Jan 21, 2006, 01:17 PM // 13:17
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#21
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Frost Gate Guardian
Join Date: May 2005
Location: Europe -> Poland -> Warsaw
Guild: Alea Iacta Est [AIE]
Profession: Me/W
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Well - not many people know how to use the Assassins properly. I too used Zealous daggers and it worked for me.
I'm surprised how not-overpowered and well-balanced the new classes are. And they really need a different playing style. Assassins work very well when dispatching single characters that strayed too far from the rest of the group. They can hit fast and deadly, stacking many conditions, knock-downs etc. before retreating. Their DPS are not overwhelming though, neither is their survivability. It's a perfect port of the "hit&run" tactic to GW. They simply are no warriors. If you want toughness AND straight-forward DPS, then go for W. I find it wonderful, that ANet managed to do another hand-to-hand combat profession that doesn't make Warriors obsolete in any way.
Ritualists are another thing. When fighting them you have to focus on killing their spirits quickly, because the ritualist's skills have long recharge times and long casting times. If you are stupid enough to let them spawn too many of them, well, it's your fault. On the other hand playing a Ritualist means watching their spirits very closely and micro-managing them. This is a very powerful and demanding profession, which can be almost too powerful all completely useless depending on who's playing it. =)
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Jan 21, 2006, 01:28 PM // 13:28
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#22
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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I've had a lot of success with the ritualist, but I think that has a lot to do with the fact that I've worked at it a lot, and a lot of players haven't yet worked out how to deal with the Rt. I'm not even sure if I could suggest a way, but taking them down is actually pretty easy, if a team focuses fire.
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Jan 21, 2006, 02:19 PM // 14:19
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#23
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by rii
Can anyone tell me (my computer is broken) how heart of shadow and vipers defense stack? uber tanking seems to be the key, but do you transport twice, does only one work, etc,? Sorry, i really want to know -.-
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Seeing as how they're both stances, they don't stack.
Also, I'm a big fan of the Assassin. Not the A/W preset (godawful) but the R/A, on the other hand, can be ridiculously powerful when wielded correctly. Expertise means I never, ever ran out of energy, even without Zealous daggers.
Nice idea about the Serpent's Quickness though. I didn't even think of that. I'll have to toss that in and see how it runs.
I just wish I had all the skills unlocked so I could play around with them this weekend. Oh, well.
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Jan 21, 2006, 03:16 PM // 15:16
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#24
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Wilds Pathfinder
Join Date: Oct 2005
Location: Belgium
Guild: none
Profession: N/E
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Erm, can anyone tell me why assassins and ritualist get 75 skills while it's confirmed that all other professions get 25 new skills? Or is ANet holding back a few skills?
Because it's a pretty big advantage the other classes have if they have more skills to choose from.
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Jan 21, 2006, 03:31 PM // 15:31
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#25
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Frost Gate Guardian
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Quote:
Originally Posted by Sereng Amaranth
they're not overpowering
if they miss one in their chain its all messed up...throw in a block or interrupt and they are SOL for a few seconds on at least half their bar
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Do you know the chain is messed up from experience? The descriptions only seem to indicate the sequence of the chain, e.g. lead, off-hand, dual. I didn't see anything that indicated a missed attack in the chain breaks it.
Has anyone had chains broken because of missed attacks?
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Jan 21, 2006, 04:16 PM // 16:16
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#26
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by dawnrain
Do you know the chain is messed up from experience? The descriptions only seem to indicate the sequence of the chain, e.g. lead, off-hand, dual. I didn't see anything that indicated a missed attack in the chain breaks it.
Has anyone had chains broken because of missed attacks?
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Yes. That's how chains work. When a skill says, "must follow x attack" (offhand or lead or whatever), if you try to use that skill without SUCCESSFULLY HITTING the opponent with the needed type immediately beforehand, it will miss.
For example, the R/A preset combo. Jagged Strike leads to Fox Fangs and then to Horns of the Ox. If your Fox Fangs miss (for whatever reason, like blind) and you try to use Horns, the Horns will do nothing. (miss).
