View Full Version : The coolest skill
I just read over the skills for assassin and no one has mention the most important skill. I not sure the name, but the ability is too instantly
Shadow step to a target foe if he is 100' away. That is what an assassin is all about. First off it cant be blocked and no one is gonna run around jsut hexing and zapping assassin energy in PvP. this amazing skill (my opinion) could easily turn the tide if you got a good monk healing the other team:shocked:
Defiled Immortal
28-02-2006, 00:12
they won't deny your energy... they will just drop you... only 10 AI more than casters... gl zapping in.. and surviving outside your monks range. its like a mesmer, when played well... ppl gank them... an assasin played well.. will get gankd.. and he has to be in mele to do his job. while the class is quite strong, i doubt anything stupendous.
best comparision ive had so far is "an assasin who doesn't know how and when to teleport, is like a mesmer with bad reflexes.. and powerblock)
I just read over the skills for assassin and no one has mention the most important skill. I not sure the name, but the ability is too instantly
Shadow step to a target foe if he is 100' away. That is what an assassin is all about. First off it cant be blocked and no one is gonna run around jsut hexing and zapping assassin energy in PvP. this amazing skill (my opinion) could easily turn the tide if you got a good monk healing the other team:shocked:
Emm.. Do you mean "Scorpion Wire"? :huh:
I'm a bit lost here.. As always :tongue:
MaximumSquid
01-03-2006, 17:04
Scorpion wire has half the normal casting range though
So if your not using it as part some sick combo it's not worth your time.
Scorpion Wire is under the same attribute tree as Impale and Dancing daggers however.
You could tag someone with Scorpion Wire and Impale so they can't peal it.
hit them with Dancing daggers as your lead attack, Activate Scorpion by running away and finish off with a dagger combo like Falling Spider / Twisting Fangs.
If you wanted to be an even bigger bastard you could hit them with Falling spider and then wait for them to get up before you hit them with Horns of the Ox.
That may even be better.
Interesting combo you pointed out there Maximum. Have to look at it more closely when I have a little more time :scratch:
GormWolfblade
01-03-2006, 19:56
I've always liked the scorpion wire skill, not only is it good for knockdown, (use it with falling spider, aftershock etc.) but it could be useful for chasing runners and the inevitable 'teleport griefers' that will show up in RA.
lol i dont even have the game! i just saw an ad for GWF and decided to check it out. What pulled me in is the assaisn (i know i cant spelll)
Also i hear alot about "runners" can someone give me a run down (no pun intended) on what they are.
Goldfish God
02-03-2006, 17:24
runners in PvP is a tactic of running away to stay alive.
It should be used as a tactical withdrawal. e.g. run away heal up and charge back in again, let degen kill your target while staying out of their attack range.
less sporting players just run away so u can't kill them and finalise your win in the fight. This can drag out long enough that people will actively leave the battle rather than waste their time trying to catch the runner, and if the whole team who would win leave then the runner gets the win by default.
Colretsun Andolin
02-03-2006, 21:32
hit them with Dancing daggers as your lead attack, Activate Scorpion by running away and finish off with a dagger combo like Falling Spider / Twisting Fangs.
Falling Spider requires no lead attack, just a knocked down foe, so I'm not sure what Dancing daggers is for.
The OP is talking about death's charge. This is one of the signature skills of the assassin, allowing him to teleport from caster range to a target and includes some conditional healing. There are other skills that do the same thing, but DC is pretty much the best option for most builds.
and BTW Runners can also refer to GVG flag runners, who are not built just for running away, but are often built to win 1v1 encounters. The assassin may well make a good flag runner, but as has been said in many threads, teleport skills will not carry the flag along.
terakhan
02-03-2006, 22:19
MY favorite has to be Recall. Imagine an R/A flag runner for gvg.
You cast recall on the nearest npc to where your flag spawns, you run it in, and end recall. Poof, you are right next to your flag immediately to run it again.
No i mean what is a runner route i saw a post where someone was bragging how he ran a runner route alone
The Experimentor
06-03-2006, 10:41
No i mean what is a runner route i saw a post where someone was bragging how he ran a runner route alone
A "runner" is also someone who brings people around in PvE, usually to high level places usually inacessible to low-level characters. You hire them, then join their group. While you wait at a safe spot, he runs all the way to the faraway place, running past, evading, shrugging off, etc., all damage and effects from monsters he encounters on the way. ('Coz if he fought them, the process would take forever and might even get him killed.)
For example, ever hear of a level 2 in Beacon's Perch? I'm sure there are even more extreme examples out there. :wink:
Anyway, people are guessing Assassins will make good runners because of their mobility and mobility-based defensive skills. But that would require mixing in skills from other professions to work effectively.
assassin/ranger combo would be great for most PvE running...maybe ***/Me if they use a lot of slow hexes...I can just imagine the Shadow step to lure the group out of the way, port back, use siphon speed + dash + lightning reflexes/whatever other running skills...you'd do well. Recall as a safety net if needed, (hopefully there's no enchantment removal). And then Shadow form, when you need it. I think you could get through any spot in prophecies with that set up...not sure how it'd work in factions.
-Emile
necrothaftis
08-03-2006, 10:10
MY favorite has to be Recall. Imagine an R/A flag runner for gvg.
You cast recall on the nearest npc to where your flag spawns, you run it in, and end recall. Poof, you are right next to your flag immediately to run it again.
Have you tried it in GvG?
Since it is a maintained enchantment and the flag stand is away from the npcs in the guild hall then it would seem that you are going to loose the enchantment before you reach the stand. I have not tried it. I am guessing since I know I loose the maintenained enchantments when the ally is far away from me.
DarkHellSpawn
13-03-2006, 08:42
Recall!!! Imagine the posibilities
Recall!!! Imagine the posibilities
to bad it ends if you get out of range, like any other maintainable enchantment. Oh and by the way Dancing Daggers is just a skill not a lead attack anyways MaximumSquid (i know that your post is kinda old but it has to be said to avoid confusion)
Mongo Shieldbreaker
24-03-2006, 02:00
What you could do with Recall is cast it on one of the backline monks. Which would at least put you closer to the flag stand. Try throwing Aura of Displacement into the mix and see what you come up with. I've had some good ideas going on a split team recall, displacement build.
to bad it ends if you get out of range, like any other maintainable enchantment. Oh and by the way Dancing Daggers is just a skill not a lead attack anyways MaximumSquid (i know that your post is kinda old but it has to be said to avoid confusion)
You may actually want to Read the skill. "This skill counts as a lead attack." quite a few of the assassin skills and spells 'count as.." something else, placeable in a combo.
You will drop the item if you use recall. Some already posted this here.
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