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Old Jan 21, 2006, 03:04 AM // 03:04   #1
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Default Assassins in GvG

Assassins are going to completely demolish the game balance in GvG with just 1 skill: Recall

I see so many uses for this skill as a 2nd assassin. Ganking is a good strategy for split builds and this skill will throw it over the edge. With an entire team of 2nd assassins you can recall each other, sneak one guy in then teleport your entire team into the foes guild hall. You can also use the same tactic to tele 2-3 party members in. Once you are teleported in you can cast recall on the each other and the guy that snuck in maintain it on a member at the flag stand. If it gets too hot you can tele out straight to your team.

Assassins are going to take over flag running no if, and, or buts about it. Recall a teammate battling at the flag stand run and get flag remove recall to instantly teleport to stand.

I've seen Mo/A that are next to impossible to catch for any melee attacker. The teleport around everywhere and have fast recharge evade and speed boost skills.

GvG is going to see a huge impact from the introduction of assassin with just a few of their skills. Most of the none attributes skills will see more use than others.

Last edited by twicky_kid; Jan 21, 2006 at 03:13 AM // 03:13..
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Old Jan 21, 2006, 03:14 AM // 03:14   #2
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I'm kind of concerned about Viper's Defense being used to jump over walls. Anyway, this is beta, and skills are still up for balance. Once Factions launches, then I'll be worried.
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Old Jan 21, 2006, 03:15 AM // 03:15   #3
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This isn't nearly as bad as you think it is. Its true that assassins will probably take over flag running due to their runing and shadow step skills, not recall though. Recall is an enchantment spell. If the person you have recall on gets past the edge of your radar it will soon break. Also, with the guild lord charge thing, I wouldn't advise it. First of all, it could take a while for everyone to get in, during which the entire other team has been alerted of the intrusion. Also, assassins have weaker armor, so a full assassin team might have a more difficult time with the NPC mobs. Meanwhile, the other team could kill the assassin team or take the assassin's base due to them having a more balance, thus more powerful, team.

I dont think Viper's Defense will be very widely used in GvG anyways. A single assassin over a wall doesn't stand much of a chance against an entire guild's NPC army. Also, in halls such as Fire Isle, VIper's Defence could end up being VERY detrimental to your health. And there's always the chance that it'll just move you into a bigger mob than the one you just escaped.

Last edited by Bane of Mortality; Jan 21, 2006 at 03:19 AM // 03:19..
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Old Jan 21, 2006, 03:21 AM // 03:21   #4
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yeah, GvG will really become a hell of a lot mroe tactics with thsoe skills
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Old Jan 21, 2006, 03:21 AM // 03:21   #5
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True that recall range is limited but you can get inside the door before it will end. In the end this will help the skill. Soon as you are out of range it will drop instantly teleport the team instead of doing a cordinated removal.

I use a barrier monk often so I know the range of maintained enchantments very well. You can get inside the side door while you team is at the stand and still be in range of the enchantment. You can go outside the compass that is not the range limit.

Ganking is already used and is nothing new. With split builds they rely on this to win. If you team is not designed to split you will not be able to battle them very well. It will end up splitting your team to combat which isn't made for it. This forces everyone to make a split in their team at some point or another.

BTW THANK YOU ANET FOR SPIRIT WALK. IWAY is no more w/o spirits. That skill is going to change the metagame for sure.

Last edited by twicky_kid; Jan 21, 2006 at 03:24 AM // 03:24..
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Old Jan 21, 2006, 03:24 AM // 03:24   #6
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I'm sure if Recall becomes a problem ANET will make it not able to be used when you're holding an item.
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Old Jan 21, 2006, 03:26 AM // 03:26   #7
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wanna know something? well im telling u anyways

back when i was newer to the game, my guild, Tech Dragons, used to do a GvG build we called the war rush.

