Nov 29, 2007, 04:56 AM // 04:56
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#101
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Wilds Pathfinder
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There is a Deadly Paradox spike running around. It may get nerfed by the end of the month if pugs get going.
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Nov 29, 2007, 05:22 AM // 05:22
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#102
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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I hate an idea, i havent looked through all the pages to see if it has been mentioned though:
Entangling asp: must follow an offhand/dual attack.
Chain broken, skills stay viable.
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Nov 29, 2007, 09:15 AM // 09:15
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#103
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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It crossed my mind also, would make it in line of trampling ox or hoto...
makosi: thank you, you got my point
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Nov 29, 2007, 09:45 AM // 09:45
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#104
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mexico
Guild: Go for the eyes [jizz]
Profession: W/Mo
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I always liked the tossing daggers sins (eve tho I never never use em ), but mokone is right, getting tru blocking and blind is pretty dumb, its not like they're ethereal daggers...
I think the blocking might be a difficult mechanic for them to implement for dancing daggers but the blind could go "If you are suffering from the blind condition, this skill fails."
At least would make em use mending touch =]
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Nov 29, 2007, 10:42 PM // 22:42
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#105
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Nothing wrong with Dancing daggers really.
Can we just call Deadly paradox, Augury too
And call it a day?
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Nov 30, 2007, 12:46 AM // 00:46
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#106
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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15 Energy for Paradox now. Looks good.
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Nov 30, 2007, 02:38 AM // 02:38
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#107
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Krytan Explorer
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Still doesn't shuts them down enough, I say nerf it to 25.
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Nov 30, 2007, 08:12 AM // 08:12
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#108
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Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
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Quote:
Originally Posted by 6am3 Fana71c
Still doesn't shuts them down enough, I say nerf it to 25.
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keep it 15 or 10, just add -6 e-pips while under effect.
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Nov 30, 2007, 01:35 PM // 13:35
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#109
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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The main change is that you should probably use elite energy management to maintain the pressure, which is a fair trade. I'm happy to see signet of judgement out of the build.
As for Augry of Death, if they changed it to "Target foe suffers a deep wound next time that foe is hit by a critical strike under 50% health", then it couldn't be abused by caster spikes. It becomes a little more randomy and thus worth its cheap cost and low recharge.
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Nov 30, 2007, 02:07 PM // 14:07
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#110
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Wilds Pathfinder
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15 energy on an assassin is a no no. Poor sin would actually have to bring energy management or something.
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Nov 30, 2007, 05:05 PM // 17:05
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#111
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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thanks god. three cheers for izzy
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Dec 04, 2007, 06:43 PM // 18:43
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#112
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Quote:
Originally Posted by Turbobusa
thanks god. three cheers for izzy
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I will miss it...
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Dec 07, 2007, 05:20 PM // 17:20
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#113
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Now all Izzy has to do is remove the Deep Wound from Augury and reduced the damage of Signet of Toxic Shock. Nearly there.!
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Dec 07, 2007, 11:19 PM // 23:19
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#114
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Quote:
Originally Posted by makosi
Now all Izzy has to do is remove the Deep Wound from Augury and reduced the damage of Signet of Toxic Shock. Nearly there.!
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Don't like sins, do ya?
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Dec 07, 2007, 11:30 PM // 23:30
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#115
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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I do like sins. What I don't like is 100+ armour-ignorning damage which costs 0 energy.
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Dec 08, 2007, 12:51 AM // 00:51
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#116
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Frost Gate Guardian
Join Date: Feb 2007
Guild: CCCP
Profession: R/E
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Toxic Shock isn't the only skill which do high damage in the game...
I could say it's balanced around needing to hit a poisoned enemy, and doing damage is what sins do but I guess is a perception thing.
You only get +100 damage with heavy investment on deadly too. If Toxic Shock is nerfed (who knows?) there will be few sources of damage in that tree now.
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Dec 09, 2007, 03:08 PM // 15:08
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#117
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Lorde
Toxic Shock isn't the only skill which do high damage in the game...
I could say it's balanced around needing to hit a poisoned enemy, and doing damage is what sins do but I guess is a perception thing.
You only get +100 damage with heavy investment on deadly too. If Toxic Shock is nerfed (who knows?) there will be few sources of damage in that tree now.
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That heavy investment in Deadly is absolutely no problem what so ever, if your a deadly arts sin who is abusing the IMBA of Deadly paradox.
Lorde I highly doubt you take Dagger mastery with your Deadly arts sin (only im fruity enough to do that) so how is Deadly arts investment a problem for you?
Quote:
makosi Now all Izzy has to do is remove the Deep Wound from Augury and reduced the damage of Signet of Toxic Shock. Nearly there.!
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Signet of Toxic Shock can be left alone, at most a revert to its old recharge nothing more.
Augury can be changed IMO.
Deadly paradox does not need 6-e denial.
It just needs a change.
Deadly paradox approves of Imbalance, the only way to fix that is to change its function.
Deadly paradox is far too loose in what it does.
It should affect Hexes and Enchantments only.
The fact that it affects Signets and normal spells is 1 of the main problems with it.
If Deadly paradox was
All your Assassin Hexes and Enchantments last 33 or 50% longer and recharge 33 or 50% faster for X amount of time. All non Assassin enchantments cast on you have 50% less duration and all hexes cast on you last 33 or 50% longer.
( dunno wether 33% or 50%,)
Doesn't affect melee attacks, Entangling Asp can go back to sucking ass. Shroud of Silence can see more play time.
Deadly paradox should really just affect Hexes and enchantments, it affecting all their damn spells is bloody retarded.
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Dec 09, 2007, 04:43 PM // 16:43
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#118
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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^I like this change.
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Dec 09, 2007, 05:44 PM // 17:44
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#119
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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IMO the existence of deadly paradox was a bad idea in the first place. A Non-elite way to double the effectiveness of DA and SA skills was ridiculous. They now how to make sure all other SA/DA skills dont become overpowered when used with it, thus encouraging the cookie cutter sins.
Paradox should have been elite.
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Dec 09, 2007, 05:54 PM // 17:54
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#120
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Gameamp Guides (AMP)
Profession: E/
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Quote:
Originally Posted by Master Ketsu
IMO the existence of deadly paradox was a bad idea in the first place. A Non-elite way to double the effectiveness of DA and SA skills was ridiculous. They now how to make sure all other SA/DA skills dont become overpowered when used with it, thus encouraging the cookie cutter sins.
Paradox should have been elite.
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I don't really know if making it elite would fix the problem though, the first assacasters didn't use any elite at all... I kinda like Ensokiris idea for once though, but it should still disable attacks. I don't want SP sins back again...
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