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Old Apr 06, 2007, 03:02 PM // 15:02   #1
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Default Assassin Skill Update Discussion

Heres the updates as listed on Guildwars.com:

* Assassin's Remedy: Now works on your next 1..10 attack skills.
* Black Mantis Thrust: decreased Energy cost to 5.
* Dancing Daggers: increased damage to 5..35.
* Golden Lotus Strike: decreased recharge time to 10 seconds.
* Jagged Strike: increased Bleeding duration to 1..15, decreased recharge time to 1 second.
* Malicious Strike: increased damage to 10..30.
* Recall: changed to "While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill."
* Sharpen Daggers: now works on your next 1..10 attack skills.
* Signet of Toxic Shock: decreased recharge time to 15 seconds.

Heres my opinions:

Assassin's Remedy: Well, its still no "on every critical for ... seconds".
Black Mantis Thrust: Awesome, I always wanted to see this used more.
Dancing Daggers: Signet Spiker just got a bit more powerful!
Golden Lotus Strike: This skill still sucks a bit, other than a little energy it doesn't do much, but this helps.
Jagged Strike: All we need now is a 1-2 second recharge offhand... muahaha!
Malicious Strike: Not that commonly used as I've seen, but still helps.
Recall: FINALLY it enchants yourself instead of an ally, great change!
Sharpen Daggers: Well, its still no "on every critical for ... seconds".
Signet of Toxic Shock: SWEET! I am definitely making a poison spike build right now.

/dance
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Old Apr 06, 2007, 03:07 PM // 15:07   #2
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[card]recall[/card] vs. [card]shadow meld[/card]???


why would anyone now use shadow meld...not that I'm complaining...
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Old Apr 06, 2007, 03:18 PM // 15:18   #3
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Shadow Meld returns you to where you CAST the spell(in some far off corner where its safe)

Recall returns you to where the ally is RIGHT NOW(normally in the middle of battle)

SM is just a safer version of recall now lol.
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Old Apr 06, 2007, 04:46 PM // 16:46   #4
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Shadow Meld is inferior. Recall allows you to shadow step out of range. Shadow Meld = casting range shadowstep. Although it allows you to shadowstep twice...
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Old Apr 06, 2007, 10:56 PM // 22:56   #5
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I think the idea behind Shadow Meld is that you cast it beefore all the action begins somewhere relatively "safe" that you can return to when in a pinch.
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Old Apr 06, 2007, 11:20 PM // 23:20   #6
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yea thats the only difference... not really worth elite status imo...
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Old Apr 07, 2007, 12:59 AM // 00:59   #7
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Although I agree with you, I think ANet granted SM elite elite status because it can get you far away from the action (as in past radar range), wheras recall pulls you to an ally, which generally might stillb e somewhere within firing range. But all this is far off topic.

My thoughts:

Assassin's Remedy: I miss the crit effect.
Black Mantis Thrust: Hooray for a new snaring option
Dancing Daggers: A new/better lead option is always welcome. Also its fun against a Dazed opponent that finds a way out of your snare.
Golden Lotus Strike: Its like Black Lotus Strike, except ithat only the energy gain is conditional. I think offhand at 12 Dagger Mastery or Critical Strikes, respectively, both skills net you 7 energy. Whether GLS's status as a lead attack is boon or bust depends on how you run it.
Jagged Strike: Bleeding, bleeding, everywhere!
Malicious Strike: Useful if for some crazy reason you have extra room on your skill bar. Not really a dreadfull skill.
Recall: Not in a position to say whether this is good change or not.
Sharpen Daggers: I miss the crit effect.
Signet of Toxic Shock: Very nice.
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Old Apr 07, 2007, 01:13 AM // 01:13   #8
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Quote:
Originally Posted by Samurai-JM
Heres the updates as listed on Guildwars.com:

