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Originally Posted by Spura
I assumed you wanted to keep blinding flash of the assassin because Fox's promise ends on miss.
Hence the condition removal. You been paying attention?
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Originally Posted by Spura
If it was to stop enchant strips it is basically the same(preventing Fox's Promise to end), and same arguments apply. Also ever heard of cover enchants?
What the heck is Spell Breaker there for? So what, you're trying to tell me that Spell Breaker doesn't serve as a cover enchant then? Besides, other enchants are far more susceptible to removal than Spell Breaker.
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Originally Posted by Spura
It is called warriors and ranger beating the crap out of him.
Makes me wonder what the heck the rest of my team is there for.
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Originally Posted by Spura
Also assassin isn't the only target on the team. Casters will attack other characters on the team.
True. That little fact can really count in the sin's favour. If he isn't public enemy no.1, it makes him that much more deadly.
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Originally Posted by Spura
Spell Breaker has downtime.
So do a lot of other skills.
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Originally Posted by Spura
After 1 or 2 spells on spellbreaker casters will just pick other targets.
If they do that, they'll only open themselves up to a world of hurt. Which is exactly what I would count on.
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Originally Posted by Spura
Keep up your science fiction stories. Even without Fox's Promise and Spell Breaker, assassins often spike unopposed by blind or block/evade and still you don't see people dropping left and right.
I wouldn't expect anything less. However, being able to remove conditions and prevent offensive spells clearly gives you more of an advantage over a regular sin with a decent spike but heavy reliance on a monk.
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Originally Posted by Spura
Enemy monks can still heal your assassin spike. Enemy players can still blackout, ranger interrupt, knockdown, spike with warriors your assassin, blind or cripple with traps. Any sane opponent won't spend too much time trying to cast spells on assassin, and they can easily attack other characters on your team.
Again, if they aren't casting spells on the sin, it's an advantage, not a disadvantage. The minute the focus shifts from the sin to someone else, the sin can take advantage of it.
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Originally Posted by Spura
How is making attack unopposed a guaranteed kill? Ever heard of healing?
Well I reckon being able to attack unopposed as opposed to attacking while a target is using a stance, blinding you, hexing you, etc far increases your chances of scoring a kill. Also, I said it was practically guaranteed, not definitely guaranteed. Have you ever heard of Diversion? Can really screw monks over.
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Originally Posted by Spura
You just need to clear him before each spike. Conditions will still get applied by attackers even with Spellbreaker. Also making sin spell immune does nothing for your energy management, those hexers will, once again, blow that energy on your other team members(also your other attackers, unless the sin is your only attacker, in which case gg), and you will need to spend energy on hex and condition removal anyway.
Well if they're blowing their energy on my team members after having blown it on me, they're setting themselves up for a fall. And again, we aren't talking about one monk supporting an entire team on his own. For every member of my team that is targetted, that is one less threat to me. Which gives me more of an opportunity to strike while they're focused on someone else.
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Originally Posted by Spura
There are non-adrenaline warrior spikes
Which can be countered. And they are far more susceptible to conditions/hexes.
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Originally Posted by Spura
Warriors can use Way of the Fox before spiking stance users.
And get it stripped before they even land a single hit.
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Originally Posted by Spura
Wild blow is fine, other warrior can assist.
Yeah, have them go crazy wasting their attacks on someone with a stance active.
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Originally Posted by Spura
There are always other people to beat up than just stance users
Yep, then those stance users can capitalize on it when they're no longer under pressure.
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Originally Posted by Spura
They were taking it for ghostly in HoH anyway so they might as well use it on other things too, when it is not needed on ghostly.
You seem to be contradicting yourself there. First you say Spell Breaker is a no no except on ghostly, now you say they "might as well" use it on whoever they want if it isn't being used on ghosty. Well heck, then they might as well use it as I suggested!
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Originally Posted by Spura
Ah, the age old, "every skill is cool, you just ain't using them right". No, some skills are inferior to other options and some are good for 1 or 2 purposes in the whole game, Spell Breaker is one of them. If you are running it for ghostly, fine, put it on your assassin or monk or whoever you like, just don't pretend like it is some uber combo. A team with 1 spellbreaker and 1 normal monk is disadvantaged compared to a team with 2 normal monks with energy management or BL no matter how you slice it.
Yep, some skills are inferior to other options. But ultimately, it comes down to the build run by the team, doesn't it? They will use a set of skills for each member on the team to suit the team build, not so? What doesn't work for one team build might work well for another.
Your comment on having 1 Spell Breaker monk and 1 normal monk reminds me of the guy that posted the "Flourish" sin build at gwonline. One of his monks had Smiting Prayers all the way up and was using Strength of Honor on him to do vicious spikes on just about anything (warriors included). Needless to say, they were taking on high ranked teams and winning. Those teams were obviously comprised of the "default" 2 monks, but his team still prevailed against several of them.
So if you're going to believe that a team having 2 normal monks automatically makes that team superior, you're dead wrong. | | | | | |