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Old Sep 25, 2007, 11:36 AM // 11:36   #181
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OK now don't flame me for this but, I partially agree with Moriz. I myself am a Dervish and I swear by the scythe and I admit I have not much experience with an assasin (they aren't my style of play). However, in PUGs and HA I have seen my share of good and bad assasins.

For example, wen the battle started the warriors rushed forwards and the casters hang back and I, the Dervish, stayed around the middle with my enchantments. A sin shadowstepped 2 my monk and the monk started panicking and ran 2wards the middle. I crippled and blinded the sin and rather than the sin try and get away or shadowstepping he started attacking me doing no damage wat so ever I finished him with a few swings of my scythe.

One of my most memorable encouters with a sin was wen the rest of our team had died and we had both used our rez. It was 1v1. I was thinking "yes, the games in the bag, with his crap armour and my protective enchantments". The sin was running like crazy and I was chasing after him. The rest of my team calling him noob runner and the like. Now every 20s I had to load my protective enchantments and my EDA. The sin kept on running and wen it got 2 my 20s again the sin shadowstepped 2 me and killed me in less than a few seconds. He inturrupted my enchantments, deepwound, poisoned and did ridiculous damage. I was shocked that 1 person could do such a thing.

In the 2nd case the sin who I played against showed tremendous skills in kiting, observing the battlefield and players, and a kick ass skill bar. Skills that the other sin did not have. However, once u master all those skills, like moriz said, where does the sin go frm there? Sins IMO r not a very versatile class (they go in, kill target, run out and save their own necks), in which case they have only a few skills to master, but they have to master them well. Also if sum1 stops them frm doing that ONE THING wat they do, they die. A warrior on the other hand is a very versatile class and has a lot of jobs to do so have to master more skills than the sin, but they may not have to do them well because they wont die if they get it wrong because of things like their armour. So IMO moriz and laserlight r rite 2 a certain extent.
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Old Sep 25, 2007, 12:14 PM // 12:14   #182
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No offense but it honestly sounds like you hav'nt played as one.

Mastering a Sin takes as much skill as any other class, it's the preconception theres only one way to play (step in, run long dagger spike, rinse , repeat) and basing opinion of the "skill" involved in playing a Sin on that one generalization thats at fault.

Your a Dervish and I would never say "Oh Dervish takes no skill...all they do is spam on heaps of enchantments run in and wack things with their scythe....easy as."

Every time I've seen this discussed it's always mentioned a SP spike sin build or similar like thats the ONLY way to be an effective Sin and once you've mastered that one type of build thats it....no more variation for you.

"lawl...sins just 1,2,3,4,5,6,7...I block stance or blind...they die...lawl"

Anyone who has played a Sin extensively knows that to be false.

I hav'nt used daggers in PvP in over a year.

I hav'nt used a spike build in PvE since EotN came out.

I've played every class in the game and settled on Sin as my main for the past year or more exactly for the sole purpose that I've found it the least boring and most varied class to play with a need for near constant adaption and evolution of strategy to be effective and survive in both the PvP and PvE environment in conjunction with a fast and furious style of game play requiring more need for skill and reaction speed than any of the other classes I played.

I really struggle to understand this logic of Warriors, or any other class for that matter, needing or requiring more skill to play as I specifically changed my main class to Sin due to finding the complete opposite to be true.

The main difference is I don't go into other sections and try to preach my own personal opinion or experiences as the Guild Wars gospel truth.

Last edited by fireflyry; Sep 25, 2007 at 12:52 PM // 12:52..
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Old Sep 25, 2007, 04:25 PM // 16:25   #183
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then give me a "versatile" assassin build. just one. oops, there aren't any. the assassin was designed from the get-go to be able to blow up a target with a combo and do nothing until they can use the combo again. they have little (if any) disruption, and does not contribute anything else other than damage to a team (yes, even those ridiculous deadly arts assassins).

i chose the shock axe and SP sin because they are the epitome of their respective professions. shock axe is the best example of a versatile slugger, the SP sin is the best example of a straight-up spiker. especially the assassin, since assassins have one purpose and one purpose only: kill shit. there are other assassin builds of many different flavours, but they still all do one thing: kill shit. all of them involves simple positioning and pressing 123456. the oldschool shock assassins (favoured by EvIL and WM back in the day) were about the most versatile assassin builds ever made. unfortunately, they are now so surpassed in every way it's no longer feasible to use them.

the warrior was designed to allow for more skilled play. the assassin was (poorly) designed to be a button-mashing spiker. there's no point arguing about this. trying to argue that a sin can be as versatile as a warrior is like trying to argue that we can teach a penguin to fly and an eagle to swim. it just doesn't work.

we've also strayed too far from the OP's question. the answer to that, as i already said, is no. this is simply because it is quite hard to be truly bad playing an assassin.
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Old Sep 25, 2007, 06:31 PM // 18:31   #184
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Quote:
Originally Posted by moriz
"I had a hard time with keeping the assassins alive when Factions came out" .
Wola!!!

