Assassin Class – A Personal Perspective of Current Skills

UnluckyXIII

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Jan 5, 2018
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Hi All,

Just wanted to put my personal perspective from playing an Assassin so far on Zircon, a few issues aside I can honestly say that I’m starting to enjoy playing the class. Some of the recent changes have massively improved the way the class plays and I’m sure most Sin’s are happy for these improvements (please keep them coming!!).

What Iwould like to discuss today are the current skill trees and the way in which some of our abilities work.

Combat Tree:
The combat tree consists of our 4 main attacking skills.

Full Bloom
White Lotus
Red Lotus
Sweetbrier

At present the damage for these draws directly from our mana as a %, the problem this seems to cause is that it forces all Sin’s into one specific build (Aside from Jeleh who is testing a DC/Crit Build – would appreciate hearing his findings). I don’t mind going pure mana build but feel that a review of the way the damage is calculated to include an additional DC % factor would go a long way in making people have more diversity to their selection of kit (obviously if a DC % was to be added to the equation then the mana % would need adjusting to ensure that the damage doesn’t go crazy and overpowered).

Passive Tree:
The passive tree consists of 14 skills in total, these offer a range improvements from increasing base stats to adding additional effects to other skills.

Willow Dance
Vine Tree Dance
Bloody Flower
Discipline
Calamity of Full Mooon
Pledge of Blood
Touch of the Departed
Waning Moon
Ghost Walk
Element Puppet
Rejuvenation
Advanced Bloody Flower
Advent of Devil
Advent of Demon

For the most part this tree works well, and I would imagine that the majority of other Assassins also agree. The only skill I would look to review would be Element Puppet, this is a fantastic skill for PvE and most Sin’s take advantage of the additional benefits it offers (Slow or Stun) but there seems little point in the Burning or Shocking dark stones as they don’t offer any additional utility. Would it be possible to add additional effects to these stones so they have reason to be used? Possibly add the burning effect that ticks after casting Hell Fire to the Burning stone and for the Shocking stone to introduce the unable to cast effect (like what Goru Archers cast on us)? With PvE addressed that brings us to PvP, at present Element Puppet doesn’t come into play with PvP but maybe it should… the problem is that this is where it gets tricky and would need testing to ensure it isn’t over powered. Obviously you couldn’t let Element Puppet cause the effects for the duration that they do in PvE as PvP would just become DoS > Element Puppet >Dragon Repulse but would it be possible to see these effects have some play in PvP even if stun is for 0.5-1 second, slow for 1-1.5 seconds, Burn could last longer and no casting for 1-2 seconds – to prevent this from becoming 5 sins back-2-back stunning people you would gain immunity to Element Puppets effect for “X” amount of seconds after receiving any of the above status effects. Again these are only ideas and the time frame for effectiveness and immunity would need extensive testing before any type of PvP implementation.

Neutral Tree:
The neutraltree also consists of 14 skills, these range from buffs, AoE, attacking skills and escapes.

Poisonous Cloud
Cloak
Wraith Grip
Hell Fire
Summon Puppet
Flame Splash
The New Beginning
Dance of Swallows
Dark Conversion
Flash of Light
Dragon Repulse
Abyss
Raging Wind
Evasion

This is probably the tree requiring the most attention as a fair few of the skills could do with some minor/major reworkings. Since there are so many I’ll break them down one by one:

Poisonous Cloud – At present with Agility build having no place in game this skill is no longer used, before anyone throws in the “Its good for PvP” no Sin should be spending long enough standing still and exchanging blows that this would be worth while. I’m unsure how to make this viable in the current game so maybe it just needs to be shelved for now.

Cloak –Due to the can’t be used in combat status of Cloak would it be possible that once Cloak is engaged we can use potions etc without decloaking? Additionally, to give Cloak a little more use would if be possible to have an increased % chance of crit if you go from a cloaked state (Cloak or Puppet) into DoS?

