Mar 26, 2006, 08:10 PM // 20:10
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#1
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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i think r/a is better than a/* see why *click*
~well after trying the assaisin some more i relized a lot of things, some from other people other things from just checking it out, yea u keep the energy as a r/a but you dont do as much damage, and with the right lvls in certain atributes and zealous daggars ond doesnt run outta energy, so keep this in mind when u post =)~
well, i obviously cant be right about everything, espcially something new, but it seems with expertise a ranger/a can do better than the critical hits when it comes to be able to use it again and have energy redily avaible
now keep in mind if somehow every shot u do ends up crit then you would win and if you get lucky, but expertise is not random so builds can be easly tried without the random chance of things involed, the energy is consistant and i rarly run out, not to mention a lot of good utilites a ranger has
Critical hits are good and the skill has plenty of strong attacks, but like mentioned before leave a lot to luck, which isnt always our friend
armor wise they are almost the same, when u compare the druids to the one higher energy set the assisin has, except druids has huge armor to ele's which is always helpful
idk post ur thoughts what you think
p.s. keep it calm plz bad enough the new eles flame me i dont need ne more
Last edited by unholy guardian; Mar 30, 2006 at 11:51 AM // 11:51..
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Mar 26, 2006, 08:22 PM // 20:22
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#2
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Ascalonian Squire
Join Date: Apr 2005
Profession: W/Mo
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i'd disagree, first assassin's have an extra pip which does help, but if u just stop chaining for a sec your energy goes up pretty quick. Not to mention You'll be doing more damage
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Mar 26, 2006, 08:36 PM // 20:36
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#3
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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yea, i what to try out more but ill probly have to w8t till i actually get factions, testing stuff in the pvp on those dumy things helps u can try out diff armor lvls
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Mar 26, 2006, 10:27 PM // 22:27
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#4
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Academy Page
Join Date: Dec 2005
Location: Mississagua, Ontario, Canada
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I've been using fangs of melandru with a little changes in the build and i can complete 3-4 combos before having to wait for more energy. I've killed assassins one on one, simply because they can't maintain energy. Horns of the ox is enough to get through the sentinels armor, and it knocks down foes making it a powerfull attack.
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Mar 26, 2006, 10:38 PM // 22:38
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#5
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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I dont really have problems usually pulling off my 5-hit and then even more, or just escaping. the problem is, people continuously use the skills that take 10+ energy and have long recharges, making it hard to recover from an interrupt or degeneration. It's quite hard to kill an assassin if they do their job right, because they can lay down their combo, get the heck out of there, keep running long enough to regen, and then turn on you and kill you before you attack again. It's all in the execution, mostly. The inexperienced assassins here will probably be replaced by real hitters in the future once more people have time to improve and refine their builds.
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Mar 26, 2006, 10:44 PM // 22:44
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#6
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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nah its not about i stink at the class its just i find the expertise helps more than the crit hits even when usiing skills that all take 5 energy
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Mar 26, 2006, 10:48 PM // 22:48
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#7
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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There are also the options of zealous and dmg+ mods. a zealous ____ of ____ with 15^50 on an assassin would be the ultimate in deadly deadliness :-P
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Mar 26, 2006, 10:53 PM // 22:53
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#8
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Seriously. It takes an intelligent player all of five minutes to realize that the standard Assassin builds are gonna get you killed. Depending on the length of your skill stream, you can have either one 10-Energy skill or none. SKills with long recharges are also as bad for Assassins as they are for everyone else.
Smart people run 5e skills with a maximum recharge time of, maybe, twelve seconds. Exception being Twisting Fangs, which is worth the juice and the down time for most. But even then, there are as many Death Blossoms and Critical Strikes running around these days as theere are Twisting Fangs. I'm one of them - Critical Strike can be just as mean as Twisting Fangs in the right situation.
As has been stated, much of the current BS about Assassins being garbage and unbalanced towards the low-powered side is just the work of hoards of idiots. Assassins are complicated; they'll take time to work out. Notice that even today, the myth remains that Mesmers are odd-man-out classes in dinnerwear with no real utility to the battlefield. Prime example of a complicated class getting the shaft until enough smart people realize what it can do and using it often enough to impress upon the masses that hey! these guys are assholes!
