ArenaNet talk:Skill feedback/PvE/Critical Agility

No need to buff this skill. Its fine. Prokiller88 06:01, 8 March 2008 (UTC)
 * Monsters in all high-end areas have enchantment removal, as well as ways to block attacks or make foes miss. -- Gordon Ecker 06:23, 8 March 2008 (UTC)
 * having to devote your elite slot to make use of Eternal Aura is a pretty big malus. --Life Infusion &laquo;T&raquo; 15:42, 8 March 2008 (UTC)
 * Since agility can be offensive and defensive I suggest a 75% block rate to go with the 33% attack speed. Prokiller88 22:00, 9 March 2008 (UTC)
 * Assassins don't need blocking to survive physical attacks in PvE, they need armor to survive nukes. -- Gordon Ecker 03:16, 10 March 2008 (UTC)

When comparing this, you picked the second most overpowered of the sunspear skills. Eternal Aura is up there with TNtF as permanently glued to everyone's bar. What about the much worse Seed of Life or Necrosis? Or the horrible Whirlwind Attack? I'd take Critical Agility over them any day. The changes would transform assassins into perma-tanks, definitely not what their role is supposed to be. --Xeeron 15:08, 10 March 2008 (UTC)
 * I'd not say Seed of Life (which may look weak, but in fact it can sometimes heal the entire party to full health in these secionds) and Necrosis are much worse. Seed of Live is also on nearly every Monk's skill bar, Necrosis is also an efficient source of damage. except for Intensity (which was also quite imbalanced at the beginning but then got nerfed to the ground - tntf, seed of live and critical agility got a change so that only primaries can use them efficient) and maybe Never Rampage Alone, all Sunspear skills are great. &mdash;Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 15:13, 10 March 2008 (UTC)
 * Yeah, seriously Gordon. It's not this that is underpowered. It's Eternal Aura that's silly powerful. Backsword 15:19, 10 March 2008 (UTC)
 * This skill is fine. Not to mention that your changes eliminate the entire stated point of Critical Agility (I think somebody from ANet said that it was the point, maybe not): to give Assassins their own increased attack speed.  Also, Eternal Aura, while outrageously overpowered (which is fine for PvE, give us a break...), requires you to sacrifice two skill slots, one of which is elite.  If CA here were elite, it'd probably have benefits similar to or exceeding those you listed as well. --Jette 20:25, 11 March 2008 (UTC)
 * This skill fixes the two of the most complained weaknesses of the Assassin: no IAS and too little armor. It basically helps out beginners who want to play 'a cool looking warrior', and it is great at doing it's job. Eternal Aura does the same for dervishes who want to 'look cool' all the time and don't want to wait in between fights and Summon Spirits does the same for the 'look how many spirits I can spam' Ritualist builds. Personally, I think they're good examples of how PvE skills should be. "There's Nothing To Fear!" however is an entirely different matter...Nicky Silverstar 07:57, 17 March 2008 (UTC)

This skill is fine
End of discussion. It fixes what is wrong with sins in PvE: Not enough DPS (33% faster) and low armor for a frontline char (+25 armor). How you can see this as underpowered is beyond me.--The Gates Assassin 23:14, 26 March 2008 (UTC)

A big no. This is the only IAS assassins have. 76.89.81.150 18:16, 29 March 2008 (UTC)


 * This skill is not "fine", if it expires or gets stripped at the wrong moment, you're pretty much dead. Anyway, since everyone else seems to prefer IAS over reduced recharge time, I've added an alternate suggestion which keeps the IAS. The improved critical hit rate is only in the suggestions in order to maintain a connection between name and functionality after changing the renewal mechanism. -- Gordon Ecker 05:04, 30 March 2008 (UTC)
 * really? cause normally if a player uses that, then there is a good chance of them having critical defense, and critical eye, meaning unless your blind or being block there is a high chance it will renew itself, but if you are blind/blocked or it they get striped, then you would have to run away for a bit anyways cause you can't do much atm, i know i get those enchantment strip many time, but unless it is a big enchant striper that get rid more then one enchant, then having one striped won't be a big deal, and if they are both strip i like to think i can stay alive until it recharges again,either i would have to run back a bit, have a healer save my ass, or not worry about it cause not all the foes are ganking me atm, but that just me and how i play --Metal Sazz 15:29, 14 May 2008 (UTC)
 * Critical Defenses can't block nukes, and nukes, enchantment removal, blindness, blocking skills and miss hexes are all fairly common in high-end areas. Warriors, rangers and paragons have enough base armor to stay alive in high-end areas without the constant attention of a dedicated protection monk, and dervishes can do the same with the armor buff from Avatar of Balthazar. Assassins have the weakest armor of any non-caster professions, and, unlike dervishes, assassins' armor buffs and other anti-nuker defenses are strippable, unsustainable or both, and often have severe drawbacks. -- Gordon Ecker 22:17, 14 May 2008 (UTC)