8x warriors, 8x swords, 1x weaken armor, 1x barbs, and smack away at the guild lord. we'd let them go for flag and run in the back entrance.

we went from 1200 to 80 in one weekend. then it fell apart. (the guild. :P)
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Old Jan 21, 2006, 03:26 AM // 03:26   #8
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When you teleport you do not take items (such as flags) with you, with every teleport skill I have tested.

These skills will be useful for many things, but I have seen nothing yet that makes me think they're overpowered.
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Old Jan 21, 2006, 03:32 AM // 03:32   #9
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Basically every question answered in one sentence. Nice job Squidget. :P
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Old Jan 21, 2006, 03:36 AM // 03:36   #10
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Quote:
Originally Posted by Wasteland Squidget
When you teleport you do not take items (such as flags) with you, with every teleport skill I have tested.

These skills will be useful for many things, but I have seen nothing yet that makes me think they're overpowered.
I'd like to know what skill let you teleport before the update? I've been playing since beta and I've never seen any.

Any items you carry through the teleport platforms in desert do carry with you so I don't know where you get that from.
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Old Jan 21, 2006, 03:38 AM // 03:38   #11
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Ever play Necromancer? Consumer Corpse and Necrotic Transversal allow you to warp to corpses.
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Old Jan 21, 2006, 03:41 AM // 03:41   #12
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its true, you drop any item you are carrying when you teleport, excluding the ports in the desert and guild hall.
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Old Jan 21, 2006, 03:45 AM // 03:45   #13
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*thinks this through*
Let's hope ANet never makes a class that can make that kind of teleporter.
*shudders*
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Old Jan 21, 2006, 04:06 AM // 04:06   #14
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Ya ok there are tele skills for necro forgot about those. I never play corspe control.

That fixes the flag problem but what about ganking? I think the Ritualist will be able to fill that role.

Thier spirits last for a very long time. Don't take long to cast and can deal some heavy dmg after 3-4 of them drop. They can add to the npcs to prevent ganking tactics.

Going to be interesting to see. I think the skill additions to the core classes are going to have more of an impact than ritualist or assassin. I can already see broad headed arrow being abused in the same manner that cripple shot is. Going to be very easy to cover that dazed up with other conditions.
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Old Jan 21, 2006, 04:08 AM // 04:08   #15
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Besides, there is a downside. Say you have a flag sneaker at the flag stand and the rest of your team is guarding the front door.
The flag sneaker dies.
Recall Ends.
All allies travel to flag sneaker
Boom! door open!

Well I am assuming this is where you recall a single important "keystone" person.
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Old Jan 21, 2006, 04:14 AM // 04:14   #16
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I am pretty sure there will be skills for messing up teleportations in Factions. For example mesmers might be able to totally randomize the teleportaion location. Spells/Spirits/Hexes for giving conditions/damage/energy loss/skill blackout if you teleport while one of those is active.

It looks kinda unbalanced at the moment because we havent seen the counters for A or Rt skills, which the core classes are going to get in factions.
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Old Jan 21, 2006, 04:18 AM // 04:18   #17
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Well, if it seems imbalanced at the moment, and Anet thinks so too, then they'll change the skills before release of chapter 2.. it is a beta...
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Old Jan 21, 2006, 04:35 AM // 04:35   #18
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I really think you are taking the new professions skill thing way too far. It will be balanced trust me. And looking at other posts, it might already have.
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Old Jan 21, 2006, 04:43 AM // 04:43   #19
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think it's odd that additional maintained enchantments (only monk had 'em prior) and teleports go to an assassin before say an elementalist? and that assassins get 4 pips to not care so much about it? just seems a bit odd..

here's some neat thoughts... maintained hex(es) for the mesmer
let it/them be brutual, throw them a bone

really looking forward to seeing/using some of those new ones...!

CKaz
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Old Jan 21, 2006, 06:10 AM // 06:10   #20
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Quote:
Originally Posted by Bane of Mortality
I'm sure if Recall becomes a problem ANET will make it not able to be used when you're holding an item.
I think it already does that I noticed it with a Assassin using Shadow Step.
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