Assassin Skill List
Sayshina
It seems to me that the best asn skills are the tele skills.
It should be workable to set up a tele spike (ranger, air, even war's, and of course some of the asn skills are made for spiking) from someplace safe. 4 or 5 members zoom in, spike the target, and are safely back behind the wall before you can say boo.
They shouldn't be exposed long enough to worry about getting spiked in turn, bonds would go a long way toward both protecting the attackers and the tele enchant, healing needs would be at a minimum, and I'd expect it to have about the same power as an IWAY team, with fewer weaknesses.
Of course, it would be much harder to time correctly, and would not work well for PUG's.
It should be workable to set up a tele spike (ranger, air, even war's, and of course some of the asn skills are made for spiking) from someplace safe. 4 or 5 members zoom in, spike the target, and are safely back behind the wall before you can say boo.
They shouldn't be exposed long enough to worry about getting spiked in turn, bonds would go a long way toward both protecting the attackers and the tele enchant, healing needs would be at a minimum, and I'd expect it to have about the same power as an IWAY team, with fewer weaknesses.
Of course, it would be much harder to time correctly, and would not work well for PUG's.
skeetman1589
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Originally Posted by LaserLight
Dude...Falling Spider is used after Horns of the Ox in the Fang of Melandru preset. Take a peek around :-P
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Phades
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Originally Posted by SaintGreg
Dark Apostasy + Wild blow is going to a great way to help your warriors hit with their big attacks. I think this will be a very good way to take out a boon prot, because every wild blow (assuming you aren't blinded) is one enchantment removed, along with a decent chance (i think 40% range) of removing an enchantment on a regular hit.
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On a related note, i was wondering if anyone else thinks that wild strike being a off hand attack is like the least intuitive thing ever? If i want a stance gone, id want it gone on the first hit and i might as well use something that crits and always hits. Furthermore if i am having problems hitting due to a defensive stance, ill never get to use it unless i cast way of the fox first on my lead off attack and cast it again on my off hand attack, but do so really really quickly or lose the combo. Furthermore, the attack cycles every 4s and there is no lead off attack that can keep up with that recycle rate. This makes the entire skill rather pointless for a lack of a better word, since combos can not work out of sequence like adrenalin skills or be transfered between targets. Since it does not auto crit and auto hit, it should be a lead off attack.
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Originally Posted by Guardian of the Light
hmm let me see if I cna find any ideas similiar or the same to the current Assassin skills that are on my thread earilier with ideas http://www.guildwarsguru.com/forum/s...ad.php?t=80738
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themesmeroftime
Are these all the skills that are going to be released with the profession, or are these the ones that are confirmed?
Rikimaru
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Originally Posted by themesmeroftime
Are these all the skills that are going to be released with the profession, or are these the ones that are confirmed?
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Zhou Feng
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Originally Posted by phosho
heh, just spam the keyboard since most of the attacks 3/4 casting.
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Rambo'
I'd personally like to know why they made them look like 'power rangers' or something from 'teenage mutant hero turtles'. Don't you think they look like shredders grandson with an attitude problem?
Samueldg
I liked the a/w preset build...
it was a LOT of fun running and gunning lone casters and other builds.... ...
I dropped one of the skills and picked up some tactics and sig of heal....
Id cast the speed/tele spell and had 13 seconds if messing with ANYone I wanted only to return far enough out of zone to hit heal sig... and do it again..
Id ping on who I hit and another party member would finish them off If I didnt get them with the 4 combo skills.
awesome run and gun build... gotta remember NOT to let them gang up on you.. and use the teleport effectively.
I think the tele skills will be the new thing for monk secondary..
it was a LOT of fun running and gunning lone casters and other builds.... ...
I dropped one of the skills and picked up some tactics and sig of heal....
Id cast the speed/tele spell and had 13 seconds if messing with ANYone I wanted only to return far enough out of zone to hit heal sig... and do it again..
Id ping on who I hit and another party member would finish them off If I didnt get them with the 4 combo skills.
awesome run and gun build... gotta remember NOT to let them gang up on you.. and use the teleport effectively.
I think the tele skills will be the new thing for monk secondary..
KvanCetre
Shroud of Silence is going to be absolutely devistating to one-monk arena teams. I think I'll buy this skill next event... especially if you have deadly arts of say, 14-16... it'll most likely be a whole 10-12 seconds without heal. If you happen to have a a high damage team member(say, a hammer warrior) you pretty much win.
Especially if you start out with caltrops....owwww
Especially if you start out with caltrops....owwww
Phades
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Originally Posted by KvanCetre
Shroud of Silence is going to be absolutely devistating to one-monk arena teams. I think I'll buy this skill next event... especially if you have deadly arts of say, 14-16... it'll most likely be a whole 10-12 seconds without heal. If you happen to have a a high damage team member(say, a hammer warrior) you pretty much win.
