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Old Aug 14, 2006, 05:32 PM // 17:32   #21
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There is a way to overcome the high recharge time, like A/W for warrior elite Flourish, or the A/* with the recharge all skill when strike a foe < 50% health.

And not all of the assassin skill require long recarge, some of them got low recharge as well as low many cost, you can pretty much spam them if you want. Dealing low overtime damage or deal high spiking damage, it is a choice for you to take.
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Old Aug 14, 2006, 08:50 PM // 20:50   #22
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The problem is that in an average PvE situation, an assassin cannot afford to "deal low overtime damage". They need to kill and get the hell out before they die. Of course you can always use a stance or something similar to keep yourself alive, but at this point you might as well make a warrior.
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Old Aug 14, 2006, 09:21 PM // 21:21   #23
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Originally Posted by prodigy ming
while all these are true, I have to say that Assassins are fundamentally flawed and needs some buff.

-shadow stepping kinda broken (short radius, long recharge, limited choice, pretty much all of them suck besides Aura of displacement)

-weak armor (ok i can live with this, but not with both broken shadow stepping and weak armor together)

-lack of heal (shadow refuge, way of perfection, and heart of shado are, I think the only heal sins get. Both shadow refuge and way of perfection suggest the player should tank since you will only get the max healing benefit if you are in the fray long enough. heart of shadow suffers from poor "random" shadow stepping, which more often than not is either useless or put you at a worst situation.)

-lack of playing variety. (this may have improved given more time, but with nightfall coming out so soon and how most of the community already hate sins, imo the focus will be directed to the new classes and sins wouldn't be getting any more attention. Right now, in pvp at least 99% of the sins are running the same build with so sort variation involving horns of ox, falling spider and twisting fang.)
If Shadow Steps had a much larger range they would be stupidly powerful. I'd agree that AoD is very much better than other Sin shadow steps, partly because of the glacial recharge times on the others. I tend not to use builds that use any other kind of shadow step because AoD (in my opinion) is so much better. This is partly because I have been using a Sin build with a couple enchantment options, so I can use both ends of AoD's Step tactically.

Assassins shouldnt have Warrior level armor without major sacrifice, e.g. of max energy.

I will agree that Sin heals suck. They utterly suck in my opinion, and I almost never use them as a result. I hate them.

As for the lack of playing variety, given that Sin heals suck, and that the best Shadow Step is an enchantment, the GPS-->HotO-->FS-->TF chain is likely to be difficult to compete with for other Sin builds, since it's a good spike with solid degen and deep wound that doesn't require the sin to remain in the thick of combat to get the kill.

I think that if the Shadow Steps and self-heal options for Sins were better, there would be a lot more variety in terms of viable Sin builds. As it is, the Shock Spider (et al), and Crit Barrage base builds seem hard to beat in their various niches for most players, since they allow the Sin to either get in and get out or stay out of close combat entirely.

Anyway, to sum up:
-faster recharges on other shadow steps would be good.
-better self-heals (or self-heals in other attributes) would be good.
-more viable ways of bypassing the onerous lead->offhand->dual chain would be good.
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Old Aug 15, 2006, 01:25 AM // 01:25   #24
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Originally Posted by sabretalon
I use my assassin a good 95% of the time now!

I experiment with builds and in our guild we hold scrimage events to help us iron out any little problems with the build.

The key thing though is to make sure you are part of the team and not a 1 man/woman killing machine (because you never will be!) Place the safety of your healers at the tops of your list, do not wade into full battle as you will not last long. You are a support character and you need to provide support to your healers. If you spot the opportunity to get a quick kill on an enemy healer then do it but make it quick and make sure you do not leave your healers exposed!

A good sin should be calling their targets as well, since you are laying down conditions as well, some of your team mates may be able to take advantage of that! Not only that, other will see your work rate!

I have seen assassins running all over the place on a battlefield and yet they get so few kills! 1-1 against a good monk then you will not have enough power to take them down without interupts. 1-1 against a Warrior, well lets just say, I would not advise it unless they are really low on health!

In PVP lately I have come across more bad players than good! Chased down by a Warrior that had no clue on how to use him! A combo and run, he has bleeding on and is still taking damage but instead of healing himself he runs after me and wasting his time using stances! (now if I had gone toe to toe with him then it would have been different!) Rinse and repeat 1 dead Warrior. A bad warrior no longer gives warriors a bad reputation but a bad assassin, well that is just the norm as far as other players are concerned.

