Feb 15, 2011, 02:31 AM // 02:31
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#1
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Some assassin skill changes in pve.
Felt like making some suggestions to sin skills, add your own if you want. Elementalists got their thread, I want mine
Spells
Deadly Haste - For 5...25...30 seconds, half-ranged spells cast 5...41...50% faster and recharge 5...41...50% faster. Your Deadly arts attribute is increased by 2.
Helps melee sins get more out of DA. Boost caster assassins as well.
Locust Fury - For 10...30...35 seconds, you have an additional 50% chance to double strike while using daggers. Your critical strikes with daggers do 25 slashing damage (armor affected).
Helps the skill out, Locust Fury begs for attack buffs to be added on to it and this change just helps assassins dealing damage. Also the CS damage boost affects skills too so it's not one-dimensional
Shroud of Silence Elite Touch spell. For 1...6...7 seconds target foes spells are disabled. Your spells are disabled for 15 seconds. 20s recharge.
A 5s spell disable at 9 DA, every 20 seconds would have more niches then it does now.
Shadow Form - Enchantment Spell. For 6...11...12 seconds, you have +15 Health regeneration move 33% faster and +100 armor. This enchantment ends if you successfully hit with an attack or use a skill.
My personal opinion is to make it an elite Feigned Neutrality. Good for running, survival and tanking, friendly to new players. Still some farming ability in there.
Attacks
Temple Strike -15s recharge
Golden Skull strike -10s recharge
20s recharge single target skill in PvE that doesn't do damage.... Yes Temple strike is awesome but for PvE? Yeah come on. Golden Skull strike...well I don't even know wtf it's purpose is, might as well just take a BHA ranger, that would due the same thing but unconditionally and for longer.
Shadow steps.
Aura of Displacement, Shadow Meld - 10s recharge
It's not the same situation as PvP, a 10s recharge is not a problem.
Shadow Prison, Dark Prison, Beguiling Haze -15s recharge
Again for PvE it's not a problem. they're 10-15 energy to begin with, and Beguiling Haze would be competing with BHA.
Shadow of haste -
For 30-60 seconds you move 15% faster than normal. When Shadow of Haste ends, you return to the location where you activated Shadow of Haste. 30s recharge
The above is actually a previous form of shadow form. So I'm suggesting a revert to this. This previous form of shadow of haste was arguably the strongest. Assassins and /A secondaries A permanently maintainable IMS that doubled as being a safety net if you caught yourself in trouble.
Last edited by ensoriki; Feb 18, 2011 at 12:12 AM // 00:12..
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Feb 15, 2011, 02:59 AM // 02:59
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#2
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Jungle Guide
Join Date: Dec 2005
Profession: Mo/
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I love the shadow form change.
Maybe we could just get that skill changed.
I'd be up for it.
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Feb 15, 2011, 03:15 AM // 03:15
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#3
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Wilds Pathfinder
Join Date: May 2008
Location: UR MOM LOL
Guild: ATTACK OF THE KILLER TOMATOES
Profession: A/
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i like the shadow form change as well
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Feb 15, 2011, 03:22 AM // 03:22
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#4
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: W/Mo
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does anet actually apply any suggested skill changes that players post?
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Feb 15, 2011, 03:51 AM // 03:51
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#5
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Krytan Explorer
Join Date: Dec 2010
Location: Deep in the belly of Texas
Profession: R/
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Quote:
Originally Posted by thunder boy
does anet actually apply any suggested skill changes that players post?
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i'm quite sure they at least pay attention to the ones that make sense, because if they didn't, then they would never nerf/buff/make any changes to any skills at all
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Feb 15, 2011, 06:14 AM // 06:14
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#6
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by thunder boy
does anet actually apply any suggested skill changes that players post?
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They have their own sources for input on skill changes.
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Feb 15, 2011, 06:30 AM // 06:30
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#7
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Administrator
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Also, iirc Anet cannot read Sardelac at all for legal reasons. If you really think an idea is worth the attention of ArenaNet, you'll need to post it somewhere official like on the Wiki. It's got to do with creative ownership of ideas or something like that.
That said, let's keep on topic.
__________________
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Feb 15, 2011, 07:30 AM // 07:30
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#8
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Ascalonian Squire
Join Date: Jan 2011
Guild: United Jedi (UJ)
Profession: A/
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I think many of the things you have pointed out are in great need for change. As over time Anet has only really concentrated on sin skills when they became too OP, for example palm strike and SF, and have not really ever thought about the whole host of 'dead' skills sat there for sins, in particular deadly arts, and the majority of elites for sins. As atm sins are very much limited in their choice in EFFECTIVE builds, sure crit strikes work with any weapon you choose but come on..
