i think r/a is better than a/* see why *click*

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

~well after trying the assaisin some more i relized a lot of things, some from other people other things from just checking it out, yea u keep the energy as a r/a but you dont do as much damage, and with the right lvls in certain atributes and zealous daggars ond doesnt run outta energy, so keep this in mind when u post =)~

well, i obviously cant be right about everything, espcially something new, but it seems with expertise a ranger/a can do better than the critical hits when it comes to be able to use it again and have energy redily avaible

now keep in mind if somehow every shot u do ends up crit then you would win and if you get lucky, but expertise is not random so builds can be easly tried without the random chance of things involed, the energy is consistant and i rarly run out, not to mention a lot of good utilites a ranger has

Critical hits are good and the skill has plenty of strong attacks, but like mentioned before leave a lot to luck, which isnt always our friend

armor wise they are almost the same, when u compare the druids to the one higher energy set the assisin has, except druids has huge armor to ele's which is always helpful

idk post ur thoughts what you think

p.s. keep it calm plz bad enough the new eles flame me i dont need ne more

ubernesss

Ascalonian Squire

Join Date: Apr 2005

W/Mo

i'd disagree, first assassin's have an extra pip which does help, but if u just stop chaining for a sec your energy goes up pretty quick. Not to mention You'll be doing more damage

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

yea, i what to try out more but ill probly have to w8t till i actually get factions, testing stuff in the pvp on those dumy things helps u can try out diff armor lvls

krytas

krytas

Academy Page

Join Date: Dec 2005

Mississagua, Ontario, Canada

I've been using fangs of melandru with a little changes in the build and i can complete 3-4 combos before having to wait for more energy. I've killed assassins one on one, simply because they can't maintain energy. Horns of the ox is enough to get through the sentinels armor, and it knocks down foes making it a powerfull attack.

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

I dont really have problems usually pulling off my 5-hit and then even more, or just escaping. the problem is, people continuously use the skills that take 10+ energy and have long recharges, making it hard to recover from an interrupt or degeneration. It's quite hard to kill an assassin if they do their job right, because they can lay down their combo, get the heck out of there, keep running long enough to regen, and then turn on you and kill you before you attack again. It's all in the execution, mostly. The inexperienced assassins here will probably be replaced by real hitters in the future once more people have time to improve and refine their builds.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

nah its not about i stink at the class its just i find the expertise helps more than the crit hits even when usiing skills that all take 5 energy

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

There are also the options of zealous and dmg+ mods. a zealous ____ of ____ with 15^50 on an assassin would be the ultimate in deadly deadliness :-P

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Seriously. It takes an intelligent player all of five minutes to realize that the standard Assassin builds are gonna get you killed. Depending on the length of your skill stream, you can have either one 10-Energy skill or none. SKills with long recharges are also as bad for Assassins as they are for everyone else.

Smart people run 5e skills with a maximum recharge time of, maybe, twelve seconds. Exception being Twisting Fangs, which is worth the juice and the down time for most. But even then, there are as many Death Blossoms and Critical Strikes running around these days as theere are Twisting Fangs. I'm one of them - Critical Strike can be just as mean as Twisting Fangs in the right situation.

As has been stated, much of the current BS about Assassins being garbage and unbalanced towards the low-powered side is just the work of hoards of idiots. Assassins are complicated; they'll take time to work out. Notice that even today, the myth remains that Mesmers are odd-man-out classes in dinnerwear with no real utility to the battlefield. Prime example of a complicated class getting the shaft until enough smart people realize what it can do and using it often enough to impress upon the masses that hey! these guys are assholes!

Just give it time. And disregard idiots :-P

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

was that toward me? didnt call it x amount of names, just thought for energy wise ranger primary would work better, mesmers yea idk why people think they stink, they can own if ur good with them

ne way i hope it wasnt toward me cause its not what i was implying, just been trying a lot of skills which happen to be 5 e not like crazy 10 e things with long recharges

its just when i tried it with a ranger with same expertise as crit hit it ko'ed more because i wouldnt lose that much energy after each combo was done


cause with 14 expertise u get the pimpin 2 energy per att for each one that uses 5 energy and only 4 for everyone that takes 10 which is kinda cool too bad it doesnt have a 25 energy att expertise would own it =p

yes i admit lower crit hits means less damage, u are very right but on the energy management expertise can be a lot more stable

krytas

krytas

Academy Page

Join Date: Dec 2005

Mississagua, Ontario, Canada

Quote:
Originally Posted by LaserLight
Seriously. It takes an intelligent player all of five minutes to realize that the standard Assassin builds are gonna get you killed. Depending on the length of your skill stream, you can have either one 10-Energy skill or none. SKills with long recharges are also as bad for Assassins as they are for everyone else.