A/Mo
Palm Destruction
healing prayers 3
protection prayers 2
dagger mastery 8+1
deadly arts 11+1+2
critical strikes 11+2
Skills:

[Dancing Daggers][Palm Strike][Critical Strike][Impale][Siphon Speed][Restful Breeze][Mending Touch][Resurrection Chant]

Code: OwNl0MPSH6tj7o1qg7vE4tzulXRjA

Find a more versatile Warrior build and i will give you a cookie. Great surviveability high dmg, i eat melee and caster proffesions for breakfast with this build . Yes u can use this all the time ( Has less downtime than most of those phatethic adrenaline spikes out there). Only requires one of the attacks to hit to finish the spike. Conditon removal and so on....

All credit goes to Arredondo.

Btw. From what i can see all Warrior builds are button smashers. The diffrence between any warrior build, and my all time hate build the sp, (bad example for anything else), is that the warriors can't button smash right away, they need to stand there and chop the opponent for 30 sec or so before they can smash ^^.

The assassin on the other hand, can jump right in do their combo (whatever wonderful versatile build they have). Right away kick ass, and get out of the danger zone( if your not a veteran wammo that is :P).

Warriors take less skill to play based on the fact that they can afford to be dumbasses (This is a fact based offence to all you sin haters out there. As i'm defending my proffession with claws and fangs right now.)
Beacuse they can take the beating with their high health and high armor, where on the other hand, an assassin as Firefly so perfectly describe the proffession is a "Shot-gun of glass" they got insane damage but are so fragile, that one failure will most of the times result in death.

Btw. Whats with the "Kill shit" thing? Isen't that what people are supposed to do in pvp? Or should we all just sit down and have a cup of tea?

Last edited by Willow O Whisper; Sep 25, 2007 at 07:15 PM // 19:15..
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Old Sep 25, 2007, 06:51 PM // 18:51   #185
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Quote:
Originally Posted by moriz
your understanding of game mechanics is too shallow. so until you can actually understand the game better, it's useless to explain to you why warriors take more skill to play than assassins.

it is impossible to play a bad assassin for anyone with a normal IQ and very basic understanding of game mechanics. those dead assassins you see in AB and RA are retards straight off the shortbus. in fact, assassins are notorious for being a profession that makes everyone perform equally well. place a top 10 gvger and an average player on SP sins, and they'll perform pretty much equally well. the same cannot be said if you get them to play a shock axe.
i guess you can't play anything but sp sins..
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Old Sep 25, 2007, 06:57 PM // 18:57   #186
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Quote:
Originally Posted by Abraxas Fafnir
OK now don't flame me for this but, I partially agree with Moriz. I myself am a Dervish and I swear by the scythe and I admit I have not much experience with an assasin (they aren't my style of play). However, in PUGs and HA I have seen my share of good and bad assasins.

For example, wen the battle started the warriors rushed forwards and the casters hang back and I, the Dervish, stayed around the middle with my enchantments. A sin shadowstepped 2 my monk and the monk started panicking and ran 2wards the middle. I crippled and blinded the sin and rather than the sin try and get away or shadowstepping he started attacking me doing no damage wat so ever I finished him with a few swings of my scythe.

One of my most memorable encouters with a sin was wen the rest of our team had died and we had both used our rez. It was 1v1. I was thinking "yes, the games in the bag, with his crap armour and my protective enchantments". The sin was running like crazy and I was chasing after him. The rest of my team calling him noob runner and the like. Now every 20s I had to load my protective enchantments and my EDA. The sin kept on running and wen it got 2 my 20s again the sin shadowstepped 2 me and killed me in less than a few seconds. He inturrupted my enchantments, deepwound, poisoned and did ridiculous damage. I was shocked that 1 person could do such a thing.

