Oh heck. Assassins. (Mesmer thread.)
Avarre
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And if Mes is throwing occasional hexes their way, two or three hexes won't be enough to shut them down, especially when the Mesmer's Necro buddies are disabling other melee characters.
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Quote: And Warriors and Rangers have an easier interrupt style? Apart from HamWar KD (which Ward of Stability will have a dramatic effect upon) and the occasional Choking Gas interrupt (or Broadhead Arrow in Factions), Warriors and Rangers pose less of a threat to Mesmers than Assassins, especially when you're discounting Assassin CasterHate on the grounds of the Mesmer cast rate and the attacker's interrupt styles. Hrm, whats more dangerous. An assassin's distracting attack (which isn't instant) or things like punishing shot, savage shot, and your own mentioned Broad Head Arrow. Assassins also have to chain up for certain interrupts, making them atrocious to use in actual conflict where you might need to interrupt something immediately.
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But warping into a situation like that isn't playing intelligently, and the smart Assassins won't warp like that.
So why would a Mesmer spec into an Inept build? Why would they spec into WarHate at all? Some of the "best" counters to Assassins in this forum have been relying on Mesmer Illusion. It makes little to no sense
Diversion + distortion is enough to cripple an assassin, and it's part of a standard domination build often. I believe I mentioned that back near page 1 or 2. Quote:
They either wait out 6 seconds, which isn't terribly long, or they go right through their chain, get their target under 50% health (which isn't hard at all), then use Moebius Strike.
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Am I to doubt Assassin skills simply because various Warrior anti-evasion skills are less than spectacular? I count no more than five anti-evasion skills in Warrior. And out of those five, only three are actual anti-evasion. I promise you that Assassins easily have more potent and numerous anti-evasion skills. Try playing Assassin if you don't believe me. Look at their skill synergy. They're far more a debuffer class than you're giving them credit for.
Diversion + distortion is enough to cripple an assassin, and it's part of a standard domination build often. I believe I mentioned that back near page 1 or 2.
Diversion can be handled by waiting out the 6 seconds, or Moebius Strike. Distortion...a well-played Assassin won't care about Distortion. ~_^ Quote:
And the smart counterteam will take the fight to them as well. You can't assume the assassin is smart when the rest aren't.
Quote: 6 seconds IS a long time to be useless if you're low AL in the middle of the enemy team, a good mesmer will diversion them while they're using skills not giving them time to cancel, and there are glyph/recovery builds that can keep diversion up permanently. Quote:
The "rest" being other players of any professions, I'd imagine? There are going to be completely stupid Assassin players, sure. Just like there are completely stupid Eles today. Or completely stupid Monks, or Mesmers, or Rangers, you get the idea. But that doesn't automatically mean that all counters to those profession morons will translate to the skilled players. And yes. I'd expect the smart counterteam to take the fight to that Assassin. All the more reason for the Assassin to pay attention.
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6 seconds IS a long time to be useless if you're low AL in the middle of the enemy team, a good mesmer will diversion them while they're using skills not giving them time to cancel, and there are glyph/recovery builds that can keep diversion up permanently.
If the Mesmer can Divert the third skill in the attack chain a milli-second before the Assassin uses it so the Assassin can't cancel it out, I'll give them a cookie. ^_^ If the Mesmer Diverts the lead attack, wouldn't it be a sound strategy to bring a second, cheaper lead in anticipation? Quote:
Point to where I've said (or implied) anything of the sort and I'll concede the point. As far as I can recall, however, my point is and has always been that Mesmers should not underestimate Assassins, and certainly should not shrug them off as mere second-rate Warriors. Check your aggression. And don't try to play spin-doctor, lol.
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No, I am not. I said it will have its uses. And it will have its uses. Check your aggression, mate. It's completely unnecessary here.
Quote: The only Assassin skills that can cause any notable damage are Temple and Moebius Strike. I clearly doubt you will be able to do your skill sequence to get to use those and, mind you, even if you do, nothing you do cannot be easily handled by the Monk on the team, which, doh!, you are not targeting because you are busying yourself with a Mesmer. If you honestly believe that Temple and Moebius Strike are the only notable damage skills in the Assassin skillset, you really do need to read-up on Assassins, mate.
