Jan 22, 2006, 04:43 PM // 16:43
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#41
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Frost Gate Guardian
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It seems to me that the best asn skills are the tele skills.
It should be workable to set up a tele spike (ranger, air, even war's, and of course some of the asn skills are made for spiking) from someplace safe. 4 or 5 members zoom in, spike the target, and are safely back behind the wall before you can say boo.
They shouldn't be exposed long enough to worry about getting spiked in turn, bonds would go a long way toward both protecting the attackers and the tele enchant, healing needs would be at a minimum, and I'd expect it to have about the same power as an IWAY team, with fewer weaknesses.
Of course, it would be much harder to time correctly, and would not work well for PUG's.
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Jan 22, 2006, 06:04 PM // 18:04
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#42
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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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Quote:
Originally Posted by LaserLight
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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yes i know this, but iwas wondering if this set of skills is good to use, because it puts out a lot of damg in just one sequence of attacks! u can look at the skills in the order they're in and see that they do offer a lot of quick damg, good for killing off the underlings around bosses and just regular foes in PvE quickly!
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Jan 22, 2006, 06:42 PM // 18:42
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#43
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Desert Nomad
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Quote:
Originally Posted by SaintGreg
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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Nah, just use expunge enchantments with shroud of silence and blackout. All enchantments are going to be gone and he isnt casting. The only issue would be to have the target snared.
On a related note, i was wondering if anyone else thinks that wild strike being a off hand attack is like the least intuitive thing ever? If i want a stance gone, id want it gone on the first hit and i might as well use something that crits and always hits. Furthermore if i am having problems hitting due to a defensive stance, ill never get to use it unless i cast way of the fox first on my lead off attack and cast it again on my off hand attack, but do so really really quickly or lose the combo. Furthermore, the attack cycles every 4s and there is no lead off attack that can keep up with that recycle rate. This makes the entire skill rather pointless for a lack of a better word, since combos can not work out of sequence like adrenalin skills or be transfered between targets. Since it does not auto crit and auto hit, it should be a lead off attack.
Quote:
Originally Posted by Guardian of the Light
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There are more than just those. Shadowy burden is rather similar as well. I just end up not liking having cast times on short hexes like that, then have to cover the distance traveled while the time was spent casting the hex. Sure you can teleport once every 45s-60s to the target or futz around with sustained enchantments and use the eliete slot, but then you are spending more time casting as a melee character than meleeing at times. I just wonder how warrior spikes might evolve with the assasin teleports. Charge the adrenalin on one character then teleport to the real target and spike it down.
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Jan 22, 2006, 10:20 PM // 22:20
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#44
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Academy Page
Join Date: Dec 2005
Location: near philly
Guild: The Order of Sithis
Profession: Rt/
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Are these all the skills that are going to be released with the profession, or are these the ones that are confirmed?
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Jan 22, 2006, 11:53 PM // 23:53
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#45
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Quote:
Originally Posted by themesmeroftime
Are these all the skills that are going to be released with the profession, or are these the ones that are confirmed?
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I'm sure they will have more skills, they'll probably end up with 125 like all of the others.
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Jan 23, 2006, 03:56 PM // 15:56
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#46
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by phosho
heh, just spam the keyboard since most of the attacks 3/4 casting.
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Yeah I noticed that too. Either they increase recharge time or increase casting time. Imagine a Mesmer Fastcaster with Assasin skills. *shivers*
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Jan 23, 2006, 07:19 PM // 19:19
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#47
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Academy Page
Join Date: Nov 2005
Profession: R/
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I'd personally like to know why they made them look like 'power rangers' or something from 'teenage mutant hero turtles'. Don't you think they look like shredders grandson with an attitude problem?
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Jan 23, 2006, 10:52 PM // 22:52
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#48
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Colorado
Profession: N/Mo
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I liked the a/w preset build...
it was a LOT of fun running and gunning lone casters and other builds.... ...
I dropped one of the skills and picked up some tactics and sig of heal....
Id cast the speed/tele spell and had 13 seconds if messing with ANYone I wanted only to return far enough out of zone to hit heal sig... and do it again..
Id ping on who I hit and another party member would finish them off If I didnt get them with the 4 combo skills.
awesome run and gun build... gotta remember NOT to let them gang up on you.. and use the teleport effectively.
I think the tele skills will be the new thing for monk secondary..
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Jan 24, 2006, 02:05 AM // 02:05
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#49
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Wilds Pathfinder
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
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Shroud of Silence is going to be absolutely devistating to one-monk arena teams. I think I'll buy this skill next event... especially if you have deadly arts of say, 14-16... it'll most likely be a whole 10-12 seconds without heal. If you happen to have a a high damage team member(say, a hammer warrior) you pretty much win.
Especially if you start out with caltrops....owwww
Last edited by KvanCetre; Jan 24, 2006 at 02:08 AM // 02:08..
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Jan 24, 2006, 02:08 AM // 02:08
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#50
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Desert Nomad
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Quote:
Originally Posted by KvanCetre
Shroud of Silence is going to be absolutely devistating to one-monk arena teams. I think I'll buy this skill next event... especially if you have deadly arts of say, 14-16... it'll most likely be a whole 10-12 seconds without heal. If you happen to have a a high damage team member(say, a hammer warrior) you pretty much win.
