I've had a lot of people ask me in game what my feat build was, whether it was different than what I've posted, etc etc. So I'm posting my current feat build, spec'd into with consideration to bugs and other issues going around which cause some feats to be more(or less) useful. I'll point out differences from my previous builds worth noting as well as bugs that have plagued my PvP experience.
Evii's PvP Build
Lotus:
Light Footed does not seem good at all. I'm not sure whether it's broken, or doesn't include the "root" category in what it calls "movement slowing effects (+25% snare)" but this feat just has not been useful in the builds that I've included it in. This brings up the interesting problem with not having escape artist. With escape artist you can play hyper aggressive, if they root you- break it and charge on in. The problem with that type of situation is that if they rooted you, you've already lost your advantage and you really should be stabilizing before you re-engage. At any rate, this feat will be extremely useful if I can ever prove that it actually works against roots, but I've yet to... so until then, I've left it out.
Accelerated was mentioned in a previous build of mine but after some testing I've come to the conclusion that it's just not really necessary. With Grim Corruption IV, III, Impede Life, Slow Death Strikes, AND Swift Strikes- you always have *something* up that you can do.
Snap Kick if it were more than one point to obtain would be a waste. No one is quite sure how Snap Kick works (the silence portion) or how it is supposed to work (the knockdown portion), but that being said- it still has some uses. It's good in PvE and it's extremely good in Assassin mirror matches which almost always end when I FtD, GC, Snap Kick, GC- even if the FtD damage doesn't hit, you have to use it to stop them to land the Snap Kick.
Corruption:
Vile Corruption was a feat I really advocated against because I didn't feel it was necessary... after dueling a lot last night though- and noticing the lack of free Soul Fragments to pop corrupting strikes along with the importance of landing big combos while opponents are 'jousting' with you and the difficulty of landing combos in general I've changed my mind about this feat. If Corrupting Strikes lasted 20s or 30s and had a longer cooldown I would definitely go back to my previous line of thinking, but a Soul Fragment for 10s of +20% offhand when you'll be jousting and may land one combo in that 10s or may not land one at all, it's just not worth it.
Unholy Armor vs Dread Weapons was another major decision that was made in this build. I like both of these feats but with what seems like better evasion unholy armor adds a lot to our lasting power in melee fights and dread weapons doesn't do much to shorten those fights enough to justify -10% physical invulnerability's. I went with unholy armor for a more balanced build.
General:
Burden to Bear/Dread Weapons/Extra points vs Excellent Balance I could've easily put 4 points into Dread Weapons or Burden to Bear or Life Leech but instead I put them into Excellent Balance. Why? Well, in a melee v melee fight it's about damage up time- and if you get knocked down once you're in trouble, more than once and you probably lose... having 15s immunity with a 30s cd is pretty monumental versus 10s immunity with a 60s cd... you'll often use the skill multiple times in a melee v melee fight.
Conclusion:
So after the PVP from last night I really must say- the amount of bugs we're fighting against is simply infuriating. Despite being broken and abandoned compared to most, I do believe that this class can be successful. I still manage to win an amazing amount of PvP encounters DESPITE all of the bugs (and "non bug issues") working against us and I think that adapting and spec'ing to these strengths has helped a lot. Most of my fights turned from "FtD someone to death" to me playing more conventionally with SA/engage and see how fights play out and I have come to believe that Lotus can be a viable end game PvP spec. As the number of 'one shot' (overreach/fire lance were the latest to fall victim) are removed Lotus becomes more and more viable as we don't absolutely have to one shot someone to win. Though, if the bugs/issues were corrected or we at least knew what was considered a bug and what was working as intended we could plan a bit better.
Here is a short list of the things that I think need to be corrected in order for us to even fathom class balance or different specs:
Poison Stance:
What does .01% fizzle chance do? Is it .1% chance? Regardless, it's so insignificantly small that I would assume that it does absolutely nothing. With no guidance to prove otherwise, it's hard to argue. Corrupting Blades seems to work fine with -5% evade, why not a 5% fizzle chance from Poison Stance?
Light Footed:
Does this work? Do we even know what the devs consider "movement slowing" effects? Roots? or just Snares?
