PDA

View Full Version : The Assassin's Styles of Fighting



The Experimentor
31-03-2006, 09:40
The Assassin's greatest strength is his greatest weakness.

As a profession or character class, the Assassin was designed mainly as a foil or alternative to the fighting style of the Warrior. Where the Warrior is steady but slow damage and solid damage absorption, the Assassin is spiking damage at the expense of defense.

This spiking takes the form of real damage spiking by extra damage from chained attack skills plus condition dealing to augment the damage or finish off the target. This is all very carefully balanced: an Assassin's spikes must have properly sequenced attack skills, or else the chain fails; most of his attack skills have long recharge times; his armor may be Ranger-level and he may have the Energy recharge of a mage, but he's not at all hard to kill; his daggers do very little damage by themselves, compensated only by their innate ability to double attack and his Critical Strikes attribute.

The question is: how wise is it to specialize in what the Assassin does best when it's a big gamble in itself?

If you manage to pull of your spike and all its moves, well then good for you. With a properly chosen skill bar, chances are your opponent won't be able to stop you and/or survive. But should the very first lead attack be stopped (miss, evaded, blocked, etc.), anything else that follows, if used, fails as well. If you hold back (perhaps the smart play), you certainly save your other skills but give time to your opponent, until the lead attack recharges fully. Stopping any of the later attack skills is not as bad, but even stopping the finishing dual attack of most attack sequences, even long ones, often is enough to give the target a good chance for survival. Either way, you're stuck with your basic attack and doing little damage, somewhat vulnerable. After all, for the Assassin offense is definitely the best defense, and you're at your safest when you're the one swinging.

Interestingly, the Assassin skill line does provide skills for the opposite style of play, buffing up your basic attacks instead. Critical Eye, Locusts' Fury, Dark Apostasy, Siphon Strength, Way of Perfection and Way of the Fox, for example, can turn an Assassin into a shredding machine. You essentially give your Assassin a more Warrior-like style of play, small, steady damage rather than fast and sudden spiking, but more suited for the long haul of most fights.

But with an 8-slot skill bar, you're forced to make hard-and-fast choices as to what to bring along. A spike sequence needs at least 3 slots, and a shredder build demands around the same. We also have to include self-heal and defensive skills, plus the almost mandatory Resurrection Signet (unless you intend to go solo). It's going to be tight.

So: do you specialize in spiking or being a food processor? Or if you mix it up, how will the lack of focus on one particular fighting style affect your performance as an Assassin?

We also have to look at the Assassin's other Attributes, notably the tricky Deadly Arts and the defensive and logistic Shadow Arts. As the Assassin only has one class of items, daggers, he's naturally forced to focus on Dagger Mastery unless playing Assassin only as a secondary profession or going for an unusual build. Critical Strikes, being one of the more useful primary attributes in the game and directly supporting the Assassin's Dagger Mastery and energy management, is a natural second for heavy stat investment- most likely, it's this that's going to be cut out in favor of including Deadly and Shadow Arts in conventional builds. But no doubt the more creative among us are going to figure out how to make Deadly Arts really deadly and Shadow Arts really useful.

So, how do you look at this all? A dangerous, powerful but fragile spike? Rapid-fire stabing and slashing? Mix it up at the expense of specialization? Or are you going for some karate and ninja tricks? Or- is there an option we haven't seen yet?

ChaosJester
31-03-2006, 09:59
I think the best options will prove to be self-buff+damage spike. With the variety of damage-buffing options out there scattered between classes and the ability to suddenly begin mega-spiking damage, a smart Assassin can easily deal quite a bit of extra damage over time and through spikes. One skill set that I think stands out is the ritualist weapon skills, as well as the various other damage buffs. I can also perhaps see IW Assassins and Mesmers becoming a factor again. I know I'll probably combine the ritualist skills with the Assassin at some point. I already see a number of potentially useful skill combos there.

Nanashi
31-03-2006, 10:28
MY assassin is designed for spikeing because I like the dmg dealing classes via physical damage. :)

Deus Invictus
31-03-2006, 10:55
mixing it up... the assassin is another survival character just like the ranger... thats why A/R goes together so well... the assassin is the melee form of the ranger.

