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Old Sep 14, 2006, 04:32 AM // 04:32   #21
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Well I only use 2 of those. I like to use Moebius over falling spider. You dont have to rely on the knockdown to finish the combo. Or if you go all out offense you could have both
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Old Sep 14, 2006, 05:08 AM // 05:08   #22
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The main use of Death's Charge, as I see, is to stick it on a Warrior. :P
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Old Sep 14, 2006, 05:25 AM // 05:25   #23
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Quote:
Originally Posted by Kool Pajamas
Well I only use 2 of those. I like to use Moebius over falling spider. You dont have to rely on the knockdown to finish the combo. Or if you go all out offense you could have both
Post your entire build and I'll tell you why it's sub-par.
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Old Sep 14, 2006, 12:01 PM // 12:01   #24
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Quote:
Originally Posted by LightningHell
The main use of Death's Charge, as I see, is to stick it on a Warrior. :P
Don't forget your starburst eles. DC is one of those skills that is never--well, rarely--used by its core profession.

The problem with that is that there is really nothing other than an Elite that does what you want it to.

@dgb: as my post stated, I'm not trying to take the skill out of /sin's hands with a requirement. The gale example was perfect. Back when gale was req 5 w/ 5 energy warriors still had to drop a point somewhere to gain its effect.

I'm not talking about another Unyielding Aura where only monks can use it. Just a modiffier that makes you need attribute points in Shadow and prefer having a rune there before you start fighting.


EDIT: which we are not going to be getting any time soon, as todays update shows...wtf did they do to boon?!?!?!

Last edited by Minus Sign; Sep 14, 2006 at 12:10 PM // 12:10..
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Old Sep 14, 2006, 02:21 PM // 14:21   #25
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Sheez, 30 seconds would be decent if they wanted to keep AoD that much more useful. 45 is just... useless.

I remember a couple times where the extra 100 health from DC has saved my life though. Namely when a friend and I were leaving the Hotsprings and decided to take out a boss. Friend died. u_u
I'd taken Palm as my Elite, and Shadow Refuge, Heart of Shadow, and Death's Charge. Using these four skills I soloed a skellie sorcerer, a skellie sorceror BOSS, and four or five Grasping Ghouls while constantly being blind. Yeah, it wasn't fun, but it felt good when I finally killed the boss.
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Old Sep 14, 2006, 03:31 PM // 15:31   #26
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Quote:
Originally Posted by Terra Xin
So it's a lead attack, a shadow step AND an automatic critical?
Its an ELITE, and also its CRITICAL req. making it useless to anything else then a primary sin.

Latter.
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Old Sep 14, 2006, 06:55 PM // 18:55   #27
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Quote:
Originally Posted by LightningHell
The main use of Death's Charge, as I see, is to stick it on a Warrior. :P
Indeed. My warrior is W/A for just this reason. Was able to get in and take out a couple of Sparks in Hell's that might have otherwise caused serious trouble to my group.

I would love to see a shadow step/lead attack skill though.
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Old Sep 14, 2006, 07:39 PM // 19:39   #28
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all I will say is when I first made an assasin and saw death's charge, my first thought was.. why would it heal? 45 seconds?!! damn that sucks.

Who here wouldn't like to see a decreased recharge at the cost of a lesser heal? I think it's because it heals they had to make it with such a long recharge. I would like a 15 sec recharge with no heal, or 20-25 sec with a small heal. Would much rather have a 20sec recharge and counts as a lead attack but that's probably too buff lol.
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Old Sep 14, 2006, 08:21 PM // 20:21   #29
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Originally Posted by UBS
I guess the 45 seconds is there for both effects of the skills.
15 seconds is far too little recharge for a none elite teleport. 15 seconds would make the warrior teleport all over the place, where one is meant to run around on his feet. I think 30 - 40 seconds would be a better ercharge, but this skill goes by its skill name, and that's to charge into the opponents death. If it was 15 seconds, warriors would be all over the place, which gives them too much strafing power.
Why must most the examples of it being bad...refer to another proffesion using the skill. Forget about warriors/eles/mesmers and what not and lets look at the assassin. Recall is just bad imo because of the energy cost and the upkeep, and u still have to run thru the aggro to get to ur target. Return is a defensive skill, AoD is ok atm but the energy cost could be reduced to 5 considering your using an elite spot for it. DC should be reduced...a sin only able to tele every 45s econds is rediculous, considering their lack of armor and lack of healing. Teleporting is really thier only way to avoid dmg(when not attacking-crit defenses way of perfection) So what if a warrior can tele more often....blind, cripple, or just run away.Lets look at the proffesion the skill is for...not how other proffesions will use it.
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Old Sep 14, 2006, 11:32 PM // 23:32   #30
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I am please with all the nice alterations they made today with the Assassin and Ritualist primarily...... They even reduced the recast of Dark Prison..... to 45 seconds.

