Jun 01, 2010, 03:47 AM // 03:47
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#2
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Administrator
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I see 2 key problems with Assassin heroes.
1) They generally don't chain skills immediately. Whereas a human will think 'there's my lead, follow with the offhand, then follow again with the dual', the hero will think 'hmm, I'll start with the lead, hmm, maybe the offhand next, hmm, maybe the dual' This takes a massive chunk out of their DPS.
2) Unless they can spam DB/MB like their life depends on it, the damage they produce doesn't really justify a slot. This is the issue with physical heroes in general. With physical based teams, it's best to spend the hero slots on buffs, and letting the henchies go mental with them. A good physical buffer hero is significantly better than a physical UNLESS that physical really brings something important to the table, so to speak.
My suggestion: Try making him get in as many attacks as possible to trigger the physical buffs (assuming you're using them) as much as possible. I'm not an Assassin expert, but Locust's Fury seems good for this purpose. If you're not using physical buffs... I really don't know. I would just accept they aren't going to justify their slot.
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Jun 01, 2010, 04:07 AM // 04:07
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#3
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Likes naked dance offs
Join Date: Aug 2005
Guild: The Older Gamers [TOG]
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Anton suffers the same issues as the warrior and dervish heroes in that they're melee a melee class but cannot understand positioning. The best way to make them useful is to give them a role that doesn't require them to be in melee range of the enemy (much like orders can make a dervish hero usable). I don't have any suggestions for how to do this, but I'd be looking at the half-range spells assasin spells and signets.
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Jun 01, 2010, 06:47 AM // 06:47
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#4
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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Critical Eye + Way of the Master + Disrupting Accuracy + Dual Shot
Even then, I only take my Zenmai out against bosses with extremely long casting, hard to interrupt foes like Kuunavang, Zhu Hanuku, and the Zinn golems.
I wouldn't trust melee sin heroes mostly b/c of the lack of reliable, fast recharge shadowstep-2-party skills to get them out of the trouble they very often find themselves in.
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Jun 01, 2010, 08:58 AM // 08:58
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#6
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Desert Nomad
Join Date: Oct 2007
Location: Beertown ;P
Guild: RoP
Profession: E/Mo
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A/D Scythe Spammer maybe? - Worked for me
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Jun 01, 2010, 09:08 AM // 09:08
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#7
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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As people have said, I'm sure you've heard all the criticisms of Sin/Melee heroes. But here goes with what I used to use on Zenmai:
Wounding Strike [E]
Mystic Sweep
Chilling Victory
Malicious Strike
Disrupting Dagger
Critical Eye
Way of the Master
Resurrection Signet
When paired with a SoH hero (usually a signet of spirits rit or smite monk), the damage is pretty good. But he still has all the problems of normal melee heroes.
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Jun 01, 2010, 09:52 AM // 09:52
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#8
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Lion's Arch Merchant
Join Date: Jun 2010
Location: England
Guild: The Ministery Of Cookies (MC)
Profession: W/Mo
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My master sin
I'm a warrior my team for when i started NF was a mesmer,heal,and a sin
this is what i ran on the sin. OwBk0pe0HOuj+bA6wcZEw4s/DhB
the build is this if my code doesn't work
Crit eye
Crit defense
Jagged strike
Shadow refuge
Way of perfection
Elite Way of the Assassin
Wild strike
Twisted fangs
Deadly arts 4,Shadow arts 8 with a minor rune added,Dagger mastery Major rune added,Crit strikes minor rune added
this is my first post i hope this helps
Last edited by loopysnoopy; Jun 01, 2010 at 09:55 AM // 09:55..
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Jun 01, 2010, 11:16 AM // 11:16
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#9
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Forge Runner
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Do sins really know how to manage Critical Defense properly though? I can't test atm, but I am curious about their defenses since I hear that's their greatest flaw.
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Jun 01, 2010, 10:44 PM // 22:44
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#10
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Lion's Arch Merchant
Join Date: Jun 2010
Location: England
Guild: The Ministery Of Cookies (MC)
Profession: W/Mo
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Quote:
Originally Posted by Lishy
Do sins really know how to manage Critical Defense properly though? I can't test atm, but I am curious about their defenses since I hear that's their greatest flaw.
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my sin hero's dnt seem to have any trouble using those skills i have all hero's skill bars up so i can watch wots doing wot crit defense does go up only 1 trouble i did have they lacked power against aoe damage.
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Jun 12, 2010, 07:46 PM // 19:46
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#11
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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On my warrior, since I have SY! I can pretty much take whatever i want and stompsquishfragroll pretty much anything, so I figured I'd take stuff that would support that. I had Anton and Zenmai set up as A/P with simple dagger chains(jagged, fox fangs, DB), one with seeping wound and one with a daze skill(i forget which) or it might have been one of the shroud hexes... and Inspirational Speech, which I figured out that heroes will spam like crazy in a fight and you can micro between fights to stay pumped all the time. Since then I always have at least 1 /P hero in my parties, sometimes up to 3. No bull, I was running a decapitate bar the other day, never wanting for adrenaline cause the little dudes were speeching me on recharge.
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Jun 12, 2010, 08:15 PM // 20:15
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#12
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Marty Silverblade
I see 2 key problems with Assassin heroes...
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There are two even bigger, more fundamental problems you've missed:
1. The AI for melee is rubbish.
2. 70 AL.
Heroes and henchmen are terrible at melee - I mean really, really bad.
The fact they're also basically squishy makes things worse and means you essentially need to keep Prot Spirit on them. The possible rewards generally aren't worth it.
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Jun 12, 2010, 08:21 PM // 20:21
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#13
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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Iv never really had problems with henchies/heroes in melee. Usually the minions pick up aggro over melee npcs anyway. I typically bring a melee henchy with me.
When I run a sin hero, I run a standard JS->FF->DB chain with Way of the Assassin and some utility skills (interupts, KDs, conditions, etc.) While heroes dont spam a chain like a human would, they arn't really bad at it either. The sin will chain his skills, he just won't always spam them as fast as he can.
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Jun 12, 2010, 08:28 PM // 20:28
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#14
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Lanier
Iv never really had problems with henchies/heroes in melee. Usually the minions pick up aggro over melee npcs anyway. I typically bring a melee henchy with me.
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The AI has issues on target selection and will frequently run between you and the target when you what them to attack. Their skill usage is rather poor as well.
Then there's the fact that the henchmen physicals are all aggressive and will frequently run off to attack something you'd rather not.
Minions are often attacked first but don't hold for too long.
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Jun 12, 2010, 08:30 PM // 20:30
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#15
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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I really like the assassin hero signet build from [Rare], but I had to replace Frenzy because I was using it on a non-ele character.
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