Zaxares
31-03-2006, 11:12
I vote adaptability. It's been the key to success for all my other characters. With my monk, I've been pure healer, pure protection, boon/prot, smiter, depending on the area and mission I was in. With my necro I've been blood spike, battery, MM, support curses... With my warrior I've been damage war, tank and bodyguard. I expect with my assassin I'll change to be a spiker, shredder, or support as the situation requires.

Calis
31-03-2006, 11:40
All of the Above! I see the beauty of assassins in that, they can very easily Spike, use deadly/shadow arts, and have a sustained DPS, all in the same skill build. And more often than not, are encouraged to link them all together on the fly, situation by situation.

Zero
31-03-2006, 12:41
I couldn't pin the Sin to a single role or a "best" role. I love the character as much as I do because of how ranger-like it is. It's a new form of the ranger in my eye's but still unique in it's own way. You've got the choice of anythign and everything. Casting, melee, both. You've even got support skills for fellow party members for example recall where yo ucan quickly come to their aid. On the same note this skill can be used for offense having melee character's do a recall chain to all end up on the same target (though there's better skills out there to do this).

Extremely nice detailed post though and a veryinteresting poll.

The Experimentor
31-03-2006, 14:22
There are some things I'd forgotten when I wrote this. :embarassed:

During the FPE, I noticed that "missing" with off-hand and dual attacks after a failed lead or off-hand did not disable the skill as if you'd used it and failed. This was the case during the PvP Weekend, but it seems ANet did not disable failed dagger attack skills to make it easier for Assassins. Thus, it's not that big a hassle anymore to end up ruining your other dagger attack combo after a failed start- I think you still use up the Energy for cost, but the skill can be used much sooner.

Also, the "window of opportunity" for following up off-hand and dual attacks seems to have been lengthened. In the PvPWE, it was clocked at between 3 and 4 seconds, but I remember it lasting much longer in the FPE, making it easier to get strikes in. Especially in the hustle and bustle of chasing down moving Stone Skin Kirins, I noticed that the marks in their health bars remained longer.

The FPE shows that ANet is focusing the 'Sin more on more on his primary attack style of chain spiking. Also, playing PvE with a full party (including the requisite healers) makes the time between spike combos less critical, as you can afford to just hang in there, getting healed without worrying about dying too much- unless things go horribly wrong.

During the PvPWE, because your team was much smaller and fights were evenly matched, it was all the more vital that an Assassin could fight alone and heal himself (or get the hell out of there fast). PvE really lessens that element, especially as most AI opponents will go after your Monks first before your 'Sin.

This though doesn't mean that the "base attack buff" build is out. You could throw in something like Frenzy or Flurry (probably the latter) and put your blender into overdrive.

What I'm really looking out for is how to use Deadly Arts at its deadliest form. To me, Deadly Arts just enhances the damage you do- easily done by also Dagger Mastery and Critical Strikes. But I know that's just plain wrong and I'm not seeing something right, so I'm waiting to figure out or see a nice Deadly Arts build for a 'Sin. Otherwise, it's a skill line that seems best only for secondary 'Sins. :huh:

Also: what is the optimum size of an Assassin spike sequence? 3 Skills? 4? 5? How much Energy and space on your skill bar can you devote safely and effectively?

shaktiboi
31-03-2006, 23:37
Excellent thoughts and observations. I'm of the "mix it up" variety. I think the hardest choice with an Assassin primary isn't what playstyle to use (because you can change your focus very easily), but rather what secondary to pick. At least that's the hardest consideration if you plan to roll up a baby 'sin and play through the PvE game to 20.

I'm still agonizing over whether to take a Monk or Rit secondary just for a nice reusable rez to minimize mission failures, or whether to take a Warrior secondary for access to Axes, Hammers, and Shields when I need to play a more "tank-lite" role in PvE.

A build that worked great for me in the FPE was this. I played the target-calling, first-into-the-fray tank-lite with this character in a mostly henchmen group and almost never died even when our healer got iced. BTW, ignore the attribute bonuses from runes and helm - I didn't have those for the FPE.

