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Old Nov 28, 2007, 10:02 PM // 22:02   #81
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I know one first look my suggestions to shadow stepping appears to be a huge nerfing. But from other angles it can be seen as a buff:

- Greater mobility in out out of battles. For example, Shadow Meld could have potenial is splits, in theory.

- easier to switch target or abort attack, with shadow stepping, if you go to someone, then find yourself trapped, your screwed. With these stances, you have a chance to spot things.

- Flexible and multipurpose, for example, Shadow Prison as your elite, as a shadow step, all you can do is snare one foe, that's all. With this stance, you can snare, but you can also use it as your general running stance between areas, saving room on your bar, another example of the better mobility.

Simply put, an offencive shadow step can only be used offencivly, and offence stance can be used for defence to an extent.

Making all shadow steps require skill and positioning is near impossible. I challenge you to come up with a better balance solution. And I personally feel that an assassin version of Bull strike would be far greater than you current Scorpion wire suggestion.

Last edited by Shuuda; Nov 28, 2007 at 10:29 PM // 22:29..
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Old Nov 28, 2007, 10:30 PM // 22:30   #82
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Shadow Step still requires some positioning; not as much as say using a IMS and then sprinting towards your target gun-ho, but you would want to shadow step at the perfect moment to unleash your combo, not just whenever it's recharged...

And if you happen to shadow step and find your self in an 'oh shit' situation, well........ learn when and when not to shadow step. Our frailty is the balance to a huge offense at our disposal. Shadow step skills typically have a high energy cost, a high recharge, or a counter effect [skill]Shadow Walk[/skill] such as being unable to cast enchantments.

Switching to IMS stances, which typically have short recharge, would allow the Assassin to go in, realize "Wow I screwed this up" and escape, without paying the price for a mistake. Keep Shadow Stepping as is, as it ends up being an all-or-nothing situation, and that requires judgment.
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Old Nov 28, 2007, 10:36 PM // 22:36   #83
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That's not positioning, just moderatly decent timing, anyone can do that. Shadow Stepping Promotes gimmicky insta kill spikes BECAUSE of that all or nothing factor. Apart from Monk self defence as return, shadow stepping have only found there way into gimmicky instabg - whatever crud.

Recall splits - take no skill
Shadow Prison sins - take no skill
AoD shock - is debatable, but certainly takes less skill than other spliters
Augury of death in caster spikes - little skill, example is deadly art spikers.

There can be little justication for there existance.

Last edited by Shuuda; Nov 28, 2007 at 10:41 PM // 22:41..
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Old Nov 28, 2007, 10:38 PM // 22:38   #84
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Quote:
Originally Posted by Shuuda
I know one first look my suggestions to shadow stepping appears to be a huge nerfing. But from other angles it can be seen as a buff:

- Greater mobility in out out of battles. For example, Shadow Meld could have potenial is splits, in theory.

- easier to switch target or abort attack, with shadow stepping, if you go to someone, then find yourself trapped, your screwed. With these stances, you have a chance to spot things.

- Flexible and multipurpose, for example, Shadow Prison as your elite, as a shadow step, all you can do is snare one foe, that's all. With this stance, you can snare, but you can also use it as your general running stance between areas, saving room on your bar, another example of the better mobility.

Simply put, an offencive shadow step can only be used offencivly, and offence stance can be used for defence to an extent.

Making all shadow steps require skill and positioning is near impossible. I challenge you to come up with a better balance solution. And I personally feel that an assassin version of Bull strike would be far greater than you current Scorpion wire suggestion.
Greater or not dismissing the fact that Scorpion wire, is the shadow step with the most positional awareness is almost indisputable.

Increasing its affect from 100 to 200m makes it a fully positional shadow step. One that can be removed in the time it takes to run, or the target could kite and activate it Before your ready >.> Throwing off your damn timing.

And leave shadow Meld alone >.> its my friend.

Do whatever the hell you want to the others ( I dunno about aod)

but leave Shadow meld and scorpion wire as shadow steps >.> They are my friends T_T *huggles*

Also.

turning offensive Shadow steps to half-range = Works the best.