Smart people run 5e skills with a maximum recharge time of, maybe, twelve seconds. Exception being Twisting Fangs, which is worth the juice and the down time for most. But even then, there are as many Death Blossoms and Critical Strikes running around these days as theere are Twisting Fangs. I'm one of them - Critical Strike can be just as mean as Twisting Fangs in the right situation.

As has been stated, much of the current BS about Assassins being garbage and unbalanced towards the low-powered side is just the work of hoards of idiots. Assassins are complicated; they'll take time to work out. Notice that even today, the myth remains that Mesmers are odd-man-out classes in dinnerwear with no real utility to the battlefield. Prime example of a complicated class getting the shaft until enough smart people realize what it can do and using it often enough to impress upon the masses that hey! these guys are assholes!

Just give it time. And disregard idiots :-P I realize about smart assassins taking 5 energy skills, so lets break it down
lead attack 5 energy+ off hand attack 5 energy+ dual attack 5 energy= 15 energy, this is the average assassin combo. Now the assassins have 25 energy, thus leading us down to 10 energy, and this is where the good assassins and the bad assassins come into play. The good ones would quickly shadow step out of there current position or just use the godly dash to get away, or just get in a quick strike that puts the foe at a disvantage (crippling to ensure a getaway) and then shadow step. The good assassin would probably use his second profession skills to boost his energy back up and then go back into the fray.
Now lets take a look at the bad assassin, already 15-20 energy down, he/she
might continuing attacking waiting for his skills to recharge and his energy to grow, once he/she has diminished his energy..he would keep attacking. The stupidty is boundless on this case, keep on attacking and waiting for energy to rise, use a lead attack and then waiting to long for energy to rise not being able to use his combo.

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

at krytas: http://www.guildwarsguru.com/forum/s...d.php?t=143247. My combo idea. uses 5-hit combo, and i still have enough energy to use a trolls or viper and run after that. it's all in the mods and skill points.

SparhawkJC

SparhawkJC

Krytan Explorer

Join Date: Mar 2006

The Amazon Basin

R/Me

My main problem with being R/A? You don't have access to critical strikes and the awesome skills under that skill line. I couldn't imagine playing an assassin without critical eye, which goes a long way to helping your energy management. Also you don't get to use critical strike (my favorite dual attack) or unsuspecting strike(one of the best lead attacks in the game).

That's not saying R/A isn't a viable option. However I find that having critical strikes, and having access to assassin runes is better for dealing the quick spike damage that your combos allow you to do. Having cheaper attack skills doesn't really help if my target is still alive and now his warrior friends are bearing down on me.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

kinda off topic here but i wonder if u had the enchant thing vigorous ... ah forget what its called but it can heal 9 for every attack u do, might be a crazy thing since u hit so often with assisin, bearing in mind it is not only a prohecies skill

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Quote:
Having cheaper attack skills doesn't really help if my target is still alive and now his warrior friends are bearing down on me. This is exactly the point! People don't get it - Assassins are all-or-nothing spike cannons that will die if they stay in one place much longer than five seconds. Mitigating the Dagger Master's damage in order to extend its offensive longevity doesn't cut it. That sort of Dagger Master sacrifices so much when they lose Critical Strikes. Yeah, it can work, but notice it takes the R/A five blows to do what an A/* can manage in three.

If ye guys want to make that trade, be my guest. Me, I want my Assassin Runes and CS skills. And my sexy Vanguard armor XD.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

well i think what happens really just relies on what happens is how the actualy factions is going to be played out, if we do end up starting at lvl 20 or what not, it depends too i might change my mind if i like the other hting once i get more skills so ill leave it up to time to tell

krytas

krytas

Academy Page

Join Date: Dec 2005

Mississagua, Ontario, Canada

Hmmmm I've been trying an A/W build with 2 shadow step skills (one is death charge) and one assassin healing skill, and i've noticed you can inflict tons of conditions against an opponent in a short period. But getting to my point, i've been trying "victory is mine" once i've laid out all my conditions and gain about 20 energy, is this a wise skill to use?