Snap Kick:
Is the silence supposed to work regardless of whether or not we knock our target down? Does the silence work at all? I'm pretty sure it doesn't. Are we supposed to be able to knock everyone down? Barbarians and other classes 'knockdowns' effect everyone- why wouldn't Snap Kick? We're not sure what the intentions are behind this skill.
From the Darkness:
This skill needs to work properly. I hit about 50% of the time with this skill, the other 50% I charge stun someone and stare at them longingly. Even at 50/50, or 30/70, or 10/90 (on the damage portion) it would still be useful... but there shouldn't be any need for percentages here... and your milage WILL vary. If you're fighting people who move around, or if you're using it to open your success rate will be alarmingly higher than if you attempt to use it while fighting a moving target.
Death's Gaze:
This skill needs to work properly, or at all, this is by far the skill that I've had "fire off" the most without actually working. I would give this a 10-20% success rate, and that's being generous... I only ever really use the skill while a target is trying to combo or flee in PvP... so the success rate would vary widely if you were using it directly after FtD or on a Mob/random person standing still.
Phantom Skill usage:
The game simply shouldn't allow you to use a skill and eat up the shard/cooldown if it's not going to give your character the buff. I can't use excellent balance while stunned/knocked down, why can I use Golden Lotus Extract and essentially lose a match because the game hasn't updated yet and won't let me "cast" it? This effects a countless number of abilities and is a large problem.
Hitbox:
The hitbox for landing a combo while jousting even for a very skilled player against people like me who do not stand still, who hop around like a crazed maniac, and generally jump on anything they can find is extraordinarily difficult. Making the hitboxes larger and the melee weapon ranges larger would make fighting other players a lot more reasonable.... let's not even get into how lag plus the ity bitty hitbox is comical. I jousted with another rogue for something like 3 minutes last night where we were both sprinting and moving around so quickly that the server simply couldn't put us both in the same place at the same time to combo each other.
Female Attack Speed:
By far the worst bug I've seen in a release game that has stuck around since beta. This isn't an exploit, it's just disheartening. At one point I considered postponing my blog until this was corrected but I decided in the end that this wouldn't really help anyone and would hurt new assassins trying to find their way.
Hide:
Group Combat. Enough said.
Tuesday, June 10, 2008
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10 comments:
I continue to read and enjoy the blog, keep up the good work. The hide ability is wonderfully broken right now, and Funcom needs to do some work with the class.
yeah good read, very informative and i agree with the suggestions you made to fix the current issues. also just a quick question what is 'jousting'?
I agree.
As a fellow strafer/jumper/maniac (a skill essentially to one's survival as a cloth wearing melee) have you noticed the post-patch delay after using any combo? Where during the last hit of any combo (and about 1 second afterward) your character is frozen and you cannot move it? This severely hampers our mobility, it seems to me. Have you noticed this/have any thoughts on it?
I've been reading your blog for a while.
You've provided a great service for us Assassins. I just hope somebody at Funcom is reading them too
Keep up the great work!
Noxous - Wildsoul
Nice stuff, about fizzle chance. The debuff it gives says 10% fizzle chance, which is the same as 0.1 chance. A poorly placed % sign can cause for alot of trouble. As to if it actualy works, no idea.
Devan, I've also noticed that post patch delay when using combos. At first I thought it was a fix, but now I'm not so sure, and it is severely inhibiting of free movement while fighting. Hopefully it is an error, and will be reverted to how it worked pre patch. Otherwise landing certain longer combos are now an instant escape for our targets, as they can move the entire time our animation is going, whereas we are stuck in place for far too long.
IMO hide skill is working as intented. This game is not WoW so it isnt has to be same like that. In daytime its reasonable that we cant hide that well, just check the stealth indicator on the minimap, you will get the hang of it. But getting spotted by grey mobs and being observed by some "big brother" as someone from the forums said is annoying. Those are the bugs that needs to get fixed IMO. And keep up the good work mate, this blog gives me so many new ideas for the class I love to play. Kudos.
Help me a lot. Ty.
Excellent post. I was wondering if you could do a similar analysis for PvE, and maybe make a few posts like you've already made for raiding builds. Your work so far is excellent, and has really helped me grow as an assassin.
one question.. so u think we dont need to add feat points to general.. as i am following ur build!
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