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Old Nov 21, 2005, 06:08 PM // 18:08   #201
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I think it would be cool if Anet concentrated on the assassin 'idea' of taking out a certain foe, as opposed to a group. Perhaps as skill that did extra damage against a certain enemy? e.g:

:More damage against Monks/other proffesions.
:More damage against bosses. (or Ghostly heroes in PvP)
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Old Nov 21, 2005, 07:49 PM // 19:49   #202
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I don't think Assassins should have more damage against monks. In PvP monks have a hard enough time with the warriors getting on their case. I say Assassins have advantages against warriors ... why?

- warriors attack and cause most harm to monks
- monks have advantages against undead/necros (e.g. holy dmg, scourge sacrifice, etc.)
- necros would have an advantage against assassins (since most assassin skills have to do with poison, deception, bleeding etc. that have no relevance to minions etc.)
- then assassins will have advantages against warriors (e.g. disarming attacks, trip maneuvers, etc.)
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Old Nov 21, 2005, 10:25 PM // 22:25   #203
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Quote:
Originally Posted by Xue Yi Liang
I don't think Assassins should have more damage against monks. In PvP monks have a hard enough time with the warriors getting on their case. I say Assassins have advantages against warriors ... why?

- warriors attack and cause most harm to monks
- monks have advantages against undead/necros (e.g. holy dmg, scourge sacrifice, etc.)
- necros would have an advantage against assassins (since most assassin skills have to do with poison, deception, bleeding etc. that have no relevance to minions etc.)
- then assassins will have advantages against warriors (e.g. disarming attacks, trip maneuvers, etc.)
Memsmers already have the advantage over warriors. A mesmer vs warrior, mesmer will wind hands down.

A memsmer vs two warriors. Mesmer will win with some effort

A mesmer vs. three warriors: Mesmer might win, warriors prolly will win.

Mesmer vs: four warriors: Warriors will prolly win...
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Old Nov 21, 2005, 11:37 PM // 23:37   #204
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Quote:
Originally Posted by Nocens Imperceptus
Memsmers already have the advantage over warriors. A mesmer vs warrior, mesmer will wind hands down.

A memsmer vs two warriors. Mesmer will win with some effort

A mesmer vs. three warriors: Mesmer might win, warriors prolly will win.

Mesmer vs: four warriors: Warriors will prolly win...
maybe buff the assassin against mesmers, if that's the case.

we should at least not pick on monks ... monks have a tough enough time in PvP as it is ...
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Old Nov 21, 2005, 11:43 PM // 23:43   #205
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Quote:
Originally Posted by Xue Yi Liang
I don't think Assassins should have more damage against monks. In PvP monks have a hard enough time with the warriors getting on their case. I say Assassins have advantages against warriors ... why?

- warriors attack and cause most harm to monks
- monks have advantages against undead/necros (e.g. holy dmg, scourge sacrifice, etc.)
- necros would have an advantage against assassins (since most assassin skills have to do with poison, deception, bleeding etc. that have no relevance to minions etc.)
- then assassins will have advantages against warriors (e.g. disarming attacks, trip maneuvers, etc.)
Warrior are already weak as-is. I dont think that assasins should have a certain advantage over one class, but more focused on controling any character (specifications with skills/attributes) (like any other class).
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Old Nov 22, 2005, 12:12 AM // 00:12   #206
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Quote:
Originally Posted by Bale_Shadowscar
I think it would be cool if Anet concentrated on the assassin 'idea' of taking out a certain foe, as opposed to a group. Perhaps as skill that did extra damage against a certain enemy? e.g:

:More damage against Monks/other proffesions.
:More damage against bosses. (or Ghostly heroes in PvP)
Rather than making assassins generally stronger against a specific type of enemy, I think assassins should be able to pick their own target to be stronger against - but only as long as nobody else is hitting that target. That would fit the assassination theme while keeping a strong role within the group.
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Old Nov 22, 2005, 12:17 AM // 00:17   #207
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Should assassins have low armor, and no AOE skills? I think the assassin should have skills directed toward bringing down those lvl 28 warrior bosses. Something like 50% armor penetration would be nice...
This would give them an advantage over warriors, but their armor could be caster armor. The idea of sending someone with lvl 60 armor in to combat a warrior in melee is usually frowned upon.
Truthfully, the assassin should be like a melee ele. This might not make sense, but they should be able to deal a substantial damage to one person at melee and would have to be healed the entire way but a large group of healers...
This could be anagalous to a suicide character, which would make sense as most assassins end up dying in the end...
Hmm... lets think... a character where half the point is to kill and die...
Count me in
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Old Nov 22, 2005, 01:35 AM // 01:35   #208
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Well I am all for the idea of assassins being anit-warriors but I came up with some ideas.


Assassin's Assigned Target
Energy: 10
Recharge:25

A random ememy that is seen on your radar is selected. For 5-12 seconds you deal 60% more damage to this target.