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

ugg im a sped >_< been using the wrong enchantment i just used that crit eye thing and man ur energy stays good in pve... >_< >_< >_< but um about victory is mine, isnt that an elite? cause the assisin elites seem to own and idk i would go with what works but even dispite my lack of better judgement over the preview event it seems assiin elites are ownage

Unchain

Unchain

Frost Gate Guardian

Join Date: Mar 2006

Montana

Soldiers That Fall Up

N/

I thought of this before preview. Expertise lets you execute long combos.

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Quote:
Originally Posted by LaserLight
This is exactly the point! People don't get it - Assassins are all-or-nothing spike cannons that will die if they stay in one place much longer than five seconds. Mitigating the Dagger Master's damage in order to extend its offensive longevity doesn't cut it. That sort of Dagger Master sacrifices so much when they lose Critical Strikes. Yeah, it can work, but notice it takes the R/A five blows to do what an A/* can manage in three.

If ye guys want to make that trade, be my guest. Me, I want my Assassin Runes and CS skills. And my sexy Vanguard armor XD. its not so much as offensive longetivity as it is 1 second longer to get in +140 damage and insure the person's death before you step away. I doubt that your enemy will differentiate between that one second, and I think it definetely impacts your gameplay hugely.

Kotoso

Ascalonian Squire

Join Date: Oct 2005

Mo/

well first off, you all neglected to mention that critical strikes gives 2e per crit at 8, and 3e per crit at 13. thats 6e per dual atk at 13. also at 10 crit strikes I do avg 5O x2 dmg with crit strike (skill). if ur going r/a use a bow.

Elaine Donnerbalken

Academy Page

Join Date: Mar 2006

Germany

A Three Headed Monkey Behind U [loOk]

Indeed. If you hit, energy is no problem. Having Criticals 10, Dagger Mastery maxed and using zealous upgrades, you'll have effective 8 pips of energy regeneration. IF you hit constantly. Making expensive things like keeping up temple strike + wild fangs constantly affordable.

On the question of defense: If you want to, its not that hard to sqeeze in some protection. Eg "watch yourself". -> Even with energy armor set more defense than rangers against physical damage, and more armor than warriors (if u fight warriors for big damage, use elemental upgrades)


The main problem with the defense in this case would be that the Assassin has, at least at the moment, the stereotype of being weak protected. Thus being (even) high(er)-priority target. Thus dying fast, "proving" the stereotype to be "true". Kind of ironic.

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

With a ranger, dagger mastery is maxed at 12. Low chances of dual attacks, low chances of criticals, crap damage and less effective daggers skills.
You can't expect to kill seriously someone in one shot with only 12 DM.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

i know all this stuff now hmm i gotta go quote myself it seems

Cirian

Cirian

Wilds Pathfinder

Join Date: Oct 2005

European Union

The Amazon Basin

I think the r/a is a great light fighter, like AD&D rangers (hihi Drizzt!), but they're more about pressure and staying put than the explosive style of in-kill-out that the assassin will be using.

The ranger has a host of 75% defences and aoe blinds to stay longer than an assassin would want to, and way better armour at standing elemental spells that bypass block/evade/blind, and I love Viper's Defences for bailing out of a tight spot - can always kick into Escape or Dash afterwards.

Ideally the assassin would have done their thing quickly and would want to get the hell out anyway. Assassin defences seem to be only 50% block, but their attacks will be much stronger, short bursts.

I'm not saying X is better that Y - I have a ranger to be the in-your-face dual wielder with infinite combos, but I'm definately going to have an assassin for more teleport tricks

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

I'd rather have the primary attribute of an Assassin and runes to make me more effective. Energy isn't much of a problem with zealous tangs and skills like golden lotus.

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

While experimenting with A/Ra build, i come to realise that due the the "luck" factor of the primary Assassin's attribute:Critical Strike, a high speed rate of attack is preferable inorder for it to reach its potential.

A critical hit using sundering shot from a normal bow can hit for anywhere in the range of 60-90 on 60AL. Sundering mod has long been classed as the most useless in comparison to other string types that are more preferable for bows, but seening how chance affect both critical strike and sundering leads me to wonder what will happen if i had CS16, MS12 assassin/ranger with a 10/10 sundering horn bow(innate 10%AP) +15% ^50 +20% damage(customization) with the following ranger skills:

Critical Eye
Serpent quickness (optional)
Read the wind
practiced stance
Tiger's fury
sundering shot/penetrating shot

and not forgetting skills from the shadow tree involving shadow stepping away to keep distance.

Would be interesting if to see if this Critical Archer build is able to match or surpass traditional ranger spikes.