In the 2nd case the sin who I played against showed tremendous skills in kiting, observing the battlefield and players, and a kick ass skill bar. Skills that the other sin did not have. However, once u master all those skills, like moriz said, where does the sin go frm there? Sins IMO r not a very versatile class (they go in, kill target, run out and save their own necks), in which case they have only a few skills to master, but they have to master them well. Also if sum1 stops them frm doing that ONE THING wat they do, they die. A warrior on the other hand is a very versatile class and has a lot of jobs to do so have to master more skills than the sin, but they may not have to do them well because they wont die if they get it wrong because of things like their armour. So IMO moriz and laserlight r rite 2 a certain extent.
i can give you 20 GOOD skill bars worth of builds for sins, all utilizing great technique and defined use. as far as "saving their own neck" goes ,maybe a smart idea for a monk to "save his own neck" would be to kite and heal/prot, so a sin, kiting to protect himself/spare the monk having to heal/prot him more, is what we call STRATEGY. also, im tired of people not understanding utility. shouts, prot skills, blind, anti-melee, ALL utility, but what about KNOCKDOWNS, INTERRUPTS... and oh idk.. killing the enemy???? the fewer the other team has and is forced to res, the better chance you have at winning, and THATS THE ASSASSIN'S UTILITY. no one can kd like the sin (minus hammer wars/bunnies) no one can put a target on its back in less than 2 seconds like a sin, unless pared with a team effort, and other than a ranger/mes, there aren't really any good active interrupts in the game other than the utility of a sin.
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Old Sep 25, 2007, 08:17 PM // 20:17   #187
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Quote:
Originally Posted by moriz
then give me a "versatile" assassin build. just one. oops, there aren't any. the assassin was designed from the get-go to be able to blow up a target with a combo and do nothing until they can use the combo again. they have little (if any) disruption, and does not contribute anything else other than damage to a team (yes, even those ridiculous deadly arts assassins).
um... disrupting stab, exhausting assault? pretty good disruptions right there. as for the class being designed "from the get-go to blow up stuff" um, yeah... They weren't build to have AL's of 100, otherwise as a front-line meelee class, they would own warriors anyday. as for doing nothing until the combo recharges, your thinking about the next squishy to take out, not focus on the tank charging down on you.

Quote:
Originally Posted by moriz
i chose the shock axe and SP sin because they are the epitome of their respective professions. shock axe is the best example of a versatile slugger, the SP sin is the best example of a straight-up spiker. especially the assassin, since assassins have one purpose and one purpose only: kill shit. there are other assassin builds of many different flavours, but they still all do one thing: kill shit. all of them involves simple positioning and pressing 123456. the oldschool shock assassins (favoured by EvIL and WM back in the day) were about the most versatile assassin builds ever made. unfortunately, they are now so surpassed in every way it's no longer feasible to use them.

the warrior was designed to allow for more skilled play. the assassin was (poorly) designed to be a button-mashing spiker. there's no point arguing about this. trying to argue that a sin can be as versatile as a warrior is like trying to argue that we can teach a penguin to fly and an eagle to swim. it just doesn't work.

we've also strayed too far from the OP's question. the answer to that, as i already said, is no. this is simply because it is quite hard to be truly bad playing an assassin.
to be a bad assassin is to think that spike damage is the only way to play. And what exactly does a warrior do? oh yeah, kill shit...

again, you believe that all assassins are meant for spike physical damage. but they also excel at snaring, tank support, AoE damage, and health degeneration. With that many roles FOR A TEAM PLAYER and the many build options that those role can fulfill takes more skillful thinking and prep than a warrior who is only capable of melee damage. If we had the AL of a warrior then everyone would be running a moebius-blossom build. It has faster recharge time than any tank skills.

the warrior is the hardest class to synergize with a secondary profession. a warrior only has to focus on being a tank and healing itself. The versatility of the class is useful for spike, meelee shutdown and secondary roles. Play shock axe against an average mesmer anyday and watch yourself get shutdown faster than you can get even near him. Play an assassin and shutdown the best mesmers in the game and save that warriors ass from his high horse.

Last edited by khaderach19; Sep 25, 2007 at 08:29 PM // 20:29..
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Old Sep 25, 2007, 08:31 PM // 20:31   #188
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SP sins are representative of all assassin builds. that's why i use them to base my arguments on.

and try not to use quotes on things i did not say. in fact, i should probably do the same.

Quote:
Originally Posted by Mekkakat, Willow O Whisper
lookie me! i'm pressing 12345678 and killed someone! i got sooo much skillz!
just for shits and giggles, i rolled up an oldschool AoD shock assassin, just to see how much "skill" is involved in playing it. keep in mind the last time i played it was a year ago.

the results? dead easy. pretty effective overall, despite the build being outclassed by anything out there, i could still score a gazillion kills by pressing buttons in order. there was really no skill involved. i more or less fell asleep while playing it and could still score kills.

and lastly, i DO know how to play assassins. i was one of the original pioneers of the AoD combo and ran it into the ground. i wrote the first guide on effective assassin playing. if you search around in this forum, you might still find it. i've moved on from playing assassin, because i eventually realized i've hit the ceiling in regards of what the assassin allows me to do.

the assassin is a poorly designed, poorly implemented profession. is it effective? yes, but only up to a certain point.
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Old Sep 25, 2007, 08:57 PM // 20:57   #189
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Quote:
Originally Posted by moriz
SP sins are representative of all assassin builds. that's why i use them to base my arguments on.
That is the excat same as saying LoD Infusers are representative of all monk builds. Is that how you think about it ?



