Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
As we can see, most of you have similar ideas about the Armor, Weapons, and Skills that make the best Assassin, how about the roles he should have in a party.
Let's talk about the Specializations of the Assassin.
Potioneer? Melee DPS? Why not Healer or Support? Let's see what you have in mind!
Hia Team! I believe the role of the Assassin in a party should be to quickly and effectively take out casters in the enemy backline and get out.
Also to take out high priority targets in a fight.
Saboteur: the ultimate weapon i the one who detonates on command. A true master of explosives and bombs.
Toxicologist: master of poisons and drugs
Shadow: Always behind you, silent
Knife thrower, range version for dagger pj, thats one i never saw over there.
In the line someone tell a drug master could be used to make a support version.
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Lanzador de cuchillos, una version de rango para personajes de dagas, esa nunca la he visto por ahi.
Como alguien ya ha dicho un maestro alquimico podria usarse para hacer una version support.
Seria interesante ver un asesino de soporte quizás con pociones, estimulantes, vendajes podría hasta ser medico.
Cuerpo a cuerpo siempre, un dps rápido y sigiloso.
Añadiría dardos con diferentes tipos de veneno a distancia. Bombas de humo que causen distracción. ¿Un asesino con alguna rama de magia de cura o sangrado, ceguera...? Podría ser una opción.
Could be 3 melee dps but with different rotations and type of damage: a high dps weapon damage specialization, a DoT specialization and a burst but lower dps specialization. And maybe one of them should be better to kill multiple enemies.
Maybe could be interesting to add him some support abilities but skills that support the tank, something like increase the tank resistance, increase the tank aggro, reduce the aggro of a member of the party, reduce damage taken by the party. Something like throw a flask to the tank to buff him for a while.
I adore the concept of some sort of potion/ support specialization! It would give more option for play styles, and isn't really something seen in mmos. I could see there being a more shadowy/ dark, sneaky, powerful burst attack sort of style spec, than maybe a more agile ninja, and have more consistent damage, and having some sort of kunai throwing ability, and then a potion/poison master support/healer role. Being able to maybe cause targets debuffs aswell as throwing potions in areas of party members giving buffs or heals. I think its important to feel like you could change play styles overtime and not feel like you have to retire or reroll completely, specially if you've invested alot of time and have a love for your charater. (:
Thinking of a support killer is like thinking of a killer doctor.
The idea is really contradictory but you can play around with it a lot.
I would suggest 3 different branches for the Assassin, one specialized in Poison and aoes, another specialized in the assassination itself through weapons and stabbing and finally a support which does not create objects or heals but rather steals them and applies them to their allies.
For example, the enemy healer is placing buffs on his allies, but the helaer assassin takes care of removing them and spreading them to his allies, canceling any type of buff applicable for 2 minutes to the person who stole them.
In turn, this can place a debuff which instead of the heler healing his ally or tank, the Assassin creates an anti shield on the enemy which absorbs the healing and explodes healing nearby allies in an area for a percentage of maximum healing.
Then if we are talking about implementing healing with the assassin, I recommend that it be through Darts, Darts or rather special arrows, which do not heal instantly but rather over time.
After all, a serum is released and affects the body in a given time.
So it could very well be a healer that sneaks in the dark, steals enemy buffs and enemy healing and can be in back rows healing allies in long times.
The DPS in an ASSASSIN is obviously necessary because the idea of an ASSASSIN is that it ASSASSINATE, but in turn it can not only kill the body but also the spirit of its enemies when healing and seeing that their healers or tanks can't protect them, decimate the enemy camp bringing hopelessness and overwhelm.
>Esp:
El asesino no debería pelear, me refiero a que ese rol no es para "ir derecho al enemigo y batallar por la victoria", para eso están las otras clases guerreras. Así que, su rol en una party es más silenciosa; desde ser un explorador con sigilo y alertar del enemigo, apoyar en las batallas con DoT, habilidades de huida para los compañeros en problemas o hacer daño crítico y preciso pero con mucho cooldown. Pero siempre manteniendo su distancia del frente y teniendo un ojo en toda el área, vigilante.
*En mi mente imagino una party haciendo una dungeon donde un grupo espera en un lugar seguro al asesino, que fue a explorar las siguientes "habitaciones" dando un informe sobre el número de enemigos, jefes, etc. Y así, puedan hacer un plan de acción.*
>Eng: (whit google translate)
The assassin should not fight, I mean that role is not to "go straight to the enemy and fight for victory", that's what the other warrior classes are for. So, his role in a party is quieter; from being an explorer with stealth and alerting the enemy, supporting battles with DoT, escape skills for teammates in trouble or doing critical and precise damage but with a lot of cooldown. But always keeping his distance from the front and keeping an eye on the whole area, vigilant.
*In my mind I imagine a party making a dungeon where a group waits in a safe place for the assassin, who went to explore the following "rooms" giving a report on the number of enemies, bosses, etc. And so, they can make a plan of action.*