Quote:
Originally Posted by Kijik Oni Hanryuu
^^ I do believe that I disagree with you in every fashion, Sins can spike whatever the heck they want, In raisu palace I was spiking tanks and rangers, all level 28, in this area if you rely on crit hits then you are umm screwed, but if you rely on secure damage+conditions than you will be fine. Alot of people think that sins only being able to take out one target for every 15-20 secs is weak when it isn't, if a sin actually takes the time to think and pick his targets than he is fine, The order of target picking should go Monk>rit>mes>necro>ele>ranger and by that time the tanks would likely have gotten rid of the tanks, also the sin is THE boss killer. On Unwaking when we got to Kuuni our team was down to about three people with just me, a tank, and a monk, and the tank kept a good DPS going while I spiked and kept kuuni conditioned (deep wound and bleed) and it got us through with masters. Sins don't deserve to be hated, and splatter, looking over your build I think that is one of the few tanking builds that I think could work if played right. Oh also a Sin is nowhere near a watered down warrior, they shouldn't even be compared, and actually, a Sin, if played right, is a tanks best friend, by taking out the one thing that can demolish the tank, the casters. ALso the sin can condition down the tanks target and make the tanks job MUCH easier. If anyone thinks that sins are weak, go to the Sin boards and look at my open invitation.
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its ok to disagree, i expect that because like you many people compare sin1 to sin2 instead of comparing sinX globally...
of corse there is a rigth and wrong way to play a sin the real issue i see though is that a sin "globally" is not a strong as other classes "globally"
im comparing the sin against the game just as i compair any other class against the game...
a warrior overall will outbeat a sin in pve heck so will every other class and that is mainly my point...
the sin does not have the versatility of other classes when it comes to even skill usage each of the sin's skill have to be used in correct order or they do not work at all and without executing those skills in their respective required order they are useless... the assassin spends way too much downtime poping in and out of combat where as a strait out warrior can go in there and preasure dmg whilst the assassin has had to break agro 3-4 times...
the assassin class is way to conditional is my point... not saying sins suck "preiod" im saying they suck comparably to every other class in the game...
what is the true strenght of the assassin and at what cost does that strength come... now compare that to the others...
some of the problem is of corse some players realyl cant play a sin but those same players aren't good a playing other classes either its just an overall flaw of that particular player not being able to grasp the mechanics of the "game" not just the assassin...
i played my assassin and i felt i played him well but i definately will not choose him over any other class... i found the assassin very limiting the basics of the class are just weak... shoot in do dmg (try to do a lot of dmg) shoot out before dieing... you can not mix up your attacks at all or all the attacks will fail...
other classes do have conditional needs but not an entire skillbar of conditional needs...
all attacks must start with a lead attack or a limited choice of skills that are and exception... then offhand attacks must follow and preceed dual attacks... dual attacks must follow offhand attacks...
there are no just strait out attacks that can be used reactively in any combination dependant on the actions of your foes...
and strait out you cannot RELY on criticals because later on they are almost non existant even with a spot used on your skill bar (critical eye) in attempt to overcome this...
its very much my opinion that the sin does not have enough pros to constitute all the cons...
the class just makes me feel forced to do this then that then this then that and i cant vary at all from that or im useless...
its almost like the sin is missing something... and ive had this lingering feeling that, that something is similar to how a warriors adrenaline works...
the critical hit attribute portrays a use to maintain the sins energy pool to perform their respective attack chains and as per design it was assumed that these little buggers would be super fast at attacking yet they are as sluggish as a sword with the weaker base dmg and simply have to rely on skill attacks to do enough dmg to matter...