What's even more interesting (and telling) regarding your assessment of Assassin skill sets is your implication that Temple and Moebius Strike are only accessible after one does the skill sequence. Anyone minimally versed in Assassin build design would never, ever place Temple and Moebius in the same sentence, in the context you're using. Assassin players (and those open to what Assassins offer) know what I'm getting at here.
Also, nowhere in this thread have I been talking about targeting Mesmers above any other professions. But if the opportunity presents itself, and if the situation calls for it, the Assassin should certainly knock out the Mesmer who is disrupting a Monk. In 8v8, there's considerably more versatility and fluidity in team combat. Assassins won't always have to target Monks or Ritualists, especially if the team has another CasterHate build. Again, check your aggression, please. I'd appreciate some more comprehension and less spin-doctoring.
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Elite skills. Clearly doubt they will ditch their precious elite for this.
I plan on taking one of the following depending on my build to help handle Assassins: Shacks, Empathy, or IoR. Other than that I will leave it to the team Necro or whoever is doing the Warriors Bane.
Go right ahead. Good Assassins won't care. And by "Warrior's Bane," I hope you aren't referring to the pre-built N/Me template. Quote:
Clearly a ridiculous statement.
Quote: For 5..17 seconds, off-hand and dual attacks cost no Energy. |
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For 3..9 seconds, target foe cannot "block" or "evade" your attacks Hex... they cannot even adequately cover up hexes... please... Even if we assume they can, our buddy here is bragging about putting 13 points in CS. Inbetween his daggers, CS, shadow arts, AND deadly arts, his points are going to be spread very very thin.
Quote: Originally Posted by SnipiousMax
Beguiling Haze
If target touched foe is casting a spell or suffers from exhaustion, that foe is interrupted and becomes Dazed for 5..10 seconds. Ok... I'm no Ele... nevermind the cause-Exhaustion attack.
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2) You are very highly unlikely to have CS pumped up to 13.
No, it's very likely. See why below.If target touched foe is casting a spell or suffers from exhaustion, that foe is interrupted and becomes Dazed for 5..10 seconds. Ok... I'm no Ele... nevermind the cause-Exhaustion attack.
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Hella, I'm not talking Critical Strikes to do damage. I never was. Assassins use Criticals for something other than higher damage. Re-read my post. If you think Critical hits are used by Assassins for damage boosts...you do not know the first thing about Assassins. lol
Originally Posted by SnipiousMax
Unseen Fury For 10..30 seconds, you cannot be blocked, or evaded by Blinded foes. And... you think I will be sitting there blinded for 30sec? If we assume this to be an useful skill we might as well start shaking about the Shadow Sig. I'm sure the Monk is taking a cigarette break. Quote:
I expect to see +1 and +2 popping up with every attack because I've had it happen pretty much the entire weekend event. And unless they completely nerf the attribute and skills within the attribute before retail, my energy management will do just fine.
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Quote: Primaries are rarely pumped up that high. Warriors can afford it, because they can soak up loads of damage and don't need many points in Tactics or whatever to help them survive. Boon Prots use 15 Divine Favors, because their build is primary-based. Trapper Rangers use 13-15 in Expertise, because they can- again- afford to skip an attribute and pump up just Exp./Wilderness. Your comparison is flawed. See below.
Quote: Assassins, however, are highly unlikely to do it, because of their extremely low survivability without sufficient amount of points spent on non-dagger and non-CS attributes. Hella, you're wrong, because the beauty of Shadow and Deadly Arts is that you can place a 7 or 8 in one of them and have them perform more than adequately. Or you could even go with the 10-11-10 attributes, with the 11 going in Dagger Mastery, and using a Superior rune to bring Critical Strikes up to 13. And then what does that mean? You have 10+1 in either Shadow or Deadly Arts.
You haven't played Assassin and it shows.
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I don't tend to talk from an uneducated point of view.
I disagree. You are not demonstrating any understanding of what Assassins are going to be able to do, lol. Your view on Critical Strikes, for example? Poppyc-ck and rubbish. Quote:
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