critical defense can't do all that, but thats why you have teammates, more likely if your in a high-end area you will come fully prepared for the area, enchantment removal doesn't alway spell dead for a sin, blindness and anti melee hexes can be getting rid off faster then enchants, and sins have a full arsenal to deal with blocks. most derv don't rely on just AoB for defense, they have more stripable enchantment anything. ranger and paragon don't usually do that much damage (support), and most warrior too(tank). Sin aren't the only thing that need constant attention either of a healer. anyway a sin not design to take nukes. Glass cannon is what they are, if someone having trouble staying alive then they would have to step back from the fight and come back when the heat is not on them, mind you i like to go head to head will a lot of warrior with the sin tank too, and for most area (yes even high ends) Crit A and Crit D works out pretty good--Metal Sazz 00:19, 18 May 2008 (UTC)
 * But other melee professions take pressure off the monks by soaking up the hits with their heavy armour, and if the party doesn't have any warriors or dervishes, a ranger or paragon can do the same thing by running into melee range, while midline and backline casters don't add much pressure because they tend to stay near the edge of spell range. Assassins put pressure on the monks by drawing fire away from the heavily armoured tanks, furthermore, multi-target nukes can hit both the assassin and the tank. Assassins combine most of the weaknesses of casters with most of the weaknesses of melee professions, casters don't need to worry about getting blinded, snared or weakened or having their spells miss or get blocked, other melee professions don't need to worry about drawing aggro or going from 455+ health to dead in two nukes. -- Gordon Ecker 01:03, 18 May 2008 (UTC)

lol caster not worrying about snares, i guess that make alot of my sin builds shit, plus they do have to worry about daze and interrupts but that beside the point Sin have a way to deal with anti melee conditions, and enemies defense, sort of what they are made to do, and they do it well. If Sin have one advantage is that they can move, they have loads of speed boost and ways of getting out of situation like those you mention, you are able to run away with most multi-target nukes,or even from many angry warriors, can't tell you how many time shadow of heart saved my ass and for those single target spike spells, it not like it doesn't take a big bite out of other melee people. You think caster don't add alot pressure, what will a foe go after first, a "soft" melee character like a sin running to them or an even softer ele casting fire spell, and ranger don't soak up that much damage, ele damage yes to a degree, tho i see some ranger die from pure nuking power, they do have block stances but they don't last long and have a long recharge, meaning they can only be in the heat when they are in danger, and even tho paragon have 80 base armor with a 16 shield, they don't have as much defensive skill a warrior has they keep them alive, and as i said about dervs, they have there problems too. Sin also have many strengths caster wish they had, ability to run away, why do i see many casters with sin secondary, and pure sin caster, there a good solo farm build for sin with fire magic. And as for melee, how many warriors and derv wish for there target would stay still while they chase them around, even tho those two have there ways, sin got a lot more effective way in doing it. Sins might not be able to stand to 2-3 nuke in one go, (of course even warriors and dervs would be stupid to try to tank that without the help with a healer) or take on a huge agro, but there speed and there spike power make up for it. I really hate arguing about this, i for one would like to see sins buff, i would like to see buff to dagger and shadow line, and even tho it would be nice to see CritA buffed, it's not really needed IMO,--Metal Sazz 05:22, 18 May 2008 (UTC)
 * Gordon, I gotta tell you, this skill is fine. And the comparison to dervishes is a bad one - the dervish needs to spend one elite to achieve those benefits from eternal aura. Maybe we should buff shadow sanctuary to deal with the nukes? Tbh, this skill is awesome. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  09:03, 25 May 2008 (UTC)
 * Its not sacrificing an elite slot to make a skill work, its sacrificing a normal skill slot to make a powerful elite maintainable. If you had a spell which would make you be able to maintain WoD forever, then I think everyone would take it. But srsly, comparing Critical Agility to Eternal Aura is pretty bad, you shouldn't balance all PvE skills along the lines of "make everything OP so we don't ahve to do any work".Crimmastermind 02:14, 19 November 2008 (UTC)

BWAHAHAHAHAHAHAHA. Buff this? What the hell is this coming to? (Akirai) 212.187.49.144 19:29, 19 March 2009 (UTC)

So you are trying to buff a enchant that gives you permanent IAS, 90AL and infinite energy via zealous daggers. Saying it should be buffed cause it may get stripped is like saying Blind should be nerfed cause it makes physical's damage useless. I have no problems with enchant stripping, the only times I get it stripped is in HM areas where ALL enchants will get stripped. I wonder if suggestions like these make devs not take wiki seriously. RadaArashi 21:56, 18 May 2009 (UTC)
 * I'm saying that assassins need competitive non-perma-SF builds in order to allow Shadow Form to be safely nerfed out of its' current overpowered state without killing assassins as a competitive profession in high-end PvE. I'm not aware of a single non-Shadow Form melee assassin build which isn't suicidal in high-end areas like the Domain of Anguish or Slavers' Exile and doesn't waste two party slots because it requires a dedicated monk. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 03:00, 19 May 2009 (UTC)

Change to Stance or Skill?
That would make it near unstrippable as a stance. Obviously the drawback is you lose your choice of stances. And obviously as a skill, it's near unstoppable. --8765 19:41, 19 March 2009 (UTC)