs up ANET on that one.

conclusion: assassin - needs a major tweaking (or just me using it as a RP character to really get used to this chain skill system, very hard in the middle of a pvp match with people pounding on you and NO MONK, 30~ something matches and not a single monk JEEEEEEEEZZZZ)
ritualist - fun to play, but really halfass when it comes to any real strategy, BUT SO FUN TO PLAY
these both will need work to have any real merit in pve situations

xxSilhouette

xxSilhouette

Desert Nomad

Join Date: Jan 2006

Lost in the sands of time...

Blood Of Orr [BoO]

R/Rt

I haven't gotten to much with them yet, I have dial up so i waitied and waited and waited for the new update to complete. and this morning i checked out the character creation screen's of the new classes.

So far they look great to me - I LOVE the new login screen and the new music on there

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

I havent played the Assas., but I can comment on the Ritualist.

First:
- The Rit/mes template SUCKS BAD. Its like all these spirits that dont work together, and mantra of Resolve so you dont get interupted.

- The Weapon Spell class of skills is a neat thing and once the skills are researched I'm sure Ritualists will be an asset to a party just for these types of spells.

- Alot of the Spirits I can see are just there...to be there... for all the spells that need them. The recharge on some of these is insane for the effect. That elite spirit you get on the rit/mes lasts like 3 seconds even when its not being attacked - this is because it sacs like 1/4 of its life (literally) just to attack...

- My biggest spirit gripe is THEY WERE NOT FOLLOWING TARGETS. I dont know if this is a glitch cause the update is new, or what, but when I summoned a spirit - It'd go off and attack whoever it wanted.

- The idea of held items and their effects is pretty good. Again once all of these are researched some fun Ritualist builds will come out of some of them.

BigTru

BigTru

Jungle Guide

Join Date: May 2005

Assassins don't seem as offensive as warriors and have worst armor to boot. Not to mention female assassins run like drunken chimpanzees and look anerexic(sp). Ofcoarse, that's just my impression. This is, after all, not the final product.


Well, that was my impression.

Marus Varrus

Marus Varrus

Academy Page

Join Date: Apr 2005

Alabama USA

Force of Arms

W/R

with all the conditions assassins throw on I can it working well as a alternate frag build.

UrikoBB3

UrikoBB3

Ascalonian Squire

Join Date: Jan 2006

Middlesbrough, UK

Envoys of the Phoenix

N/Me

Just been messing around in the PvP event with an Assassin (The Shadowblade build)

My god, I love them. I really like the way Assassin attacks link up. Anyone like the Movement boost move that teleports you back to where you activated it once it's over? :P

The only problem I have is with the appearance, the pallet of options seemed a bit limited (as far as face/hair style+colour go). Seem to recall other classes having more options- whether this is just because this is a teaser weekend, I don't know.

When Factions is released, I'm so making an Assassin.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

The Assassin skills are brillant, but the prebuilt template is very bad. The Ritualist templates, on the other hand, are far better. Assassin as a whole seems like a frustrating class to play but it has some excellent utility skills that I can see being useful as a secondary to every single primary profession.

Ritualists are extremely annoying and considerably powerful. I cant see a way to effectively shut them down either. Every single attribute is excellent and has great skills associated with it. I'm going to miss this class a lot after the event even though I've been playing with the Assassin more.

senji

Ascalonian Squire

Join Date: Aug 2005

Aesir's Lost

W/Mo

I've been playing with the E/A template with Shadow Step.

So far I've found it irritating that you can't chain skills with Shadow Step ... if you Step to the target and queue up a skill like Inferno, you do the teleport, then walk back to where you were before you cast Inferno.

To make it work properly, you have to wait for the Step to resolve, then move around a bit, then cast Inferno.

Anyone know if this is by design? It's kinda hokey to me.

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

The assasin's damage should not be buff, if they are buffed... it will go out of balance. The reason due to things like order of pain/vampire, conjur [element], etc is making them very powerful.

AoE > ritualist, it seems ele just got a new job. Well, mainly searing heat is actually useful now.

Ritualist spirit are really annoying... not that they hurt or anything, but they get in the way. If one lag a little while chasing, they get stuck on the spirit and warp back and forth.

Ritualist is a weird class to play. Haven't find a decent build to farm faction thou.

Woutsie

Woutsie

Wilds Pathfinder

Join Date: Jul 2005

Belgium

What are your thoughts about them? There are already lots of players with these professions. Too bad I don't have any Faction atm

I was checking out the Priest of Balthazar to check out the skills of the Assasin. If I really had to choose, I would pick the Ritualist. I thought Assasin would do alot of damage and stuff, but I was wrong.