Just give it time. And disregard idiots :-P
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Mar 26, 2006, 11:00 PM // 23:00
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#9
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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was that toward me? didnt call it x amount of names, just thought for energy wise ranger primary would work better, mesmers yea idk why people think they stink, they can own if ur good with them
ne way i hope it wasnt toward me cause its not what i was implying, just been trying a lot of skills which happen to be 5 e not like crazy 10 e things with long recharges
its just when i tried it with a ranger with same expertise as crit hit it ko'ed more because i wouldnt lose that much energy after each combo was done
cause with 14 expertise u get the pimpin 2 energy per att for each one that uses 5 energy and only 4 for everyone that takes 10 which is kinda cool too bad it doesnt have a 25 energy att expertise would own it =p
yes i admit lower crit hits means less damage, u are very right but on the energy management expertise can be a lot more stable
Last edited by unholy guardian; Mar 26, 2006 at 11:14 PM // 23:14..
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Mar 26, 2006, 11:53 PM // 23:53
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#10
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Academy Page
Join Date: Dec 2005
Location: Mississagua, Ontario, Canada
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Quote:
Originally Posted by LaserLight
Seriously. It takes an intelligent player all of five minutes to realize that the standard Assassin builds are gonna get you killed. Depending on the length of your skill stream, you can have either one 10-Energy skill or none. SKills with long recharges are also as bad for Assassins as they are for everyone else.
Smart people run 5e skills with a maximum recharge time of, maybe, twelve seconds. Exception being Twisting Fangs, which is worth the juice and the down time for most. But even then, there are as many Death Blossoms and Critical Strikes running around these days as theere are Twisting Fangs. I'm one of them - Critical Strike can be just as mean as Twisting Fangs in the right situation.
As has been stated, much of the current BS about Assassins being garbage and unbalanced towards the low-powered side is just the work of hoards of idiots. Assassins are complicated; they'll take time to work out. Notice that even today, the myth remains that Mesmers are odd-man-out classes in dinnerwear with no real utility to the battlefield. Prime example of a complicated class getting the shaft until enough smart people realize what it can do and using it often enough to impress upon the masses that hey! these guys are assholes!
Just give it time. And disregard idiots :-P
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I realize about smart assassins taking 5 energy skills, so lets break it down
lead attack 5 energy+ off hand attack 5 energy+ dual attack 5 energy= 15 energy, this is the average assassin combo. Now the assassins have 25 energy, thus leading us down to 10 energy, and this is where the good assassins and the bad assassins come into play. The good ones would quickly shadow step out of there current position or just use the godly dash to get away, or just get in a quick strike that puts the foe at a disvantage (crippling to ensure a getaway) and then shadow step. The good assassin would probably use his second profession skills to boost his energy back up and then go back into the fray.
Now lets take a look at the bad assassin, already 15-20 energy down, he/she
might continuing attacking waiting for his skills to recharge and his energy to grow, once he/she has diminished his energy..he would keep attacking. The stupidty is boundless on this case, keep on attacking and waiting for energy to rise, use a lead attack and then waiting to long for energy to rise not being able to use his combo.
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Mar 27, 2006, 12:08 AM // 00:08
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#11
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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at krytas: http://www.guildwarsguru.com/forum/s...d.php?t=143247. My combo idea. uses 5-hit combo, and i still have enough energy to use a trolls or viper and run after that. it's all in the mods and skill points.
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Mar 27, 2006, 12:38 AM // 00:38
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#12
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Krytan Explorer
Join Date: Mar 2006
Guild: The Amazon Basin
Profession: R/Me
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My main problem with being R/A? You don't have access to critical strikes and the awesome skills under that skill line. I couldn't imagine playing an assassin without critical eye, which goes a long way to helping your energy management. Also you don't get to use critical strike (my favorite dual attack) or unsuspecting strike(one of the best lead attacks in the game).