Quote:
Originally Posted by moriz
just for shits and giggles, i rolled up an oldschool AoD shock assassin, just to see how much "skill" is involved in playing it. keep in mind the last time i played it was a year ago.
May i guess your braging about your efforts in Ra? Bravo!

Quote:
Originally Posted by moriz
the results? dead easy. pretty effective overall, despite the build being outclassed by anything out there, i could still score a gazillion kills by pressing buttons in order. there was really no skill involved. i more or less fell asleep while playing it and could still score kills.
Sure i can also keep pressing lod on a monk build, wee dead easy and could still save someone doing it.

Quote:
Originally Posted by moriz
and lastly, i DO know how to play assassins. i was one of the original pioneers of the AoD combo and ran it into the ground. i wrote the first guide on effective assassin playing. if you search around in this forum, you might still find it. i've moved on from playing assassin, because i eventually realized i've hit the ceiling in regards of what the assassin allows me to do.
Yea thats how far it allows YOU!! to go. Doesen't mean the rest of us can't reach a higher lvl. In that way we are all diffrent, you might be better than me using the monk, and i might be better than you using the sin.

Quote:
Originally Posted by moriz
the assassin is a poorly designed, poorly implemented profession. is it effective? yes, but only up to a certain point.
yea and the same goes for the rest of the bunch i really wan't to see a monk only team kill mallyx ( pve wise) or get to the high end pvp ladder. All proffessions are effective to a certain point.

you know this post of yours can be modified to match every single proffession in guildwars, i think i'm gonna write it down so it's redy to use in every single flame post conserning proffessions ^^.
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Old Sep 25, 2007, 11:52 PM // 23:52   #190
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the only good sin is someone who can play the sin.
you cant say anything aboutthem if you havent played them.
and to the first posts,para/mes/rt/derv own too
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Old Sep 26, 2007, 12:39 AM // 00:39   #191
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Quote:
Originally Posted by moriz
then give me a "versatile" assassin build. just one. oops, there aren't any.
Your consistently proving your lack of knowledge and experience with the class.Why bother...really.

I've noticed you have totally changed tact from "skill" to versatility.Wonder why that is.

One small example due to the fact I really don't have the motivation to bash my head against your brick wall mentality and post from the over 30+ PvP and 40+ PvE "non-versatile" builds I have.

Temple Strike + Epidemic.

gg Casters, either mitigation or pressure on melee foes to use condition removal.

Quote:
Originally Posted by moriz
The assassin was designed from the get-go to be able to blow up a target with a combo and do nothing until they can use the combo again. they have little (if any) disruption, and does not contribute anything else other than damage to a team (yes, even those ridiculous deadly artsassassins).
Yes...being able to mitigate damage through the use of mass and spammable bind, cripple and dazed is totally non-versatile.

Your again fixating on one generic build type and style of play to justify your argument.

Your logic is flawed.

Quote:
Originally Posted by moriz
SP sins are representative of all assassin builds. that's why i use them to base my arguments on.
Yes...I base my opinion of Warriors on Wammo.

lol

Quote:
Originally Posted by moriz
the warrior was designed to allow for more skilled play. the assassin was (poorly) designed to be a button-mashing spiker. there's no point arguing about this.
Lose the "I am the bearer of absolute truth and your all wrong" attitude.It's perfectly valid to have an opposing opinion, especially when you bring such an attitude into the Assassin section and your arguments hold no water, in a nutshell your just giving bad examples and repeating the mantra of "I'm right your all wrong cause I say so k"

Ummm...nah.

Go troll another section.

