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Fix Assassin/Shadow Tank Tree(s) Specs


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Posted (edited)

Using the Sith Inquisitor Assassin, but Shadow Kinetic is a mirror.

 

Three trees per Advanced Class with eight "tiers" of abilities to choose from.

 

DARKNESS Tree [DEFENSE]

Tier One:

CHARGE MASTERY: [passive]

Increases melee and Force Accuracy by 63% and improves the effect of your lightsaber charges while active:

LIGHTNING CHARGE: Increases the critical hit chance of Lightning Charge by 45%.

DARK CHARGE: Increases internal and elemental damage reduction by 9%.

SURGING CHARGE: Increases your armor penetration by 9%.

 

Tier One:

THRASHING BLADES: [passive]

Increases damage dealt by Thrash, Lacerate, and Volcanic Slash (VOLCANIC SLASH IS TIER 8 DECEPTION TREE ONLY ) by 3%, 6%.

 

DECEPTION Tree [DAMAGE]

Tier 2

INSULATION: [passive]

Increases your ARMOR RATING by 15%, 30% while SURGING CHARGE or LIGHTNING CHARGE is active.

 

MADNESS Tree [Damage]

Tier 1

SITH DEFENSE:

Increases damage reduction by 2%.

 

So Darkness Tree allows benefits for ALL and Some Classes (Deception and not even Darkness) Benefits while being left out of some very useful TANK SPECIFIC abilities (INSULATION).

 

This is the crystal formation on the top of the iceberg concerning balancing issue. This is only part of one class and there is a lot more.

 

EA Devs, please stop thinking with a sports minded reskinned and fluffed 10 year old sports game mindset while listening to the permabad QQs and trying to "balance" ["The Balance is a LIE! (ask wow)], do the PvE faction a favor, your job, of ensuring a playable games that makes sense.

Edited by Esproc
  • 3 weeks later...
Posted

So who is in charge of the Inquisitor/Assassin Development?

 

Are they aware of the issues of a DPS ONLY ability in the TANK tree while Omitting the Tank spec from and ARMOR INCREASE (tank spec) that is only usable by the dps in a dps tree?

 

If so I think that they should really look at this issue, and other issues, that make them look pretty stupid when they can't even show an understanding of the classes that they represent.

 

This is not an ea sports game, but was created by BioWare (R. I. P. April/May 2012) as a STORY BASED MMO.

Posted

Mmm...

 

It would seem to me, that the Inquisitor as a whole is in need of better damage avoidance, since they wear light armor. Granted that an Inquisitor "Tank" gets the use of shield, and that boosting shield block chance and damage absorption is much cheaper to aatain than defense chance, it is still not quite enough to make them truly rugged.

 

I would suggest that the inquisitor line defense bonus buff skill of 4% be increased to 10% to allow for the very inefficient increase in defense cost through equipment mods, thus helping both the sorcerer and assassin to be a bit more survivable as well. Note that I am not advocating for making defense chance less expensive to get, to avoid other classes gaming it. Or perhaps the standard 10% defense chance bonus inquisitor and counselar get be increased to 15% instead, would make a big difference for a class in need of revamping or love...

 

 

Sue

Posted

A part of my problem is the Thrashing Blades that is in the DARKNESS TREE and the added buff to the VOLCANIC SLASH which is the top tier / TIER 8 of the DECEPTION TREE.

This is an Impossible ability for a DARKNESS spec to ever attain and is therefore not a useful ability in that Tree and should Never have been put there.

 

Also that the TIER 2 Deception Ability INSULATION which does add a 15 / 30 % ARMOR Rating is only usable with LIGHTNING and SURGING CHARGE and Not allowed to be used with DARK CHARGE which is the charge needed for tanking.

 

Armor Rating for the Darkness Assassin was Cut from 150% to 110% on July 26, 2012 with ea's first try at "balance". ea claimed it was not pvp oriented in 2 sentences and then went on of how great it would be in pvp using 5 Paragraphs. To have the tank class stripped and the Armor Rating given to the dps....

 

Now that same Armor Rating is Only given to dps Deception and Madness spec Assassins, or "hybrid" dps "tank" specs being used for pvp with dps gear and little true Darkness Tanking specs using Lightning and Surging Charges.

 

All the while I have unspent points in my trees as I refuse to add dps abilities that I do not want and find OFFENSIVE (pun intended) forced on my Survivability spec.

 

With the bad mod design that is faced with stats full of Alacrity, "oh please...", and not damage mitigation stats of the sort needed by all tank specs, every bit helps.

 

As for shielding, and the "oh keep refreshing me fast" Dark Ward shield % increase, it's a RNG generated gamble that at level 50 had proc'd less (with Dark Ward active) than my (at then) level 26 Immortal Jugg had and even less so than my PT Shield.

RNG is a chance, as any craft trying to RE an item knows, that is solely random and may not proc for a very long time, and although statistically near impossible given the claimed % chances, ever.

Posted

just an extra about that "shield" and the Dark Ward ability that keeps needing to be refreshed every 15 - 19 second.

 

No other Class or Spec beside the Darkness and Kinetic MUST keep hitting a button for an ability to help protect them ("working as intended" ROFL) or to increase their dps or for any kind of buff or measure to have a chance to be able to perform their job with some efficiency.

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