Seran Shimai

Shatterstone

Ascalonian Squire

Join Date: Aug 2005

Krypt Keepers

E/Me

well im an a/me and so far i have yet to have any enrgy problems even with my crazy skill chain jagged strike+entangalin asp+falling spider+critical stike+moebius strike+twisting fangs. love my 6 skill chain because it alows a great deal of flexablity. i can use smaller 3-4 chain combos or the full 6 skill chain. when i start running out of energy, whhch usually hapens around the end of falling spider, i activate critical strike and as long as i have critical eye up i get 8 energy which puts me right bak into action. personally its all about timing and getting to know your build.

Shatterstone

Ascalonian Squire

Join Date: Aug 2005

Krypt Keepers

E/Me

i forgot too mention that i was also useing zealous upgrade so my critical strike skill actually neted me 10 enrgy and normal crits gave me 5 enrgy which made it almost efortless to use my combos.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

I prefer to have a chain that goes something like...

1 -> 2 -> 3 -> 4
1 -> 2 /

If for some reason, my lead and second attack miss, or else if I have different uses for both (for instance, the first time I may want Unsuspecting Strike, but the second I may want Black Mantis Thrust or Leaping Mantis Sting), then I can switch out to whatever's more effective. The sacrafice for versatility, however, is a good finishing move like Jagged Strike.

Shatterstone

Ascalonian Squire

Join Date: Aug 2005

Krypt Keepers

E/Me

this is what i love about assassins, theirs such a variety in their play style down to the combo size.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

I've played with both Assassin/x and Ranger/Assassin, and personally I'm more in favour of R/A but my reasoning is quite different.
Firstly for energy use zealos daggers, you have energy when you need it in a fight and you have a lot of it.
As for damage output, there is a lot that both combos can do that makes it difficult to place one above the other.
So why will I probably choose R/A over A/R?
Flexibility. Expertise works with assassin skills and ranger skills. CS however does not come into play unless you are in melee.
Asthetics. The female assassins are, by and large, ugly. Their armour is really really cool, but they are generally ugly and the rangers are generally better looking.

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

Something to note:

So far most have admitted you have to be mildly lucky, or have a certain type of weapon to maintain energy on a A/??

Likewise, niether is the case on a R/A with a good Expertise level.

Other Notes:
-R/As kill just as fast if not faster then an assassin because they don't have to wait for energy.

-You do not need 12 DM to kill people, people die just fine at 8-9.

-You do not need critical strikes unless you want criticals, a R/A doesn't need criticals because they already have the energy/dmg output.

R/A is better for PvP, and probably PvE, and even saying that, I still want to be an Assassin...

Elaine Donnerbalken

Academy Page

Join Date: Mar 2006

Germany

A Three Headed Monkey Behind U [loOk]

Lets compare: (no zealous upgrade)

Rangers have to pay half the skill costs assassins have to pay. Energy gain: 1 energy/sec.

Assassins have to pay more, but due to Critical Strikes and higher energy regeneration they gain energy about twice as fast as a ranger.

So no real drawback for assassins who dont spend as much energy ASAP + they do more damage.

The advantage of the ranger is that he can unleash a very expensive attack combo. But which attack combo worth using would burn through all the assassins energy?

edit: Maybe an Ra/A would be more effective under e-denial

omensmens

Pre-Searing Cadet

Join Date: Feb 2006

While doing some of the luxon 1k faction quests, my group ran in to a bad aggro and got wiped, repeatidly, and soon we all had 60 dp. This ment my A/w had 13 energy if my memory serves me right. However with 10 critical and critical eye, i found at most I still could get my combos off even though i had the energy for 2 attack skills at most. As i was getting 3 en a crit and i was criting lots and with the 4 en regen my energy was at max almost all the time, i tended to at most had to wait for like 3 attacks for the en to do my 10 en attack, twiting fangs.

This is something a r/a cannot do when he just has 13 en and no zelous hilt even with 14 expertise. As such even in the pvp when i was spaming the hell out of my skills at times i never had en probs, and with zelous I would never fail to see at least 4+ en over my head at anyone time.

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

Ill be short, i think that a/r is better than r/a, not for critical strikes, but that rangers cant have more attribute in assasin class than 12(cuz cant add any runes)

Cirian

Cirian

Wilds Pathfinder

Join Date: Oct 2005

European Union

The Amazon Basin

Although that never stopped the blood R/N craze Even though daggers will max at 12, runes are available for Wilderness, Beast Mastery and Expertise for the likes of apply poison, IAS stances, block/evade stances and pet attacks - and there's a lot of build possibilities there.