Protect and serve! Spend most of your battle time watching for those that come to attack your healers, if it is a warrior, hit and run and hope they chase you! If you call the target and you are working as a team your warriors should be aware you are on your way to them or they have to come to you! If the other warrior is chasing you they are not hurting your healers! So you are doing your job!

Look at your skills and set your self up with a specific target type! Either to harrass warriors/fighters or to shutdown casters.

Hey if you want to add damage to a fight get yourself a bow with no req and shoot from the backlines whilst waiting around for the right victim!

There is nothing wrong with looking at some of the builds out there but make sure you try as many as possible so you can switch depending on the situation. Also look for ways to adjust the build to suit your gameplay. Oh! and carry a rez sig just in case you mess up and let your healer die!
hey every1. I agree with all ur posts. I'm an ok sin that tried to give us our name back and well frankly I'm doing ok. To say the truth I have an a/mo that took a war down then returned and took a caster down. So its adjusting to ur sitch and timing is the key to sins. I won't mind helping some1 make a good sin build as I've made plenty for my friends. So add me and ask for help. Btw any a/mo should have healing hands shroud of distress and live voraciously to heal and dodge. Healing hands heals u when ur atked by enemies especially useful for taking down necros that have their armies up. Also if u get double hits in live voraciously will heal u for each hit. Shroud of distress lets u dodge atks when ur below a certain amount of hp this helps in case u get mobbed in pve. Now u have 5 slots open. Bring a res sig. Now u can use a 3 hit combo or 4 hit. U choose. If u go with 3 hit bring in shadow refuge or healing breeze to counter degen. I'm not on forums much so pm me in the game when I'm on. Ill check these very seldomly. If u have other sin builds then pm me for help. Gl and hf with ur sins. Lets get our good names back. Btw the war I fought and killed was a sword wielder a.d I used a knock down falling spider and twisting fangs as the last part combo so u choose a good lead atk for it. Works well for degen and dmg. Adios amigos.
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Old Aug 15, 2006, 01:42 AM // 01:42   #25
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Quote:
Originally Posted by sabretalon
I use my assassin a good 95% of the time now!

I experiment with builds and in our guild we hold scrimage events to help us iron out any little problems with the build.

The key thing though is to make sure you are part of the team and not a 1 man/woman killing machine (because you never will be!) Place the safety of your healers at the tops of your list, do not wade into full battle as you will not last long. You are a support character and you need to provide support to your healers. If you spot the opportunity to get a quick kill on an enemy healer then do it but make it quick and make sure you do not leave your healers exposed!

A good sin should be calling their targets as well, since you are laying down conditions as well, some of your team mates may be able to take advantage of that! Not only that, other will see your work rate!

I have seen assassins running all over the place on a battlefield and yet they get so few kills! 1-1 against a good monk then you will not have enough power to take them down without interupts. 1-1 against a Warrior, well lets just say, I would not advise it unless they are really low on health!

In PVP lately I have come across more bad players than good! Chased down by a Warrior that had no clue on how to use him! A combo and run, he has bleeding on and is still taking damage but instead of healing himself he runs after me and wasting his time using stances! (now if I had gone toe to toe with him then it would have been different!) Rinse and repeat 1 dead Warrior. A bad warrior no longer gives warriors a bad reputation but a bad assassin, well that is just the norm as far as other players are concerned.

Protect and serve! Spend most of your battle time watching for those that come to attack your healers, if it is a warrior, hit and run and hope they chase you! If you call the target and you are working as a team your warriors should be aware you are on your way to them or they have to come to you! If the other warrior is chasing you they are not hurting your healers! So you are doing your job!

Look at your skills and set your self up with a specific target type! Either to harrass warriors/fighters or to shutdown casters.

Hey if you want to add damage to a fight get yourself a bow with no req and shoot from the backlines whilst waiting around for the right victim!

