few unclear Assassin questions

1 pages • Page 1
Dredogol
Dredogol
Ascalonian Squire
• #1
Hey all, I wasn't at the first Factions event, so I'm not exactly sure what everything is below...

1) Descrption says every point into Critical Strikes gives you +1% for critical hits...but does it also give you +1 Energy on every critical? Or is that if you have Critical Eye enchantment on?

2) People say the Assassin's attack speed is the same was the Warrior's Axe and Sword attack speeds 1.33sec...is this true?

3) What exactly is the Assassin's default Energy ammount and Energy Regen amount? I can't see to find this info...

4) Do you guys know the default PvP armor amount? 60, 70, 80 85?

5) Shadow Step...is this skill property the same as a Teleport skill, or do you just run really quick to a certain point? If it's like teleport, are you able to get over walls, cliffs, and rivers?

6) Does Critical Strike give you +1% Critical Chance with every point?

7) Does Dagger Mastery give you +2% Double Strike Chance with every point?

Thanks for your answers ahead of time...sorry for asking these noob questions
Skuld
Skuld
Furnace Stoker
• #2
Shadow step - your run to wherever then teleport back to where you started (varies with skills)
heavy metal rules
heavy metal rules
Frost Gate Guardian
• #3
I played the assassin, during the factions weekend event, and trying to remeber from back ago, i believe that the energy was at about that of a warrior with glad armor so give or take about 32, but not quite sure but very close.

the armor was at 80 if i remember correctly, as far as the the shadow step goes theres really no cliffs, or rivers, if the person is accross a small lake or some sort yes you'll teleport to him. , im sure with your ?'s to 6-7 that might have to do with your lead, offhand and duel attack working in conjunction with each other, i could be wrong. but like strength in which for a warrior each point into that attrib. increases armor penetration. i'd say yes.

I'm trying to remember some of the things i used which was mostly dagger mastery and a little critical stike so sorry if some of my answers were kinda vague, it was a while since the fpe...sorry
Kakumei
Kakumei
Forge Runner
• #4
Quote:
Originally Posted by Skuld
Shadow step - your run to wherever then teleport back to where you started (varies with skills)
That bothers me more than anything. Anet's templating sucks.

Shadow Step, the skill, I understand. But I wasn't able to play with the other skills that involve 'Shadow Step'ping to other locations--are those a simple teleport, or are you teleported back to your original location after a period of time, like the skill?
Bad Apache
Bad Apache
Frost Gate Guardian
• #5
PS: Sorry its a bit off-topic, but I needed to post it somewhere

The way I will use Shadow Step:

1. Activate it just outside the battle zone,
2. Run in there as fast as I can,
3. Pick a weak target,
4. Use those 4 skill combos (Assassin chain of high damage skills to kill enemy fast, like melee spiking),
5. Teleport back out of the fighting and activate heals,
6. Repeat.

I have created this build and I name it the "Apaches Melee Spike™"!

I also copyright it under Apache LTD 2006©
M
Medion
Wilds Pathfinder
• #7
Quite sure the normal armour is 70 without any bonuses. There could be some armours with higher armour though, but they will have their disadvantages as well.
Vilaptca
Vilaptca
Pre-Searing Vanquisher
• #8
Quote:
Originally Posted by Kakumei
That bothers me more than anything. Anet's templating sucks.

Shadow Step, the skill, I understand. But I wasn't able to play with the other skills that involve 'Shadow Step'ping to other locations--are those a simple teleport, or are you teleported back to your original location after a period of time, like the skill?
All of the skills that said "Shadow Step" in them, actually meant Shadow Step as, just like the skill Shadow Step. You can use the just skill one, or you can do ones that have some sort of condition like "Shadow Step to bad guy and beat him up, then return and get healed 500 dollars." Or now that I actually went back to look at the skills so I don't look too retarded, Spirit Walk, says you Shadow Step to a spirit. So just like the skill Shadow Step, eventually you will return to where to started at.

Theres also Aura of Displacement, which is its skill description also says Shadow Step, except for this one, you choose when you get sent back by ending the enchantment, unless someone strips it, then I guess you'd get sent back by them.
f
fallot
I'm the king
• #9
Quote:
Originally Posted by Vilaptca
So just like the skill Shadow Step, eventually you will return to where to started at.
No, at least Death's Charge and Spirit Walk dont return you to your original position, I've tried both of those. I dont think ANet should have called both that skill and the act of teleportation "Shadow Stepping".

Now for Dredogol's questions:

1) AFAIK its +2 energy for every critical strike, regardless of attribute level.

2) It seems to be.

3) Cant remember the variation in energy for the Assassin armors, but the regen is 4 pips like all of the caster classes.

4) 70+ bonuses, once again its been a while since the last event so I might not remember correctly. There was one set which was 85 armor while attacking and another which reduced condition lengths (piece dependant, one would reduce deep wound, another bleeding/poison etc.).

5) Teleport, goes through obstacles. Haven't tried it in PvE.

6) Thats what the description said.

