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Old Feb 02, 2006, 10:30 AM // 10:30   #141
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Environment effects is not the only issue. If it lands you further away from where you plan to retreat to or seperates you from the rest of the group, then you are screwed.
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Old Feb 02, 2006, 12:41 PM // 12:41   #142
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Please enter the Isle of the Nameless, check the AoE of "nearby", and report back.

Not that I trust skill descriptions in this game, but if that's what you have to go on you should at least undestand what they purport to do before getting overly excited.

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Old Feb 02, 2006, 09:14 PM // 21:14   #143
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I didnt use the skill, but i was assuming it lasted for more than 1 hit. In which case the chain of possible teleports would be unpredictable where the character would end up leaving many possibilities.
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Old Feb 02, 2006, 09:58 PM // 21:58   #144
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Did anyone use Shadow Form?

(Elite Enchant) For 5-17 sec, all hostile spells that target you fail, and all attacks against you miss. When Shadow Form ends, lose all but 5-41 Health.
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Old Feb 02, 2006, 11:59 PM // 23:59   #145
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Quote:
Originally Posted by Mordakai
Did anyone use Shadow Form?

(Elite Enchant) For 5-17 sec, all hostile spells that target you fail, and all attacks against you miss. When Shadow Form ends, lose all but 5-41 Health.
A/Me with Illusion of Weakness FTW.
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Old Feb 03, 2006, 12:47 AM // 00:47   #146
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Quote:
Originally Posted by Mordakai
Did anyone use Shadow Form?

(Elite Enchant) For 5-17 sec, all hostile spells that target you fail, and all attacks against you miss. When Shadow Form ends, lose all but 5-41 Health.
I encountered one person who used this skill durring the beta weekend. Bascially he did alot of running away. He tried to use this, shadow refuge and death's charge to recover health afterwards. It was not very effective, since it didnt help his team at all, while he spent most of his time merely avoiding the targets he should have been hurting.

I do not think it is worth an eliete slot even if you do use it with illusion of weakness. There are far too many other elietes to disable, recover, or damage that would far outweigh this skill's use.
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Old Feb 03, 2006, 04:12 AM // 04:12   #147
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Quote:
Originally Posted by Phades
I didnt use the skill, but i was assuming it lasted for more than 1 hit. In which case the chain of possible teleports would be unpredictable where the character would end up leaving many possibilities.
This is actually incorrect - both Viper's Defense and Heart of shadows, while they last for a set duration, will trigger (and thus deactivate), after only a single hit. Ye only get one use per casting.
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Old Mar 16, 2006, 05:07 AM // 05:07   #148
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I havent looked much into the new factions stuff but, coudlnt a ritualist just put up its spirits or whatever by the gaurds and when the assasins show up, blow em all up?
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Old Mar 16, 2006, 05:39 AM // 05:39   #149
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I was thinking of Me/As or Me/R and going after the monks who are out of reach. If the assassins break off to go deal with the mesmer, the whole fight moves back towards the monks anyway and your group gains ground.

Bleh, alot to read through. Replying mostly to the first post.
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Old Mar 16, 2006, 06:09 AM // 06:09   #150
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Of course Recall is overpowered right now. Its a new weapon thats been introduced into a fairly static system. The Assassins and Ritualists are game changers; if they didn't have the ability to effect old tactics in the way discribed by the OP then there'd be no point to making new proffessions.

We got what we wanted in the Assassin: a proffession capable of making old strategies old. Its the law of Guild Wars:

Adapt or die.
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Old Mar 16, 2006, 06:26 PM // 18:26   #151
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Hmmm, let's see, you want them to have low armor, and then take away their best escape skills....ok yeah that sounds sooo balenced
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Old Mar 16, 2006, 08:57 PM // 20:57   #152
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there alot of pvp players who don't want change but it has to happen. For every new game there has to be somthing new.
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Old Mar 16, 2006, 11:08 PM // 23:08   #153
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man, everyone just go and critize the assassin and their skills from the fpe a month ago, come on ppl, that was anets way of checking on skills to see if they're overpowered, in one way or another. sure some skills might stay the same, some may change a little, funny how alot of you are judgeing this from just a weekend event, and not waiting until the real deal (factions) comes to us on the 28th of april, to make your final judgements.
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Old Mar 17, 2006, 03:46 PM // 15:46   #154
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I personally can't wait for assassin more because I like the play style of one alot from other RPG's I have played. Couple an assassin with a warrior and I would have to think that he would be a huge damage dealer.
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Old Mar 17, 2006, 04:30 PM // 16:30   #155
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I dont see what the problem is...

if your opponent, an assasin, teleports away because you have nearly killed him.. then you have beaten him...

you just got to take territorial advantage of them teleporting away...there is only so far then can go.. and like with ANY strategy, you must deal with the monk first anyway.