There is nothing wrong with looking at some of the builds out there but make sure you try as many as possible so you can switch depending on the situation. Also look for ways to adjust the build to suit your gameplay. Oh! and carry a rez sig just in case you mess up and let your healer die!
hey every1. I agree with all ur posts. I'm an ok sin that tried to give us our name back and well frankly I'm doing ok. To say the truth I have an a/mo that took a war down then returned and took a caster down. So its adjusting to ur sitch and timing is the key to sins. I won't mind helping some1 make a good sin build as I've made plenty for my friends. So add me and ask for help. Btw any a/mo should have healing hands shroud of distress and live voraciously to heal and dodge. Healing hands heals u when ur atked by enemies especially useful for taking down necros that have their armies up. Also if u get double hits in live voraciously will heal u for each hit. Shroud of distress lets u dodge atks when ur below a certain amount of hp this helps in case u get mobbed in pve. Now u have 5 slots open. Bring a res sig. Now u can use a 3 hit combo or 4 hit. U choose. If u go with 3 hit bring in shadow refuge or healing breeze to counter degen. I'm not on forums much so pm me in the game when I'm on. Ill check these very seldomly. If u have other sin builds then pm me for help. Gl and hf with ur sins. Lets get our good names back. Btw the war I fought and killed was a sword wielder a.d I used a knock down falling spider and twisting fangs as the last part combo so u choose a good lead atk for it. Works well for degen and dmg. Adios amigos.
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Old Aug 15, 2006, 04:39 AM // 04:39   #26
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Originally Posted by Sol Deathgard
In Raisu I took out in an average mob, Monk, Rit, Ranger, then Returned cause I was starting to get attention. keep in mind while I was doing this eveyone was busy with the Sins, Wars, & Mesmers so I killed the targets named above solo.
Sorry, but you didn't kill [email protected] solo. Solo is when my warrior walks into Elona's Reach all by her lonesome and destroys everything in sight.

What you are describing here is a team kill. The only reason you were able to kill these Shiro'ken is because the rest of the guys on your team drew fire for you. There are no solo kills in cooperative play unless the rest of your team is dead or in another time zone. In fact, your job was made easy by your teammates who seem to have taken the brunt of the Shiro'ken assault in order to give you a free hand.
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Old Aug 15, 2006, 03:58 PM // 15:58   #27
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Assassin is basicly a spiker who has to be point blank to use dagger skills and suffers from counters even more than other attackers because his combo attacks rely on eachother.

Assassin is ment to be a Hit and Run class, and is simularly difficult with Mesmer for required skill to be effective. But the obvious truth of that is that it isn't balanced, if it was balanced it wouldn't take a master to make good out of it.

Just because a combat master can kill with a spoon doesn't mean that the spoon somehow becomes as good as a blade. Assassin can be used effectively in the hands of advanced players, but the obvious fact that it requires an advanced player to make effective use out of assassin means that it isn't as good as warrior.

Assassin doesn't have the natural damage and armor to do anything without skills, so it automaticly makes it a harder class to play, but many of its skills are completely gimped making them useless to bring and making Assassin very limited in technique. If he is ment to be a hit and run class than obviously he needs effective hit and run skills, but all of his advancing teleports have long recast times, which means that this kind of technique isn't provided. The only way to make good use of advance and retreat teleports is AoD, it provides both in one skill, but it is an elite, which excludes all other elite options from a good hit and run build.....

Assassins retreating teleports are effective, Recall cost too much for a class who needs a great deal of energy to chain, but Return is great. If Deaths Charge was reduced to 15 seconds, than we would be able to advance as often as we can retreat, making it much easier to get "In and Out". And if Dark Prison was reduced to 25 second recast, it would match perfectly with Black Lotus Strike, making it a very powerful advancing technique. Too powerful?, no it isn't, it is powerful enough to compensate for Assassins lack of Defense, it is neccessary to make it balanced. Is Dark Prison going to be too powerful because it provides a slowing hex and teleport?, no, your using a class who requires close proximity to be effective wile not having the proper armor to stay in close proximity, it is a natural neccessity to have frequent teleporting, Dark Prison does less slowing (33%) than cripple, Imaginary burden, and Ice hexes, and has a max duration of 6 or 7 seconds, it needs a 25 second recast to be balanced.

Assassin takes more damage, it needs to deal more damage, that is an obvious equation. He has less defense, he needs better skills to avoid damage, that is obvious balance.

Right now Assassin is GW set to Hard Mode, it isn't an acceptable class in the hands of a newb or even an average player, not because they are soo much worse with Assassin than other simple classes, but because Assassin hasn't the tools to be used effectively outside of certain builds in the hands of an advanced player. Remember that every time you tell someone Assassin is ok, it just needs to be used a certain way, that is a weakness.

