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Old Sep 20, 2006, 09:02 PM // 21:02   #1
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Default Ritualists and Assassin WILL be getting new skills... what do you think they will be

I was extremely happy to hear that they descided to continue building the 2 exclusive professions from Factions and not just leave them dead...

So now that the news has been out its time to SPECULATE muhahaha...

So anyone have any ideas one what these new skills might be or should be

I definately know the Assassin needs some love all around with skills, better combinations ad strait out better options when it comes to types of Assassins...

Ritualist is a very versatile class and is pretty complete IMO and my favorite profession... im hoping to see some more spirit options and channeling options... also the Spawning Attribute could use some more skills and ultimately id be excited to see some more weapon spells... though id like to see a way to stack weapon spells or better ways to make combinations with them...

DISCUSS!
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Old Sep 20, 2006, 09:12 PM // 21:12   #2
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Maybe an item spell with Togo's ashes?
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Old Sep 20, 2006, 09:19 PM // 21:19   #3
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Fire holding spell for rit.

Charred Was Athea .. drop it for some fire dmg Actually there are some good idea already over in the other fourm for concept skills
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Old Sep 20, 2006, 09:22 PM // 21:22   #4
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Quote:
Originally Posted by natuxatu
Charred Was Athea ..
LMAO, kinda evil tho.
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Old Sep 20, 2006, 09:24 PM // 21:24   #5
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Suicide attack-Assassin Teleports into a group of monsters and commits Suicide cause all monsters 10-50 dmg and they all start bleeding.

Just an idea of a intresting attack i came up with.
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Old Sep 20, 2006, 09:31 PM // 21:31   #6
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Quote:
Originally Posted by EPO Bot
Maybe an item spell with Togo's ashes?
Rit's should get a Togo skill:
Heroic was Togo- Hold his ashes for *Seconds, all allies in your aggro bubble get double adrenaline and skills cost * Less Energy to use (Max 5)

Sins on the other hand should get alot more defensive stances and skills. They got more than enough offense to easily drop a Tank if used right.
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Old Sep 20, 2006, 09:42 PM // 21:42   #7
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While I wouldn't be surprised if Assassins got skills for all of their trees, it would make sense to me if Deadly Arts was especially focused on. Right now that tree has a few INCREDIBLY obvious weaknesses such as the lack of a self heal and its incredible reliability on the other trees.

Deadly Arts buffs dagger skills, hence you need the dagger line.
Deadly Arts has no heal, hence you need the shadow line.
Deadly Arts has no energy returnal or passive damage buff, hence you need the critical strikes line.

I'm hoping all of these issues will be addressed by either a)making the deadly arts tree focus on more generic attack skills instead of just daggers AND/OR b)Giving more survivial options in the tree.
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Old Sep 20, 2006, 09:48 PM // 21:48   #8
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More deep wound skills on Assassin.
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Old Sep 20, 2006, 09:56 PM // 21:56   #9
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rits need a healing spell somewhere in the Channeling communing line.

rigfht now to have aself heal you have to go resto or spawning.

somethign like

essence inhale- spirits has -5 degen you get + 5 regen
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Old Sep 20, 2006, 09:56 PM // 21:56   #10
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I don't think they will add many more defensive stances. The Assassin was meant to warp in and attack an enemy real quick, doing tons of dmg, then zip back out. I know some builds allow an Assassin to tank a little,but adding much more defense will simply make it a Warrior.

I agree with Tozen about deadly arts. Between putting points in dagger mastery and shadow for healing and critical strikes for energy, there isn't enough points left over for deadly arts. --->Except for a few specialty builds .
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Old Sep 20, 2006, 10:02 PM // 22:02   #11
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Lets get some more offhand attacks and would love too see a tele/lead attack.
Fix shadow refuge and maybe another/better heal that doesnt involve putting yourself in harms way.

^to the above suicide skill,...dont we have enough people who dont know how to work a sin anyways, and you want a skill that promps them to die....ahhh..no


As for a rit...maybe ashes so whenever you get hit in melee u set the attacker on fire for an amount of seconds.
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Old Sep 20, 2006, 10:23 PM // 22:23   #12
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I would like to see an increased attack speed skill for the assassins.
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Old Sep 20, 2006, 10:30 PM // 22:30   #13
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ok this is ment for all the post so far...

Assassin:

Agree that assassins should get more defensive stances... "traditionally" the assassin wasn't seen or heard much to begin with... this whole warping in and out is all good and all but their defensive capabilities with it are extremely underpar... they could use more of a way to divert damage or even a way to counter damage... im not sure why they dont have any counter skills to begin with... a simple stans similar to wariors repose comes to mind....

Agree that assassins need more offhand and Dual attacks for that mater... where are the dual attacks... and how about poison darts a ranged poison attack... or even a delayed dmg attack where are those??? what comes to mind is an attack that lingers and then goes off for the ability to spike because really how can an assasin assisnate if they cant land blows that potentially can kill someone... we have combos for them lead offhand and dual but where is the ability to combine a lead attack for example that has no imediate affect but if followed by a condition or even more dmg when a dual attack lands...

Agree also that the assassin's deadly arts line is pathetic...

also another thing i ddint like about the assassin was its almost dependancy on not only dager mastery but also in critical strikes to have any real effectivenss out of the profession for attacking so it would be nice to see some other attributes having skills that counter this negative...

Ritualist...

Love the ideas... some kind of fire dmg would be great or a spirit that will dampen fire damage outright to counter paragons high ability to BURN ppl lol also the rit lacks any hex removal capabilities if im remembering correctly... and how bout some faster casting less lasting spirits for party effects...

