Assassin a one-trick pony?

Tric

Ascalonian Squire

Join Date: Feb 2006

Sweden

Mo/E

Is it just me, or is the assassin a one-trick pony?

I don't think it's as solid as the core classes. It seems too focused on this whole stealth kill thing.

It doesn't seem to compliment the other classes very well. For example, what point is there to make a Mo/A?

There doesn't seem to be much versatility in it.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Tric
For example, what point is there to make a Mo/A? Dash Monks are key.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Dude. If you can't see the utility in Assassin secondaries, or the flexibility inherent in the class, then you might actually want to...oh, take a look at their skills?

Many Deadly and Shadow Arts skills complement other professions quite well. Teleport skills can make anything nasty - Try running Viper's Defense or Heart of Shadows on those Mo/A to provide an instant defense against aggressors. Or try Dancing Daggers -> Entangling Asp for damage, Poison, and knockdown at range against people. Or any number of things I haven't bothered to investigate yet.

Just think before you tell the Assassin forum people that Assassins are useless :-P

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Take a look at my build suggestion topic. It can take on casters (mms are hard though), other assassins, eles, monks, and if you catch them off-guard or attacking someone else, warriors. They are very usefull. Someone invited me into their guild because I was killing his casters in the 12 v 12 continuously. You just have to know how to use it. Experiment a bit more before signing on with the "assassins are weak r/me imitations with no real powers" campain.

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

Teleport is going to hit the meta-game like a right cross from a prize fighter (some would argue it already has). Both for quick attack and fast escape, Assassin skills will be seeing play from core proffessions. That'll be 1 trick.

While the stock build they gave you in FPE was severely limited it doesnt take much to tweek it. The faster recharging lead attack/Off-hand combos will drop conditions on opposition (first time, every time they hit), key in degen strategies that people are starting to favor. And now we've got 2.

Add to that, defense stances are no joke. Not as good as a Warriors, but easily offset with more conditions, respectable damage reduction or the aforementioned teleports. And then there were 3.

And we all know how devistating Hex builds are. Either as cover for necro/mesmer Elite hexes or shutting down enchant monk builds with their OWN, Assassins will be a valued member to any team that precribes to wear-down tactics over the win 15 seconds or lose (very painfully) spike. 4 now...

And they do have their own spikes too. Just grab 2 or 3 +dmg Lead attacks (or the afore-mentioned fast lead/fast offhand combo) and you'll be seeing regular spikes to single target, with a Death blossum tossed in for good measure as you can (naughty little AoE that I liked).

Like A warrior, they'll be easy to learn but hard to master. Like a mesmer, they'll prove a powerful class...if the conditions are right. But a 1 trick pony?

I don't think so.

EDIT: Stealth...now that would be nice Anet.

SparhawkJC

SparhawkJC

Krytan Explorer

Join Date: Mar 2006

The Amazon Basin

R/Me

Some mod needs to merge and sticky all these "assassin suck" threads, I'm tired of having to explain to every whammo that wanders into our forum why assassin is a viable class.

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Quote:
Originally Posted by Minus Sign
Teleport is going to hit the meta-game like a right cross from a prize fighter (some would argue it already has). Both for quick attack and fast escape, Assassin skills will be seeing play from core proffessions. That'll be 1 trick.

While the stock build they gave you in FPE was severely limited it doesnt take much to tweek it. The faster recharging lead attack/Off-hand combos will drop conditions on opposition (first time, every time they hit), key in degen strategies that people are starting to favor. And now we've got 2.

Add to that, defense stances are no joke. Not as good as a Warriors, but easily offset with more conditions, respectable damage reduction or the aforementioned teleports. And then there were 3.

And we all know how devistating Hex builds are. Either as cover for necro/mesmer Elite hexes or shutting down enchant monk builds with their OWN, Assassins will be a valued member to any team that precribes to wear-down tactics over the win 15 seconds or lose (very painfully) spike. 4 now...

And they do have their own spikes too. Just grab 2 or 3 +dmg Lead attacks (or the afore-mentioned fast lead/fast offhand combo) and you'll be seeing regular spikes to single target, with a Death blossum tossed in for good measure as you can (naughty little AoE that I liked).

Like A warrior, they'll be easy to learn but hard to master. Like a mesmer, they'll prove a powerful class...if the conditions are right. But a 1 trick pony?

I don't think so.

EDIT: Stealth...now that would be nice Anet.
And while you're waiting for that pesky combo recharge, throw in a Blades of Steel to completely make their day hell!

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

[quote]Some mod needs to merge and sticky all these "assassin suck" threads, I'm tired of having to explain to every whammo that wanders into our forum why assassin is a viable class.[/i]

Hear hear! Every time I turn around someone is barging in here and telling us just exactly how bad our class blows. One thread, possibly retitled into the prominent "Why Assassins Do or Do Not Suck", and just delete every post about the subject not made in that thread.