I'm convinced that both R/A and A/R will be very different to play, so it's not like R/A > A/R or anything... in fact I saw an awesome A/R critical barrager build in this very forum that made me think an assassin would be a seriously deadly archer, which turns this discussion on its head - is an assassin a better archer than a ranger? I'm probably going to have a dagger-ranger and a bow-assassin at this rate!

Gosu

Academy Page

Join Date: Dec 2005

Everywhere and yet nowhere

none

R/Me

in repsonse to the above message about whether assassin/rangers will be better than rangers when it comes to spiking with a bow, i am not sure but thinking about it i gather that assassin's would have problems with energy management.

Most of the good bow skills cost up to 10+ enregy such as punishing shot,dual shot and savage shot thats like 30 enegy right there, the good thing with expertise is that you can lower the cost of your ranger skills.

The assassins won't get that luxury, whether critical eye and sharpern daggers will work in conjunction with a ranged weapon will remain to be seen when the final version of the game hits our shelves on 27-28 april as Arenanet might have decided to edit both skills slightly countering this before the release date.

so invariably assassin's could be using a very serious energy costly attack skillsetup if they were to go bow.

Also taking a look at the new bow attacks that are coming out maybe bow wouldn't be the best bet for an A/R but hey i could be wrong.

For A/R it maybe be better to stay with daggers and use the wilderness survival class and use things like
winnowing for extra dmg in melee
or troll ungent for one of the best self heals in the game
or you could take the new trap skill snare which is 5 energy 2 secs casting and 20 secs recharge, stopping oppoents as well as oppoents in the area from moving around a lot.
or you could go for dryders defense giving you a 75% chance to evade attacks and armor against ele attacks.

one or two of these skills in conjunction with some good dagger skills like leaping mantis sting or death blossom would seem more of a solid character build. But as i said before i could be wrong.

swordfisher

Krytan Explorer

Join Date: Sep 2005

Here's my version of that Critical Barrager Cirian mentioned.

Quote:
Critical Strike, a high speed rate of attack is preferable inorder for it to reach its potential.
Bows have an attack speed that ranges from 1.7 to 2 seconds per attack. This is an inherent disadvantage when you're trying to net energy with Critical Strikes. Usually, you've got to try to hit as often as possible- I propose you hit as many people
as possible.

Barrage A/R

Critical Strikes: 10+3
Shadow Arts: 8+1+1
Bow Mastery: 12

Barrage, 5e - 1s
All your Preparations are removed. Shoot arrows at up to 6 foes near your target. These arrows strike for +13 damage if they hit.
Critical Eye, 5e - 30s
Skill. For 32 seconds you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Sharpen Daggers, 5e 2 20s
Enchantment Spell. For 32 seconds, all of your critical hits cause Bleeding for 14 seconds.
Savage Shot, 10e 1/2 5s
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +25 damage
Distracting Shot, 5e 1/2 10s
If Distracting Shot hits, it interrupts target foe's action but deals only 1 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Shadow Refuge, 5e 1 8s
Enchantment Spell. For 4 seconds, you take half damage. When Shadow Refuge ends, you are healed for 90.
Return, 5e 1 20s
Spell. All adjacent foes are Crippled for 6 seconds. Teleport to target ally.
Open Slot

With a 35% crit rate and 4e per crit (thank you Critical Eye), Barrage is an energy machine- even without a zealous bow. It's also a condition machine, randomly applying bleeding to enemies over a wide area, thanks to Sharpen Daggers. Savage and Distracting make you a bonafide interrupt ranger, while Shadow Refuge and Return supply your defensive needs. Return can be swapped with Viper's Defense. There's one open slot, and it can be filled with a number of things- favorable winds, caltrops for offensive crippling, Marauder's shot for some extra punch...you name it. You could even drop Shadow Arts a point and run a 4 attrib, 7 second Tiger's Fury. Use a Vamp Bow.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Yes, I saw that A/R barrager build a while back. Rather ingenious combination of skills. An effective bow build without a ranger primary...I thought I'd never see the day.

Vahn Roi

Vahn Roi

Forge Runner

Join Date: Apr 2006

[HiDE]

I personally have become quite interesting in playing an A/R as a ranger moreso than an assassin. In my limited ranger experience I have failed to make good use of expertise inspite of putting 10+ points into said attribute. I think that spending those points on the Critical attribute of the assassin base would be far more useful for most ranger types aside from maybe trappers. I would also think the extra energy pip would be extremely useful when playing an assassin in this manner and the increased Crit Hit ratio would be very helpful even without the energy bonus.