Sins in air?
Neader - Lost City
Posts: 23 Arc User
Are sins good in fighting in air? I'm almost sure I'll play an Assasin, but this thing is worrying me, cause as I saw, many PvP are in air. So, does Sin potential is lower in air than on ground?
Post edited by Neader - Lost City on
0
Comments
-
Sin's are fine in the air. While a good kiter can make it harder to catch up to them simply stealthing, shadow jumping or shadow teleporting will make your problems go away.... A 35 meter shadow teleport is a wonderful thing. b:pleased
Plus I have also one-shotted arcane players my level with knife throw when they thought kiting was a good idea...~~Blood Red since 30~~0 -
An Assassin is only as limited as their teleport skills in the air.b:laugh
Note: a good aerogear is good though if you plan to take your battles to the air.[SIGPIC][/SIGPIC]
Didn't get the rest of it, but apparently I am the "destroyer of sin haters" as well.0 -
The main problem with air pvp is that it's very easy for the other person to stow their flying mount while you have the upper hand, and then come back once their charm cools down. This sucks, especially since we're a heavy spike damage class and I usually blow throw all my moves in the first 10 seconds.
Either keep them stunned/immobilized the entire fight or get ready to shadow teleport as soon as you see them dropping from the sky. Kinda fun when you pull this off: enemy takes off aero gear and starts falling > shadow teleport > shadow jump > tackling slash > attack.
You'll feel like a ninja0 -
_Leif - Lost City wrote: »The main problem with air pvp is that it's very easy for the other person to stow their flying mount while you have the upper hand, and then come back once their charm cools down. This sucks, especially since we're a heavy spike damage class and I usually blow throw all my moves in the first 10 seconds.
Either keep them stunned/immobilized the entire fight or get ready to shadow teleport as soon as you see them dropping from the sky. Kinda fun when you pull this off: enemy takes off aero gear and starts falling > shadow teleport > shadow jump > tackling slash > attack.
You'll feel like a ninja
best part about this is if you stun > immobilize while they are falling they now cant fight back as the game considers them falling. the down side is they take 1/2 damageI hope that I shall always possess firmness and virtue enough to maintain what I consider the most enviable of title, the character of an honest man. -George Washington0 -
Trawne - Lost City wrote: »best part about this is if you stun > immobilize while they are falling they now cant fight back as the game considers them falling. the down side is they take 1/2 damage
b:avoid
*falls*darthpanda16: Firefox crashed on me. Aryannamage: I don't think I am a GM that would be new.
Hawk:Do this. closing thread
frankieraye: I'll see if we can replace the woman with a stick figure and the tiger fangs with marshmallows.//Issues like these need to get escalated quickly to minimize the damage.
Kantorek: Yeah.. you should try it. It's awesome.
Sihndra: Nope- not currently possible under any circumstances. Sorry.
LokisDottir: I mean...not haunting the forums, nope nope..
Konariraiden: You don't know what you are up against. You will lose.
Waiting for...Hamster Packs!
58% chance to get tokens
41% chance to get an all class pet hamster....but they has already been freed by the magic hamster.
1% chance to get ban hamstered with the message "Hamsters United!"
[SIGPIC][/SIGPIC]0 -
b:sad i'm always getting ported back when i use the teleportskills in the air -.- is it a common bug or some kind of lag-result?0
-
That shouldn't be happening in a non-dungeon situation =o
Normally tho I end up a few meters away from whoever I'm tele stunning (happens mainly if they were running around before the stun). I never rubber band outside of an instance tho, so I'm gonna call it lag0 -
Daggster - Lost City wrote: »b:sad i'm always getting ported back when i use the teleportskills in the air -.- is it a common bug or some kind of lag-result?
b:surrender happen to me to, i use Shadow Jump, and i get pushed back, even tough target is stunned, i have to run to them anywayb:angry. Anyone else?We are Death, destroyer of Worlds
[SIGPIC][/SIGPIC]0 -
Lady_of_rage - Lost City wrote: »b:surrender happen to me to, i use Shadow Jump, and i get pushed back, even tough target is stunned, i have to run to them anywayb:angry. Anyone else?
Yes, this is a bug in the system it is even worse with Shadow Jump when you do not stun them.
~~Blood Red since 30~~0 -
+1 to above answers making me able to be lazy
<><0 -
b:victory i wal lagging like crazy today while tw ... but i didnt get ported back anymore, not even in the bh i didn yesterday ...
guess it was a bug that got fixed finally ^^0 -
The only thing i would say to you and i hope it helps, is that i hope you dont fight a BM with a genie that has true emptiness in the air. If you get HFed and someone hits you with True emptiness and has a sh it load of vit and str in genie your dead =P True emptiness does triple the damage in air stacked with HF ur done.0
-
True emptiness is massively overpowered and unlike bramble rage can be gotten and maxed really early. Even without HF, it can do 3-4k in the air and will 1 shot most mid level sins. Never fight BMs or Barbs in the air unless you've checked that their genie does not have true emptiness.