Just being limited to skills like AP, MB/DB, WoTA, is really boring especially if u only spec into sin attributes most of the time. And clearly with the upcoming derv update the crit scythe will become less powerful than a derv, how less we don't know but there is a general consensus that people will choose derv>sin when it comes to scythes. So back to daggers then? And use those overused cookie cutter builds again, because the rest of the skills either have too long recharge, or too much energy to be viable in a build. There has been too much emphasis on nerfing 'invincibuilds' and not enough on actually making the assassins skills more viable.
OK, so I would change.
Seeping Wound
Make it so if target is bleeding, they suffer from disease and poison.
Shadow Steps.
Make them all maintainable enchantments and when you cancel them you shadow step to your original position. And reduce their recharge. This is because I think if you are a sin and you shadow step. In. You will almost always be the 1st to get hit, so surely you should have an escape route once the foe is dead.
Dagger skills.
REDUCE THEIR RECHARGE for elites e.g temple strike etc.
Deadly arts.
Moar fun please. Because atm only a handful of skills work that don't have a ridiculous e cost or recharge.
Last edited by reaperguy; Feb 15, 2011 at 07:50 AM // 07:50..
Reason: Grammar/Spelling RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO :P
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Feb 15, 2011, 07:50 AM // 07:50
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#9
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Frost Gate Guardian
Join Date: Jan 2007
Guild: LOL
Profession: A/
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reduce the recharge on some dagger skills, nothing really out damages DB but it's good to have some variety for different situations. Reduce the recharge and energy on Shadow steps and deadly arts in general, skills that take 20+s to recharge and 10+energy are pretty useless with monsters getting spammed at you.
Rework deadly arts, it seems to benefit casters more then it benefits assassins. Have hexes interact with the melee aspect of the assassin rather just have self contained effects, like enemies take increased damage when criticaled or damage when suffering from conditions.
Last edited by saint666; Feb 15, 2011 at 08:03 AM // 08:03..
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Feb 15, 2011, 09:52 AM // 09:52
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#10
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
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Shadow of Haste is fine as it is imo, ok less recharge would be fine, but I use it daily when tanking DoA or running chests and shit, it's the best troll you can ever get with AI, but less recharge isn't really needed imo.
Shadow Form, let's not get there.. It's fine as it is imo, but I'm one of the few people on here it seems..
Deadly Arts needs a total rework though, but honestly, they gave away GW2 release date, it's november, so 9 months to go, dunno if they'll get to it. Let's hope now that they're finishing up stuff for GW2, some of the people working on it could give the Live Team a hand, but that's prolly wishful thinking..
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Feb 15, 2011, 01:16 PM // 13:16
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#11
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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^ The old Shadow of haste is much better then this current one.
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Feb 15, 2011, 01:42 PM // 13:42
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#12
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Pre-Searing Cadet
Join Date: Feb 2011
Guild: Do Universal Killing Excellence[DUKE]
Profession: N/
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Quote:
Originally Posted by Bright Star Shine
Shadow of Haste is fine as it is imo, ok less recharge would be fine, but I use it daily when tanking DoA or running chests and shit, it's the best troll you can ever get with AI, but less recharge isn't really needed imo.
Shadow Form, let's not get there.. It's fine as it is imo, but I'm one of the few people on here it seems..
Deadly Arts needs a total rework though, but honestly, they gave away GW2 release date, it's november, so 9 months to go, dunno if they'll get to it. Let's hope now that they're finishing up stuff for GW2, some of the people working on it could give the Live Team a hand, but that's prolly wishful thinking..
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That is not the official date. it could be sooner, could be later. they only recently updated the FAQ that the beta will be sometime this year.
about the Sin skill changes, I like deadly haste idea but thats about it. The thing with assassin daze is it's harder to avoid, BHA you can stand still for a few seconds then move a little. Shadow form idea would annoy sc guilds, and really it would just turn into a cover enchantmant. and Locust strike, if any critical hit activates the damage, it'd be used with other weapons regardless of no double strike, that skill really just needs a do over without messing up the mantids. I do agree that Assassins could use some work though.
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Feb 15, 2011, 02:56 PM // 14:56
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#13
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Jungle Guide
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To be honest the only things that need proper buffing are the elites, lower recharges and more inspiring effects.