Last edited by fireflyry; Sep 26, 2007 at 12:53 AM // 00:53..
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Old Sep 26, 2007, 01:05 AM // 01:05   #192
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A/Me

Dagger 13
Deadly 16

Epidemic
Web of Disruption
Black Mantis Thrust
Temple Strike [E]
Vampiric Assault
Impale
Signet of Deadly Corruption
Sadist’s Signet

Something I whipped up in about two minutes, based on Firefly's Temple/Epidemic post. This Assassin can spread Cripple, Daze, Blind, and Deep Wound, can interrupt key spells with WoD as well as use it as a secondary hex for BMT, can use Impale and SoDC to deal considerable damage to a target when it's not spreading truckloads of Conditions around, and can use Sadist's Signet (as well as Vampiric Assault, of course) to heal itself while doing so. Let's see...mad Condition spreading, damage-capable, self-healing, interrupts. Seems fairly versatile to me. And that's in a two-minute, slap-skills-together rush.

Yup. There's no skill or versatility whatsoever in an Assassin, folks...
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Old Sep 26, 2007, 01:10 AM // 01:10   #193
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the most versatile builds tend to require the most skill. the two are directly tied together. as a corollary to that, if you have a great amount of skill, you can use a versatile build to achieve results that are unheard of. too bad none of you can hope to do so.

you also cannot say i have no experience playing assassins. i'm primarily a monk and ranger player. because of that, it's my job to understand each and every profession. assassins among them. if you also want to search a little bit, you'll find a guide entitled "the beginner's guide to pve assassin" (or something like that, can't remember) in this section of the forums. take a look at the author. that's right. me. i understand the assassin on a level that's beyond most of you. like all professions, assassins come in many flavours. but they all boil down to the same thing: mash 123456 and hope for a kill. you can stick whatever skills you want onto those buttons, but the fact remains that all you're doing is buttonmashing in sequence, often with very little regards to timing and little adaptation to whatever your opponents are doing. that's fine, that's because the assassin profession generally does not allow you to adapt.

perhaps one of the reasons why we're arguing over this point is the perspectives we have. most of you are thinking in the perspective of RA or AB, where there's little emphasis on the team and a lot of emphasis on what you can accomplish by yourself. mine is more based on gvg, where much of the emphasis is placed on what you can contribute to the team. it seems like i'm not the best person to explain this (after all, you all dislike me and english is my second language). i'll use a quote by a top player instead. you might still be able to find this somewhere on gwguru.com:

Quote:
Originally Posted by blame the monks
As I read this week's State of the Game article and various unrelated flame threads on TGH, I realized many people -- including members of high ranked guilds -- did not know what a balanced build was. I thought it might be worth laying out for the community what exactly the term "balanced build" means as the term was historically used in GvG.

A Balanced Build is a Build that can Change Tactics

When people talk about a "balanced build" in GvG, it has nothing to do with skill balance or even with party composition. Perhaps the best way to think of balanced builds is to substitute in the word flexible for balance. Balance refers to the flexibility to switch tactics in a match. Traditionally, the "balance" refers to the balance between 1) Spike vs. Pressure; 2) 8v8 vs. Split; and 3) Defensive play vs. Offensive play.

Let me say that again -- simply because a team has two warriors, two monks, and four support does not make a team balanced. What makes a team balanced is the ability to adjust tactics.

Balance vs. Imbalance is a scale, a continum. On some level, every planned team build has a theme -- no team plans on doing everything equally well. Thus, there is no such thing as a perfectly balanced build. The point is not which theme a build is intended to use, but rather how well a build can adjust and to what extent a build allows tactical decisions to win games as opposed to simply relying on your prematch build and tactics. To get an idea of what I mean in terms of GvG, let's compare and contrast a shock axe warrior vs. a burst assassin.

Shock Axe Warrior (Balance) vs. Burst Ass (gimmick)

Ashock axe warrior (b strike, ESVIC, exe, shock, rush, frenzy, heal sig, res sig) has been a staple of the metagame for more than a year in part because it is highly flexible and effective. Esvicerate + Executioner makes an excellent spike, but this build is also reasonably effective in pure DPS. Likewise, it is effective in both team fights and in limited split duty. Finally, bstrike and shock provide disruption or utility that can be used to shut down the other team's defense, shut down their offense, or simply increase DPS. So although a shock axe warrior might go into a GvG planning to pressure targets out, if that didn't work out he could switch gears and begin adrenaline spiking, splitting, or even linebacking for VoD. The key is flexibility of build which translates to opportunities to win by making smart tactical plays.

By contrast, consider a standard ass burster (expose, SP, burst, bls, twist, bss, bos, res sig). Because of the nature of the combo system, the ass must devote almost his entire bar to unloading one combo. His combo cannot vary and if one hit fails, the combo fails and is worthless. Although the ass makes a great spiker, he is ineffective as pressure. Many asses don't attack at all in between combos, and those that do simply build up energy while they wait to spike. Likewise, the ass has no way to fight effectively in a split (no self-heals, movement control, etc). Finally, an ass has no way to effectively lineback or shutdown any part of another team. In short, because of the inherent setup of the build, the ass has only one tactical option avaiable -- it spikes. If the spike doesn't work, the ass cannot effectively switch to splits, pressure, or anything else. It must spike or lose.

