Jun 07, 2006, 09:16 PM // 21:16
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#1
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Ascalonian Squire
Join Date: May 2006
Guild: None at the moment
Profession: Rt/N
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General Ideas, Concepts, And Stratagies
Tierd of hearing your assassin will never be a viable ally? Sick of dying? Lost on even where to start with your sin? This is general stratagies, ideas and concepts that will help you with your sin. From your attributes, to your skills, to how you execute, I will try and cover as many different aspects of the assassin as I possibly can, and hopfully, help people who are having trouble playing their assassin.
First off, lets look at the 2 attributes that are hardest to understand. Critcal Strikes and Dagger Mastery.
When allocating your points, think about your build and your purpose, do you use alot of spells? If thats the case Critical Strikes will lend you more Energy at higher levels. Out to spike as hard as you can as fast as you can? Dagger mastery increases your critical hits % more then critical strikes AND increases your double strike chances(critical strikes does not). Keep this in mind, because how you allocate your points here really determines your capabilities as far as spell casting, and or damage output.
Now lets look at your other 2 attributes.
Shadow Arts - This skill set is for mostly defensive purposes. This includes shadow steps, evasive spells, and healing spells. If you are having problems staying alive, put points into here, and use your evasive/healing spells to slow down the amount of damage your taking. Ideally, if your quick, you shouldn't need points in this, because your able to tele in, and tele out(which don't need points here to be effective, THIS IS AN ADVANCED TACTIC THOUGH).
Deadly Arts - These usually are missunderstood, and missused in my opinion. These aren't for KILLING your target, they are for crippling your target, making them softer, slower, or lose health quicker, or to make you stronger. This are important if you arn't using your secondary class to do that job(my preferred route). Use these wisly, combined with the correct attacks, these can do WONDERS for your chances of eliminating your target.
Overview of the Assassin
A major issue with the assassin is the damage they take. They have honestly, no energy problems if you go for the critical strikes focus, and if you go dagger mastery, you shouldn't need as much energy to kill your target off in the first place. So why does the assassin seem to drop so often? This isn't a flaw of the class, its user error. You will never be able to take hits like a warrior guys, unless your A/Mo - In which case you drop alot of the quick killing ability of the assassin(which is in my opionion why you would pick an assassin in the first place) to just be able to be in the frey like a warrior, severly dropping the amount of damage you do over time. Dispite what anybody will tell you, an assassin is equally as leathal as a warrior, but in a different manner. Unlike the warrior who CHARGES into battle, the assassin must wait, watch how the battle is going, and then begin his assault.
CHOOSE YOUR TARGETS WISLY!
At times this means waiting till you find that enemy who wandered too far from the monk, or a monk who isn't heavily guarded. At other times it means ambushing a warrior who is wrecking havoc on your front lines. Other times it means just waiting till a target is low in health, and swooping in for the kill. Other times it might mean SACRAFICE... yes i said it... DON'T BE AFRAID TO DIE IF AND ONLY IF YOU KNOW YOU CAN TAKE YOUR TARGET OUT OF THE FIGHT... If your fighting a group whose extremly solid, but reliant on another caster to be effective, and they are defending that caster, wait for that split second you know you can get in, and know you can ELIMINATE THAT TARGET... Its ok for an assassin to die, as long as he dosn't do it too too often, and as long as he is able to take his target with him. A team with out a monk is in more trouble then a team who just lost their sin.
Now for another key point... a comparison... Everybody keeps comparing the assassin to a warrior which is a rediculous argument to make. The warrior can take more hits, and over time deals a much large amount of damage because he dosn't have to leave battle, stop to heal, or maintain a large number of enchanments to stay alive. The assassin dosn't tank, dosn't deal large quantities of damage over time, and if he is going to try, he is going to use most of his skill bar trying to maintain his enchanments.