Umeshu Mfume

Assassin/Monk
Level: 20

Critical Strikes: 13 (10+3)
Dagger Mastery: 9 (8+1)
Shadow Arts: 12 (11+1)
Deadly Arts: 7 (6+1)
Protection Prayers: 2

Way of Perfection (Shadow Arts)
For 30 seconds, whenever you successfully make a critical hit you gain 30 health.
Energy:5 Cast:1 Recharge:30

Critical Eye (Critical Strikes)
For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Energy:5 Cast:0 Recharge:30

Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 7 seconds.
Energy:5 Cast:0 Recharge:6

Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 12 seconds.
Energy:10 Cast:1 Recharge:20

Siphon Speed (Deadly Arts)
For 10 seconds, target foe moves 15% slower and you move 15% faster.
Energy:5 Cast:1 Recharge:5

Return (Shadow Arts)
All adjacent foes are Crippled for 7 seconds. Teleport to target ally.
Energy:5 Cast:1 Recharge:20

Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 102.
Energy:5 Cast:1 Recharge:8

Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 9 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

Master Divine
01-04-2006, 03:24
I will say that i like the assasins shadow step and in with a few good combos their strong wont say my build though :) however compared to some other games this assasin isnt as good as some suppose theirs my oppinion just to say what i think

ContactCombat
01-04-2006, 03:48
It's all about adaptability.

Everyone will expect an assassin to act a certain way. If you continually change up your game, then opponents will have a hard time pinning you down and neutralizing you.

funky wookiepants
01-04-2006, 04:48
From what I got to mess with on the FPE, I'm preferring the sniper-like aspect of spiker. Against monks, with a s-step in and a viper's defense out, I was in hog heaven.
Gotta agree about the Assassin being ranger-like.

Master Divine
01-04-2006, 04:54
This is a thing iv noticed in my traning in kenpo karate the more you switch your style, a bit of your form and dont have a complete build that you always use but a similiar basis from which it all comes from you will win quite a few battles and suprise is always a good element (just dont let them analys your style in combat too much, save best for last)

Syes
01-04-2006, 09:55
Aargh! Run from the Temple Strike Assassin, as his daze+blind will ruin me if I sit still. Oh wait, he's a mantis/jungle/twisting/Moebius spike assassin, who was able to start his chain because I started running.

A simple example, but shows how the choice of skills for an assassin can fundamentally change the way it is played against, and how not knowing how to play against it can cause huge problems. (Really just an example, no need to comment on the exacts). Compare it to warriors within PvP (and you have to, because they will be competing for places, whether they do the same job or not), and the tactical consideration usually comes down to, does he have a hammer, does he have Shock, does he have plague touch ? All of which can be assessed in about 3 seconds. With an assassin you're unlikely to know for sure until he lands in top of you and starts shooting, which may be very fast if he brings a teleport.

Nanashi
01-04-2006, 10:43
There are some things I'd forgotten when I wrote this. :embarassed:

During the FPE, I noticed that "missing" with off-hand and dual attacks after a failed lead or off-hand did not disable the skill as if you'd used it and failed. This was the case during the PvP Weekend, but it seems ANet did not disable failed dagger attack skills to make it easier for Assassins. Thus, it's not that big a hassle anymore to end up ruining your other dagger attack combo after a failed start- I think you still use up the Energy for cost, but the skill can be used much sooner.

I don't know. While you could still continue the line of attacks during the FPE, you still missed. I ran into these problems during PVE, mobs would disrupt me right after the 1st skill and thus I couldn't use the other three. Well I could use them but not only did they waste energy but they also missed. I made sure there were no blinds on me and the mobs didn't manage to pull off any stances either.

MaximumSquid
01-04-2006, 22:49
I'm kinda like a Vulture when I play assassin

I sit around and see what the enemy is doing.

Usually I'll take in everyone's build after they use a few skills and decide who the primary target will be.

Then I wait for them to make a mistake.

The target is almost always a monk. . .and the mistake could be as simple as the monk casting guardian on someone else.

The recharge time on guardian is seriously all you need sometimes.

The mistake doesn't have to be for offensive gains though. It could be that someone puts energy surge on you. with the 2.5 seconds remaining you just cast shadow refuge on yourself and laugh at the spike.

What being a ninja is all about is countering what your opponent uses.

So how many counters does it take to kill someone?

lets ask mister owl!

http://www.smu.edu/trainadminsys/images/three_licks.jpg

Siru
01-04-2006, 23:52
Can't much agree with these opinions cause I see assassin only as a damage dealer with more variety of ways to bypass defences than others. Does it sound so bad? IMO no.. not bad.


It's all about adaptability.
..Basics of any 'combat and/or survival' in any situation.