Discuss it all here, as I haven't seen another thread about this...
Suggestions are welcome

Lord Palidore

Lion's Arch Merchant

Join Date: May 2005

Yeah, I was looking forward to Assassain too. I also thought they would do more damage then they do, but I dont know. Maybe I'll have a change of heart once I unlock some skills for it.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

All I know I was a HELL of alot more successful with the pre-made builds that involved ritualists than the assassin ones.

Could be just bad luck though.

PawnBoy

PawnBoy

Academy Page

Join Date: Feb 2005

Canada, Ontario

Team Backspace

N/R

I can see myself enjoying the assassin more in PVE, and, of course, once I get some more skills unlocked and have a little more freedom. The real reason I'm not enjoying the assasin as much as I think I should be is because I feel constrained by the build. I guess I should've saved up a whopping amount of faction to spend.

Manda Panda

Manda Panda

Frost Gate Guardian

Join Date: Sep 2005

Shadow Wanderers

Well, I've played a few rounds of assassin/ranger, but not really enough to judge the usefulness. I'll see what happens when more of my guild gets on and I can see how it works in a skilled team.

My biggest gripe with the assassin is how conditional a lot of the attacks are. Nothing against strategy and careful attack timing, but to have an attack that only works after another attack, plus the target has to be knocked down AND hexed or whatever, seems a bit overkill.

Quote:
- 4 pips of energy regen, base armor 70
(in my opinion, could be abusable)
It's the same as a necro wearing necrotic/tormentor's has.

Quote:
If I've read the skill descriptions correctly, assassin can inflict 5 conditions in 3 attacks. Cripple, Dazed, Blind, Bleeding, and Deep Wound. Pain... And then if you throw in a ranger secondary w/ apply poison...ouch.

I've read through the ritualist skills, and the class sounds really interesting. Seems like it'd be tough to learn how to play though. I'd probably want to read through the list a few more times before I try it.

Dougal Kronik

Dougal Kronik

Forge Runner

Join Date: Aug 2005

Ontario, Canada

Glengarry Fencibles

R/

I just tried the prebuilt Assassin. I like the aspect where the skills are chained. The shadow stepping attribute and skills will take a little longer top get used to. The assassin skills are good enough for damage output, and the conditions they can dish out - WOW!

I have to agree about the pallette, and I hope they change the emotes so it's not a dupe or the Ranger. Probably just because it's the teaser weekend.

I wish I would have played more PvP to get some faction to unlock skills, or maybe ArenaNet could have had the Training area more along the lines of PreSear - so we could have done some simple quests to unlock a few more skills for the arenas. I do understand that this a PvP weekend but give me a few skills to play around with since I have no factioon (had to use a new account - no free slots on my main one ).

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Just spent 2 hours trying out the new classes in pvp. Assassin is a runner's delight. W/ their evade and running skills, a CA match will last forever if the Assassin player knows how to run. The complex attack chains will separate the dedicated melee'ers from the casual attacker. A condition inducing assassin and a fragility/epidemic mesmer grp is a scary thought, partcularly for the opposing monks.

But I'm more worried about ritualists. their ability to heal via restorative skills really give monks a run for their money. And a 5 second rez spell with no recharge time (flesh of my flesh)? Very troubling to me (if the secondary is Me you could throw in a mantra to prevent interruptions).

Also, I think the wording for the description of Weapon of Warding is a bit off. The second sentence should read, "The Weapon of Warding grants ally a 50% chance to block physical attacks and a +(insert number) health regeneration." Currently the second sentence reads, "The Weapon of Warding grants a 50% chance to block and you gain a +(insert number) health regeneration." Read literally, that sentence means the target gets 1/2 chance to block all attacks and the caster gets the health regen benefit. This doesn't seem to be the case from my playing experience. Hopefully someone from AN will read this post and make an adjustment to the skill description.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Racthoh
If I've read the skill descriptions correctly, assassin can inflict 5 conditions in 3 attacks. Cripple, Dazed, Blind, Bleeding, and Deep Wound. Pain...

Read the skill description Dulled Weapon closely. There are a number of skills that have some mistakes in their text... I had a Warrior build that could inflict 5 conditions in 3 attacks. It doesn't work too well in PvP, since it gives a huge boost to Mend Ailment. Maybe Dazed might alleviate that.


Assassins shouldn't do a huge amount of damage, the way they are now. They have 10 less armor than Warriors, but double the energy regen and 35 energy (with Zodiac). That makes them much more versatile.

