Mar 20, 2008, 08:51 PM // 20:51
|
#21
|
Frost Gate Guardian
Join Date: Sep 2005
Location: Finland
Profession: Me/E
|
SoS sins should be on that list too? all the sin split guilds had one.
dark prison, shroud of silence, iron palm, falling spider, vampiric assault, impale, signet of toxic shock, siphon speed
and what about the current meta? scythe sins!
edit: ooh, new update. looks like scythe sins are already out :P
Last edited by BlueSS; Mar 20, 2008 at 08:55 PM // 20:55..
|
|
|
Mar 21, 2008, 01:26 AM // 01:26
|
#22
|
Lion's Arch Merchant
Join Date: May 2007
Location: Denmark
Guild: Knights Of The Sacred Light [KSL]
Profession: Me/A
|
I totaly agree with you Moriz changing back into that direction can only bring good things with it .
|
|
|
Mar 21, 2008, 01:36 AM // 01:36
|
#23
|
Desert Nomad
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
|
Quote:
Originally Posted by Terraban
All assassin builds run 2 duals? What?
|
besides moebius + shattering
yes
sad...but true
|
|
|
Mar 21, 2008, 02:02 AM // 02:02
|
#24
|
Academy Page
Join Date: Jan 2008
Guild: Mafia Of Annhilation
Profession: D/Mo
|
excellent job moriz but one thing i have noticed in evolution is the new "condition spam + sig of toxic shock and dead. corruption spike" that seems to hav a dmg cap of about 780 dmg. now thats evolution from the AoD sin build that did about 400 or less.
|
|
|
Mar 21, 2008, 02:11 AM // 02:11
|
#25
|
über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
|
i'm quite sure they deal around 480... at least the ones i've been playing around with. i suppose if you lengthen the combo it can reach 780+, but it's generally not worth it, i believe.
but anyways, these builds more or less are in the same line as the SP sins: they are pure spikers.
|
|
|
Mar 21, 2008, 02:21 AM // 02:21
|
#26
|
Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
|
you'd more effectively catch the spirit of the AoD family by grouping them together under two schools:namely, AoD with GPS(and list its attack chain) and AoD without GPS(and list its attack chain). to list the rest of the build specifically is stupid, theres always (some times significant) variants
look at the modern a/e:
dash-shadow refuge 7 SA
dark escape shadow refuge 9 SA
death's charge shadow refuge 7-9 SA
the utility in the AoD family has always changed(including off proffession defense, although /e lacks that)
also:
Quote:
70 armor is low low low??? WTF wow im sure all casters would love to have 70 armor, also RANGERS AND DERVISHES have 70 AL as well.
|
rangers also take half elemental damage and in any respectable build will have signficant protection in terms of blockign and self healing and disruption
dervishes have 25 extra health and oftentimes pack protective enchantments.
although the gist of your argument is correct(i.e., the glass cannon argument is only true because of total idiots), dont go around comparing assassins to rangers
EDIT::
also, document the DA sin(not the /mo, the /any from when DP was 50/50 5)
and the modern splitter, i.e. sp>palm>spider>vamp>imp>sots(/n, /any in variants)
dont document the A/D, its a different world entirely
the SA sin should also be documented
the Moebius HB sin
the sp with trampling should be acknowledged as the descedant/ HB version of the sp/ts, dont make it sound like they were contemporarys(although there meta's run together)
if you really wanna take this to the next level, you could try to document as well the significant meta shifts and skill changes that defined the assassin.
Last edited by jaeharys targaryen; Mar 21, 2008 at 02:26 AM // 02:26..
|
|
|
Mar 21, 2008, 04:03 PM // 16:03
|
#27
|
Banned
Join Date: Oct 2007
Guild: N/A
Profession: D/W
|
Assassins' have evolved from Fierce Black Panthers to mere lil' black kittens. Izzy's got a grudge on the very profession and it's blatently clear:
SP = FTL
AP = FTL
SoS = FTL
A/Any = FTL
If ya'll don't like assassins no more, why not just have them withdrawn/recalled from Factions as a whole?
- Update -
Assassins have been recalled from Guild Wars: Factions.
(*Wouldn't that be as sight to see!*)
|
|
|
Mar 21, 2008, 05:04 PM // 17:04
|
#28
|
Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
|
lol izzy hates sins no one knows why....or does someone know why he hates em so much?
|
|
|
Mar 21, 2008, 05:37 PM // 17:37
|
#29
|
Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
|
Quote:
Originally Posted by Sir Pandra Pierva
lol izzy hates sins no one knows why....or does someone know why he hates em so much?
|
He doesn't like instagibs. lol
|
|
|
Mar 21, 2008, 09:33 PM // 21:33
|
#30
|
Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
|
Quote:
Originally Posted by Adam of Tyria
Have Anet revert most skills to their glory days? Or similar to what they used to be?
(Not including the SP skills and combos.)
|
then you have a class thats left behind in time who is inferior to the current state of the meta.
Unless you bring back Shadow of Haste in its glory =P.
Also Reverts of skills means jack squat when player mentality will just see
"aaah no instigib....put in more attacks!"
Assassins don't have the utility to survive a revert anyways, going back in time would probably just leave them crappy.
Quote:
if you really wanna take this to the next level, you could try to document as well the significant meta shifts and skill changes that defined the assassin.
|
AOD
GPS
moebius
Death blossom
dash
Shadow of Haste
Shadow Walk
Return
Deaths charge
Twisting fangs
Horns of the ox
Impale
Wild strike.
