Assassin Skill Comparison / Suggestions

Kaden

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Items Coloured Red = Skills as are atm

Items Coloured Purple = Skills as are atm Match Official

Items Coloured Blue = Skills as on Official


Items Coloured Orange = Bugged

Items Coloured Green = Suggestions



Fatal Sword (Passive) - As skill Training Increases Higher chance of Cast. When casts should land a critical Hit
Unsure whether on every hit this lands a critical hit atm or just a certain % of the time and rest time just damage increase

Proficiency (Natural) - Increase in your Natural Accuracy, +4 Acc per Skill level. Once level 3 sins have 17 Natural Accuracy.
Not sure whether this natural Acc is too high, i know the idea is to make Sins Glass Cannons, but the disadvantage with sins was always their poor natural stat's which was made up for in gemming kit so they couldnt Stack DC. Must also point out that with HP and Wear weights lowered meaning they cant wear high weight gear they lose ALOT of defensive stat's untill MUCH higher level, which ofc will need to be made up for in gems/runes again, too many stats to make up would be tough without raising gem + Cap so therefore could justify the reason giving +12 Acc.


DoubleSlash - Does what it says to be honest skill where u slash twice both hits should land ( they do ).
No bugs really with this but just a suggestion give it a decent Sound effect and make the slashing colour the same colour as Fatal Sword when cast

Haste - Attack Speed Gained for certain duration

Level 0 = 2 ASpeed For 25Secs
Level 1 = 4 ASpeed For 40Secs
Level 2 = 6 ASpeed For 55Secs
Level 3 = 8 ASpeed For 70Secs


Flash Dash -


Light Body -



HeavenlySword -




FireBurst -




Trap -



PoisonSword -



MoonLight -




MPEater -




SwiftFeet -




DarkBody -





Haemorrhage -




CresentSlash -







Obviously not finished will add more tomorrow evening.

Please feel free to leave ur own opinions on these skills etc as they come up, hopfully gives GM's useful Info and people not in closed beta an idea of the class















---------- Post Merged at 09:50 PM ---------- Previous Post was at 09:46 PM ----------

Also i think be helpfull if each of these was made on EACH class - ill happily do every class but i dont claim to know everything about all classes so if people that have mass's of experience on any set char could do their class be good. xx
 

deano13

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I'll get the ball rolling with sins, as it is atm and this is going from watching streams.

They really will suck in PvP at a decent level, with there two main escape skills been changed they really don't stand a chance against any caster or a warrior.

E.g. Moonlight
Should make you totally invisible untill 2-3 steps away from target then you become seen as you would the Taos hinding skill. Great for pvp due to if your almost dead you can cast and move away without being seen, and great for sneaking up to target to attack.


Chronicles moonlight.
All you get now is just a walking hide, can be seen trying to sneak up to a target and can be seen trying to escape a nasty situation.

SwiftFeet
Cast for an increased movement speed, excellent for escaping spells and thos nasty situation.

Chronicles SwiftFeet
Cast for normal walk speed but all you get is run after being hit, ok I spose for escaping but not great due to can still be spammed with ice storm etc due to normal run speed.

Now with there two main pvp escaping skills changed they haven't got a chance to get near a wiz/Tao/archer as there see you coming a mile away, and easily shoot down there low hp and dnt have much choice but to TT/RT

As for pvp against a war, come end game wars will be stacking dc, sin walks up to a war, war casts FS and a TDB the sin is splattered due to low hp.
 

Kaden

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agree with the HP Issue at higher levels with High DC 1 TDB FS or SlashBurst will smash a sin NP but at the same time if u cant kill a wizz tao or archer with the way SwiftFeet is atm u shouldnt be on a sin
 

Samuel

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So just to add some clarification, many people are confusing how Moonlight worked on Mir2 with how it worked on Mir3.

Mir3 it made you totally invisible to players as well as mobs; Mir2 it only made you invisible to mobs.

Swift feet increased Running speed to fall inline with horse speed, but walk speed remained the same.

Neither of these were "get away" skills... However, the current Chronicles SwiftFeet provides you with a timed version of MirBoots which does enable you to get away quiet easily.

Sam
 

Nemo

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I'll get the ball rolling with sins, as it is atm and this is going from watching streams.