The assassin does his damage by ambush, surprise, and by disabling their target. If you were to compare the assassin to any other class in guildwars, the mesmer is probably the closest thing to it, not the warrior. The assassin is a melee version of a mesmer. An effective mesmer catches sombody off guard. Casts a empathy on a warroir whilst he is in the midst of a chaotic battle, and laughs as the warrior digs his own grave. Or blacks out a monk when the warriors just make it to him. The assassin is the same kind of general concept, you don't want your presence to be obvious. You want to pop in whilst sombody's attention is drawn, drop your combo(not hex, there is the difference) and disappear again. You have to know your enemies weakness, and exploit it to the fullest. Going head to head with a warrior is not advised, because there are too many damaging attacks a warrior has against an assassin. Now if you shadow step in while the warrior is going head to head with another warrior(sounds like casting empathy don't it) and drop your combo on him... that warrior is now in a panic, while your teammate is probably enjoying a good laugh.
Another key thing to keep in mind before you rush right into everyones radar... If you try to tank, your going to make your monk very very angry. The warrior can do that because so much of the damage is just ignored. Never happened. If a sin trys to tank and is suffering large amounts of damage, that probably means your monk is overextending their magic reserves on keeping you alive, whilst your warrior is wondering where that 1 heal he needs is, or that ele that is running from a warrior is getting decimated. You have to stay off peoples radar to be effective. Be patient...
I know this isn't exactly an indepth view of combos and what not, BUT its an overview, its a general reason to play an assassin... If people begin to understand where the assasssins true lethality lies, i think that people will begin to benifit greatly from their presence on the battle field.
Cryptic Quote Out ---
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Jun 07, 2006, 11:16 PM // 23:16
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#2
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Ascalonian Squire
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come on... should we call you "god"?
this is your thoughts on sins... and you're talking like thats THE way to play sins... !
There are mistakes such as : "Dagger mastery increases your critical hits % more then critical strike"
Make a build with 16crit 13 daggers then another one with 16daggers 13crit and tell me which one does more critical strikes...
then : "
Shadow Arts - This skill set is for mostly defensive purposes. This includes shadow steps, evasive spells, and healing spells. If you are having problems staying alive, put points into here, and use your evasive/healing spells to slow down the amount of damage your taking. Ideally, if your quick, you shouldn't need points in this, because your able to tele in, and tele out(which don't need points here to be effective, THIS IS AN ADVANCED TACTIC THOUGH).
"
Do you think its the only way to play sins? actually every assassins are playing like that and they are dying... even with aod... maybe we could stay and fight, using our skills...?! there is no tactic in this, this is just evasive...
"other key thing to keep in mind before you rush right into everyones radar... If you try to tank, your going to make your monk very very angry. "
This is why most of sins are useless to people... why groups should take sins if they are just hit and run guy? you hit you run and then monk heal opponent... so useless tactic...
the fact that most sins want to make the best killer combo only to hit and run "cowardly" is what make people hate them... cause even if you can shadow step, you take serious damage why? because you forgot to take defensive skill or useful skill like mesmers have.
So the only point i agree is that there is no way you can compare sins with warriors. Sins are melee mesmers...
"I know this isn't exactly an indepth view of combos and what not, BUT its an overview, its a general reason to play an assassin... If people begin to understand where the assasssins true lethality lies, i think that people will begin to benifit greatly from their presence on the battle field."
i hope, please, that you'll never write another statement like this...
there are not one best way to play one class... that's why i think most sins do bad... cause they think that, for exemple, "hit and run" tactic is the best, or deadly combo is the best, etc...
Last edited by Chikara; Jun 07, 2006 at 11:20 PM // 23:20..
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Jun 08, 2006, 01:43 AM // 01:43
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#3
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Lion's Arch Merchant
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Quote:
come on... should we call you "god"?
this is your thoughts on sins... and you're talking like thats THE way to play sins... !
There are mistakes such as : "Dagger mastery increases your critical hits % more then critical strike"
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Every point in dagger mastery give you a 1.33% chance to crit, every point in crit strikes give you a 1% chance to crit. It's a fact bud.
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Jun 08, 2006, 02:54 AM // 02:54
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#4
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Ascalonian Squire
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Cryptic is 100% correct on dagger mastery giving a higher percentage than critical strikes itself.
Either way, he's tryin to help with a class that so many people are having problems playing. There's no need for flaming like you did. You can give your opinion without burning people, I know it sounds difficult, but it IS possible.
Of course there's no best combo, everything in the game is situational, and we all know there's no be-all end-all combo.