Wraith Grip – This has been brought up by just about every Sin on server, in its current state its almost pointless due to its limitations. My proposal would be to modify the way in which it effects different levels:
Lower Level – Holds for 4-5Seconds
Same Level – Holds for 2-4Seconds
Upto 5 Levels Higher – Holds for1-2 Seconds
This would at least mean that as one of the slower levelling class on the server we can still make use of it for PvP (it will never have use in PvE due to the level difference between us and the caves where we hunt).

The New Beginning/Flash of Light – I don’t really use TNB/FoL much as its damage seems so low that it doesn’t feel worth it (also it seems to miss… A LOT!), I wouldn’t ask for an increase to its damage as I’ve got low DC and only Lv.1 FoL so maybe someone who has fully levelled it can comment further. My suggestion is to increase our options to generate TNB, at present it’s a right pain to stop and charge up TNB, my idea would be that at the completion of a full Lotus/Bloom cycle 1 TNB is generated, this would mean the skills works better within the playstyle of our class but wouldn’t really damage the PvP side of things as no Sinis ever going to be completing full cycles of Lotus/Bloom skills. How would others feel for something like this to come into play so FoL can be added into our damage rotation and not just a redundant skill?

Dark Conversion – The spell itself is great and anyone not using it should really reconsider as it’s a huge benefit to PvE grinding. The problem is that at present DC continuously ticks from the moment it is cast until all of your MP has been consumed, would it be possible for this to cease draining mana once our HP is full (but the buff remain in place until cancelled)?

My final area of discussion is the current “Spell Power” stat that we get on items such as armour and helmets, in a previous thread I made it was confirmed that this only comes into play for the Burn effect of Hell Fire… which to me feels like a waste, especially when some of our items can have 12-12 spell power. The only use I’ve been able to come up with so far that doesn’t overly change the current game systems would be that having spell power increases the duration of our buff skills, this would mean it doesn’t directly affect PvE or PvP just Sin utility in how often we would need to recast…. Unless there are other plans for this down the line?

Anyway, that’sa few of my thoughts out on paper and open for discussion, there are loads of other things that I would like to bring to the table but I feel that the Skill Trees are the most integral part of the class so make the best starting point.

Thanks for taking the time to read all of this.
Regards,

XIII

---------- Post Merged on 04-02-2018 at 11:01 AM ---------- Previous Post was on 02-02-2018 at 12:08 PM ----------

The New Beginning/Flash of Light – I don’t really use TNB/FoL much as its damage seems so low that it doesn’t feel worth it (also it seems to miss… A LOT!), I wouldn’t ask for an increase to its damage as I’ve got low DC and only Lv.1 FoL so maybe someone who has fully levelled it can comment further. My suggestion is to increase our options to generate TNB, at present it’s a right pain to stop and charge up TNB, my idea would be that at the completion of a full Lotus/Bloom cycle 1 TNB is generated, this would mean the skills works better within the playstyle of our class but wouldn’t really damage the PvP side of things as no Sinis ever going to be completing full cycles of Lotus/Bloom skills. How would others feel for something like this to come into play so FoL can be added into our damage rotation and not just a redundant skill

I’ve conducted some further testing with FoL and it seems a little broken, at present with 120+ DC my attacks are nearly always blocked by mobs with as low as 25-25 AC, furthermore the hit rate seems a little off since it works on cursor position, basically if you are in a group that’s surrounded a mob you’ll be lucky to get the hits to land. Not sure how everyone else is finding this (plus the other things mentioned above) but would like to see some input from other Sin’s on how they are finding the current skill trees and what they feel needs reviewing.

XIII
 
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DarkSacred

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Surprised you’ve had no input from any of the other higher level Sins regarding skills and their performance.

Should have started the thread with “QQ Sins are underpowered” would have gotten more of a reaction
 

GeeDee

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Surprised you’ve had no input from any of the other higher level Sins regarding skills and their performance.

