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Old Jul 02, 2006, 02:37 AM // 02:37   #21
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Assassin PvP:

There is only 1 bar to run for the assassin at this time. Only AoD helps the sin do his job and stay alive. The only reason it was given a slight nerf was to keep it playable. Otherwise players would never use Sins. Anet does manipulate the metagame. They completely destroyed e-drain a long time ago. That got people to forget about using it and turn to other options. Then they gave it a slight buff making it usable again. If they wanted the game away from AoD they would nerf the hell out of it then buff it later on. The small nerf that it received shows Anet knows there is no other option for the sin.


Ritualist PvP:

This game revolves around 2 classes: Monks and Warriors. Unless its a spike build. With a balanced build you have a few jobs: help the war snare or add degen for dps; or disrupt a warrior or monk. Ritualist can shut down a team's wars with very little effort or skill Again another problem is there is no other way to run the Ritualist. You MUST use ritual lord. Soul twist was good till the nerf. Anet wanted us to get away from it so they over nerfed it. They will buff it later most likely when people are tired of only running ritual lord. They cannot touch ritual lord at this point or it will completely gimp a rit.


My main problem with the new classes is there is only 1 way to run them. Anything else is just subpar. They have 1 job and only need themselves to make it work. It doesn't fit into the team work aspect of the game. I hope that future professions are not like this. If I buy another chapter just to get 2 professions with only 16 skills that are usable in any given situation then its not worth my money. Then again I'm forced to upgrade to keep up with the high end pvp. That's why GW will be around for a very long time.

New professions are nice but they are never going to be better than the core professions. That would undermine all balance in the game. We got the cream of the crop from the start. With each chapter you might find 1 or 2 skills that will work slightly better but its nothing that will make it important enough for me to spend $50 on. The only reason I upgrade was for alliance battles (for fun) and keep up in high end GvG.
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Old Jul 02, 2006, 03:35 AM // 03:35   #22
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Yay so much sin love in here, for once the sin love outdoes the ahte YES for once people are seeing the light, I, for one, whole heartedly believe I am one of the better sins, I rarely get hit, once I got to Gyala and really started rocking out as I had mastered the class by then I only died like twice before I killed shiro. The lvl 28 groups aren't too hard for me as I focus on pure spike damage not crits. Anyway Bigtru I swear you have never seen a decent sin in action otherwise you woould agree with me. Also I think the sins were kinda meant to counteract the ritualists, they just tele to the rits and kill em, sins= anti-caster easy. Some of the mesmers need to try sins. I have proof of this too, at saltspray I was able to take out one of the NPC rits before he could even cast a single spirit, owned. I do think they ned to change HoO to where it knocks down people if they don't have any NONSPIRIT allies next to them, without this than a smart rit can easily be pretty much Sin immune, something that few classes can say.
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Old Jul 02, 2006, 04:12 AM // 04:12   #23
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"If played correctly assasins are good" pretty much sums it up.

Players have no problem with the rushing in and killing part, it's the knowing when to run away part that seems to be tricky.

As a primary healer I always get a little worried when there's a sin in the party. I don't complain, I just silently hope they know what they're doing.
A few times they were great, but more times than not they stood toe-to- toe with a pack of monsters and died faster than I could heal. No matter how many times this happened, they'd do the same thing with the next pack.

Another problem is if the assasin is not up to par it shows right away, thus giving them all a bad rap. It's even easier to spot a bad assasin than a bad monk-I was doing the celestial mission and I seemed to be working pretty hard, even though there was a second monk in the party. On one mob I backed off and watched what spells he used- Heal Party and Jamei's Gaze. That's all he used and I eventually stepped in when a few players were low.
I bet no one else was aware of the "healer"'s lack of skill. By the way, the assasin in that party was very good!
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Old Jul 02, 2006, 04:52 AM // 04:52   #24
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^ true but umm do you know that you have someone elses avatar with a photoshopped eye patch over it? might be a good idea to not have that as to not piss anyone off.
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Old Jul 02, 2006, 04:56 AM // 04:56   #25
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Carth speaks for me on assassin, "I think the only problem is the rarity of critical hits with an assassin fighting high level (24+) mobs. ANet should do something about that, either remove the reliance on critical hits for the assassin, or make the assassins just as likely to get them on high level enemies."

Anet please take note. At the present time, the reduction on criticals on high level monsters in PvE is enough of a handicap to make Critical Barrage configuration necessary.

No comment on Rit, I don't have one of those yet.
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Old Jul 02, 2006, 05:04 AM // 05:04   #26
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Assassins are crippled in a fair number of PvE areas simply because of the afflicted. Even if you *aren't* being attacked, you cross your fingers and hope too many guys don't die all at once or you are toast. Warriors don't have to worry about it as much because of their higher defense. Even the +15 AR while attacking gear isn't much help in this situation.