Disrupting Dagger
Black Lotus strike
Black Mantis thrust
Leaping mantis sting.
...if I remember those were/are the main ones >.>
Quote:
He doesn't like instagibs. lol
|
looks like the opposite to me
|
|
|
Mar 21, 2008, 11:28 PM // 23:28
|
#31
|
Desert Nomad
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
|
Quote:
Originally Posted by Sir Pandra Pierva
lol izzy hates sins no one knows why....or does someone know why he hates em so much?
|
he got raped one to many times by a sp sin
|
|
|
Mar 22, 2008, 12:28 AM // 00:28
|
#32
|
über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
|
Quote:
Originally Posted by Regulus X
Assassins' have evolved from Fierce Black Panthers to mere lil' black kittens. Izzy's got a grudge on the very profession and it's blatently clear:
SP = FTL
AP = FTL
SoS = FTL
A/Any = FTL
If ya'll don't like assassins no more, why not just have them withdrawn/recalled from Factions as a whole?
- Update -
Assassins have been recalled from Guild Wars: Factions.
(*Wouldn't that be as sight to see!*)
|
yet it was the same izzy that gave assassins huge buffs a year ago, which allowed the whole "instagib" playing style to be viable. before that, an assassin (or any single character, for that matter) that can take someone from 100% hp to 0 in one combo was absolutely unheard of.
personally, i think most of you who are weeping over this are blowing things out of proportion. i can still play my assassin very effectively despite these nerfs. all it takes is a little bit of retooling and readjustment of the approach i take.
now, back to the thread at hand...
i intended for the thread as a general glance at the evolution of the assassin. i really can't be bothered to analyze each major update and the changes made to the profession. i chose the five builds because they are representative of the general idea and mindset behind playing the assassin at the time.
essentially, the assassin started out as a highly mobile disruption character that can take full advantage of odd-man matchups, then over time becomes simplified to straight-up spikers. the last few updates more or less shifted them back to what they were like before.
|
|
|
Mar 22, 2008, 04:21 AM // 04:21
|
#33
|
Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
|
Quote:
Originally Posted by moriz
the assassin started out as a highly mobile disruption character that can take full advantage of odd-man matchups, then over time becomes simplified to straight-up spikers. the last few updates more or less shifted them back to what they were like before.
|
Where are you seeing this?
There were no or next to none (maybe I overlooked) updates in the past 3 months that put that incentive there, they look more like nerfed spikers now not mobile disruption
|
|
|
Mar 22, 2008, 04:25 AM // 04:25
|
#34
|
Krytan Explorer
Join Date: Oct 2007
Guild: IGN Eat Scythes
|
Put simply, since straight spike is dead, the only thing 'Sins CAN do now is mobile disruption. Before, there was no point to run anything but instagib on an Assassin, since a straight kill in 5 seconds is better than disrupting and finally killing a foe in 15+ seconds, if even that. Now, disruption is pretty much 'Sin's best bet...
|
|
|
Mar 22, 2008, 12:09 PM // 12:09
|
#35
|
über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
|
Quote:
Originally Posted by myself
it should be noted that the assassin's ability to survive and disrupt has not been directly nerfed. rather, their increased damage output made those two aspects obsolete.
|
no actual buff or nerf regarding assassin disruption took place. however, the buffs to straight damage kinda pushed the disruption aspect out. now with damage going back down, disruption is more prominent.
|
|
|
Mar 22, 2008, 12:21 PM // 12:21
|
#36
|
Krytan Explorer
Join Date: Jan 2006
Location: USA
Profession: Mo/Me
|
You forgot the deadly arts assassins, of which there were several varieties, but two major ones:
1) The Dancing Daggers guy
2) the Mistral Edge Vamp assault guys
Also, currently, strong sin bar is the AoD A/D, which has the capability of instagibbing someone, along with increased survivability due to AoD and self heal.
Problem with assassins is that as you nerf their damage, they need more slots to do their job, and they lose utility making them even less of a balanced class
|
|
|
Mar 22, 2008, 12:28 PM // 12:28
|
#37
|
Forge Runner
Join Date: Dec 2006
Profession: D/
|
It's funny to see that Anet's attempts to nerf the most broken retarded class to ever exist, made them stronger.
|
|
|
Mar 22, 2008, 04:42 PM // 16:42
|
#38
|
Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
|
Quote:
Originally Posted by dan-the-noob
It's funny to see that Anet's attempts to nerf the most broken retarded class to ever exist, made them stronger.
|
They made Paragons stronger?
|
|
|
Mar 22, 2008, 05:48 PM // 17:48
|
#39
|
Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
|
Quote:
Originally Posted by dan-the-noob
It's funny to see that Anet's attempts to nerf the most broken retarded class to ever exist, made them stronger.
|
Riiiiiight so which skill buff made this happen? 'Nerfs making a class stronger' = contradictio in terminis
|
|
|
Mar 22, 2008, 11:19 PM // 23:19
|
#40
|
Academy Page
Join Date: Jul 2007
Profession: A/
|
Quote:
Originally Posted by ensoriki
They made Paragons stronger?
|
lol that's funny.
i don't really think of what they've been doing as of late as nerfing skills, more eliminating them.
i mean whats up with siphon speed. it went from a 5 second recharge to a 30 second recharge. that's like a 600% nerf. why... at least make it full range now.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 02:41 PM // 14:41.
|