Especially if you start out with caltrops....owwww |
Tarot Ribos
Is it just me, or did Heart of Shadow become the caster's anti-warrior skill of choice?
Seriously, 5 energy. 45 second recharge, 60 second duration. In other words, it's easily maintainable.
Getting back 60 health every time you get hit in melee should about negate the damage. And the added effect of shadow-stepping around allows for kiting capabilities the likes of which are just annoying.
Illusion Mesmers especially will be enjoying these teleportation skills. Play with the warriors while they run around shouting, "get back here, ye pansy!" Or something like that.
Assassins are definitely not tanks. Hit and Run, on the other hand, is the way to play. And is anyone else thinking R/A, with those defensive stances to evade attacks?
Shadow Step has just won the award for "most vexing skill." Seriously. You've finally got that assassin pinned down, and then all of a sudden... *POINK!* He's halfway across the map. Or just as you're about to lay down that Moebius Strike... *POINK!* You are no longer near the enemy. Dur. Bad timing.
On a different note, did anyone try the Deadly Arts line? With the Assassin's four pips of energy, I'm curious as to how well he can act as a supporting caster with Damage and hexes. After all, why do they have to rush in and attack? Dancing Daggers looks like a nice skill...
Seriously, 5 energy. 45 second recharge, 60 second duration. In other words, it's easily maintainable.
Getting back 60 health every time you get hit in melee should about negate the damage. And the added effect of shadow-stepping around allows for kiting capabilities the likes of which are just annoying.
Illusion Mesmers especially will be enjoying these teleportation skills. Play with the warriors while they run around shouting, "get back here, ye pansy!" Or something like that.
Assassins are definitely not tanks. Hit and Run, on the other hand, is the way to play. And is anyone else thinking R/A, with those defensive stances to evade attacks?
Shadow Step has just won the award for "most vexing skill." Seriously. You've finally got that assassin pinned down, and then all of a sudden... *POINK!* He's halfway across the map. Or just as you're about to lay down that Moebius Strike... *POINK!* You are no longer near the enemy. Dur. Bad timing.
On a different note, did anyone try the Deadly Arts line? With the Assassin's four pips of energy, I'm curious as to how well he can act as a supporting caster with Damage and hexes. After all, why do they have to rush in and attack? Dancing Daggers looks like a nice skill...
Banebow
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Originally Posted by Tarot Ribos
Is it just me, or did Heart of Shadow become the caster's anti-warrior skill of choice?
Seriously, 5 energy. 45 second recharge, 60 second duration. In other words, it's easily maintainable. |
Phades
Quote:
Originally Posted by Tarot Ribos
On a different note, did anyone try the Deadly Arts line? With the Assassin's four pips of energy, I'm curious as to how well he can act as a supporting caster with Damage and hexes. After all, why do they have to rush in and attack? Dancing Daggers looks like a nice skill...
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The truth itself
Shadow Form just begs for a 55 monk, its a super spell breaker.
Gethrel
About damage output on Assassins I managed to "kill" the 100 armor barrel dummie at "No name island" in 14s once (mean 15.2s tho) With a A/W (= no poison) try to kill it with another character (warrior) and see how fast you can get it down...
Reks
Quote:
Originally Posted by Phades
On a related note, i was wondering if anyone else thinks that wild strike being a off hand attack is like the least intuitive thing ever? If i want a stance gone, id want it gone on the first hit and i might as well use something that crits and always hits.
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Quote:
Expose Defenses 10 energy, 2 cast, 10 recharge Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks. |
tastegw
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Originally Posted by Phades
It works as long as the monk in question does not run CoP.
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Miss Innocent
I did notice that playing with an assassin felt an awful lot like lag -- at least with the teleportation skills.
"I'm here.... wait, no I'm over there... and now the guy I was chasing is behind me.... wait, none of us are assassins, I hate lag!"
I found the Assassin to be rather fragile. It's also hard to be a "hit and run" class when you practically have to stand there and beat on somebody.
I was mostly frustrated by lack of Faction.
"I'm here.... wait, no I'm over there... and now the guy I was chasing is behind me.... wait, none of us are assassins, I hate lag!"
I found the Assassin to be rather fragile. It's also hard to be a "hit and run" class when you practically have to stand there and beat on somebody.
I was mostly frustrated by lack of Faction.
Shatterstone
anyone else think shadow forms going to own? i mean think about it for 17 seconds your practiclly invinciable. just shadow step in beat the crap out of target and then use return to tele back to monk and heal. Also a shadow healer would rock monks with assassin subs will be ammazing they will be annoying to kill and can use return to get to allies in trouble insanelly fast.(i <3 return. heres a build i thought up(pobally not to great because of this )
shadow form
return
entangeling asp
jagged strike
falling spider
shadow refuge
twisting fangs
horns of ox
shadow form
return
entangeling asp
jagged strike
falling spider
shadow refuge
twisting fangs
horns of ox