* Assassin's Remedy: Now works on your next 1..10 attack skills.
* Black Mantis Thrust: decreased Energy cost to 5.
* Dancing Daggers: increased damage to 5..35.
* Golden Lotus Strike: decreased recharge time to 10 seconds.
* Jagged Strike: increased Bleeding duration to 1..15, decreased recharge time to 1 second.
* Malicious Strike: increased damage to 10..30.
* Recall: changed to "While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill."
* Sharpen Daggers: now works on your next 1..10 attack skills.
* Signet of Toxic Shock: decreased recharge time to 15 seconds.
[skill=text]Assassin's Remedy[/skill] Meh, I never use it. Probobly still won't.
[skill=text]Black Mantis Thrust[/skill] I rather like this one. I actually use this skill.
[skill=text]Dancing Daggers[/skill] Still won't use it, I'm not a Signet Spiker.
[skill=text]Golden Lotus Strike[/skill] Keep old recharge, but make it an Off-Hand attack that requires you to be enchanted for it to hit, and reduce damage. And maybe reduce energy gain, but not by a lot.
[skill=text]Jagged Strike[/skill]Add more damage. :/
[skill=text]Malicious Strike[/skill] I like it.
[skill=text]Recall[/skill] Meh, I didn't care for this.
[skill=text]Sharpen Daggers[/skill] Thank god, now its a little better, I still like the origonal version.
[skill=text]Signet of Toxic Shock[/skill] I never had a problem with recharge before, I'd prefer a damage buff instead.

Most of these changes do not affect me, but the ones that do, I like. GJ ANet.
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Old Apr 07, 2007, 03:13 AM // 03:13   #9
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* Assassin's Remedy: Now works on your next 1..10 attack skills.
- I think they should remake this skill, why sin should use this option to remove condition? (IMO this skill should work on the next time you Shadow Step you lose X conditions.)

* Black Mantis Thrust: decreased Energy cost to 5.
- A good changed, but BoA sin build is beating this skill in any reasons.

* Dancing Daggers: increased damage to 5..35.
- Good thing, but if you tell me you are an assassin then u will never use this skill for your assassin.

* Golden Lotus Strike: decreased recharge time to 10 seconds.
- Nothing really good about the changed. It wont makes any different between Black-line and Golden-line because Black-line = FTW for PvP.

* Jagged Strike: increased Bleeding duration to 1..15, decreased recharge time to 1 second.
- Why increased the duration instead of add some dmg to the skill? what is the points of having long duration of bleeding instead of add some dmg to skill?

* Malicious Strike: increased damage to 10..30.
- Agreed with Voltaire. this skill wasnt good enough for sin to use it as a killer and plz dont tell me to use it with assassin scythe build.

* Recall: changed to "While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill."
- This way makes it understandable.

* Sharpen Daggers: now works on your next 1..10 attack skills.
- No idea , i have no reason to use this skill.

* Signet of Toxic Shock: decreased recharge time to 15 seconds.
- More options for Poison build.
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Old Apr 07, 2007, 03:25 AM // 03:25   #10
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^

you just basically said that any build outside SPBoA is bad, and none of the skills should ever be used anyway... Today Ive used all of those skills(except remedy and sharpen daggers... they still suck) but all the others worked in other builds, especially the one i posted which owns :O
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Old Apr 07, 2007, 06:01 AM // 06:01   #11
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It doesnt mean any build outside SPBoA is bad, just because it wasnt strong enough as SPBoA does. Do you understand assassin mean? Assassin is an assassin it is not a Warrior. If you want to show you are assassin there is only one build that can tell you are an assassin and it called SPBoA, Am i wrong? If you used another build beside this SPBoA they will call you a tank or something else, Am i wrong again?
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Old Apr 07, 2007, 03:37 PM // 15:37   #12
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very wrong... SPBoA is the "cookie cutter" build of assassins, is countered by every monk that will ever play the game, and is just plain getting old. Creativity is a good thing, and assassins can do much, much more than what their stereotypes are shown to do...


Quote:
Originally Posted by Siva arwen
If you want to show you are assassin there is only one build that can tell you are an assassin and it called SPBoA.
this is where assassins get their bad name from...
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Old Apr 07, 2007, 10:20 PM // 22:20   #13
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Quote:
Originally Posted by Samurai-JM
^

very wrong... SPBoA is the "cookie cutter" build of assassins, is countered by every monk that will ever play the game, and is just plain getting old. Creativity is a good thing, and assassins can do much, much more than what their stereotypes are shown to do...
Do you know this plain and getting build have make sin become this strong as a killer? and i agreed with you creativity is a good thing but you still need something good to create it too. For me, i dont like to play SPBoA in pvp but i have nothing to against this build because there is no point to ruined this build, but i feel [skill]Black Spider Strike[/skill] is way too strong, they should lower alittle dmg from this skill by 5dmg.


can you tell me how many assassins in top 10 guild who r using other build beside SPBoA?