Also, Vengeful Was Khanhei is INSANE. If there is any skill in the game designed to kill Assassins/Warriors/IWAY, it is this one. Plus, it's in the Restoration tree, so you can stick it on a healer.

While this preview is a lot of fun, it really makes me want to make a PvE Ritualist. Some of the spirits (AoE Shielding Hands, AoE Mending, AoE Prot. Spirit) might work very well in high end content, especially when combined with Consume Soul.

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

And btw, I think the best way to stop ritualists is mesmer---interruptions (including Power Block) and edenials. In chap 2, I think that every pvp grp will eventually include a mesmer or 2 to powerblock ritualists.

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by theclam
I had a Warrior build that could inflict 5 conditions in 3 attacks. It doesn't work too well in PvP, since it gives a huge boost to Mend Ailment. Maybe Dazed might alleviate that.


Assassins shouldn't do a huge amount of damage, the way they are now. They have 10 less armor than Warriors, but double the energy regen and 35 energy (with Zodiac). That makes them much more versatile. And to add to the point regarding energy, check out the assassin shadow arts skill "Way of the Lotus." It's a hex spell that gives the assassin 5+ energy for landing a dual attack.

toastgodsupreme

toastgodsupreme

Wilds Pathfinder

Join Date: May 2005

United States

Me/

Disapointed that Rit spirits don't stack from the same caster (I have no idea if they'd stack with another Rit's spirits on the same team though).

Assassin has some interesting skills in it's lineup, but aside from looks, I don't really see the class comming into it's own (maybe not... looking through the skill list again, maybe I underestimated it). A chain-based sin is easily shutdown with just a simple stance or aegis or ward. One miss/block/evade and it looks like the entire chain is shutdown.

With their armor and energy regen, I see thumper bunnies being replaced by thumper assassins. Increased crits with the hammer = scary. Combined with the following skills, I can see some badass RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing KD/spike sins comming out:



Scorpion Wire
5 energy, 2 cast, 30 recharge
Hex Spell. For 8...18 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range.

Siphon Speed
5 energy, 1 cast, 5 recharge
Hex spell. For 5...13 seconds, target foe moves 15% slower and you move 15% faster.

Critical Eye
5 Energy, 30 recharge
Skill. For 10...30 seconds, you have an additional 1%...6% chance to land a critical hit when attacking. You gain 1 energy whenever you score a critical hit.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

An assassin frag build would be downright horrendous in terms of pain factor. With attacks that are buffed if the enemy is suffering from ANYTHING, Sin could do what he/she should do, kill VERY fast and run like wuss into the night to kill again...

Markaedw

Markaedw

Desert Nomad

Join Date: Nov 2005

N/

I looked at assasin skills before work, the chain seems a good idea, BUT any interupt will put it to a screaching halt.

I wasn't to impressed by the premade, but I may have to use it for a little while while I build up my faction points (my only PvP is snowball fights). The training was pretty fun I may have to try it out while I wait for to put together a titan group.

Speaking of which, I don't see the assasin holding up well against the titains or any high level Krytain monster, unless their teleport attacks ignore status disorder or conditions. But since chapter 2 won't be in Kryta it may not matter and the final boss in chapter 2 maybe weak against status disorders, just as the titans are weak against elemental attacks.

An interestiong concept. A boss that has high armor, massive attacks but a long load time, fountains when bleeding, pratical moves at a standstill when crippled, can't overcome poison, and recover from dazing.

I wasn't able to judge, but I don't see how the assasin skills will work as a secondary.

Arcador

Arcador

Wilds Pathfinder

Join Date: Jul 2005

--

R/N

I am scared of some skills - I mean there are like - dissable casting spells for 9 secconds (poor monks) OR target foe cannot be targete by enchantments for 8 seconds (poor protector).
...scary...

Markaedw

Markaedw

Desert Nomad

Join Date: Nov 2005

N/

Quote:
Originally Posted by Yukito Kunisaki
An assassin frag build would be downright horrendous in terms of pain factor. With attacks that are buffed if the enemy is suffering from ANYTHING, Sin could do what he/she should do, kill VERY fast and run like wuss into the night to kill again... Yep that is the point of assasins

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Consider this Ritualist skill if you would...

Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.

Then think of a Barrage ranger with a Ritualist friend...

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Quote:
Originally Posted by MSecorsky
Consider this Ritualist skill if you would...

Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.

