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Old May 04, 2006, 04:05 PM // 16:05   #1
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Default The "In" and "Out" skills that you bring

What are the in and out skills combo which you bring?

Personally, I use Death Charge for IN, and Dash for OUT.

I used to use Death Charge and Return as the combo, but I realise, quite often, your team mates could run all over the place, so they beome out of your spell casting range, and left you for dead.

So I replaced it with Dash, where I can get away from the spot of dange at anytime. Not as perfect as return when it works, but much more realiable and flexable.

What ones do you use?
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Old May 04, 2006, 04:33 PM // 16:33   #2
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I tried vipers defense.. its funny but you really dont want it in pve cos you'll be agroeing everything
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Old May 04, 2006, 05:18 PM // 17:18   #3
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In PvE at least, I walk in and walk out. No need to be teleporting in PvE at all. For PvP, I love Aura of Displacement, but haven't been able to use it since my pre-order access expired.
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Old May 04, 2006, 11:15 PM // 23:15   #4
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I use Death's Charge and Dark Escape.

The recharge is long but it forces me to scan for more opportunities rather than bash away like a warrior would...

Dash is nice, I'll admit, but 3s. doesn't work if you're in the wrong place at the wrong time.

I like teleporting usually to the BACK of an enemy mob to kill their healers so half-damage shield is always welcome.
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Old May 04, 2006, 11:40 PM // 23:40   #5
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I don't use any, actually. I just throw up my uber defences in PvE, kill whatever I want, and run a little farther back to regen. No problems.
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Old May 05, 2006, 12:35 AM // 00:35   #6
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Death's Charge + Dash.

I really want to bring Return as well, but that would mean either taking out my rez sig or one of my self heals (which I get much use out of)
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Old May 05, 2006, 01:07 AM // 01:07   #7
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And this is why sin's are hated in PvE, you teleport in, take aggro, with your crappy armor, die and are shunned, as for me i just follow the wars and if im almost dead i put up shadow refuge and run.
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Old May 05, 2006, 03:02 AM // 03:02   #8
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Quote:
Originally Posted by Yukito Kunisaki
The recharge is long but it forces me to scan for more opportunities rather than bash away like a warrior would...
Read: Stand around and do nothing because I want to look like a ninja rather than contributing to my team's damage output. In PvE, you better be attacking almost all the time, otherwise you are not worth the party slot.
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Old May 05, 2006, 06:27 AM // 06:27   #9
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I usually make do with only one. Shadow of Haste. +25% speed for * seconds, when it ends you Step back to where you activated it. It's at 18 seconds for me ATM; and so is Shadow Form. (Shadow Form: For * seconds, all attacks and hostile spells directed at you miss/fail, when SF ends you drop to * health.)
Use SoH well back from the action, wait a second, then use Shadow Form. SoH warps me waaaaaay back just before SF runs out, and then I'm healed and/or use Shadow's Refuge for quick regen. Then I'm right there to mop up the fighters bashing on my casters.
However, I usually bring Death's Charge with me. Fun little skill, and it's good for a healing spike in a pinch.
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Old May 05, 2006, 07:42 AM // 07:42   #10
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Personally I prefer to Death's Charge in, do my little combo, then break Recall which was previously cast on a backline caster (like say, a Mesmer). There are downsides to all the escape methods, of course. For example, Viper's Defense is totally random and could send you even further behind enemy lines. Return can be prevented with knockdown. Recall can be ruined by your tether dying or having enchantments removed and it also removes a pip from your energy regen.

Shadow of Haste can potentially be negated by someone using Wild Blow (say, an A/W) or any other Stance breaker. Shadow Form is potentially very dangerous if the other team catches you doing it. Dash doesn't get you away from ranged attacks.

I really do like Return/Recall because you can teleport way the hell out of any possible enemy fire.
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Old May 05, 2006, 10:00 AM // 10:00   #11
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Quote:
Originally Posted by Bio-Hazard888
And this is why sin's are hated in PvE, you teleport in, take aggro, with your crappy armor, die and are shunned, as for me i just follow the wars and if im almost dead i put up shadow refuge and run.
You addessed an aggro problem which is based on the quality of the player, rather then the class.

In pve, I do not teleport (death charge) untill my whole party is fighting, meaning that I would have decided the fighting spot and usually is free of other aggro.

You dont have to stand around doing nothing and wait for the fighting area to be set, but I dont just blindfully spike the monk and rush pass pack of monsters, becuase if you do this, your formation will break, which is a disvantage in both PvP and PvE.

So I would fight whats on the front line for a little, at least set them in position. When I see I am in disvantage, I would then run away, such as using return, but recently, dash, or even, just run.

If not, then I would teleport to the more "important targets", such as Ele, Nerco and Monk.

Although most people are aware of the concept of "in" and "out" method of suing the assassin, but I think its good to know when to use it, and not just charge in like a bull, even a warrior would not last otherwise.
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Old May 05, 2006, 11:28 AM // 11:28   #12
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What I've found working on my assasin is Recall (maintained enhacement, when it's removed you shadow step to the target).

Death's Charge in (or just run if it's still charging, should prolly get another skill for the job as the healing component in DC is sorta useless unless you charge in while still regenning), hack a weak caster, if nothing is pounding on me, proceed to the next mob. If I snatch aggro, throw up Way of Perfection, and if my HP starts to drop too much, remove recall. Safe, unless the player I placed Recall on is doing something stupid.

Certainly recall eats one bip of energy regen, but I don't see that as a problem with Critical Strikes giving a lot of energy as is, plus Critical Eye that can keep the energy bar full enough almost always.

Spirit Walk seems like a nice skill as well, but targetting a spirit mid-combat is bit tricky, and requires a spirit using Rt in team.

Last edited by Kaguya; May 05, 2006 at 11:32 AM // 11:32..
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Old May 05, 2006, 11:44 AM // 11:44   #13
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What about Aura of Displacement, I was just reading through the 'Things that make you a good Assassin' thread and discovered I was doing sth wrong, so I capped Aura Of Displacement, it seems like a good skill.... what do you think of it?
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Old May 05, 2006, 12:16 PM // 12:16   #14
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I highly value Aura of Displacement, one skill thats both in and out, leaving me one extra skill slot.

It is much mor realiable then Recall, because racall ahs to work within the range of your ally.
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Old May 05, 2006, 07:51 PM // 19:51   #15
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I use Rush and Return. Rush for getting in, return for getting out, and in a pinch, Rush can be used to escape too.
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Old May 06, 2006, 06:39 AM // 06:39   #16
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Quote:
Originally Posted by romeo_longsword
I highly value Aura of Displacement, one skill thats both in and out, leaving me one extra skill slot.

It is much mor realiable then Recall, because racall ahs to work within the range of your ally.
Return requires you to be within range of ally, Recall just requires the enchantment to stop.
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Old May 06, 2006, 05:27 PM // 17:27   #17
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Aura of Displacement {E} is amazing.

plus it gives you an enchant so that if you an A/Mo you can contemplation of purity yourself outa there, bring a cond and hex away with you
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