Should have started the thread with “QQ Sins are underpowered” would have gotten more of a reaction


I read through it but basically have no comments. All my QQ has been done in other posts. Sins need a good look at :)
 

DigitalDevil

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Jan 20, 2018
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Should have started the thread with “QQ Sins are underpowered” would have gotten more of a reaction

#MirLogic....

I haven’t really got anything to add to the thread as I’ve already rerolled my Sin, I think that’s refelection enough as to how bad the class feels, how many of the other Sins have also rerolled??
 

Toobad

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Brilliant thread mate. I love the sin in PVE, it took me ages to mine that rme subs in order to buy numa kit on my sin and it is better but it's lacking the crit.

Also the sin in PvP is just dire at the moment, by the time you have tried to charge a decent bloom, your dead from ranged. I'm lucky if I manage to get one hit on someone before dying. I might let off a crafty dragon repulse as a dirty protest as I die lol.
 

UnluckyXIII

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Jan 5, 2018
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A few more:

Hell Fire - At low levels it offered “some damage” and could be used as a means to pull mobs towards you, in the later dungeons everything is far too strong resulting in the skill simply getting blocked. Furthermore it can’t be used to pull as everything in the later dungeons have much larger agro range so are attracted to you before the skill is in casting range. I’m unsure how it could be reworked but at present I only use it to stop people running away in PvP for a split second, I’m guessing most other Sins are the same?

Summon Puppet
- I didn’t want to mention this in my initial post as I hadn’t got to do enough testing but after a few wars this week I’ve seen all I need to see, as far as I can tell it’s puerly an escape spell in PvE when combined with Element Puppet or a means to lure on people at Banyo (Hi Rambo ^__^!), when it comes to PvP everyone knows it’s the Puppet and not the actual Sin, and even if they didn’t the damage is pitiful meaning no one even tries to avoid it, it defiantly doesn’t have that “Oh ****, get out the way” effect a Tao Demon does lol! And not that it should, even if it could just do the things I mentioned in the opening threads Element Puppet section it would make it feel more viable and a worthwhile inclusion during big scale PvP battles.

Abyss - I’m a huge fan of Abyss and how it currently works in PvE so I’d be happy to leave this where it is as it offers Sins some utility which is much needed to manage lures. What I would like to talk about is Abyss in PvP, specifically in regards to Tao pets, this is something I noticed in the War tonight but if you Abyss the Tao Demon Pet the pet returns to its master (this might be true for the other pets too), there’s only one problem here... as a Sin I need to disable the pet so I can have some “alone time” with the master, unfortunately by sending the pet back to them it means they just explode it when I get near, surely it would make more sense for it to work like it does in PvE and the pet remain where it was Abyssed, this would mean it’s a tactical choice for the Sin of when/where they decide to Abyss the pet so they can position themselves to get closer (or changes so when abyssed it can’t be summoned back by the Tao or exploded).

Another option would be to give us the Karma skill :witless:
XIII
 
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DarkSacred

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Abyss - I’m a huge fan of Abyss and how it currently works in PvE so I’d be happy to leave this where it is as it offers Sins some utility which is much needed to manage lures. What I would like to talk about is Abyss in PvP, specifically in regards to Tao pets, this is something I noticed in the War tonight but if you Abyss the Tao Demon Pet the pet returns to its master (this might be true for the other pets too), there’s only one problem here... as a Sin I need to disable the pet so I can have some “alone time” with the master, unfortunately by sending the pet back to them it means they just explode it when I get near, surely it would make more sense for it to work like it does in PvE and the pet remain where it was Abyssed, this would mean it’s a tactical choice for the Sin of when/where they decide to Abyss the pet so they can position themselves to get closer (or changes so when abyssed it can’t be summoned back by the Tao or exploded).

+1 for this would give more CC and allow the Sin a chance to do some damage to a Taoist before they explode their pet.
 

GeeDee

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+1 for this would give more CC and allow the Sin a chance to do some damage to a Taoist before they explode their pet.

