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brgnomnom

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  1. does anyone run with revitalizers in the concealment tree for pvp healing? i have tried this spec and seem to be more robust than a pvp oriented 31/0. i currently get about 800-900 per 3 seconds in self healing from 2 KPs and stim boost HoT. what do you guys think about it? at 50 it would be a tradeoff between the aoe heal and an extra free 2% health per 3 seconds.
  2. running sounds like a good strat! i saw a few vids and i've been getting into the role you described and i like it. the part where melee come to **** me seems like the only drawback. my best games im doubling up the next highest damage but then there are games where their whole team is melee and i cant los/run as well so i get trained frequently. i will have to work at my escape techniques. in a few levels i will be trying healing so they will come in handy!
  3. how should a lethality op handle melee that switch to them? i am getting ***** when this happens and their tank defensive cds negate my low damage.
  4. hanging back can be an advantageous move. i do it sometimes as deception to either be ready for a pass or be ready for the enemy to pass up. its the best place for me i think, as i dont survive long in amongst other melee.
  5. gotta save FP for interrupts sometimes
  6. the consensus seems to be that if you are hit by an attack from an enemy(even just a random aoe or shot in GvG), you are stuck in-combat until they are dead, you are dead, they leave combat, or you gain some ~50m distance between yourself and that enemy. these wait times people experience while hiding or w/e are most likely due to the enemy that damaged them finally dieing. the obvious control is when you straight kill an enemy in a X vs 1 and are immediately out of combat. the problem with "staying and fighting" as posted above is that stealthers are squishy. i can't just go for a romp in the melee pile and expect to live longer than a handful of seconds. eventually, enemy dps and tanks catch on to my harassment of their healers/ranged and at that point my options are usually escape or die. whether they want to fix it or not, i still just want to find out exactly how it works so i can make better decisions about it and improve my game. like if i know that i got splashed with aoe from a bunch of people i will opt to just fight to the death instead of trying to run and reset.
  7. the thing about assassin, much like most other classes, is that people who use their force wisely are rewarded by not running out. learning how to do this is part of becoming good at your class. what i mean by this is that we have abilities like maul and shock that are actually really expensive when not used at the right time or not talented into properly. if you find you don't have enough force power, which i assume means you are running out frequently and not able to use abilities, you just need to take a closer look at the talent tree you are using and the abilities and rotations that work best with it. for example, the general consensus is that maul should rarely be used if at all by darkness and madness trees unless they put talents points in duplicity and it procs during combat. maul is just too expensive to spam in any tree. this is just an example and there are other scenarios. the free melee attack is there as a tool to do some damage while force is low or needs to be conserved.
  8. i prefer 7/31/3 over chain shock. i have not seen theorycrafting on charge mastery vs chain shock(CS) if there even is any but my gut tells me that while CS is flashier, charge mastery has more value. i am no expert though. like: i dont know whether the "normal damage" terminology of CS means base shock damage or improved deception shock damage. i don't know which attacks benefit from the +9% either. even if its just the physical, our biggest nukes are physical. maul/assassinate/VS/low slash. 9% on all of these seems greater than a frequent +50% normal damage on shock, although the latter is more bursty. lightning recovery is pretty valuable on top of the charge mastery vs CS discussion.
  9. it works for pvp. discharge is a nuke you sometimes want to save for when your target is most vulnerable and ready to be killed. its not so great for those cut and dry strict dps rotations. i like having these kinds of choices. if there were no choices in our rotation it would be boring.
  10. "use your taunts" YES 1) free 2) off gcd 3) 30% damage reduction to target(s) 4) switches the taunted targets target for a second+ 5) easy way to increase medals in wz through protection 6) profit too many assassins don't use them and its obvious when your protection value is at a big fat zero on the wz stats.
  11. its not that he is getting tagged by an ae towards the end of his wait to re-enter stealth. we can all agree that if you are close enough and get hit by an ae then you're still in combat because either you are way close or someone is actually gunning for you. this is a 2 part scenario. 1) you join a group fight and attack only 1 person. no one else damages you and you damage no one else besides that 1. when you kill that person you immediately leave combat and can re-enter stealth. 2) you join a group fight and attack only 1 person. an ae attack from a different enemy than the one you are fighting damages you(maybe just a taunt too-untested though). you kill your 1 target but are now stuck in combat apparently? until the enemy that cast that ae dies or leaves combat or you run some ridiculous distance away. and i am not exaggerating when i say ridiculous. we are talking 50+ meters. you may ask why its a problem and the answer is that our stealth classes are balanced on being able to use stealth. we are squishy and just dont last in the thick of a battle unless a tank spec. you bring up force cloak. it is a powerful move. however, it realistically only works all the way to being in stealth less than 50% of the time depending on the situation. even using shroud first then using cloak does not have a 100% success rate aside from wasting a very useful cd. -edit- ultimately its also about min-maxing. if i want to perfect my pvp ability how can i possibly do it when the rules of ooc are partially unkown? we are kind of just guessing at what is really happening here and its frustrating.
  12. tumult isn't that big of a deal and i really don't want to find room for another ability on my bars. lacerate is one of the few spammable aoes and hence is one of the best moves for stopping caps in wzs. that is the only reason i have it bound. there are plenty of times when i'll cruise in at the last second, hit my KB, pop defensive cds and start hittin lacerate whilst 4-5 enemies are spamm channeling the cap. it works like a charm.
  13. this may be completely wrong and may not work on better players, but i find that people get so panicy when stunned by spike that 9 times out of 10 they will blow their KB immediately. sooo, what i usually do is spike-force shroud-maul-snare-2vs-shock-disharge-maul then play it by ear. i guess i'm not sure if its worth it, but up to level 48 soo many ppl will waste a KB or stun on my shroud. i also like spike for opening on healers that have been freecasting. its a few more seconds of lockdown and it will be up again by the time i've exhausted my other interrupting tools. when they use their KB that often it seems like a good deal to precast the force shroud even when opening not from stealth.
  14. its in the title. where did that other sticky go??
  15. what happened to the older better sticky??????? i want that one back as i referenced it frequently. this is not good for reference as there is no index and the information a person may be loooking for is too hard to find.
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