This is why a burst ass is commonly viewed as a one dimensional gimmick while a shock axe warrior is commonly viewed as a balanced build. This generalizes to GvG builds as well.

Caster Spike vs. EuroSpike vs. Balanced Builds

Traditionally, the most imbalanced or gimmicky builds were caster spikes. A common example of this is oflame spike. These builds were imbalanced becuase they were the sum of their parts -- very few individual casters can effectively pressure and spike, much less split or adjust tactics otherwise. Caster spikes had one tactic and one trick only -- win or lose there was no tactical adjustment. However, this is not just limited to casters -- a team of 5 thumpers + 3 monks is equally imbalanced because the team can ONLY fight 8v8 as a pressure team.

More toward the middle, we have eurospike. Eurospike is largely dominated by a spike (and adren spike is in no way less gimmicky or imbalanced than a pure caster spike), it has more flexibility than oflame. Its warriors could split somewhat, it could generate marginal pressure, it could attempt to play defesnively and win at VoD, and so on. However, eurospike is NOT a true balanced build because it is heavily slanted to one tactic (spiking) at the cost of other tactics (split, pressure, etc).

Another sign of a gimmick is how they react to getting rolled. If a spike team gets rolled 8v8, they usually /resign. They resign because they know they have no other option to win -- either the one trick pony pwnys the opponets or you lose. By contrast, in a more balanced build if plan A fails (say for example a flagstand spike) the team will adjust and try something else, such as splitting.

So by definition, a balanced build is one that can vary tactics reasonably well. It is a build that can spike or pressure, split or 8v8, win at vod, play defensively if needed, and so on. In short, it is flexible. It has nothing to do with how many warriors you have. It has everything to do with what tactics you can run -- skill vs. build.

A balanced team can vary tactics based on the situation.
A gimmicky or imbalanced team relies on one powerful tactic to win.

A balanced team relies on each player knowing what tactic to use to win.
A gimmicky or imbalanced team usually only requires the team to execute (3,2,1 or hex spam, etc).

Each GvG as a balanced team is different as your tactics always vary.
Each GvG as a gimmicky or imbalanced team is very much the same as you always do the same things.

Why are Warriors so common in Balanced Builds?

This begs the question of why warriors are such a staple of balanced builds. The answer is simple -- warriors are by far the most flexible class in the game. Because of natural armor and heal signet, warriors are difficult to kill. This makes them naturally self sufficient without having to spend lots of resources and skill slots. This allows them to both split and fight 8v8 effectively. Warriors likewise can do solid DPS without needing lots of skill slots. Frenzy + 14 weapon mastery is enough to be an equalent DPS threat as almost any caster. However, Deep Wound gives warriors a very potent spike without compromising other areas. Finally, because of these other strengths warriors have the room to bring along utlity skills such as bull's strike, shock, and so on which can be used offensively or defensively. In short, a basic warrior can do just about anything reasonably well.

Compare this with asses (no pressure, limited synergy in groups, less survivable) and dervs (less spike ability, less survivable, less pressure...only a godmode push every two minutes). Even if the ass or derv may be better for a given build or tactic, overall they are far less flexible. All three are physicals, but only the warrior has the tools to adjust tactics.

This also carries over to casters and support -- toons that have the tools to effectively switch tactics are rare and those that can are staples of the metagame (water emos, burning rangers, dom mesmers). But fundamentally, its not about physical vs caster -- its just the fact that because of game design most physicals are more flexible than most casters. But this is not always true -- for example a dom mesmer is far more flexible than a burst assasin.

Why should Balanced Builds be prefered over imbalanced Builds?

So now that it should be clear what a balanced build is (IE, a flexible build), why do so many people think balance builds take more skill, are more fun, and should be encouraged? The answer is simple -- builds that are flexible win or lose more based on in-game tactical decisions and less on build. Likewise, most people enjoy the fun of outthinking the opponent, rather than just winning because your build was better.

But remember, balance is not an ideal that is better in of itself -- balance is better because it takes more individual tactical skill and decisionmaking. Flexiblity of build means nothing if your players aren't smart enough to know how to use the tools they have. This is why balance v balance almost always comes down to skill of the players involved, while imbalanced v. imbalanced plays so much like rock, paper, scissors.