To build your entire team to 'run away very fast' basically means your preparing to lose, as opposed to preparing to win!

Just because they dont actually die doesnt mean they have gained any kind of tactical advantage over you.
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Old Mar 17, 2006, 11:19 PM // 23:19   #156
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Quote:
Originally Posted by cuevas
I havent looked much into the new factions stuff but, coudlnt a ritualist just put up its spirits or whatever by the gaurds and when the assasins show up, blow em all up?
As far as I know, ritualists can only blow up one spirit every 20 seconds (with rupture soul) please correct me if I'm wrong.

Quote:
Originally Posted by Snowman
I dont see what the problem is...

if your opponent, an assasin, teleports away because you have nearly killed him.. then you have beaten him...

you just got to take territorial advantage of them teleporting away...there is only so far then can go.. and like with ANY strategy, you must deal with the monk first anyway.

To build your entire team to 'run away very fast' basically means your preparing to lose, as opposed to preparing to win!

Just because they dont actually die doesnt mean they have gained any kind of tactical advantage over you.
Completely agree with you, couldn't have said it better. The only place recall would cause a problem is in the arenas where you have to get more kills than your opponents team (can't remember what it's called...)
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Old Mar 18, 2006, 03:18 AM // 03:18   #157
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Actually, retreating and healing instead of dying and ressing means you're up 15% DP. Yes, I know, people hate Assassins, and in the intervening time between when this thread started and when it (unfortunately) came back, even I've realized some of the problems inherent in the things.

Doesn't mean I'm willing to give up on them altogether. Because, frankly, I prefer being able to escape and evade and maintain a mobility advantage over my opponents even if typical knowledge says Stay There And Take it For The Team and that running off to regroup is the worst thing to do when being beaten upon by an axe. Especially given the cross-class potential teleportation has. As I'd stated in another thread, an Aura of Displacement/Blackout Mesmer can poof in, unload the Blackout, and poof out just by dismissing the enchant, being done with the thing in maybe a second and giving an enemy no real time to respond. And who says you wait until you've got thirty Health left to retreat? Minute that axe starts coming down, hit the escape and find a more viable target or method of attack.

I'm aware of the tactical flaws in the Assassin. I know people see the Dagger Mastery combos and shudder in horror - even I'm some annoyed at how hard it is to guarantee the thing lands. I know that giving ground is usually not as advantageous as taking ground. I know that New and Different is tantamount to Sin Most Foul, but honestly people, is it that easy to just throw out an entire profession because it's not as good as a Warrior?
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Old Mar 19, 2006, 02:22 AM // 02:22   #158
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my first post , good a time as any.

recall should definetely be left in the game, bcuz wat else do assasins have?
they are weak, low armored characters who actually need to be able to run away.

how to beat them: anyone ever tried attacking one of those 100 armor wooden things? takes them quite the time to be able to take them down.
warriors now will have armors with 100 al, and even a 110 vs physical i think i read, which would absolutely own Asses

plus when they tele back, u can always just move closer to their monks. eventually u will be fighting them in a small area, and a 6 ass, 2 monk team will get owned

if anything i think ppl should be happy they got the tele power, and not something else to make them even close to other classes
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Old Mar 19, 2006, 03:10 AM // 03:10   #159
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I'm looking forward to seeing a relic map won in 20 secs.
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Old Mar 19, 2006, 06:40 AM // 06:40   #160
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Quote:
Originally Posted by Rey Lentless
I'm looking forward to seeing a relic map won in 20 secs.
Not really sure how to reply, but I felt liked I needed to cuz your icon startled me for a sec I agree relic maps are gonna get a little screwy, which is why hopefully there will be some counters to the assassin teleportation.
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