7) No idea, you are probably correct.
Kakumei
Kakumei
Forge Runner
• #10
Quote:
Originally Posted by fallot
No, at least Death's Charge and Spirit Walk dont return you to your original position, I've tried both of those. I dont think ANet should have called both that skill and the act of teleportation "Shadow Stepping".
That's what I mean. Horrible, horrible templating.
NatalieD
NatalieD
Desert Nomad
• #11
Quote:
Originally Posted by Dredogol
1) Descrption says every point into Critical Strikes gives you +1% for critical hits...but does it also give you +1 Energy on every critical? Or is that if you have Critical Eye enchantment on?
+2 energy, but only for crits that you got because of the bonus. Critical Eye gives you 1 energy for any crit, so you'd get 1 for some crits and 3 for others.

Quote:
2) People say the Assassin's attack speed is the same was the Warrior's Axe and Sword attack speeds 1.33sec...is this true?
Yes, but daggers end up attacking faster overall due to the double-strikes.
Glasswalker
Glasswalker
Krytan Explorer
• #12
I was doing a little math yesterday over a beer or two (always seems to help my math...) and I had trouble believing my results.

A level 20 Assassin with 16 in Dagger Mastery and 10 in Critical Strikes would have a 50% chance to crit?!? This is based on posts I read here postulating a level 20 character has a base 24% chance.

Add to this the 32% chance to Double Strike (which for my own convenience, I rounded up to 33%) That means every other hit will be a crit, and every third will Double Strike! This can't really be the case can it? Even doing a paltry 7-17 damage this guy is doing well even before skills.

I figured out a pretty good estimate of DPS with these numbers but I don't have them with me. I will edit this post later, but has someone else done this, and either confirmed or come up with conflicting numbers?

[EDIT]
Those numbers I promised:

Weapon Damage = 7-17 base, + Customized 20% + Conditional 15%
Average = 16.2 per strike
Critical = 34.725

Double Strike on Average = 32.4
Double Strike on Critical = 69.45

At DM16 + CS10:
50% of strikes will be Criticals.
~33% of strikes will be Double Strikes.
~16.1% of strikes will be Critical Double Strikes.

With no speed buff:
In 10 seconds there are 7.5 hits for ~236.1 unmodified damage at an average of ~31.48 per strike or 23.61 unmodified DPS

8 attack skills can fire in that time, I chose Falling Spider, Repeating Strike and Twisting Fangs for sustainable constant skill firing, minimal use of energy, and for other reasons I will keep to myself. Other skill combos would certainly do more damage though...

This adds 165 damage plus 7 seconds of Poison, a Deep Wound and Bleeding. I didn't count the damage from bleeding because its effect wouldn't be felt within the course of the 10 seconds.

236.1 base damage
165 skill damage
~90 virtual damage from Deep Wound
~56 damage from Poison over 10 seconds
----
547.1 total in 10 seconds or 54.71 damage per second.

Of course there are ways to mitigate this, but I have reason to believe that I can pull off all 8 attacks with a great degree of success.

Other skills that can be used to further improve your DPS:

Critical Eye
Locust's Fury {E}
Siphon Strength {E}(+33% chance of Crit!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Must rely on secondary class to increase attack speed!
[/EDIT]
Dredogol
Dredogol
Ascalonian Squire
• #13
Hey Glasswalker, you said you wanted to check to see if your Math for that 50% critical and like 40% Double Strike was correct???

Well, I'm pretty sure you're looking for Xia's little calculation and trial/error post below:

http://www.guildwarsguru.com/forum/s...d.php?t=112042

Yeah, I've notcied this is an awesome build too...but you better have a way to keep yourself protected at all times like Ele's Blurrded Visioin or even some of the Warrior's Tactics defense stances.

Also, you might want to add some +DMG hex/enchantments from Monks and Necros so you can do as much damage as Warriors with their Swords and Axes.

Because your combos are dependent on CONTINUATIONS...any part way interuptions = disaster...Soo...just bring all your Buff skills and Judge's Insight and maybe some "cannot miss" skills with ya.

Personally, I don't think this can win against an IW Mes/War build with Flurry. Because you almost do about 38*3 = 114 every 2 sec, and if you have some Monk protection skills on from someone...well...an assasin's going to get pulverized, because Blind won't affect the Mes, so only "evade" or "block" will be the only ways you can make the mesmer miss...

I persoanlly use a Mes/War build right now...and I love it! When the PvE for Factions comes out, I want to test this +50% Crit and Double Strike build, just to see how much dmg I can do in a short period of time...

Now that they have that training group up, we can test on those 100def dummies really quick to see how quick for damage we can kill things for.

Well, gota go. Hope this +%Critical topic interests everyone
f
fallot
I'm the king
• #14
Quote:
Originally Posted by Dredgool
Personally, I don't think this can win against an IW Mes/War build with Flurry. Because you almost do about 38*3 = 114 every 2 sec, and if you have some Monk protection skills on from someone...well...an assasin's going to get pulverized, because Blind won't affect the Mes, so only "evade" or "block" will be the only ways you can make the mesmer miss...
There is no way to make the mesmer miss when he is under IW. Every swing deals damage, regardless of anything else.
Glasswalker
Glasswalker
Krytan Explorer
• #15
To agree with fallot, the only real ways to deal with IW Mesmers are a) kill them, b) kite them, or c) rend their enchantments. They do 0 damage real quick in any of those conditions.

I brought my math with me, and I'm editing my previous post now.
Edits complete.