Feb 06, 2006, 07:48 AM // 07:48
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#1
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Krytan Explorer
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
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Assassin Skill
Strangely, i thought of this in modern history today...nothing ot do with swords, assassins nothing...boredom really does bring the best ideas.
Anyway, even though I haven't even played the assassin yet, i have 2 skill ideas for it...i konw a little bit about it...enough anyway.
Leap Attack {E}
5 energy, 30 sec cooldown
Elite lead and off-hand attack. (this is not dual, i know what i'm saying) If it hits, it strikes for +7...20 on the lead, and +5...17 on the off-hand. If it strikes a critical, foe is blinded or dazed for 30...60 seconds. If this attack is sucessful, you land behind the foe. (jumping over the foe while attacking kinda thing)
I was thinking this could be a percentage instead of critical. Not sure on attributes, maybe dagger mastery, or if as critical in critical strikes (duh)
This attack leads on to my next skill...
Backstab
10 energy, 25 sec cooldown
Dual Attack. This must follow an off-hand attack. If this attack hits a foe with its back to you, you strike for +5...25 damage. If this strikes a critical, you inflict a deep wound or cripple your opponent.
(Critical strikes)
(Not in description-if on a double strike, this attack has a chance of hitting both conditions.)
Ok, for one, tell me if they're overpowered. I think they may be a little...i'm not too good with damage ratios here. Any feedback would be appreciated.
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Feb 06, 2006, 08:27 PM // 20:27
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#2
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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First I want to applaud your ability to spell "Assassin" correctly, I see it mispelled so much in the game, I even once had to made someone look it up in the dictionary, bu I digress.
Excellent skills for three reasons:
a.) They both have long recharge times so while they don't work well in other combos, as a combo they work well together.
b.) They're not over powered, and maybe a little underpowered with one being an Elite AND long recharge times.
c.) The energy values are about right
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Feb 06, 2006, 08:39 PM // 20:39
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#3
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Frost Gate Guardian
Join Date: Apr 2005
Location: Michigan
Profession: R/
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aye, the skills are great, but the recharge rates seem a little long. meh, im not sure tho, didnt play assassin much over the factions weekend.
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Feb 07, 2006, 01:13 AM // 01:13
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#5
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Frost Gate Guardian
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its blind OR dazed for 30-60 secs
and anyways that is a real long time that pretty much means you have like a 20% cnance of being able to knock out any person out of the match for a good long time
I can see it now. teams of eight A/R doing only this skill. with determined shot to spam it like a noob.
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Feb 07, 2006, 02:09 AM // 02:09
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#6
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/E
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Quote:
Originally Posted by NatalieD
Why is it a lead and off-hand attack? Just make it an off-hand attack that doesn't need to follow anything. Much simpler that way. Also, blind and dazed for thirty to sixty seconds? Please tell me that's some kind of typo.
Anyway, I don't think I like the idea of skills that apply conditions when they crit. Crits are their own reward, especially assassin energy-gaining crits.
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Dazed for 30-60 seconds isn't too bad if you saw Temple Strike unless you blinded the assasain or killed him he'd keep using that with mantis sting over and over. . .and then comes the other combos : O.
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Feb 07, 2006, 04:24 AM // 04:24
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#7
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Krytan Explorer
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
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I made it lead and off-hand so a dual can follow, but i only recently found that it isn't a set order. Dazed or blinded for 30...60 secs is not a typo, a critical WHILE using a skill at the same time. How does critical strikes work as an attribute? I just thought, if it's so unlikely to happen, then it better be good. Long recharge on Leap Attack is just to stop it from being overabused. If it didn't have the long recharge, you could spam it until you get a critical.
And Ken Dei, D&D helps your spelling skills so much it's not funny...especially playing it online by forums...no leet speak...
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Feb 07, 2006, 04:50 AM // 04:50
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#8
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Desert Nomad
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Quote:
Originally Posted by Soul Shaker
Dazed or blinded for 30...60 secs is not a typo, a critical WHILE using a skill at the same time. How does critical strikes work as an attribute? I just thought, if it's so unlikely to happen, then it better be good.
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For one, I feel it's better to have a more balanced, more reliable effect. This is Guild Wars, not a slot machine. That's just me, though, I guess.
Secondly, making conditions like that last so long is not all that significant outside of random arena. In serious PVP the conditions would be removed or the target killed long before thirty seconds anyway. So extending the duration so much just makes this a skill for farming faction off hapless newbies in the random arena.
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Feb 07, 2006, 08:53 AM // 08:53
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#9
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Krytan Explorer
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
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Kk, that's why i also suggested a percentage as well as a shorter duration. Say, 3...15? And the duration down to 3...15 as well?
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Feb 07, 2006, 11:58 PM // 23:58
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#10
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Krytan Explorer
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I prefer to keep battlefield randomness in the hands on my enemies, not in random number generators.
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Feb 08, 2006, 12:12 AM // 00:12
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#11
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Academy Page
Join Date: Sep 2005
Guild: Dragonic Killers
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Ummm... isn't there a turn-around key? if they spot the combo they can just always stay facing you...
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Feb 08, 2006, 04:15 AM // 04:15
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#12
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Krytan Explorer
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
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If they spot it that is...as a general rule, assassins are not designed to be spotted, hence stealth. It will just force the combo into what it should be, taking out the imbalance it could cause. An assassin caught red-handed right behind a warrior about to backstab would be bad for the assassin, so teleport away. Then you have a warrior hunting your arse the next time you come near.
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