The tao can just puri the pet. Or if it works like the other pets, simply 're summon it to themselves and pop, bye bye.

Just stay away from taos for now.
 

DarkSacred

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The tao can just puri the pet. Or if it works like the other pets, simply 're summon it to themselves and pop, bye bye.

Just stay away from taos for now.


Make it so abyssed pets cant be actioned?

As for puri we can't remove a class skill, however it does mean they have to stop focusing on dealing damage and change to to puri which is a second or two advantage in the sins favour.
 

UnluckyXIII

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Jan 5, 2018
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Make it so abyssed pets cant be actioned?

As for puri we can't remove a class skill, however it does mean they have to stop focusing on dealing damage and change to to puri which is a second or two advantage in the sins favour.

Exactly that, as soon as I Abyss the pet I would DoS to the Tao meaning it’s then a choice to puri pet or focus on survival which might just give the Sin a chance in PvP (a slim one but it’s better than where we are now). Anyway, it was just one though of many, I wouldn’t want the thread to turn entirely into a discussion about the Tao pet as I think there are enough of them already and it’s a small part of a much bigger problem with the way Sins feel right now.

I would still appreciate some input from the other remaining Sins on the server as to how they feel the current skills work as my ideas and suggestions are only one persons perspective and definitely not the answer to everything, but we need more people to bring the issues to the table (in a constructive manner) so they can be highlighted and reviewed to improve the class for everyone.

Jamie/Shane if either of you have taken the time to read this do we have anything in the pipeline for us to look forward to in helping make the class feel more viable and fun?

Cheers,
XIII
 

XloverBoy7X

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Sin sucks, why waste time playing it. Warrior will always be the best end game hero foreva!

Unless at some point sin gets the balance it deserves.
 

Piff1

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Shane / Jamie. Considering Refine is a complete joke and every other class can refine elements. Can Sin's PLEASE get an option to refine MP to their weapon please? Have it like a system where each refine can add between 5-10MP per weapon, so at level 20 you could gain 200+MP at max but it would be rare this would help a lot tbh... Only seem's fair since Elements do next to nothing for us and if your not a DC build which like what 2 people are on the server then its pointless to refine at all.
 

Shane/Banshee

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Shane / Jamie. Considering Refine is a complete joke and every other class can refine elements. Can Sin's PLEASE get an option to refine MP to their weapon please? Have it like a system where each refine can add between 5-10MP per weapon, so at level 20 you could gain 200+MP at max but it would be rare this would help a lot tbh... Only seem's fair since Elements do next to nothing for us and if your not a DC build which like what 2 people are on the server then its pointless to refine at all.



You can use AE for dragon repel Damage, flamesplash, puppet. Mele attacks. As for warriors AE is only useful on trash mobs and using d surge. There is no compounding with bladestorm etcso its pretty useless in holy palace and frost dungeon etc etc

Quite simply we are not going to pigeon hole sins it to mana anymore. So no sorry.
 

Exwizz

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You can use AE for dragon repel Damage, flamesplash, puppet. Mele attacks. As for warriors AE is only useful on trash mobs and using d surge. There is no compounding with bladestorm etcso its pretty useless in holy palace and frost dungeon etc etc

Quite simply we are not going to pigeon hole sins it to mana anymore. So no sorry.

serious question, i thought the warriors not using pots to level would stop at JP?

jamie also said this.
 

Slayer1985

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Shane / Jamie. Considering Refine is a complete joke and every other class can refine elements. Can Sin's PLEASE get an option to refine MP to their weapon please? Have it like a system where each refine can add between 5-10MP per weapon, so at level 20 you could gain 200+MP at max but it would be rare this would help a lot tbh... Only seem's fair since Elements do next to nothing for us and if your not a DC build which like what 2 people are on the server then its pointless to refine at all.

this is a great idea but as it didn’t come from Jamie or Shane it won’t be noticed