Keeping defensive/Deaths retreat/Shadow meld And the exception Scorpion wire.
Are fine.

Deaths retreat saved my life once in pve >.>

Stupid mother....afflicted explosions.

Maybe Yan...can Grace us =P
With his ideas or opinions on everything lulz.
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Old Nov 28, 2007, 10:47 PM // 22:47   #85
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Tell me, apart from a few niche builds, Scorpion wire and Shadow meld never get used? Scorpion wire is my friend, and I want him viable.
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Old Nov 28, 2007, 10:58 PM // 22:58   #86
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Quote:
Originally Posted by Shuuda
Tell me, apart from a few niche builds, Scorpion wire and Shadow meld never get used? Scorpion wire is my friend, and I want him viable.
Scorpion wire is your friend...so why change him completely?
Shadow meld is fine, the reason its not used is...why bring some survival....(although its not as good as recall in a sense) when you can just kill the damn target who threatens your survival with SP or SoJ >.>

heres scorpion wires desc
For 8...18...21 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range. 5 energy 1 second cast 30 recharge

Pretty lame for a 1 second cast.
Cons.
1 second cast time
Any good ranger/mesmer will interrupt it. Its half range!
30 recharge.
Half-range, thus you have to be in visible range, not just spell casting range
1 time use.
Have to position yourself 100 apart or have the opponent kite 100 apart.
pretty lame duration to recharge ratio without high specs in DA.

150/200' apart = More position required, bigger risk in the fact, that they can kite 200' all teh way to their monk who will just remove it before it can activate =P
3 second knock down= Good reward to balanec out chance of failure.
20 second recharge = not short enough for 3 second recharge to devastate constantly.
Still half -range, thus you can still see them near you and means they still have to run all the way (past caster range) before it activates.

Currently 100' is pretty much cast range >.> from half-range? Not far....but not worth the 30 second recharge.

I AM adding your idea however.
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Old Nov 28, 2007, 11:07 PM // 23:07   #87
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Scorpion wire as it is now is lame, even if the recharge was shorter, no one would use it, because, why would you want to use something that is that complex to get working, when Shock/ Bullstrike does is more reasonably. Any buff that keeps it the same style as it is now will get it used more, unless it's overpowered.
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Old Nov 28, 2007, 11:12 PM // 23:12   #88
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Shudda hear me out.

Lower recharge to 20, able to be used more.
Increase effect range to 150' or 200', 200 = 2 aggro bubbles, 150' = 1 and 1.5 of a caster bubble...not hard to meet with dash buff I showed.

3 second knock down makes it worth it...3 second knock down every 20 seconds and it shadow steps you...while not as great as bull strikes...its not a horrible skill at 150' . 200' may be overkill.

Also...you don't need to activate Scorpion wire right away, you could just use it and then a cover hex.
Unload your combo on the unsuspecting foe... give em a spike...if they survive...there going to start kiting (unless there a monk...who will kite for about 1.5 seconds and then start removing cover hexes)
As soon as they start kiting, press x... then dash.. and run out... there on the floor at your mercy for 3 seconds.

Or you could just let em kite away in AB =P

I did add your stuff tho.

And changed my idea for swap.

I also gave you your own section =P
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Old Nov 28, 2007, 11:13 PM // 23:13   #89
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Quote:
Originally Posted by JR
Fixing assassins to make them other than an entirely one dimensional class would require a complete overhaul. You may as well just remove them from the game and be done with it.

I don't care who you are, but that sugestion is getting old, unoriginal, and downright lazy. This class is many peoples favorite, how would you like it if they removed YOUR favorite class. I agree there is a problem but it can be fixed
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Old Nov 28, 2007, 11:38 PM // 23:38   #90
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I almost for got a skill:

Heart of Shadow - For x - x seconds you move 40% faster and the next time you take damage, you gain xx - xxx health.
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Old Nov 29, 2007, 12:19 AM // 00:19   #91
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It just seems like all these IMS changes for Shadow Steps gives too much windows of opportunity for the opposition to react. And cripple & hexes can counter that IMS, while a shadow step gets you to your destination despite having conditions/hexes.