That's not saying R/A isn't a viable option. However I find that having critical strikes, and having access to assassin runes is better for dealing the quick spike damage that your combos allow you to do. Having cheaper attack skills doesn't really help if my target is still alive and now his warrior friends are bearing down on me.
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Mar 27, 2006, 12:48 AM // 00:48
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#13
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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kinda off topic here but i wonder if u had the enchant thing vigorous ... ah forget what its called but it can heal 9 for every attack u do, might be a crazy thing since u hit so often with assisin, bearing in mind it is not only a prohecies skill
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Mar 27, 2006, 12:52 AM // 00:52
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#14
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Quote:
Having cheaper attack skills doesn't really help if my target is still alive and now his warrior friends are bearing down on me.
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This is exactly the point! People don't get it - Assassins are all-or-nothing spike cannons that will die if they stay in one place much longer than five seconds. Mitigating the Dagger Master's damage in order to extend its offensive longevity doesn't cut it. That sort of Dagger Master sacrifices so much when they lose Critical Strikes. Yeah, it can work, but notice it takes the R/A five blows to do what an A/* can manage in three.
If ye guys want to make that trade, be my guest. Me, I want my Assassin Runes and CS skills. And my sexy Vanguard armor XD.
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Mar 27, 2006, 12:56 AM // 00:56
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#15
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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well i think what happens really just relies on what happens is how the actualy factions is going to be played out, if we do end up starting at lvl 20 or what not, it depends too i might change my mind if i like the other hting once i get more skills so ill leave it up to time to tell
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Mar 27, 2006, 01:50 AM // 01:50
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#16
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Academy Page
Join Date: Dec 2005
Location: Mississagua, Ontario, Canada
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Hmmmm I've been trying an A/W build with 2 shadow step skills (one is death charge) and one assassin healing skill, and i've noticed you can inflict tons of conditions against an opponent in a short period. But getting to my point, i've been trying "victory is mine" once i've laid out all my conditions and gain about 20 energy, is this a wise skill to use?
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Mar 27, 2006, 02:06 AM // 02:06
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#17
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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ugg im a sped >_< been using the wrong enchantment i just used that crit eye thing and man ur energy stays good in pve... >_< >_< >_< but um about victory is mine, isnt that an elite? cause the assisin elites seem to own and idk i would go with what works but even dispite my lack of better judgement over the preview event it seems assiin elites are ownage
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Mar 27, 2006, 02:22 AM // 02:22
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#18
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Frost Gate Guardian
Join Date: Mar 2006
Location: Montana
Guild: Soldiers That Fall Up
Profession: N/
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I thought of this before preview. Expertise lets you execute long combos.
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Mar 27, 2006, 02:49 AM // 02:49
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#19
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Jungle Guide
Join Date: Mar 2006
Location: CT
Guild: NITE
Profession: R/
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Quote:
Originally Posted by LaserLight
This is exactly the point! People don't get it - Assassins are all-or-nothing spike cannons that will die if they stay in one place much longer than five seconds. Mitigating the Dagger Master's damage in order to extend its offensive longevity doesn't cut it. That sort of Dagger Master sacrifices so much when they lose Critical Strikes. Yeah, it can work, but notice it takes the R/A five blows to do what an A/* can manage in three.
If ye guys want to make that trade, be my guest. Me, I want my Assassin Runes and CS skills. And my sexy Vanguard armor XD.
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its not so much as offensive longetivity as it is 1 second longer to get in +140 damage and insure the person's death before you step away. I doubt that your enemy will differentiate between that one second, and I think it definetely impacts your gameplay hugely.
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Mar 29, 2006, 06:40 PM // 18:40
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#20
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Ascalonian Squire
Join Date: Oct 2005
Profession: Mo/
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well first off, you all neglected to mention that critical strikes gives 2e per crit at 8, and 3e per crit at 13. thats 6e per dual atk at 13. also at 10 crit strikes I do avg 5O x2 dmg with crit strike (skill). if ur going r/a use a bow.
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