I would love to see an 85 AR, -15 AR while attacking set for the assassin.
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Old Jul 02, 2006, 05:08 AM // 05:08   #27
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No problem with ritualists - being so far back is balanced with the LOOOOOOOOOONG casting on the rituals, coupled with how fast they die and how much they need to spam them.

A single interrupt ranger/diversion mesmer (or interrupt..whatever mesmer) will successfully kill a spirit spamming ritualist - as he/she'll have no way of healing themselves, except for boon of creation. All of his/her attributes have to go into communing/spawning to be effective. And rituals do more than spirit spam - they can heal, too. (quite well if you ask me)

Oh, and assassins - as everyone else said - good if played right.
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Old Jul 02, 2006, 05:10 AM // 05:10   #28
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A sin can still destroy rits or just about any other caster if done right, cept mesmers, mesmers own all if done right...
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Old Jul 02, 2006, 08:23 AM // 08:23   #29
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First of all, Arena Net didn't "mess up" any classes or they wouldnt be in the game.

Second, these are new classes. Assassin might be similar to warrior, and ritualist might be similar to necro and/or monk (depending on how the ritualist plays) but they are not the same.

Assassin has less armor, but to make up for that, they can teleport around so they are in the battle minimal time. THen to make up for being in the battle minimal time, they are really strong (if used right). THe reason they have less armor is so that they arent a tank, yet they still have enough armor to be a physical fighter.

Ritualists can make spirits, but they only last so long, and u can attack the ritualists with a assassin or long range so i don't see why there would be a problem with them being in the back. The spirits are set right where the ritualist is standing and they are usually set where they can attack the enemy. If the spirit is in range to attack you, then as long as you have range, you can attack them back, and since the rit is the one summoning them, u can also attack the rit too. If the rit doesnt summon, then they are a monk like person (I really can't think of any other possible uses for rit so i am assuming there are none) so it's really not much different than a monk.

I think that they are balanced and, as long as they are used right, can be a great addition to any group, in many ways.

Hey, the spirits even take damage which can really help in rijuyo mission quest thing for the dragon festival.
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Old Jul 02, 2006, 04:07 PM // 16:07   #30
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Heres another idea...what about buffing up the other skills of the ritualist. It is disappointing to me atleast that the only effective thing a ritualist can do is spam spirits. With every other class you have multiple "jobs" you can fullfill.
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Old Jul 02, 2006, 06:36 PM // 18:36   #31
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Quote:
Originally Posted by Evilsod
Lemme guess... a wammo that hasn't learnt how to interrupt. Ritual Lord makes spirits recharge in about 15 seconds IF and ONLY IF they cast. Unless your head is falling off 3 seconds is plenty of time to interrupt a ritual. Play one and you might notice that.
Anybody remember when their were more ways to counter a skill than one particular type of skill (In this case, non-spell interrupts)???

I suppose you're alright with this soul barb spike "interrupt or die" crap, too?

For every counter, there's another counter. What happense if the Ritualist has Matra of Resolve/Concentration? Even better, what if the Ritualists teams has blinding/hexes/snares? Hell, even better, what if the Ritualist just stays behind the monk backline, forcing the entire team to push in too much just to pressure/interrupt a single target? I love your idea of balanced.
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Old Jul 04, 2006, 02:00 PM // 14:00   #32
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Quote:
Originally Posted by BigTru
Anybody remember when their were more ways to counter a skill than one particular type of skill (In this case, non-spell interrupts)???

I suppose you're alright with this soul barb spike "interrupt or die" crap, too?

For every counter, there's another counter. What happense if the Ritualist has Matra of Resolve/Concentration? Even better, what if the Ritualists teams has blinding/hexes/snares? Hell, even better, what if the Ritualist just stays behind the monk backline, forcing the entire team to push in too much just to pressure/interrupt a single target? I love your idea of balanced.
Perhaps you forgot something called running or teleportation? Or perhaps range attacks from a long bow has missed your memory. Yes, Rits can stay in the backline with the monk, but then again, what would you do if you can't cast or if your poor spirits can die by a meteor shower?

Ritualsts take a very long time to summon a spirit. Spirits can die quickly. Spirits can't move. Interupt from a Mesmer, a Necro, a Elementalist, an Assassin or a Ranger can remove some of the threats of a Ritualist.

I mean people say Elementalists suck in PvP, Assassins suck period, Touch Rangers need a nerf, etc. There is a balance to everything. If you say, traps, snares, spirits and the rest of the team are just waiting for you, why on Earth do you just say, "nerf this...". If its an obvious trap, why go into it?

Assassins can teleport right to the back lines and squish the squishies. Then they can teleport back when the job is done.

There is nothing truly wrong with the Assassin nor the Ritualist. Warriors can kill a Ritualist, if you allow it, it can take a while to kill, but otherwise, you can a Ritualist just like a Monk or Ele or Necro or Mesmer. Just like they can kill you too.

Everything is basically balanced and should not be radically changed at all.
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