It would just make the Assassin kite-able and never reach their target, especially with Cripshot Rangers. Heck, those IMS speeds, save for the 7% differences, can be countered with another IMS from the opponent.

There's no chasing down with the current Shadow Steps. Your changes would just make the Assassin's life full of grief while trying to chase down a target rather than enforcing critical positioning.

If anything Assassin's need to work with their team instead of trying to continue instagib by themselves, since that doesn't currently work against so well.
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Old Nov 29, 2007, 05:16 AM // 05:16   #92
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Quote:
Originally Posted by Alex the Great
I don't care who you are, but that sugestion is getting old, unoriginal, and downright lazy. This class is many peoples favorite, how would you like it if they removed YOUR favorite class. I agree there is a problem but it can be fixed
That probably has nothing to do with the effort the community is putting up, but more of ArenaNet either not trying to balance the game anymore, or being afraid to rock the PvE boat for the sake of PvP.

Of course, nerfing Sins to oblivion would definitely rock the PvE boat, hence ANet not taking any action.
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Old Nov 29, 2007, 07:10 AM // 07:10   #93
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Quote:
The unseen fury one >.>....im sorry what!?
"I would just run
Signet of midnight, Signet of Malice unseen fury....SPIKE.
it has the word "fury" in it. doesnt it make you think rrrraaaarrrgghh im hitting you really fast! note that the ias+unblockability would only trigger for blinded foes.

Quote:
Scorpion wire...Is...fine as a shadow step....1 of the nicer ones.
it's awful... too unwieldy. you have to apply it from 1/2 range and then...run away -_-. your target can just chase you so it wont activate, lol. check out my version.

btw, the "change all shadowsteps to IMS" nerfs are dumb.

Last edited by X Cytherea X; Nov 29, 2007 at 07:13 AM // 07:13..
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Old Nov 29, 2007, 07:47 AM // 07:47   #94
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Quote:
Originally Posted by X Cytherea X
it has the word "fury" in it. doesnt it make you think rrrraaaarrrgghh im hitting you really fast! note that the ias+unblockability would only trigger for blinded foes.

Backbreaker sounds like your putting someone in a wheel chair, but it doesn't in the game, for a reason.
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Old Nov 29, 2007, 08:06 AM // 08:06   #95
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Quote:
Originally Posted by holymasamune

Maybe, NOT buff sins since they're already retardedly powerful?
some stuff for sins DO need buffs.. thats why its almost all AoD or SP.. those two still need to be nerfed but if that happens sins def need other stuff to be a LOT better.. otherwise they really are useless..
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Old Nov 29, 2007, 11:11 AM // 11:11   #96
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The only thing I'd really want for my assassin is a fast recharging offensive shadow step. (Skill or stance). I'd love to jump arround more. Give death's charge 10 sec recharge and I'll be a happy trooper.

Last edited by odly; Nov 29, 2007 at 11:13 AM // 11:13..
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Old Nov 29, 2007, 11:28 AM // 11:28   #97
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i agree, they should add a new unlinked skill, shadowstep: shadowstep to target foe. 5e 1/4c 10r. (no other effect)
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Old Nov 29, 2007, 11:44 AM // 11:44   #98
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Arrow opinions/flames anyone~?

hmm.. Moriz has some very .. revolutionary ideas, but I think they are too radical too see anything near implementation anytime soon ..
.. the variants provided here by ensoriki are less dramatic, but still, I think just small changes are the way to go for the short-term ..