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Jan 21, 2006, 04:26 PM // 16:26
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#27
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Desert Nomad
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Quote:
Originally Posted by SirJackassIII
Erm, can anyone tell me why assassins and ritualist get 75 skills while it's confirmed that all other professions get 25 new skills? Or is ANet holding back a few skills?
Because it's a pretty big advantage the other classes have if they have more skills to choose from.
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I would argue in favor of quality over quantity. They have good variety as it is, having just mish-mash alternatives to crap they already have isnt needed, nor to they need to try and imitate any of the other existing classes anymore closely than they already have.
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Jan 21, 2006, 04:47 PM // 16:47
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#28
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Ascalonian Squire
Join Date: Dec 2005
Location: Internet
Guild: Grenths Forgotten Ones
Profession: Mo/N
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Quote:
Originally Posted by dawnrain
Do you know the chain is messed up from experience? The descriptions only seem to indicate the sequence of the chain, e.g. lead, off-hand, dual. I didn't see anything that indicated a missed attack in the chain breaks it.
Has anyone had chains broken because of missed attacks?
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me... and then i got pwned by the leet DPS of the wariors who were constantly chasing me around. Yes, you have to be careful that all of your attacks in the chain hit, and for the A/W preset, to REALLY make use of the combo, they have to be hexed first.
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Jan 21, 2006, 06:42 PM // 18:42
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#29
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Is it just me or is "Dash" about the most useless skill on the Assassin.
I know its 50% instead of 25-33%, but It really doesn't even matter.
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Jan 21, 2006, 06:53 PM // 18:53
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#30
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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for that extra umph its great.
But since everyone is pretty much an assassin or ritualist in the Random Arenas, i decided to bring my Martyr Monk in for some fun.
The stacked conditions of Assassins are usless, since they can be taken away in a second.
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Jan 21, 2006, 07:25 PM // 19:25
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#31
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Lion's Arch Merchant
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Dark Apostasy + Wild blow is going to a great way to help your warriors hit with their big attacks. I think this will be a very good way to take out a boon prot, because every wild blow (assuming you aren't blinded) is one enchantment removed, along with a decent chance (i think 40% range) of removing an enchantment on a regular hit.
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Jan 22, 2006, 01:10 AM // 01:10
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#32
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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I have been running an A/R (for tiger's fury). I tried frenzy, as I like that more than TF, but your armor does not even come close to being able to support that. Running this with zealous daggers provided pretty much all the energy I needed, much more effect than even, say, a frenzy sword user with a zealous mod. However, dps is lower than a warrior from what I have seen, and with the possibility of a dual hit added into the very fast attack rate, hexes that trigger "on attack" destroy you.
Maddie says assassins with an order necro work well, and I am inclined to believe him/her. The very fast attack rate means that orders trigger very often in those 5 seconds, you could possibly put out really high amounts of damage very quickly. Add in
Quote:
Locusts' Fury
10 energy, 2 cast, 30 recharge
Elite enchantment spell. For 10...30 seconds, you have an additional 20% chance to double-strike
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and you should be able to kill just about anything fast.
Quote:
Originally Posted by Former Ruling
Is it just me or is "Dash" about the most useless skill on the Assassin.
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I gave it a whirl, certainly you cannot use it like you use sprint, but it can get you to a target in a shorter time than just walking will, and it recharges quicker than, say, death's charge.
I find it hard to say yet if assassins are weak or not. I did not figure out that warriors could put out so much damage in a day, and I doubt I will fully figure out the assassin in one weekend event either. Remember, 4 W/Mos with mending and 4 monks was the team to have in the last few BWE's (or so I have heard anyway)
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Jan 22, 2006, 02:45 AM // 02:45
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#33
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Frost Gate Guardian
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Quote:
Originally Posted by Kakumei
Yes. That's how chains work. When a skill says, "must follow x attack" (offhand or lead or whatever), if you try to use that skill without SUCCESSFULLY HITTING the opponent with the needed type immediately beforehand, it will miss.