As for hit-and-run, that's not needed either. It's a little skill called Critical Defenses, use it when you first go in, and teleport when it's about to end if you don't hit off with a critical strike before it ends. Infact, if you combo critical defenses and flashing blades, you can stay in the fight for quite awhile! Start with critical defenses, when it's about to end hit off flashing blades. This protects you from a shatter enchantment too as you have both an enchantment based defense AND a stance. With a 15 dagger mastery, you can loop flashing blades indefinitely, but it only works WHILE attacking so you gotta use a teleport to get out. You just have to keep a keen eye on your skills and make sure that the second your defense is down that you are ready to teleport out.
Last edited by dilapodated; Jun 08, 2006 at 03:21 AM // 03:21..
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Jun 08, 2006, 03:40 AM // 03:40
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#5
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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A class is defined by its best skills. Find the Assassin's and you have your guide. There really isn't anything here, just a lot of imprecise advice ("dont tank"). If you brought up some real skills and game mechanics, this would be worth the space its taking.
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Jun 08, 2006, 04:06 AM // 04:06
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#6
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Wilds Pathfinder
Join Date: Mar 2005
Guild: Fifteen Over Fifty [Rare]
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Not to be a dick, but...the title of the thread does read "GENERAL" Ideas, Concepts, etc, so...given that the OP gives a broad overview of a few different Assassin topics...there's really nothing to get on his case about, apart from maybe the Dagger Mastery vs CS material.
And regarding Critical Defenses, Crit Defenses+Siphon Strength+Crit Eye is an amazing little combo. Still figuring how to work more damage into it, though. Thinking MoI+BLS+Twisting+Falling Spider.
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Jun 08, 2006, 04:01 PM // 16:01
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#7
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Ascalonian Squire
Join Date: May 2006
Guild: None at the moment
Profession: Rt/N
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Quote:
Originally Posted by Chikara
come on... should we call you "god"?
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Eh, if you want to...
I was just tryin to help a few peeps out who might not know where to start their sin... Thats why it says "General" Concepts... And the fact that you burned yourself on the dagger mastery/crit strikes cracks me up. Also, I usually don't bring a heal with myself because I focus on my shadow steps, split second im hit, im out... somtimes that means I never get a swing... and thats fine... other times i catch people offguard and decimate them. And yes, this guide is one way of playing a sin... what i have found that works, and what I believe, plain and simple... I'm out
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Jun 09, 2006, 02:16 AM // 02:16
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#8
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Frost Gate Guardian
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Thank you, Cryptic. At least you had something you tried to offer, and the flames were unnecessarily rude.
I'm one Assassin still trying to find combos that work for me, so I can stay alive. So all efforts to help are welcome.
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Jun 09, 2006, 03:33 PM // 15:33
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#9
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Hall Hero
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Hmm. "...Assassin is like the melee version of the mesmer..."
That's a good concept, mate. And it's accurate, too.
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Jun 11, 2006, 04:16 PM // 16:16
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#10
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Well for those of us with the A/Mo who are trying to figure out how to stay alive, I have something to share
Use Vigorous Spirit. I know it has a bit of a reputaton as a tanking skill, but I use it all the time and it keeps me alive better than shadow refuge or anything. Think of it as way of perfection that has a lower energy cost, faster recharge, and doesn't rely on critical hits. And no, I am not one of those A/Mo wanabe tanks. The only other non-attack skills I use are shadow refuge and rez chant.
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Jun 11, 2006, 07:14 PM // 19:14
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#11
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Lion's Arch Merchant
Join Date: Mar 2006
Location: Arizona - America
Profession: R/Mo
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I gave up on Assasins cause of the Energy crunch I always ran into. I might try Assasin again, not sure. I like this article and it really does not deserve to be flamed. Also I calculated it and with Vigorous Spirit AND Live Vicariously combined you can get a ungodly amount of Health for every hit you make. So by putting Healing Prayers at 10, you can get a total of 27 Health per hit. Combine that with Healing Breeze and you can stay alive for a good amount of time without being a burden on the Monk. Although it depends if you get hit with a enchant removal skill. Then you are screwed.
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