Better in PvE but in PvP this is somewhat good at attacking ememys but since the assigned target is random you might not get the target you want.

Spirt Sight
Nerco Skill
Soul Reaping (finally a use for it)
Energy: 10
Recharge: 25

Enchantment spell For 12-25 you can see ememies using cloaks disragrading their cloak effects.

Decided to take Xue Yi Liang's idea of making nercos counter-assassians

Cloak Seeking Lightening
Ele skill
Lightening Magic
Energy: 15
Recharge: 15

All currently Cloaked enemies take 50-150 lightening damage. This Attack has a 25% armor Penatration.

Would been nice counter for a Assassin disappear group I know for sure someone is going to think of. This would seem godly but this only works on cloaked enemies.
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Old Nov 22, 2005, 04:37 AM // 04:37   #209
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My general idea- the assassin is capable of detering or disabling a group of enemies, but can only bring the really lethal stuff to bear on a single predetermined target. How?

Assassin's Mark: For 10-66 seconds this foe is your prey. No other assassins may Mark this target while your skill is in effect. Assassin's Mark is automatically recharged when the target dies. (60 second recharge)

combined with a number of dual purpose skills like...

Pounce: 'Jump' to target foes location. If used on your Marked Prey, you gain 25% run speed increase.
Turn Wrist: Inflict weakness on a target. If used on your Marked prey, they cannot attack for xx seconds.
Judo Chop: Target's current action is interrupted. If used on your Marked prey while they are casting a spell, they are knocked down and suffer exhaustion equal to half the cost of their spell.

This limits the power that an assassin has to indiscriminately destroy anyone- while their skills are strong, they must be very choosy in who they select to kill. Assassin's Mark would be tied to the primary attribute, and an assassin can only Mark one target at a time.
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Old Nov 23, 2005, 01:35 AM // 01:35   #210
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Quote:
Originally Posted by swordfisher
My general idea- the assassin is capable of detering or disabling a group of enemies, but can only bring the really lethal stuff to bear on a single predetermined target. How?

Assassin's Mark: For 10-66 seconds this foe is your prey. No other assassins may Mark this target while your skill is in effect. Assassin's Mark is automatically recharged when the target dies. (60 second recharge)

combined with a number of dual purpose skills like...

Pounce: 'Jump' to target foes location. If used on your Marked Prey, you gain 25% run speed increase.
Turn Wrist: Inflict weakness on a target. If used on your Marked prey, they cannot attack for xx seconds.
Judo Chop: Target's current action is interrupted. If used on your Marked prey while they are casting a spell, they are knocked down and suffer exhaustion equal to half the cost of their spell.

This limits the power that an assassin has to indiscriminately destroy anyone- while their skills are strong, they must be very choosy in who they select to kill. Assassin's Mark would be tied to the primary attribute, and an assassin can only Mark one target at a time.
That mark thing might be abused and used as a spike skill so ya.
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Old Nov 23, 2005, 04:00 AM // 04:00   #211
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It would be abused as a spike if two assassins could be using their full powers on a single target, but the idea is that only one assassin may have a mark on a target. Two assassins, gotta find two targets. This would prevent, first off, all assassin teams, unless they just wanted to man up one to one on their 8 different targets. Other than that, this enables spiking like an axe warrior enables spiking, so yeah.
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Old Nov 23, 2005, 04:04 AM // 04:04   #212
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If Assassin's Mark showed up as a "Condition" on their target's screen, it probably couldn't be abused too badly. Spiking is at it's best when the enemy doesn't know exactly when it's coming, or who the target is. Knowing who the target will be reduces the effectiveness of the spike. Only thing then is that assassin skills that capitalize on the "marked" condition should have a casting time of 2 or more seconds.
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Old Nov 23, 2005, 04:38 AM // 04:38   #213
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Quote:
Originally Posted by swordfisher
It would be abused as a spike if two assassins could be using their full powers on a single target, but the idea is that only one assassin may have a mark on a target. Two assassins, gotta find two targets. This would prevent, first off, all assassin teams, unless they just wanted to man up one to one on their 8 different targets. Other than that, this enables spiking like an axe warrior enables spiking, so yeah.

O my bad I'm blind. lol
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Old Nov 23, 2005, 05:43 AM // 05:43   #214
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PRIMARY

Dark Speed: skill level * 2 added atk speed. Skills under this attribute etc. etc.

Hidden Hand:Allows 2 weapons; you attack 2*(12/skill level)% slower.
Skills under this attribute etc. etc.

Ninjitsu:magic of shadows and distraction.

Tools:ex:grappling hook/ninja star

Blood Pact:skills using sacrifices of energy/health/regen to make offerings to their god(s) for true powers of the gods.


Dark Speed:
Rush!:
5 e/0 c/10 re
for 1/3 seconds, you move 12/50 percent faster.