They really will suck in PvP at a decent level, with there two main escape skills been changed they really don't stand a chance against any caster or a warrior.

E.g. Moonlight
Should make you totally invisible untill 2-3 steps away from target then you become seen as you would the Taos hinding skill. Great for pvp due to if your almost dead you can cast and move away without being seen, and great for sneaking up to target to attack.


Chronicles moonlight.
All you get now is just a walking hide, can be seen trying to sneak up to a target and can be seen trying to escape a nasty situation.

I'm pretty sure that is a diff 'stealth' skill?(not that we have that in either)
See HERE


SwiftFeet
Cast for an increased movement speed, excellent for escaping spells and thos nasty situation.

Chronicles SwiftFeet
Cast for normal walk speed but all you get is run after being hit, ok I spose for escaping but not great due to can still be spammed with ice storm etc due to normal run speed.

A skill that takes you 3 steps instead of 2, as far as speed, is actually less usefull than what we have in atm in pvp. If you're still having to walk 3 steps when you get hit, you wont even have the chance to use that run speed. As we have it you take the walking part out and are always running regardless of being hit, making it very easy to run someone down in pvp.

Now with there two main pvp escaping skills changed they haven't got a chance to get near a wiz/Tao/archer as there see you coming a mile away, and easily shoot down there low hp and dnt have much choice but to TT/RT

As for pvp against a war, come end game wars will be stacking dc, sin walks up to a war, war casts FS and a TDB the sin is splattered due to low hp.

See Red ^

We also have 'Ghost step' also seen HERE which is yet another escape ability.

I've pvp'd a little on assassin at higher levels and can say I dont see them ever loosing atm, Unless an archer can get some lucky shots off. Warrs really hurt them sure, you wouldnt want to toe to toe with one, but then if you're trying to toe to toe a warr you just dont know how to pvp. And casters are easily ran down and blasted when you have Swift Feet.

Granted I would like to see more pvp going on atm.
 
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TheDayIDie

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So just to add some clarification, many people are confusing how Moonlight worked on Mir2 with how it worked on Mir3.

Mir3 it made you totally invisible to players as well as mobs; Mir2 it only made you invisible to mobs.

Swift feet increased Running speed to fall inline with horse speed, but walk speed remained the same.

Neither of these were "get away" skills... However, the current Chronicles SwiftFeet provides you with a timed version of MirBoots which does enable you to get away quiet easily.

Sam
Tbh either way I think there should be some kind of transparency for assassins.
I myself liked the way the wemade mir3 assassin cloak worked.
- Players cannot see the cloaked assassin 3 levels higher than them.
- Players higher level than the cloaked assassin can see the player like clear ring visibility 3 steps away from the cloaked assassin.
- Every seconds the assassin is within cloak they loose 10% of their health.
- When the assassin reaches 25% HP they are automatically uncloaked.
- Casting a spell removes cloaking unless stated otherwise.

---------- Post Merged at 12:30 AM ---------- Previous Post was at 12:29 AM ----------

So just to add some clarification, many people are confusing how Moonlight worked on Mir2 with how it worked on Mir3.

Mir3 it made you totally invisible to players as well as mobs; Mir2 it only made you invisible to mobs.

Swift feet increased Running speed to fall inline with horse speed, but walk speed remained the same.

Neither of these were "get away" skills... However, the current Chronicles SwiftFeet provides you with a timed version of MirBoots which does enable you to get away quiet easily.

Sam
Tbh either way I think there should be some kind of transparency for assassins.
I myself liked the way the wemade mir3 assassin cloak worked.
- Players cannot see the cloaked assassin 3 levels higher than them.
- Players higher level than the cloaked assassin can see the player like clear ring visibility 3 steps away from the cloaked assassin.
- Every seconds the assassin is within cloak they loose 1-5% of their health.
- When the assassin reaches 25% HP they are automatically uncloaked.
- Casting a spell removes cloaking unless stated otherwise.
 
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Koriban

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Just finishing playing through an assassin atm, and I honestly think they're fine if not get too much free stuff.