I have come to the conclusion that Anets claim of game balance describes the restriction of overpowered builds and unfair advantages, but it doesn't recognize the weakness and deficiency of certain ability or lack of class build diversity certain classes have with their skills, it can't. And to make it much worse, Anet is considering NOT adding new skills to Assassin in future chapters, I don't know if they will add new skills to this chapter instead, but without new skills Assassin will basicly stay the way it is, with no new opportunities for improvement.

Last edited by BahamutKaiser; Aug 15, 2006 at 04:06 PM // 16:06..
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Old Aug 15, 2006, 06:32 PM // 18:32   #28
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Quote:
Originally Posted by BahamutKaiser
Assassin is basicly a spiker who has to be point blank to use dagger skills and suffers from counters even more than other attackers because his combo attacks rely on eachother.

Assassin is ment to be a Hit and Run class, and is simularly difficult with Mesmer for required skill to be effective. But the obvious truth of that is that it isn't balanced, if it was balanced it wouldn't take a master to make good out of it.

Just because a combat master can kill with a spoon doesn't mean that the spoon somehow becomes as good as a blade. Assassin can be used effectively in the hands of advanced players, but the obvious fact that it requires an advanced player to make effective use out of assassin means that it isn't as good as warrior.

Assassin doesn't have the natural damage and armor to do anything without skills, so it automaticly makes it a harder class to play, but many of its skills are completely gimped making them useless to bring and making Assassin very limited in technique. If he is ment to be a hit and run class than obviously he needs effective hit and run skills, but all of his advancing teleports have long recast times, which means that this kind of technique isn't provided. The only way to make good use of advance and retreat teleports is AoD, it provides both in one skill, but it is an elite, which excludes all other elite options from a good hit and run build.....

Assassins retreating teleports are effective, Recall cost too much for a class who needs a great deal of energy to chain, but Return is great. If Deaths Charge was reduced to 15 seconds, than we would be able to advance as often as we can retreat, making it much easier to get "In and Out". And if Dark Prison was reduced to 25 second recast, it would match perfectly with Black Lotus Strike, making it a very powerful advancing technique. Too powerful?, no it isn't, it is powerful enough to compensate for Assassins lack of Defense, it is neccessary to make it balanced. Is Dark Prison going to be too powerful because it provides a slowing hex and teleport?, no, your using a class who requires close proximity to be effective wile not having the proper armor to stay in close proximity, it is a natural neccessity to have frequent teleporting, Dark Prison does less slowing (33%) than cripple, Imaginary burden, and Ice hexes, and has a max duration of 6 or 7 seconds, it needs a 25 second recast to be balanced.

Assassin takes more damage, it needs to deal more damage, that is an obvious equation. He has less defense, he needs better skills to avoid damage, that is obvious balance.

Right now Assassin is GW set to Hard Mode, it isn't an acceptable class in the hands of a newb or even an average player, not because they are soo much worse with Assassin than other simple classes, but because Assassin hasn't the tools to be used effectively outside of certain builds in the hands of an advanced player. Remember that every time you tell someone Assassin is ok, it just needs to be used a certain way, that is a weakness.

I have come to the conclusion that Anets claim of game balance describes the restriction of overpowered builds and unfair advantages, but it doesn't recognize the weakness and deficiency of certain ability or lack of class build diversity certain classes have with their skills, it can't. And to make it much worse, Anet is considering NOT adding new skills to Assassin in future chapters, I don't know if they will add new skills to this chapter instead, but without new skills Assassin will basicly stay the way it is, with no new opportunities for improvement.
I couldn't honestly agree more with you since this fully and clearly encompasses most major assassin deficits. Some food for thought: even though primary assassins would direly need these improvements to be competitive at any level there are assassin secondaries. If skills were improved to cover the fundamental flaws of assassins how would it affect gameplay if those skills were coupled with primary that is less flawed?
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Old Aug 15, 2006, 07:13 PM // 19:13   #29
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Improving Assassins advaincing teleports doesn't provide any new utilities to the game, it just makes them more accessible. AoD already allows players to teleport to an enemies location every 20 seconds, having Deaths charge at 15 seconds and Dark Prison at 25, is nearly the same rate with a different skill.

The only thing reduced recast time does is allow better Hit and Run builds to be made without AoD, freeing up Assassins Elite slot and allowing them to use their normal advancing teleports frequently. This is about bringing the baseline of Assassin to a reasonable level, instead of only one functional skill and 3 other worthless ones.

I would also like to point out that Heart of Shadows is too weak to occupy a skill slot, it cannot be used enough to provide significant defense, and a random teleport in your own location is basicly a giveaway. It should have a 5-7 second recast, and the duration of the enchantment can be reduced to 10 seconds.

