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Old Jan 25, 2006, 02:04 PM // 14:04   #121
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Expose Defenses
10 energy, 2 cast, 10 recharge
Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks.

Way of the Fox
5 energy, 1 cast, 3 recharge
Enchantment spell. For 10...30 seconds, your next attack cannot miss
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Old Jan 25, 2006, 02:42 PM // 14:42   #122
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Quote:
Originally Posted by Arcador
Critical strike atribute works on different weapons - try it out. A/W with axe can deliver a big punch.
I was thinking that at first as well, but I believe I have read somewhere that a Critical Hit treats that attack as if the weapon attribute was 4 points higher.
Sounds well and good, but on a A/W the max axe master you'll have is 12, so a critical would be treated as if it were at 16 axe. Look familiar?

I may be wrong, but from what I know right now, it won't help
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Old Jan 25, 2006, 02:45 PM // 14:45   #123
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The assasin is NOT overpowered. In fact, after looking at most of the assasins abilities, I find them to be lackluster compared to the options presented by other classses. The following assumes that assasins stay as they were during the weekend, though admitedly it was only a test.

Trying to play an assasin as a pure fighter and melee combatant is stupid. Their attacks do less damage, their attack skills give less bonus. Their combos are decent when chained together but the fact is that any kind of dodge of any kind turns their damage from respectable to complete garbage.

People may argue that assasins have ways around dodges, and sure they do, but most of them are very unreliable (citing unseen fury, which relies on blind, and expose defenses, which is a 2s cast hex which relies on no removal as well) And they waste skill slots.

As they were on the weekend, warriors will outdamage assasins, anyy day of the week.

Now, assasins make up for that with 4 pips of energy regen and some very good support moves. Gadgets like caltrops, siphon speed, shadow shroud, and return, are all very good support spells that have the potential to impact competitive pvp. Assasins need to make use of both their melee attacks and their support spells, in order to be most effective.

So, for gods sake stop calling for a nerf. If anything, Anet needs to buff them before factions is released or they will be trash compared to the 6 original classes.
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Old Jan 25, 2006, 04:42 PM // 16:42   #124
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I don't find Assassins too powerful at all. The 2 classes are still new. I find A/W very weak. lol

I am Ranger so Temple Strike doesn't seem overpowering to me at all. It may own some casters but it needs melee range so you gotta shutdown that assassin when he gets close.

Don't call a nerf yet. There are still many people who haven't tried ALL the new skills. 80% of the people were still only using pre-made characters.
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Old Jan 25, 2006, 08:01 PM // 20:01   #125
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Crits are always max damage * sqrt(2). You have to check the equations. "Four levels higher" is the best way I know of to communicate that without making people's eyes glaze over with sqrt(2)...even if it isn't strictly true because of diminishing returns. Four non-diminished levels higher? I don't know.

Unbuffed, 12 spec dagger crits hit for 33. 16 spec crits hit for 38.

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Old Jan 25, 2006, 10:42 PM // 22:42   #126
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Quote:
Originally Posted by BigTru
Expose Defenses
10 energy, 2 cast, 10 recharge
Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks.

Way of the Fox
5 energy, 1 cast, 3 recharge
Enchantment spell. For 10...30 seconds, your next attack cannot miss
Rigor Mortis
10 energy, 2 cast, 30 recharge
Hex Spell. For 8-18 seconds, target foe cannot block or evade. <--ANY attacks

i see this spell getting a lot more usage in the future than it currently does....but not by assassins
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Old Jan 25, 2006, 11:28 PM // 23:28   #127
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It's becoming an increasingly good idea to have a monk (or part monk) devoted to removing hexes and conditions as quickly as possible from the team in organized PvP. When my guild runs builds, hexes don't usually last more than a couple seconds at the most. I wouldn't expert Rigor Mortis and Expose Defenses to become too powerful, and Way of the Fox seems like it would get in the way of use on Mid-Chain skills (like Temple Strike).
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Old Jan 30, 2006, 07:36 PM // 19:36   #128
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Quote:
Originally Posted by Ensign
Crits are always max damage * sqrt(2).
...
Unbuffed, 12 spec dagger crits hit for 33. 16 spec crits hit for 38.
Ok, help me out here - what are you using for your max damage at different attribute levels?
I was using dagger max damage of 17, thinking that crit damage would be 24 regardless of attribute levels (but would happen more frequently with higher levels)
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Old Jan 30, 2006, 10:23 PM // 22:23   #129
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Quote:
Originally Posted by Bugeater
Ok, help me out here - what are you using for your max damage at different attribute levels?
I was using dagger max damage of 17, thinking that crit damage would be 24 regardless of attribute levels (but would happen more frequently with higher levels)
Base critical hit damage is weapon max * 1.2 (customization) * 1.15 (healthabove/stance/enchanted) * sqrt(2) (critical). It adjusts for attribute level from there.

You need to account for all the inherent damage mods that will always be there like customization bonus, otherwise you're just feeding yourself bad, unrealistic data.

Peace,
-CxE
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Old Jan 30, 2006, 11:47 PM // 23:47   #130
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gotcha. I wasn't being dumb because I was uninformed I was being dumb because I was overlooking what I already knew.

Thanks, CxE
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