Especially if you start out with caltrops....owwww
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It works as long as the monk in question does not run CoP.
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Jan 24, 2006, 03:16 AM // 03:16
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#51
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Me/E
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Is it just me, or did Heart of Shadow become the caster's anti-warrior skill of choice?
Seriously, 5 energy. 45 second recharge, 60 second duration. In other words, it's easily maintainable.
Getting back 60 health every time you get hit in melee should about negate the damage. And the added effect of shadow-stepping around allows for kiting capabilities the likes of which are just annoying.
Illusion Mesmers especially will be enjoying these teleportation skills. Play with the warriors while they run around shouting, "get back here, ye pansy!" Or something like that.
Assassins are definitely not tanks. Hit and Run, on the other hand, is the way to play. And is anyone else thinking R/A, with those defensive stances to evade attacks?
Shadow Step has just won the award for "most vexing skill." Seriously. You've finally got that assassin pinned down, and then all of a sudden... *POINK!* He's halfway across the map. Or just as you're about to lay down that Moebius Strike... *POINK!* You are no longer near the enemy. Dur. Bad timing.
On a different note, did anyone try the Deadly Arts line? With the Assassin's four pips of energy, I'm curious as to how well he can act as a supporting caster with Damage and hexes. After all, why do they have to rush in and attack? Dancing Daggers looks like a nice skill...
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Jan 24, 2006, 04:49 AM // 04:49
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#52
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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Quote:
Originally Posted by Tarot Ribos
Is it just me, or did Heart of Shadow become the caster's anti-warrior skill of choice?
Seriously, 5 energy. 45 second recharge, 60 second duration. In other words, it's easily maintainable.
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Based on the skill description, I think it is a "one trigger then removed" skill. You get hit, gain health, teleport to a random location, and then the enchantment gets taken off. I did not have time to test it however.
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Jan 24, 2006, 04:55 AM // 04:55
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#53
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Desert Nomad
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Quote:
Originally Posted by Tarot Ribos
On a different note, did anyone try the Deadly Arts line? With the Assassin's four pips of energy, I'm curious as to how well he can act as a supporting caster with Damage and hexes. After all, why do they have to rush in and attack? Dancing Daggers looks like a nice skill...
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Its kinda like stone daggers, its not too exciting of a skill. Deadly arts has alot of nice tricks in it though. Both shadow arts and deadly arts have a few skills in there that can be fairly attractive as a secondary class skill set.
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Jan 24, 2006, 08:07 AM // 08:07
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#54
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Krytan Explorer
Join Date: Dec 2005
Location: Denmark
Guild: First Degree
Profession: Mo/
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Shadow Form just begs for a 55 monk, its a super spell breaker.
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Jan 25, 2006, 02:22 AM // 02:22
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#55
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Pre-Searing Cadet
Join Date: Jan 2006
Location: Stockholm
Guild: Blame it on us
Profession: E/Me
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About damage output on Assassins I managed to "kill" the 100 armor barrel dummie at "No name island" in 14s once (mean 15.2s tho) With a A/W (= no poison) try to kill it with another character (warrior) and see how fast you can get it down...
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Jan 25, 2006, 02:56 AM // 02:56
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#56
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Krytan Explorer
Join Date: Nov 2005
Profession: R/P
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Quote:
Originally Posted by Phades
On a related note, i was wondering if anyone else thinks that wild strike being a off hand attack is like the least intuitive thing ever? If i want a stance gone, id want it gone on the first hit and i might as well use something that crits and always hits.
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Exactly my thoughts on Wild Strike. I was like... what's the point of the lead attack misses...?
Quote:
Expose Defenses
10 energy, 2 cast, 10 recharge
Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks.
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However, this should deal with those R/A wannabe assassins who insist on spamming Escape, Whirling Defense, and Lightning Reflexes.
Last edited by Reks; Jan 25, 2006 at 02:58 AM // 02:58..
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Feb 09, 2006, 04:35 AM // 04:35
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#57
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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Quote:
Originally Posted by Phades
It works as long as the monk in question does not run CoP.
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use rend first then answer solved
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Feb 09, 2006, 08:32 PM // 20:32
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#58
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Frost Gate Guardian
Join Date: Jul 2005
Location: I wander.
Profession: Mo/R
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I did notice that playing with an assassin felt an awful lot like lag -- at least with the teleportation skills.
"I'm here.... wait, no I'm over there... and now the guy I was chasing is behind me.... wait, none of us are assassins, I hate lag!"
I found the Assassin to be rather fragile. It's also hard to be a "hit and run" class when you practically have to stand there and beat on somebody.
I was mostly frustrated by lack of Faction.
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Feb 17, 2006, 10:39 PM // 22:39
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#59
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Ascalonian Squire
Join Date: Aug 2005
Guild: Krypt Keepers
Profession: E/Me
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anyone else think shadow forms going to own? i mean think about it for 17 seconds your practiclly invinciable. just shadow step in beat the crap out of target and then use return to tele back to monk and heal. Also a shadow healer would rock monks with assassin subs will be ammazing they will be annoying to kill and can use return to get to allies in trouble insanelly fast.(i <3 return. heres a build i thought up(pobally not to great because of this )
shadow form
return
entangeling asp
jagged strike
falling spider
shadow refuge
twisting fangs
horns of ox
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