Talk:Effective assassin guide

maybe this guide is way to biased towards Random Arena needs Kiteeye 01:32, 17 August 2006 (CDT)
 * All the other guides have a set structure to their lay out (see Effective monk guide and Effective warrior guide). This article would benifit from some TLC to bring it up to that standard.  If nobody else takes a shot at it I'll give it a try over the weekend. --JP 02:50, 17 August 2006 (CDT)

This article should probably have an "Effective use of Shadow Refuge" section, as no one really knows how to use it (in PvP I mean). Everyone uses it when they are nearly dead or trying to run away, and get literally half the healing by doing so. This needs a little love-note on using shadow refuge at approximately 60% health, which is low enough to warrant healing but high enough to not be forced to disengage. My two cents --Gimmethegepgun 19:13, 20 December 2006 (CST)

Contemplation of Purity?
it says that Contemplation of Purity is useful for an a/mo but the attribute for Contemplation of Purity is divine favour, an attribute an a/mo doesnt get, thus using it would give you 0hp and waste 5 energy and 1/4 of a second, I suggest this be changed, as this is a rather poor way to remove 1 hex.


 * It may seem that way, but Contemplation of Purity would be used not for the health gain but strictly for the hex removal. What better way to get rid of Spiteful Spirit or Reaper's Mark by sacking one or two enchantments? FlameoutAlchemist 11:44, 10 February 2007 (CST)

Is this finished yet?
It seems this guide doesn't cover all aspects of assassination.

For instance, picking your target is half your work. Not mentioned in the guide at all.--62.235.146.234 10:57, 11 January 2007 (CST)

And the 'Plan of Attack' part is a mess. Tycn 01:05, 30 January 2007 (CST)
 * Seconded on that. Peej 09:27, 3 February 2007 (CST)

Sneaky Sage's Edits
I must say that I am very impressed with the amount of detail, work, and effort Sage has done for this page. However, I'm cleaning up most of it. Sage, if you want, submit the PvP and PvE builds in the builds section and I'll link to them in the article here. In the interests of making it a cleaner page, however, I am removing them. Please don't take offense to it, as I think you did some brilliant work here. FlameoutAlchemist 11:32, 10 February 2007 (CST)

Unfair to assassins?
I think this guide is a bit unfair to assassins they can tank quite well dispite the low armor they can block most melee attacks altho the guide points out they r stances or enchantments so easy to remove but in pve the stance removeals are quite uncommon u sure spikeing is good in pvp but besides bosses there is little to no need for spikeing in pve i use jagged strike wild strke and death blossom i get trough 2 chains most with a 8 man hench team. useing the elite skill flashing blades you can block 75% of attacks while attacking so melee is almost useless (trust me its a pain in the ass to hit trough flashing unless you have anti block) as for casters isnt that what monks are for?.--Gene195 05:44, 29 June 2007 (CDT)
 * Have you not seen the assassins that deaths charge into the biggest mob they can find with no defensive skills? Played properly, assassins destroy normal mode though. Lord of all tyria 05:45, 29 June 2007 (CDT)

"Tanking"
All that "tank" talk makes this guide look like it was written by some pve idiot. "Don't charge right into the fray - leave that job for your team's Warriors. Once foes have begun attacking the tanks, you should get in" If that's how you're playing a sin, the plain truth is that your monks suck. A warrior only has more survivability than a sin if he's soloing or puging. In an organized group, a warrior's extra armor means nothing. P A R A S I T I C 20:18, 16 July 2007 (CDT)
 * If that was the case, why EVER bring a warrior? Assassins have better DPS than a warrior, and if the warriors extra armor means nothing, in every scenario there is no reason for a warrior. The guide is there for people new to assassins, which that is good info for new people. Granted decent monks can keep anything alive, but is it worth it to drain more of the monks energy so that you can attack 2-3 seconds earlier? --DEATHWING 02:04, 17 July 2007 (CDT)


 * Sins have more DPS than wars? Theres a laugh. Everyone knows wars have the highest DPS out of all professions, unless you count the damage to everything from an ele's AoE. Unless of course you mean a DB-moebius combo spam, which will cause everything to scatter and rip apart your teammates. Anyway, though a sin can survive just as well in the front as a war with good monks, the war takes less damage due to absorption, higher armor, and occasionally Knight's and/or Lieutenant's Insignias, and so will not put as much pressure on the monk as a sin would --Gimmethegepgun 02:19, 17 July 2007 (CDT)
 * Actually, against the higher leveled enemies, who have higher armor, the warriors damage from his weapon is barely any more than a set of daggers. While it may be true that warriors have higher DPS against squishy level 20s with 60 armor, the majority of PvE, the PvE that is even worth mentioning, has higher leveled monsters. Higher leveled monsters = higher armored monsters, which means that armor ignoring damage is a whole lot more effective than brute force smash em damage. --DEATHWING 02:39, 17 July 2007 (CDT)


 * And unless a large amount of the bar is devoted to energy management with stuff like Critical Strike and Critical Eye, the DPS can't be maintained except out of luck. The war uses adrenaline which, unless it meets Soothing Images, can stay going forever reliably --Gimmethegepgun 02:53, 17 July 2007 (CDT)
 * I'm not going to argue about it, keep your opinion I will keep mine. --DEATHWING 02:58, 17 July 2007 (CDT)