Furthermore, because balance requires you to do many things well, you have to draw upon a broader set of correct plays. A spike requires you to be good at only one thing -- spiking 8v8. By contrast, a balanced build requires you to be good at many things -- you need to be able to spike, pressure, split, AND know when to do each. An inflexible or imbalanced build wins if the gimmick goes through (either by build advantage, map advantage, player skill, etc). If the single tactical option doesn't work, the team loses. By contrast, a balanced build wins when the individual players and the team as a whole can adjust the tactics of the build to make quality plays to get the win. This means that balanced players should learn more each game (as they learn better ways to use the flexibile tools they have) as well as gaining more experience in each type of play -- spike, pressure, split, etc. An imbalanced team only learns to do the same tactic over and over.

For these reasons from a game design perspective, balance SHOULD be the most powerful and most prevalent strategy -- because it takes the most player skill and is the most fun. This is also why gimmicks should not be able to overwhelm an average balance build -- when a team lacks the ability to adjust reasonably well to everything, it is forced to specialize and play R/P/S. For a tactical competitive game, this ruins much of the depth of the game.
one of the things that can be gleamed from his post is that warriors are versatile in ways that can directly benefit the team, while the assassin, while can be versatile, are often geared towards that of a solo spiker.

the section that is most relevant to this discussion is: a well-put together warrior build can vary tactics because of the nature of warrior skills. if their primary goal does not work, they can change gears to do something else, and still be effective. the assassin build is set in stone: it does what it's designed to do. no more, no less. whether it's to spike something, pressure something, disruption something. the fact remains that a spike assassin will never be able to pressure, the pressure assassin will never be able to spike, and the disruption assassin cannot hope to spike someone with an ounce of brains. this is the reason why assassins are not versatile.

anyways, it's not like any of you will listen to what i say, even though my opinions are those of the top players. decide for yourself whether i'm right or not. your opinions does not matter in the grand scheme of things.

Last edited by moriz; Sep 26, 2007 at 01:19 AM // 01:19..
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Old Sep 26, 2007, 01:16 AM // 01:16   #194
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Neither does yours.

Good day.

Edit:Oh and please don't take it personal.I in no way dislike you as you stated, I don't even know you so don't imply theres any personal malice involved.

I just know outside your given specific GvG two build comparison your wrong.

Take it easy.

Last edited by fireflyry; Sep 26, 2007 at 01:26 AM // 01:26..
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Old Sep 26, 2007, 01:21 AM // 01:21   #195
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Assassins probably have more versatility than people give them credit for. Moebius, AoD, and the new Grenth's Grasp - Trampling Ox variants can pack strong damage and utility on one bar, it's just that the risk/reward ratio of SP is so skewed that it overshadows everything else. Also the GvG meta is probably the most stagnant its ever been, and almost no one is innovating. Japanese guilds are the only ones who experiment with sins, and I've seen some pretty cool (and effective) stuff come out of that. Non-sp sins are also damn strong in TA, which is a probably the most competitive PvP you'll find outside of GvG.

The Grenth's build is something I particularly enjoy playing. You got a strong combo on an 8s recharge (so you're not sitting around with your thumb up your ass half the time waiting for stuff to recharge), a strong snare, some disruption in the form of frequent KDs, and room to pack interesting utility (I like assassin's remedy + dash + disrupting dagger myself).

It's not mindless to run either, actually quite the opposite in terms of micro required. You have to juggle a lot of stuff, like enchants for GPS, making sure you have enough energy when you reach falling (it does become a concern when you combo often enough), using dash effectively (both offensively and defensively, eg pre-kiting). It's remarkable how much more rewarding the class is to play when you don't have an elite shadowstep+snare on your bar, and when you're comboing often enough to make positioning and watching prot matter.

Last edited by Symbol; Sep 26, 2007 at 01:27 AM // 01:27..
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Old Sep 26, 2007, 02:07 AM // 02:07   #196
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Alright. In response to your old SotG-ish Article card, I play my Evolving-Tactics card.

That article makes reference to the Shadow Prison/Burst of Aggression Assassin, which as we all know has ceased being the SP/BoA Assassin. it hasn't been the SP/BoA Assassin for a good while, in fact. And while the theory behind the article is still solid, let me illustrate unto you an idea I've been tossing around with a Guildmate of mine recently. In the last few minutes, in fact.