None surprising, other classes, expecially warrior, can benifit from these skills too, needless to say, just because another class can use Assassins skills effectively, even if it is more effectively, isn't sufficient reason to damage Assassin. Blood Magic isn't nerfed because Ranger and Elementist can spam them, Shadowstepping shouldn't be weak just because Warrior can use it.

It will take 2 slots for Assassins to teleport in and teleport out with normal Shadowstepping skills, that is a major cost in its own, and that isn't as powerful as having supreme defense and defensive skills to just stand there and bash away like warrior can either. Low cost, frequently accessible, shadowstepping skills are a neccessity for Assassins to function properly.

I have to say, they did a horrible design job on Assassin, they are supposedly a hit and run class, but in actuallity their weapon nets the least damage figure in the game, and stresses additional hits over time. "Over Time" and "Hit and Run" do not fit in the same sentance, how smart is that? So the classes skills function on getting in and putting all skills down at once, but the weapon focuses on doing minimal damage over time with added hits, that's genious. In defense of multifunctionality, that is alright, but in order to allow general "Hit and Run" opperation, they need to have a frequent teleport in skills.

There are some alternatives, like Dash, and Shadow of Haste. But unless you have another stance to switch too, you cannot return with shadow of haste at will, which means it still takes 2 skills, and both require running instead of teleporting. Running can be used to advance or retreat, but you at higher risk of being stopped, blocked and attacked wile running to your target, that is the kind of skill a Warrior is ment to have to catch his enemy, not an Assassin.

A Shadowstep allows you to reach from full range to point blank instantly, but unlike a running skill, it doesn't help you move faster to keep up with a fleeing foe, nor can it be used to retreat as well. Dark Prison provides a minimal speed imparing hex to keep enemies from running right away, but it doesn't stop them in their tracks like cripple, and it only last for a moment, which is why it shouldn't have a very short recast time, but it certainly shouldn't be a minute, and even at 25 seconds it is quite long. With Deaths Charge the enemy can start running as soon as you teleport to them, and you may not even have the time to start your combo, let alone finish it, 15 seconds is the max recast that should be considered, and the situational healing it provides is far from effective.

Besides that, Recall and AoD are too expensive. AoD is an advancing teleport, which means casting it puts you up to start your combo, using 10 energy and one energy regeneration right before you start a combo is a significant loss, and it could certainly stand to be 5 energy. 5 energy covers the cost of reaching your enemy, maintenance covers the cost of a ready retreat, it doesn't need to be 10 energy. And 15 energy is half an Assassins energy pool at the least, more than half with most armors, the ability to jump to another players location can be useful, but 15 energy is excessive, it could easily stand to be 10 energy.

The neccessity that lies in Assassins Shadowstepping skills is something Anet needs to recognize, unless they are improved Assassins will remain a disfunctional class. This isn't the only class or the only skill type which should be addressed, but it is certainly the most significant, if Anet woln't recognize and remedy this flaw then they may as well stop advertising balance.

Last edited by BahamutKaiser; Aug 15, 2006 at 07:27 PM // 19:27..
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Old Aug 15, 2006, 09:28 PM // 21:28   #30
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All i have seen is so true. Most of the problem with the assassin is how its played.
The CORE of the problem is and test it yourself.... They are a 70 armor class that takes the damage of a 60 armor class. They Have piss poor healing ability and the shadow stepping skill recharges are to high if you choose to not use your elite.
best ran as a monk defender, or hitting single targets on the edge of the agro.
With so much down time it can be fun while fighting but the red light, green light fighting style is rather boring.

I choose to add life sheath and negate most the primary spikes i would take and it increased my number of targets from 1-2 to 2-4+. I may have to run out but i can teleport in and get the jump on them. With life sheath SR actually becomes a functional heal as well as serving for a degen counter.

They have several thing wrong with the sin but care less about what it needs.
Most skill updates are built around PvP and assassins are not popular in 3/4 of PvP. Add in the lack of interest in the class due to stereo typing and we get what we have today.

A slightly broken class that will probably never get the buff it deserves due to its lack of utilitization in PvP.