Quote:
Originally Posted by Samurai-JM
this is where assassins get their bad name from...
this is no where assassins get their bad name from because some player dont have that very good creativity like the other have and this build is a easy build to play but it is hard to use.

IMO the only way to fixed this thing is to rework and buff on lead-atk and off-hand atk.

Have u ever seen some1 use this chain? [skill]Golden Fox Strike[/skill][skill]Fox Fangs[/skill][skill]Nine Tail Strike[/skill]
this chain is already weak n y gave it a recharge of 8sec? they should make its recharge to 4sec so we can use it as a repeatable chain.

How is this lead-atk [skill]Unsuspecting Strike[/skill] able to use with 10energy cost? they should lower energy to 5, lower its dmg but keep the condition dmg and increase its recharge. becasue there is no point to repeat this atk skill, am i wrong?

And many other skills are still useless.
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Old Apr 08, 2007, 02:54 AM // 02:54   #14
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Saying that SP/BoA is the only viable sin build is retarded.
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Old Apr 08, 2007, 07:10 AM // 07:10   #15
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i wasnt saying that SP/BoA is the only viable sin build, but beside this build how many sin builds have u seen people used in GvG? And are those builds successful?
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Old Apr 08, 2007, 03:03 PM // 15:03   #16
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I don't gvg, gvg is full of idiots, you can qoute me on that.

Sp/Boa = Over rated, seriously the only think in the build that makes it Anywhere better than anything is BOA take away BOA and the build can barely execute without another IAS.

20 second recharges are meh. use a skill recharge starts use 5 seconds.... 5 seconds after recharge means it takes 25 seconds to kill...your hand isn't super fast so take in extra 2 seconds to start the combo, its fast to kill but its repetition is slow.
_____________________________
And Unsuspecting strike 5 energy? Its 10 energy because its strong, hits 100+ damage on basically ANything 90% or higher, now ya its conditional but, its a great way to start a spike if your fast, try having 1 of your weapons coated in degen like Apply poison and Unsuspecting Iron palm Fallin spider Hoto, from zealous daggers u get 4 energy back + energy pips you have energy for Impale aswell -_-.
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Old Apr 08, 2007, 03:27 PM // 15:27   #17
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Unsuspecting strike is more used for pve builds where staying alive and unconditional skills are good. A lot of hex builds sin are bad b/c you're very fragile and can only get 1-3 spikes in before the mob is dead. Unsuspecting is good in moebius builds to get the lead off fast and up to the moebius chain with crit strike for the energy that you used in US. This skill and jagged strike(which is a good pve buff for the sin) are mainly looked at in pve builds and should not be classified for pvp unless your somewhere where pressure is needed rather than fast spikes.
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Old Apr 08, 2007, 03:32 PM // 15:32   #18
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Im just wondering now, Since Gvg has an intensive meta where theres always counters going in and out? People aren't packing counters to BOA? which would lead me to suspectin Gvg is full of idiots.
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Old Apr 08, 2007, 03:50 PM // 15:50   #19
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GvG is packing many counters to BoA. It is EASY to counter a BoA when your energy is full. BoA sins have a great ability to quickly kill overextenders and can make flag running hard. Few people die to a BoA spike in GvG now (high-level GvG) except for players who are beyond their monk's reach or their monks have ran out of energy.
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Old Apr 08, 2007, 04:03 PM // 16:03   #20
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Siva arwen, I think SPBoA sins are just big noobs, who can't think or use sins in another way. This builds really suck, anything owns it, it's defenseless, and what you said is an offense to any reall assassin, not the "killer". you are not an assassin, it's an art, you're just a murderer !
Remember : BoA sucks, you really own your credibility by playing it, NOoOB we are not warrior brained like you
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