Now, as for assassin utility, better to focus on the prof specialty, the Crit Strikes line ..
*well it's easier for one, less variables in considering cross-class abuse from other prof's
*and it's the assassin's own, so helps define the class in general

So here's a few of my ideas:


[skill]Black Lotus Strike[/skill]~ no comment ..

ok this one is gimped and needs either it's energy cost or gain, or hexed-requirement-to-hit fixed .. have tried to keep it in builds, but Lotus Strike is almost always a better choice, except before TempleStrike, or after, you guessed it, a hex-that-snares .. (and even then, I'd rather BMS)

[skill]Deadly Haste[/skill]~ agree with the OP here, affects touch-spells as well

~ either that, or nerf a bunch more cross-class skills to halfrange to give it more scope, yea right ..
~ and better keep it just at spells (Blackout every six seconds~! gimme~@)
*have tried to make builds with this in it, but in every case, Deadly Paradox is far superior simply cos most decent halfrange skills are in the DeadlyArts line ..
.. which brings me to:


[skill]Deadly Paradox[/skill]~ move this skill to the Critical Strikes line

~ now that's Paradoxical~!

[skill]Fox's Promise[/skill]~ when this skill ends, you shadowstep back to the location where you last cast it

*allows a gtfo option, defensive shadowstep is ftw:}

[skill]Locust's Fury[/skill]~ add +25% IAS; this skill ends when you use a skill; when this skill ends you shadowstep to the location it was cast

*ok ok a bit extreme~? but yay, our own IAS~!
*of course this will not be seen without preConjure/Warmonger, or a barfull of adren skills, that's why the shado-return ..
soo, will this turn our lil letteropeners into a freakin chainsaw~? will its use with a scythe be considered abuse~? .. opinions, flames, etc ..


[skill]Malicious Strike[/skill]~ add an interrupt if it hits a foe with a condition

*interrupts = more utility ..

[skill]Seeping Wound[/skill]~ also triggers on Crippled/Deep Wound

*ok less synergy with those, but every bit helps ..

[skill]Sharpen Daggers[/skill]~ for 30 seconds, each critical you score causes bleeding for 5-13 seconds

*yea this almost reverts it to its original, Factions-release description ..

[skill]Twisting Fangs[/skill]~ reduce recharge to 12sec

so might compete with Augury/Impale for your DeepWound source ..

[skill]Beguiling Haze[/skill]~ add: target foe is interrupted ..

~ a universal interrupt I mean, not just spells .. &/or Daze could maybe be increased ever-so-slightly ..
*ok this is not in the Crit Strikes line, but my post on this a few pages back got lost in the six-way flamefest ..
*I think cost/recharge are on par, a Mesmer Elite that interrupted and induced a brief Daze would have similar specs (without any shadostep o course~!)

Quote:
Originally Posted by odly
The only thing I'd really want for my assassin is a fast recharging offensive shadow step. (Skill or stance). I'd love to jump arround more. Give death's charge 10 sec recharge and I'll be a happy trooper.
~ o and yes a simple quick-recharge no effect shadostep would be lovely, but would be competing with Shadow Walk .. and Swap/Spiritwalk would be made redundant ..
edit: maybe a halfrange shadostep .. hmm
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Old Nov 29, 2007, 11:56 AM // 11:56   #99
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A half range... shadow step signet with 10 recharge =P lulz.

Smilin your locust fury idea however is the worst thing in your post.

Assassin's cannot be given IAS access in pvp.
And in PVE, we have critical agility.
However....maybe something like and you have +35% armor penetration...
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Old Nov 29, 2007, 06:43 PM // 18:43   #100
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Originally Posted by holymasamune

Maybe, NOT buff sins since they're already retardedly powerful?


Dude, I missed it. Darn! Sins were overpowered and I missed it. Maybe not.

Let's look at it this way.

Name *one* class that cannot counter assassins. Go ahead. I dare ya.

Saying sins are imba would be like saying the War backbreaker spike is imba. Why aren't people complaining about that? I mean, they charge adrenaline *and* are doing pressure damage at the same time, then *whammo* and you're stuck on your behind for *4* seconds doing, rather literally, squat. Generally speaking a little ias on the wars part, and he can kill you before you stand up. Gee that's so imba. No, it's not. There are readily available blocks, blinds, interrupts, insidious parasite what have you to stop it. So could someone please explain why sins are overpowered, but wars who can kill you with backbreaker (and have more armor) are not?
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