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Atroppos

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  1. "Skilled" deception assassins can't do that; lucky ones can. As soon as your whirling lightsaber flys out, you have a huge marker on your head. Why? Because we're the squishiest class in the game and we have a flashy animation, from melee range, that makes us immediately noticeable. In a group, especially 1.2, where you can ignore healers on squishy targets, as soon as people see your lightsaber, you're dead. In a realistic situation, you discharge as soon as it's off cooldown; generally, you'll have 3-4 stacks up. Decrease in skill? /facepalm do you keyboard turn and click too? Assassins have a medium skill cap, but saving up burst damage is a tiny part of what makes a good assassin. And if you compare assassins to rawr-smash jugs, you're missing a huge point on why people don't care. You can dodge out of a smash by moving; you can't dodge out of a discharge. See what I'm getting at here? You can blow some defensive cooldowns, but unless you're an assassin, you don't have an on demand cop out. Ops are no longer good burst, the only thing they have going for them is their burst is very controllable, so saying assassins have similar burst to the 2nd worst burst damage class in the game makes me Tell me what amazing utility a deception assassin has to compensate lower sustained, and lower burst damage, along with being the tied for the easiest class to completely neutralize in 25% of the warzones.
  2. I know how useful low slash is, this would combine it with a vertical gap closer, one of the biggest parts of a Decep assassin's problems. Blind is a mez: it's the exact same thing as low slash except: 1) No Damage 2) teleports you to the target Part of the biggest problem of the Deception assassin is that there insanely easy to kite. Roots effectively disable them. We have 2 10 meter abilities with a 6 second and 12 (talented) cooldown. Shock is terrible to use without 2 stacks of induction, and your discharge may be on cooldown. This talent allows for assassins to close quickly and get back to people if knocked off the ledge in huttball. Better burst than original Ops? Not even close. Maul will be effective with both penetrate armor and dark embrace up, but there is no gurantee that that will happen. 15% will allow Decep Assassins to have a similar burst ability to railsshot, albeit at a melee range.
  3. I have a rank 76 Assassin that I run most of the time. When I run deception (due to being lazy after a raid), I've noticed that Deception assassins are far weaker than madness, which in turn are far weaker than Darkness. A lack of survivability, and a lack of 30 meter range abilities means that the constant rootings and constant knockbacks render a Deception assassin very weak. Lower survivability and lower damage than a maurader/powertech, and you wonder why nobody plays them? I would love to play Deception on my assassin, but right now it's just not viable.
  4. PVP is fairly stratified between good classes, medium classes, and weak classes. Damage from expertise needs to be reduced a bit (2-3% at the top end). From my point of view, the strong classes (from strongest to weakest) are Strong: Maurader Powertech Tankassins Healing Ops DPS Jug Mid Snipers Mercs Healing Sorcs Tank Jug Weak DPS Assassins DPS Ops DPS Sorcs Here are my suggestions: Mauraders Increase Undying Rage cooldown to 2 minutes. When you activate undying rage, you get a 99% healing debuff for 10 seconds. Powertechs Railshot damage decreased by 5-10%. Powertechs are very powerful, but it's balanced by a lack of defensive cooldowns Tankasins: Disjunction Talent Changed: No longer increases force shroud by 2 seconds: instead, adds 20% damage reduction when activated for 10 seconds. Don't really know Mercs/Jugs/Snipers very well, but they seem fairly balanced. Ops: Concealment tree Add talent in 4th or 5th tier that allows Hidden Strike to be used against stunned targets. Sorcs: Add Talent in madness tree that causes FL to heal 2% of the sorcs health per tick while under Recklessness. Also Decreases recklessness cooldown by 15 seconds per point(2 points). Additionally, Parasitism also affects FL. DPS assassins: Remove Low slash. Add shadow dance: 15 meter range: teleports the assassin to the target, adds dark embrace, and blinds the target for 4 seconds. Insulation: Now can have 3 points in it. Additionally, Dark Embrace adds 5% damage to maul per point, max 2 points rather than 3.
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