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Feb 15, 2011, 04:14 PM // 16:14
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#14
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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Quote:
Originally Posted by Bright Star Shine
Shadow Form, let's not get there.. It's fine as it is imo, but I'm one of the few people on here it seems..
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Take a look at the Elite endgame part of the forum and count the non SF abusers.
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Feb 15, 2011, 07:00 PM // 19:00
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#15
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
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Quote:
Originally Posted by aspi
Take a look at the Elite endgame part of the forum and count the non SF abusers.
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I said, let's not get there, I'm not planning on highjacking this thread. For any arguments, see Nerf Invincibuilds.
Assassin skills can use a buff, but there are professions that are in more dire need. Ele is on the first place, and Derv is second imo. Rangers can use a buff/rework too, but since it took em a friggin year to do Derv update, I'm not hoping for anything.
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Feb 15, 2011, 08:58 PM // 20:58
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#16
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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speaking of Sin changes. I remember that post that Karate Jesus made in Riverside a few months back and he was right on all the changes to the Dervish. Also, he put something in there about changes to Shadow Form. Was that post deleted? Would be nice to have a link to revisit that post as it is totally relevant and correct.
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Feb 15, 2011, 09:13 PM // 21:13
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#17
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by ensoriki
Shadow Form - Enchantment Spell. For 6...11...12 seconds, you have +15 Health regeneration move 33% faster and +100 armor. This enchantment ends if you successfully hit with an attack or use a skill.
My personal opinion is to make it an elite Feigned Neutrality. Good for running, survival and tanking, friendly to new players. Still some farming ability in there.
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Recharge? If your gonna give assassins such a strong tank skill, i feel it shouldn't be perma. Also, your changing the functionality completely....
The focus of Shadow Form was to give Assassins immunity to single target spells.
I suggest you compromise and state:
Shadow Form - Enchantment Spell. For 6...11...12 seconds, you have +xx Health regeneration, have +xx armor, and cannot be the target of enemy spells. This enchantment ends if you successfully hit with an attack or use a skill.
The increased speed can be acquired other ways (Drunken Master, Dark Escape, Mindbender, etc etc)
I doubt Anet would change SF from its original intended purpose of being an anti-spell skill.
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Feb 15, 2011, 10:43 PM // 22:43
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#18
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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I thought of that but at the same time I had some personal desire for an IMS built in with that.
I would keep time as the only variable in your suggestion though. Leaves less room for bad scaling . Useful in PvE at various attribute investments since if the assassin is in trouble it will give him necessary protection period.
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Feb 15, 2011, 10:49 PM // 22:49
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#19
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I do like the +2 in Deadly Arts.
I like those skills that give you +x to an attribute, like Aura of the Lich or Double Dragon.
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Feb 15, 2011, 11:37 PM // 23:37
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#20
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Lion's Arch Merchant
Join Date: Sep 2009
Location: San Diego
Guild: My Girl is a [LUSH]
Profession: Mo/
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Quote:
Originally Posted by ensoriki
I thought of that but at the same time I had some personal desire for an IMS built in with that.
I would keep time as the only variable in your suggestion though. Leaves less room for bad scaling . Useful in PvE at various attribute investments since if the assassin is in trouble it will give him necessary protection period.
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The "xx" part wasn't scaling, i simply put it in there because Anet wouldn't adopt a +15 regen skill for assassins, and +100 armor is WAY too much. A more appropriate scale would be like +6 regen and 40 armor
I think the focus of Shadow Form should be associated with shadows, i.e. you either cannot hit a shadow (attack) or cannot hit with a spell, or both. I have no qualms reverting this skill back to "all attacks miss and all spells fail" if they cannot deal ANY damage (direct or indirect) while the skill is active, as such, i guess i will update my suggestion for it...
Shadow Form
Energy: 10 (Increased energy cost for a good reason, see below)
Casting Time: 1 second
Recharge: 30 seconds
Elite Enchantment Spell: For 7...25...28 seconds, you have +1...4...5 health regeneration, 50% of all attacks miss, and you cannot be targeted by hostile spells. This enchantment ends if you hit with an attack or use a skill.
NOTE: With this change, SF would be restored to its original intended purpose: a viable tank that can be maintained without other skills (deadly Paradox/glyph of Swiftness) but cannot deal any damage/degen.
If you think about it, i dont think a shadow has ever hurt me, so why should an assassin that 'becomes a shadow' be able to deal damage?
Maybe i've gotten off topic, forgive me. I just feel that double digit regen, +100AL, and +33% speed is useless and unnecessary.
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