Then think of a Barrage ranger with a Ritualist friend... I'm personally stunned that they created Weapon Spells. Rangers and Warriors are already superior damage dealers compared to any other class and now they get *more* buffs?

Traps

Traps

Academy Page

Join Date: Jun 2005

Elicit Killjoy [eK]

W/

Quote:
Originally Posted by MSecorsky
Consider this Ritualist skill if you would...

Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.

Then think of a Barrage ranger with a Ritualist friend... damn that is crazy

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Unless Barrage is changed to also disable weapon skills (like preparations), then I'm changing my Rangers secondary when Factions is released.

Man, think about what this could to do an IWaY team, for example, if two barragers with wailing are pouring into them!

I'm tingly.

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Since I got home from school today, I've mainly been assassing around...oh wait, assassinating. Personally I like the R/A template, though I'm starting to unlock skills so I can customise. I briefly tried the ritualist with all those spirits, but figured I'd leave it till a bit later, after I've finished assassing...assasinating.

Markaedw

Markaedw

Desert Nomad

Join Date: Nov 2005

N/

The assasin doesn't have a dance emote loaded in, they do have nice underwear, alot like the necro tat (a tleast the females).

I always have my assasin run with her secondary weapon, how could any human run like that.

Jenhra T

Pre-Searing Cadet

Join Date: Dec 2005

I have not been able to play yet, but just looking at the skills it seems that the Assassin is the perfect Monk killer. I mean, with skills that remove enchantments, punish kiters, and make you be able to bypass body blocks it seems like they will be on a PvP to do exactly what their job is, assassinate a specified target.

About them being interrupted and getting their chains messed up... that is why that have so many skills that "evade" or "block." Yes, a single Rigor Mortis screws this up, but then again every build has its counter. I like to think of an assassin who puts up the ability making them immune to damage from spells or attacks, kills the enemy monk, and teleports back to his/her own monk for a heal.

Assassins also are great against those runners that make some Arena matches so annoying.

As far as Ritualist is concerned... I see new potential for n MF (minion factory) build. Flesh of My Flesh to rez (5 seconds to cast, faster than other rezzes, even faster with Mesmer primary and fast casting), be near the Monk for a heal area to recover lost health. The enemy brings EoE? Bring your own, along with Consume Soul. Now you just replace their EoE with your own, you consume it, and give the party a nice heal. They can't lay down EoE again for a while, and when/if they do, you fast cast your own, consume it, and heal your party again.

Mysterial

Mysterial

Wilds Pathfinder

Join Date: Aug 2005

Servants of Fortuna

E/Me

Quote:
Originally Posted by MSecorsky
Unless Barrage is changed to also disable weapon skills (like preparations), then I'm changing my Rangers secondary when Factions is released.

Man, think about what this could to do an IWaY team, for example, if two barragers with wailing are pouring into them!

I'm tingly. I'd be more worried about how much more powerful an IWAY team will be if you swap one of the casters or trappers for a Ritualist doing nothing but spamming Weapon Spells on all the warriors.

LivingDeadGrrl

LivingDeadGrrl

Academy Page

Join Date: Aug 2005

Ohio

N/Me

Typically, I'm not this superficial (so you know where this is going so turn back now!), but something has to be said.

/rant on

I don't think there should be a choice between looking good and being well protected, I think you should be both. When I pictured a Necromancer, I thought the females would end up looking more like gurl from "Underworld". I thought their armor should be sexy and functional. IMHO, Necro armor doesn't look good until you have to spend a fistful of money on it. Same with the Elementalist I started this week. I got her the good armor when I took her Post-Searing, and she looks like she's in a really bad denim mini-skirt outfit from the mid 80s. But if you want to be not so protected, you can get the lesser, "cuter" armor.

I hoped that the female Assassin and Ritualist would look better... MOVE better, but they don't. Depending on the current combo you choose, the Assassin can end up looking like another child of the 80s, in Spandex biker shorts or suited up to her eyeballs (literally!). Same with the Ritualist.

Their movements are ridiculous. The Assassin runs in combat like she's got a club foot, and the Ritualist moves as if she just stepped out the brush. If she suddenly sat down, and began beating on a drum during a spell I wouldn't be a bit surprised. And why do both have to stand with their legs 3 feet apart? Very unladylike! *lol*

I sincerely hope that there is a major armor update not only to the new classes that are being introduced, but to the current ones as well. GW has a lot of players - there's not only someone out there that looks just like your character, but there's thousands of 'em! We need more choices. And really, when designing these female characters, can someone please try to remember the FEMALE part first?

/rant off *lol*