ArenaNet:Skill feedback/Assassin/Critical Defenses
From Guild Wars Wiki
Critical Defenses
[edit] Ryudo's Issue -- 18:16, 20 February 2008 (UTC)
- Issue: 75% block rate easily maintainable by any Assassin that knows what hes doing. Comparing this to the enchantment Magnetic Aura (the first 75% block enchanment I could think of), Magnetic aura has lower energy cost and cast time, and a longer inital duration, but has a massive 1 minute recharge time, and isnt maintainable without the elite Glyph of Renewal. Critical defenses basically makes an Assassin a "cold" target for any melee without blind/enchant removal. Also theres the fact that its a superb defense skill seemingly out of place in an Offensive attribute, whereas Magnetic aura is in the overwhelming defensive attribute earth magic. In short, a sin with this skill is nearly untouchable by most non-caster builds.
- Solution: Decrease block % to 50%, or change the attribute to shadow arts to force further spread of skill points.
Discussion
[edit] 76.64.56.90's Issue -- 01:19, 22 April 2008 (UTC)
- Issue: Fails a lot in PvE, especially in comparison to Crit Agil. Meh in PvP, only used in some RA builds.
- Solution: Increase duration to 15 or so seconds at 12 crit strikes, keep energy cost, increase recharge to 45% to prevent abuse, increase activation time to 3 seconds. Becomes unusable in PvP (this skill should have no place in PvP anyways) and good for PvE.
Discussion