For example, the R/A preset combo. Jagged Strike leads to Fox Fangs and then to Horns of the Ox. If your Fox Fangs miss (for whatever reason, like blind) and you try to use Horns, the Horns will do nothing. (miss).
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I should've made myself clearer. When I asked about broken chains, I meant that the chain is broken and would have to be started over from the beginning.
I have since learned that chains aren't broken (you don't have to start from the lead attack) For example if you have a lead-->off-hand-->dual chain and you miss your off-hand, you don't have to go back to a lead attack. If you had a second off-hand and it hits (within a given amount of time) you can continue with a dual.
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Jan 22, 2006, 05:14 AM // 05:14
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#34
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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hmm let me see if I cna find any ideas similiar or the same to the current Assassin skills that are on my thread earilier with ideas http://www.guildwarsguru.com/forum/s...ad.php?t=80738
The Skill "Trojan Human"(which I thought of) is similiar to "Recall" that exists that means I PARTICIPATED IN MAKING THE ASSASSIN...kind of.
Ok I'm starting a list:
Quote:
Blink
instantly teleport beside the targetted foe or ally.
Should have short activate time and low mana
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Suggested by: KelvinC
Similiar to: Return or any shadow step ability that targets an ally or foe.
Quote:
<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec
Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.
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Suggested by: ME!
Similiar to: Critical Eye
Last edited by Guardian of the Light; Jan 22, 2006 at 05:30 AM // 05:30..
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Jan 22, 2006, 05:27 AM // 05:27
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#35
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by SirJackassIII
Erm, can anyone tell me why assassins and ritualist get 75 skills while it's confirmed that all other professions get 25 new skills? Or is ANet holding back a few skills?
Because it's a pretty big advantage the other classes have if they have more skills to choose from.
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Well, some of the skills from Chapter 1 wont be available to people who bought only chapter 2, so they need to put in some skills to even it out.
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Jan 22, 2006, 07:27 AM // 07:27
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#36
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Pre-Searing Cadet
Join Date: Jul 2005
Location: CA
Guild: Champion's of Fury
Profession: W/Mo
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sweet sin skillbar
hear me out on this one, cause this is for a fast attacking assassin that prob will work very will in PvE. This is a R/A.
*Impale- get a hex on ur foe that adds earth damg if u land a dual attack
*Black Mantis Thrust- Lead attack cripples foe with hex on them
*Jungle Strike- off-hand attack that does extra damg on crippled foe
those are first 3 attack sequence, now i looked at these finishing attacks and they both seem good, maybe include both on skill bar
*Twisting Fangs- dual attack that bleeds and deep wounds, this works great on foes with flesh
This next sequence i cannot confirm, but if the interpretation of the skill is correct, i believe it will work
*Horns of the Ox- dual attack that can knock down foe
*Falling Spider- attacks fallen foe for extra damg and poisons them
now i know Falling Spider is an off-hand attack, but the description clearly states that it is an off-hand attack that must strike a knocked-down foe, so my question is, can u use an off-hand attack without a lead attack? if so, i think this combo will work very well.
*Flashing Blades {E}- Blocks attacks to u using dagger skills, so it same category as all other attacks
*Skill of Ur Choice- the 8th skill can be a rez sig or w/e u want, but this slot is for u!
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Jan 22, 2006, 08:15 AM // 08:15
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#37
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Dude...Falling Spider is used after Horns of the Ox in the Fang of Melandru preset. Take a peek around :-P
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Jan 22, 2006, 08:21 AM // 08:21
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#38
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Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
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In response to Skeetman, I think that there are some off-hand attacks that require lead attacks first, and some that don't.
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Jan 22, 2006, 02:32 PM // 14:32
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#39
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Quote:
Originally Posted by Kakumei
Seeing as how they're both stances, they don't stack.
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People make a lot of unfounded statements on this forum, so let me just check. On the listings on that page, it says that HoS is an enchantment and vipers is a stance. Are you sure that they are in fact both stances, and therefore its just a wrong desc?
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Jan 22, 2006, 04:13 PM // 16:13
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#40
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Krytan Explorer
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They both trigger, though if I double-jumped it was unnoticalbe to my sucky computer.
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