Last edited by sinican; Sep 20, 2006 at 10:33 PM // 22:33..
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Old Sep 20, 2006, 10:34 PM // 22:34   #14
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Quote:
Originally Posted by Skuld
More deep wound skills on Assassin.
/agree

twisting fangs is just to much used by sins (all my sins builds have it exept maybe 1-2) just because its a far superior dual attack then the others cause it has deep wound.

I would like to see more hit and run skills for sins.
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Old Sep 20, 2006, 10:34 PM // 22:34   #15
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Mark of the Predator [Deadly Arts]
C:10 CT:1/2 RC:20
Elite Hex Spell. For 3-8 seconds target enemy is hexed with Mark of the Predator. Whenever you hit that enemy with a dagger attack skill, that enemy suffers from Crippling and Deep Wound for 5 seconds. Mark of the Predator is re-applied every time you strike that enemy with a dagger attack skill.

(This spell is meant to make it much easier for an assassin to take out a target without having to worry about kiting, as well as making Twisting Fangs less of a "must." The deep wound and crippled can be removed, but they will come back. Removing the hex is the best way to counter it)

Unbinding Ritual [Channeling Magic]
C:10 CT:2 RC:15
Spell. For 3-10 seconds, target enemy spirit and all adjacent enemy spirits suffer health degeneration of 10. If this spell kills the spirit, that spirit's summoner takes 20-90 lightning damage.

(I'm kind of unsure about this spell, I think it would allow channelers to punish enemy ritual lords.)

Disarming was Mina [Communing or Restoration]
C:5 CT:3 RC:20
Hold Mina's Ashes for up to 15-60 seconds. When you drop Mina's ashes, all nearby enemies lose all adrenaline.

(Will allow a Ritualist to completely deplete a warrior's adrenaline. It's intended to be used defensively. I can't decide whether it should be Communing or Restoration)

Last edited by Glitched; Sep 20, 2006 at 11:44 PM // 23:44..
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Old Sep 20, 2006, 10:34 PM // 22:34   #16
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I'd like something that would make Spawning Power actually "useful". At this time, barring Shelter, Union, Earthbind, Wanderlust and Displacement (and to a lesser extent, Gaze from Beyond and Spirit Transfer), the passive effects of the ritualist's primary attribute are effectively nil. The Essence Inhale idea above would be a good one. Another idea would be something that destroys nearest allied spirit and adds X% of its max health to target ally's max health for x seconds.

Any way to further expand giving us a good reason for our spirits to have more health would be a good thing. As it is, if I want to kill your Pain spirit, I'm going to do it in 3 seconds... 8 seconds if you have 16 spawning power. Big whoop, it's still going to die.

I like "Heroic was Togo" too. Dunno what the effects would be but it'd be nice to give our dead homie some props.

*ahem*

"Misguided was Shiro"
Item Spell
Hold a giant lump of jade (which is shaped somewhat like a turd) for X seconds. During this time, your ability to formulate logical long-term plans with beneficial outcomes vanishes.
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Old Sep 20, 2006, 10:52 PM // 22:52   #17
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Quote:
Originally Posted by Glitched
Mark of the Predator [Deadly Arts]
C:10 CT:1/2 RC:20
Elite Hex Spell. For 3-8 seconds target enemy is hexed with Mark of the Predator. Whenever you hit that enemy with an attack skill, that enemy suffers from Crippling and Deep Wound for 5 seconds. Mark of the Predator is re-applied every time you strike that enemy with an attack skill.

(This spell is meant to make it much easier for an assassin to take out a target without having to worry about kiting, as well as making Twisting Fangs less of a "must." The deep wound and crippled can be removed, but they will come back. Removing the hex is the best way to counter it)
Interesting, however in it's current form, I can see it being SERIOUSLY overpowered, change it to strictly dagger attack skills, because my ranger can hit you with an arrow easily every 5 seconds.
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Old Sep 20, 2006, 11:01 PM // 23:01   #18
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Quote:
Originally Posted by Ghull Ka
*ahem*

"Misguided was Shiro"
Item Spell
Hold a giant lump of jade (which is shaped somewhat like a turd) for X seconds. During this time, your ability to formulate logical long-term plans with beneficial outcomes vanishes.
I lol'd IRL.
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Old Sep 20, 2006, 11:02 PM // 23:02   #19
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I'd personally like to see sins get some bigger bonus to a critical. As it is the dagger damage is a joke unless you use a skill. For a two handed weapon, less damage than a wand does not seem right. Personally I'd prefer it if you could get weapon mods with bonuses that trigger on criticals, like 25% chance of 5 sec deep wound on criticals, or +5 damage on criticals, but as that's not happening, I'll suggest some skills.

Critical Aim. Deadly Arts Enchantment. 10e 1c 15r
For 5-30 seconds, while wielding daggers, your critical hits have a 33% chance of causing a deep wound for 10 seconds.

I also think that the dual strike chance is vastly underused. Locust's Fury is the only thing with an effect on it other than dagger mastery, and I think it could do with some love.

Twisting Focus. Critical Strikes Enchantment. 10e 1c 15r
For 5-30 seconds, whenever you doublestrike, you have a +10-60% chance of a critical hit.

Finally,

Way of Flexibility. Elite Deadly Arts Enchantment. 10e 1c 45r
For 5-30 seconds, any skill that requires a lead attack may follow either a lead attack or an off hand attack. Any skill that requires an off hand attack may follow either an off hand attack or a dual attack. Any skill that requires a dual attack may follow either a dual attack may follow either a dual attack or a lead attack.

Last edited by Rulke; Sep 20, 2006 at 11:05 PM // 23:05..
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Old Sep 20, 2006, 11:17 PM // 23:17   #20
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Quote:
Originally Posted by natuxatu
Charred Was Althea ..
I see what you did there.

Also, Assassins need a better self-heal...
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