Nice Anet, it's better, but not good enough, Deaths Charge needs to be reduced to at least 20 seconds, and Dark Prison needs to be 20-25 seconds. Thanks for improving the damage ratio on Assassin so he's actually doing as much damage as he is recieving on the front line...... We still need working ShadowSteps.

They are too expensive, all of them, Recasts are too long, Costs are too high, we need useable skills. This is a Melee class, Spamable mobility is a neccessity.

Hey thanks for boosting Dash too, now Death's Charge and Dark Prison are extremely outmatched, fix the skills we want to use.

Last edited by BahamutKaiser; Sep 14, 2006 at 11:34 PM // 23:34..
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Old Sep 15, 2006, 12:12 AM // 00:12   #31
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Quote:
Originally Posted by BahamutKaiser
I am please with all the nice alterations they made today with the Assassin and Ritualist primarily...... They even reduced the recast of Dark Prison..... to 45 seconds.

Nice Anet, it's better, but not good enough, Deaths Charge needs to be reduced to at least 20 seconds, and Dark Prison needs to be 20-25 seconds. Thanks for improving the damage ratio on Assassin so he's actually doing as much damage as he is recieving on the front line...... We still need working ShadowSteps.

They are too expensive, all of them, Recasts are too long, Costs are too high, we need useable skills. This is a Melee class, Spamable mobility is a neccessity.

Hey thanks for boosting Dash too, now Death's Charge and Dark Prison are extremely outmatched, fix the skills we want to use.
TBH Im satisfied now, I, as an assassin, can now use Shadow of Haste to run around and catch kiters refresh it when I dont want to res back, and can cancel it with Dash if I get into trouble. Very nice buff imo, since assassins are now pretty agile and should be really. The other skills are nice buffs too, Im actually considering using some other offhand and lead attacks since they got a nice damage buff too.

Last edited by Lord Oranos; Sep 15, 2006 at 12:15 AM // 00:15..
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Old Sep 15, 2006, 03:49 AM // 03:49   #32
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Quote:
Originally Posted by luxor9
I think it's because it heals they had to make it with such a long recharge.
No, it's because anything other than 45s or more would be utterly godly on a hammer warrior in PvP and as such it's not going to get changed.
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Old Sep 15, 2006, 04:44 AM // 04:44   #33
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Quote:
Originally Posted by dgb
No, it's because anything other than 45s or more would be utterly godly on a hammer warrior in PvP and as such it's not going to get changed.
If ANet made Death's Charge any less than 30s, I'd be getting Factions just for that. The thought of sticking it on ANY Warrior is making my drool, let alone a Backbreaker war...
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Old Sep 15, 2006, 06:07 AM // 06:07   #34
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I think Death's Charge should definitely be 20 sec recharge with no healing. It really makes no sense why that skill would heal. It should disable all non-Assassin attack skills for an amount of time dependant on your rank. If Backbreaker Warriors want to have that kind of awesome mobility they would need to pump 12 in Shadow Mastery to not suffer from a lag between the teleport and the actual attack.

Dark Prison should be 20 sec recharge as well...you are paying the extra 5 energy for the very short snare it gives.
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Old Sep 15, 2006, 08:52 AM // 08:52   #35
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A change like that Zuranthium would make it assassin only as it would blackout (cause loss of adrenaline) on all warrior skills.

Last edited by dgb; Sep 15, 2006 at 08:55 AM // 08:55..
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Old Sep 15, 2006, 09:22 AM // 09:22   #36
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No it wouldn't. It would simply disable the skills momentarily. There are ways to code these things; it's not hard.
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Old Sep 15, 2006, 09:34 AM // 09:34   #37
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Quote:
Originally Posted by BahamutKaiser
No pro build uses Deaths Charge because it is useless.
ROFL.

Please... Go back to last season and watch how many Guilds used Death's Charge Warriors to adren spike.
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Old Sep 15, 2006, 09:40 AM // 09:40   #38
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Quote:
Originally Posted by BahamutKaiser
No pro build uses Deaths Charge because it is useless.
You are a fking retard. I'd suggest constructively that you return to observer mode, which you clearly don't watch enough either. So JR is right.

Last edited by fanha; Sep 15, 2006 at 09:45 AM // 09:45..
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Old Sep 15, 2006, 09:40 AM // 09:40   #39
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Quote:
Originally Posted by BahamutKaiser
No pro build uses Deaths Charge because it is useless.
WM vs iQ game 1

Why would Jang have used deaths charge 17 times in game 1 against iQ, in the World Chapmionship if no pro build would ever use that useless skill? Stop talking out of your ass.
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Old Sep 15, 2006, 09:41 AM // 09:41   #40
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I want a minipet BahamutKaiser. They are cute.
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