They do great early game damage (Doubleslash effectively TDB spell early lvl 15) and this carries them hard all the way up their levelling process. I feel their DPS is greater than warriors, but due to such low HP a warrior later on will win, as it takes less Damage to kill a sin. This is ofc, without Hemmorage.

Remember, sins get accuracy, Agility (ok, this ones a tad pointless but still) A.speed, Mirboots-effect, Green-Poison, Geo-Manipulation (moves to where cursor is) MPSteal, Moonlight (can hide and walk at same time meaning luring a boss is a piece of piss for a sin)

I think honestly, they're fine and don't need changing atm. They get a LOT of utility to make up for that low hp. I DO agree I think there should be an "invisible" type spell for them but ONLY IF it had a counter to it, such as another spell given to another class, to reveal them. Else it would just be too strong :P

Obviously higher I get and more spells I get to play around with I'll let you know, but so far, every class actually seems to be "relatively" balanced in their respective areas once they hit a certain threshold.

Just my personal opinion, take it with a grain of salt.
 

Aldor

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Remember, sins get accuracy, Agility (ok, this ones a tad pointless but still) A.speed, Mirboots-effect, Green-Poison, Geo-Manipulation (moves to where cursor is) MPSteal, Moonlight (can hide and walk at same time meaning luring a boss is a piece of piss for a sin)

Take MPEater off that list, it currently makes the Sin weaker and in it's current state is not worth learning the book. I'm hoping it's just a bug and gets fixed before live though.

My only worry with the Sin atm is it's low HP pool, but I'm hoping with the drop rates and supposed nerf to gemming Warriors won't get to a point where they can get rediculous amounts of DC + freezing upgrades to rip assassins apart end-game.
 

Koriban

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Take MPEater off that list, it currently makes the Sin weaker and in it's current state is not worth learning the book. I'm hoping it's just a bug and gets fixed before live though.

My only worry with the Sin atm is it's low HP pool, but I'm hoping with the drop rates and supposed nerf to gemming Warriors won't get to a point where they can get rediculous amounts of DC + freezing upgrades to rip assassins apart end-game.

Indeed I think it'll take them a long long while, but I think sins damage with haemorrhage will keep them better at DPS, just be squishier than warrs.
 

deano13

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See Red ^

We also have 'Ghost step' also seen HERE which is yet another escape ability.

I've pvp'd a little on assassin at higher levels and can say I dont see them ever loosing atm, Unless an archer can get some lucky shots off. Warrs really hurt them sure, you wouldnt want to toe to toe with one, but then if you're trying to toe to toe a warr you just dont know how to pvp. And casters are easily ran down and blasted when you have Swift Feet.

Granted I would like to see more pvp going on atm.

I carnt read Chinese or w.e it is lol, but please tell me the last skill on that list is ingame, that'll give sins a good chance against casters!
 

jez

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I carnt read Chinese or w.e it is lol, but please tell me the last skill on that list is ingame, that'll give sins a good chance against casters!

Blood Strike: active skills. After use, the assassin in front thrusting 6-7 cells, and cause a lot of damage to the first enemy encounter, and use Crippling Poison.
7940_14860167.GIF
LV.1 can begin practicing at 100
LV.2 can begin practicing at 105
LV.3 can begin practicing at 110

google translate ftw

---------- Post Merged at 04:10 PM ---------- Previous Post was at 04:04 PM ----------

See Red ^

We also have 'Ghost step' also seen HERE which is yet another escape ability.

.


Ghosts step: active skills. 5 extra moment to move to the designated location.
2471_14860160.GIF
LV.1 can begin practicing at 39
LV.2 can begin practicing at 42
LV.3 can begin practicing at 45
 
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ZeusStar

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See Red ^

We also have 'Ghost step' also seen HERE which is yet another escape ability.

I've pvp'd a little on assassin at higher levels and can say I dont see them ever loosing atm, Unless an archer can get some lucky shots off. Warrs really hurt them sure, you wouldnt want to toe to toe with one, but then if you're trying to toe to toe a warr you just dont know how to pvp. And casters are easily ran down and blasted when you have Swift Feet.

Granted I would like to see more pvp going on atm.


See there stealth skill, invisible to humans and monsters until within a certain radius of target, stealth on this server is completely useless, can be seen by players for pvp from any radius hardly a sneak attack class now lol....
 
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