Hell, its the only class that can not 55. lol
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Old Aug 15, 2006, 10:15 PM // 22:15   #31
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After seeing first hand how people play their assassins in the various mission I've been doing in Cantha, I now undestand why people reject them. I'm personally not going to try and sift the morons from those who understand the class, as far as I'm concerned I'll never play along side Assassins anymore.
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Old Aug 15, 2006, 11:49 PM // 23:49   #32
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Sorry, but you didn't kill [email protected] solo. Solo is when my warrior walks into Elona's Reach all by her lonesome and destroys everything in sight.

What you are describing here is a team kill. The only reason you were able to kill these Shiro'ken is because the rest of the guys on your team drew fire for you. There are no solo kills in cooperative play unless the rest of your team is dead or in another time zone. In fact, your job was made easy by your teammates who seem to have taken the brunt of the Shiro'ken assault in order to give you a free hand.
You sir, EasyG, are a twat.

What you described is exactly what a assassin is suppose to do, yet your making it seem like a bad idea.

back to my original point, You sir, EasyG, are a twat.

Would you rather fight a mob w/o a assassin and it takes 30 minutes because the rit rez's and the monks heal everything, or w/ the assassin and have him kill the monk and rits and it only take 5 minutes?

Made up number, but back to my original point, You sir, EasyG, are a twat.

Anyway, back to the original question, there is nothing wrong with the assassin apart from the lack of self heals.
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Old Aug 16, 2006, 12:24 AM // 00:24   #33
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Ok every1 once again I agree. I believe we should start and a new thread. 1 on every message board so that anet is bound to c it. We explain to every1 what we think needs to be done for the assassin class. We can have ppl say agree or disagree and the thread could be labeled : Anet admins and gw players read this for action on the assassin class. Something like that. I leave it up to u to decide if we take action or sit here and complain. Complaining does nothing. Action does something. Btw if u need help with a sin build pm me. Also I have tons of builds for other classes so talk to me online as my roto swordsmaster character or pm me thru forums.
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Old Aug 16, 2006, 12:28 AM // 00:28   #34
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for once I totally agree with you BahamutKaiser.

As myself and various people have pointed out, the major thing wrong with assassins is broken shadow stepping, which makes the lack of healing even more devastating.

Assassins players need to come and speak out; that there is something wrong with this profession and needs fixing instead of purely blaming the players.
Only with enough people complaining will Anet see reason and look at this issue more seriously.
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Old Aug 16, 2006, 12:46 AM // 00:46   #35
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WOOT I was right for once!
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Old Aug 16, 2006, 03:38 AM // 03:38   #36
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I agree with the sin being broken, but what happens when we get the buff were asking for (be it better healing, higher AL or useful shadow stepping)? I think the best part of the class is the difficulty of playing and when the sin is finally made equal to other classes a deluge of ppl will play it, which isnt a bad thing, but that brings with it a new steriotype and the problems that it will cause.
I mean look at the state of monks and necros, unless your a healing monk no one wants you and the same goes for necros that arnt SS or MMs. Id rather keep the originality and expiermental possibilty open as opposed to being boxed up. Anything too big ruins the frail open-ness and freedom of thought we have.
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Old Aug 16, 2006, 03:47 AM // 03:47   #37
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Nothing happens except that sins last longer. We r asking for healing and defence and recharge buffs not buffs that give us much more dmg except dagger max dmg that needs to be higher. We still have to link our skills and stuff to kill an opponent after all does a war kill his opponent without skills? Nope.
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Old Aug 16, 2006, 03:56 AM // 03:56   #38
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Um i didnt mention damage. Im thinking further down the road then right away. After a week or 2 at most sins will be boxed with a steriotype, if the bonus is too much, and it more then likely will be at first. Boost shadow stepping and the steriotype will be were only good at hitting bosses. Upgrade AL then we'll be replacement warriors. Make healing better then some genius will get cocky and we'll be all be labled as such. Better the devil you know then the one you dont.

Last edited by lapsus; Aug 16, 2006 at 04:27 AM // 04:27..
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Old Aug 16, 2006, 04:15 AM // 04:15   #39
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Yes u r ( unfortunately ) right. If we had faster recharge times and better healing just increase shadow refuge not add new skills. Recharge faster = ur combo is pulled off quicker = more kills =^.^=
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Old Aug 16, 2006, 05:30 AM // 05:30   #40
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Yeah shadow steps really really suck. I've made it a point to never use any ever again, unless I know I have someone to back me up.

Oh and to yammen (the guy who posted the big pic), try using a smaller combo in pve. Something that long and dependant is going to get you killed every time.
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