On that note, sins should get true emptiness as well. I mean it's designed to give melee classes a chance in the air without getting kited all over the place.0 -
Sins are the most mobile-friendly class in the air. We have two teleport skills, Shadow tele with 30m when maxed, and Shadow jump at 35m when maxed.
I've attempted this in TW countless of times. You can ninja from one target to another. Shadow jump has a low cooldown. In the event if you find yourself in a little bit of trouble, execute a shadow escape. By the time, your shadow jump should be just about done with its cool down.
Demon shadow escape reduces 15 seconds cooldown. And believe me, these 15 seconds cooldown advantage really helps ALOT. Over a span of a 3 hour TW, you find yourself wasting much lesser time waiting.0 -
Shadow teleport as way too long a cooldown time. Shadow jump has a short cooldown time but it's still limited by reaction time. How quickly you can follow up with a tackling slash before your opponent drops out of the air.0
-
the answer is use a macro ...0
-
Astrohawke - Lost City wrote: »Shadow teleport as way too long a cooldown time. Shadow jump has a short cooldown time but it's still limited by reaction time. How quickly you can follow up with a tackling slash before your opponent drops out of the air.
Not more than 2 seconds? I've tried this all the time and non of them failed. Tackling slash traps the target in place for 9 seconds. 9 Seconds is more than enough to crit kill any squishy.
For TWs, 95% of the time, non of my targets ever thought of removing their wings. In TW, people have to multi-task (clerics etc.)
and chances are, they will be too distracted to think of removing their wings. The default panic moves will be - plume shield and all.
Sometimes, you dont even need to use headhunt as a follow up. Just simply melee your way against the immobolised target. At 2 aps w/o demon spark, you can easily drop any LA/Arcane targets within 9 seconds.
Occasionally, you may fight against some opponents that uses AD. But that shouldn't be a problem if you're well composed with your neat set of disabling skills.0 -
Daggster - Lost City wrote: »the answer is use a macro ...
I've never used macros in PvP. I've tried the shadow jump > tackling slash macro in PvE to do the attack from inside the mob so they cant attack back trick but it has never worked. The macro always fails and tackling slash never works.0 -
You cannot macro any instant cast moves. For some sketchy reason, they end the macro. IH, shadow tele/jump, wind push, and even spark cannot be macroed effectively. Button mashing shadow jump and tackling slash is the easiest things in the world tho.
AD is not a problem at all as long as they dont cast before you get in a headhunt. For this reason, it's a bad idea to triple spark right ontop of someone with an AD genie.
True emptiness is insanely OP. Good news tho is that it means your target is unable to cast occult ice/absolute domain/expel, which are all huge pains in the ****. Cast Deaden Nerves and expect it to tick whenever you fight a BM with TE.0 -
Astrohawke - Lost City wrote: »True emptiness is massively overpowered and unlike bramble rage can be gotten and maxed really early. Even without HF, it can do 3-4k in the air and will 1 shot most mid level sins. Never fight BMs or Barbs in the air unless you've checked that their genie does not have true emptiness.
On that note, sins should get true emptiness as well. I mean it's designed to give melee classes a chance in the air without getting kited all over the place.
sins definatly should not have True Emptiness... Yes it is designed to give melee clases a chance in teh air without getting kited... and thats why you guys have HIGHER magic defense than BMs and Barbs... You also have long ranged attacks... Not to forget the teleports... An assassin should not need this in air fights.0 -
omg you've found a long ranged attack for sins besides knife throw (which does 10 more damage than a normal attack)?!!?! Please share. And yeah, our magic defense is pretty OP, when a wiz channels an ulti it only hits me for 9k damage as opposed to 10k. We are haxors0
Categories
- All Categories
- 181.9K PWI
- 699 Official Announcements
- 2 Rules of Conduct
- 264 Cabbage Patch Notes
- 61.1K General Discussion
- 1.5K Quality Corner
- 11.1K Suggestion Box
- 77.4K Archosaur City
- 3.5K Cash Shop Huddle
- 14.3K Server Symposium
- 18.1K Dungeons & Tactics
- 2K The Crafting Nook
- 4.9K Guild Banter
- 6.6K The Trading Post
- 28K Class Discussion
- 1.9K Arigora Colosseum
- 78 TW & Cross Server Battles
- 337 Nation Wars
- 8.2K Off-Topic Discussion
- 3.7K The Fanatics Forum
- 207 Screenshots and Videos
- 22.8K Support Desk