Strikeback:
10 e/0 c/5 re
the next time you are to take damage, negate the damage and deal an attack+5-18 dmg. This skills range depends on the attribute level; 12 being bow range. (unless you are wearing a bow because of ranger sub)

Eliminator (Elite)
25 e/1 c/45 re
if this attack hits, you strike for +12-22 dmg. If the opponent was suffering from deep wound, that opponent take double the damage from this skill.

Mirage Armor
10 e/3 c/25 re
for 15-25 seconds, you have a 37-82 percent chance to dodge attacks. For each attack sucessfully dodged, you gain 1 energy.

Clone Self(Elite)
25 e/8 c/60 re
for the next 8-18 seconds, damage dealt to you is negated and subtracted from your dummies hp(hp=your max hp+no hp regen/buffs/armor) when you use a skill on a foe, that foe suffers a dummy strike version of that skill for .2-.75 times the damage. This effect may only be used once per 2 seconds.

Hidden Hand:
Double Strike:
8 e/2 c/20 re
for 5-10 seconds, when you do a critical hit, it gains +50 percent armor penetration.

Fake Attack:
5 e/1 c/5 re
you hit an enemy for no damage with one hand to do double damage on the second hand.

Combined Strike:
10 e/0 c/25 re
you attack with both weapons at the same time doing stacked damage +20 percent armor penetration. Weapon damage affected by attribute.

Multi-Strike(Elite):
18 e/3 c/45 re
you attack 33 percent faster and have a 12-50 percent chance to strike twice with your first-hand weapon for 7-21 seconds.

Rage-Masher:
25 e/6 c/60 re
you do 2 attacks (ranged) that do half physical and half dark damage.

Ninjitsu:
Exploding Powder:
8 e/2 c/5 re
35-89 damage + 33 percent chance of blind to all adjacent enemies.

Hallucinogenics:
13 e/3 c/15 re
enemy and target adjacent foes suffer from a random condition for 5-28 seconds. (the area of this spell is heal area*heal area)

Trip Wire:
10 e/4 c/25 re
trap; for 25-160 seconds, adjacent foes suffer knockdown and 8-26 dmg for 2 seconds every 6 seconds. (area smaller than that of heal area)
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Old Nov 23, 2005, 01:39 PM // 13:39   #215
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Interesting.... I don't think there whould be such emphasis on 'marked prey'. Maybe it would be better to think abou the attributes an assassin might have and THEN come up with skills...

And traps are rangers only, like nature rituals are rangers-only, adrenaline skills are warrior-only, corpse-targeted spells are necro-only, etc.

Another thing is the idea of a 'marked target' would be too good. These skills would completely overshadow the other professions.

For ideas about attribs of an assassin, there might be....
  • Stealth
  • Fast Attacking (like fast casting, but for using weapons)
  • Luck (increases chance of critical hit, increases chance to hit while blind, increases chance that any spells against assassin fail, 1% per lvl of Luck)
Fast attacking would be the primary assassin attribute, although Luck could also be.

Any ideas on more attributes that DON'T have an inherant effect (effect without skill).
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Old Nov 23, 2005, 05:40 PM // 17:40   #216
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I reckon assassins should be made good against rangers cos they can get past all their evading and maybe because of their 'sneaking' powers do not set off traps... and the warrior could be made less good against the ranger.
Also, I reckon the assassin should be good against the mesmer. But definitely not the monk. Mesmers and warriors are for that.
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Old Nov 23, 2005, 06:41 PM // 18:41   #217
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Quote:
Originally Posted by Dead Panda
Guys guys. Think ninja.
i agree..... if you look through history ninjas main jobs were as assassins.....

i believe that they should be able to use things like throwing knives and such... as well as melee weapons..... as well as having a quicker attack rate over other characters seeing as they should be trained to QUICKLY silence/kill the enemy...... not to mention stealth...... not completely undetectable just a little harder......

a skill i think may work......

failure is not an option: preparation--elite

energy and stuf up to anybody....

if health is below 50% when you use this preparation your attacks strike for an additional 10-20 damage and cripple the enemy.... if striking a fleeing enemy you deal an additional 7 damage and foe is knocked down. preparation ends if your health rises above 50%
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Old Nov 23, 2005, 07:01 PM // 19:01   #218
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Quote:
Originally Posted by King Symeon
I reckon assassins should be made good against rangers cos they can get past all their evading and maybe because of their 'sneaking' powers do not set off traps... and the warrior could be made less good against the ranger.
I'm not sure if a warrior can be made any "less good" against a ranger!
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Old Nov 23, 2005, 07:12 PM // 19:12   #219
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nicky nightmare...
About the skill, then you would get a tank that uses sac skills to make sure that he maintains -50% health.

Might need to nerf that skill
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Old Nov 23, 2005, 08:50 PM // 20:50   #220
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Okay this whole VS stuff is stupid. Yes, there are inherent weaknesses in the classes, as well as strength. However, capitalizing on these, and even *nerfing* to make it more obvious is plain stupid.

For one thing, the purpose of the mesmer class is to have a counter to everything. Subvert, control, dominate. That would include the assassin. Sorry, fanboys.
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