While talking to him about your point that Assassins don't really contribute anything else to a team play aside from their one big spike, it occured to us that the Temple Strike/Epidemic plan actually worked very well with a buddy's favored Burning Arrow Ranger build. A Burn/Poison Ranger tags up very well with an Epidemic Assassin, and in fact the Epidemic 'Sin can simply cast that hex at any old target that's been called. That same Shock Axe that's doing the pounding can call for some Monk pressure by saying "Hey Assassin guy, Epidemic this target quick so's I can Eviscerate it and spread some DW." Admittedly, the same could be done on any old /Me in the team, but it illustrates the fact that every skill in this game, on any skillbar in this game, is a tool. Some are more effective/better supported than others, but a sufficiently flexible mind can find a use for far more of them than can an inflexible mind - the same sort of mind that sees the Shadow Prison Assassin as the be-all, end-all example of every single thing an Assassin is capable of doing.

Instead of saying "What can my Assassin do to accent/bolster what everyone else on my team is doing?", arriving at nothing because it's a Daggerspike Assassin, and saying the class is crap, try figuring out innovative ways to use the build, then figure out how other builds your team uses can accent/bolster it. May sound selfish, but I doubt that those same Shock Axe Warriors you espouse are always wondering how they can take one for the team. Sometimes yes, they certainly will - but them thar Monks aren't really in there to keep the supporters healed, are they?
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Old Sep 26, 2007, 02:47 AM // 02:47   #197
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Okay, first of all, epidemic is bad because adjacent AoE is pathetic. Temple strike is a decent arena elite, but it's weak in GvG because there's plenty of off-monk removal (draw, mending touch, dismiss).

Secondly, I think Sins not doing anything _other_ than solo spike in GvG isn't solely due to problems with the assassin skillset (the sin is actually better off in this regard than, say, the derv), but rather due to the unavoidable problem of having a 70 AL class running around on the frontline.

In team-arena where spikes are much less punishing you see quite a bit more variety in assassin builds, and I'd go so far as to say that Shadow Prison isn't even the most effective template because pressure is far more viable (no blockway, no party healing to clean up incidental damage)
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Old Sep 26, 2007, 02:53 AM // 02:53   #198
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Not going to argue with the 20 billion flamers in this post, but here are my conclusions:
- most gimmicky class to play with lots of exploits
- hardest class to keep alive in pve when played by 99% of the people
- worst concept with little versatility outside of lots of gimmicky crap

I won't generalize sins, but I'll say that most "good" sin builds are some variation of these:
a) shadow prison black lotus (aka 123456)
b) deadly arts gimmick spiker (aka 12345)
c) moebius combo

With some minor exceptions for specific cases (shattering assault, etc.), if you're not running one of those, chances are the build has much less offensive potential (either spike or pressure) than those 3 builds.

The fact that there are essentially only 3 viable sin builds makes its versatility very low. The fact that 2/3 are no-brainer stuff that can be done reasonably well by anyone makes it gimmicky. Starters who try the moebius build is likely to get themselves killed in PvE, which makes it hard to play.
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Old Sep 26, 2007, 03:13 AM // 03:13   #199
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I don't know why but I have loved sin since I started playing them. I guess I like the shadowstepping for high dmg and then popping out, but I have seen way too many people not able to play sins. Sins are not a bad class but they can be hard for many people to play.
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Old Sep 26, 2007, 03:18 AM // 03:18   #200
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Quote:
Originally Posted by holymasamune
Not going to argue with the 20 billion flamers in this post, but here are my conclusions:
- most gimmicky class to play with lots of exploits
- hardest class to keep alive in pve when played by 99% of the people
- worst concept with little versatility outside of lots of gimmicky crap

I won't generalize sins, but I'll say that most "good" sin builds are some variation of these:
a) shadow prison black lotus (aka 123456)
b) deadly arts gimmick spiker (aka 12345)
c) moebius combo

With some minor exceptions for specific cases (shattering assault, etc.), if you're not running one of those, chances are the build has much less offensive potential (either spike or pressure) than those 3 builds.

The fact that there are essentially only 3 viable sin builds makes its versatility very low. The fact that 2/3 are no-brainer stuff that can be done reasonably well by anyone makes it gimmicky. Starters who try the moebius build is likely to get themselves killed in PvE, which makes it hard to play.
I must be one of those exceptions but there are many good builds that are used by sins that me and my guild have made I'll post the builds a little later I need to re-find some of them but I use a [skill]Healing Hands[/skill] sin to have fun in pve it was based off the old pvp prebuilt build the Paladin and I modded it for sins and it really works well it can tank pretty well for a sin and also in pve it doesn't really ever die. And it puts out really good dmg so it works for me in pvp and pve. Ok that kinda was a ramble, but I agree that most people suck at playing sins but those 3 builds allthough very popular aren't the only really good builds out there. I personally find sins to be pretty versitile.



Sry bout the double post
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