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Assassin Team Support Major Id's

Discussion in 'General Suggestions' started by StormDragon4, Nov 11, 2020.

?

Should Assassin Receive These Major ID's?

  1. Yes

    12 vote(s)
    52.2%
  2. No (why)

    1 vote(s)
    4.3%
  3. Only Shielding Smoke

    7 vote(s)
    30.4%
  4. Only Precise Blow

    0 vote(s)
    0.0%
  5. Yes assassin needs major ID's but not these (why)

    3 vote(s)
    13.0%
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  1. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    This suggestion aims to fix the only problem I currently have with assassin, A lack of ways to help other players. This will further be an issue with the addition of raids. All other classes have at least 1 thing to help other players.

    Mage: Heal spell (Probably the best on this list)
    Archer: Escape, Heart of the Pack
    Warrior: War scream, Saviors Sacrifice, Taunt, Guardian, and rally in 1.20
    Shaman: Totem

    Yes I am aware assassin has greed with The Exploited or Old keepers ring but this doesn't feel helpful. This is because as an assassin you are close to the enemy, not most of your teammates so I find I'm the only one being healed. I have come up with 2 major ID suggestions that aim to change this and make assassin better in large groups.

    1. Shielding Smoke
    Players inside of smoke bomb take 20% less damage but smoke bomb deals 20% less damage.

    The number is really just a starting point because I have no clue what would be balanced. Basically this gives your smoke bomb a new level of versatility. You can throw it on teammates before you engage to shield them from attacks, or you can snipe allies to protect them while you are attacking the enemy. you can also use it to protect yourself and damage enemies at the same time.

    Archangel seems like the perfect fit for this, seeing as it's a tanky dagger in need of a buff. Otherwise a fabled dagger with this could be cool but it would need to be FA


    2. Precise Blow
    Enemies hit by spin attack take 10% increased damage for 2 seconds

    Again the number is just a starting point. Basically this not only increases the assassins damage potential, but the other players as well. This would be useful in both heavy melee builds and spell builds. The damage buff would not stack with other assassins spin attacks if they also have the major id.

    Cataclysm feels like the obvious answer but it would require other nerfs for that to work.
    The same goes for Hashr's Claw as stated before, makes sense but would require other nerfs.
    I feel that a new fabled item could fit the ID and maybe also Thundra Ripsaw. this would without potentially making Cata and Hashr's op or garbage.

    Overall I just feel kinda helpless sometimes when playing assassin when it comes to helping other players so I came up with these as solutions. All feedback is appreciated, Though who knows maybe assassin will receive some teamplay major ID's in 1.20
     
    Last edited: Dec 27, 2020
    BrokenRealities likes this.
  2. Melkor

    Melkor The dark enemy of the world HERO

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    Shielding smoke, or something like it is something I've thought assassin should have for a long time. It's the only class with no team-aid abilities and so I always hate playing it when I'm with friends. The idea of a smoke bomb is to hide yourself and prevent people from being able to see you, so granting a defense bonus or even invisibility (with a high cost or constant mana drain like with the vanish spell) seems like a very appropriate and helpful bonus.
     
    JaydonTheWarrior likes this.
  3. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    yeah I figured invisibility would be too powerful so I went with a defence boost
     
  4. Melkor

    Melkor The dark enemy of the world HERO

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    I think that if it also gave a cost per second like vanish, or even if it handicapped your vanish spell it would be okay.
     
  5. TigerYaisou

    TigerYaisou Famous Adventurer VIP+

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    these both seem promising with a bit of tweaking. good job!

    I have an idea of one, maybe something that makes spin attacks' effect remover apply to everyone within range, making them immune to negative effects
     
  6. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    That could be cool but maybe a little underpowered. That could fit Cata though as it wouldn't break the weapon.
     
  7. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Bump10char
     
  8. 13threemc

    13threemc vote kanye 2020 CHAMPION

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    Inferno needs a major id lol. Either of your major ids would work with it.
     
  9. ZockerCam

    ZockerCam Travelling sorcerer. Master of Wind Magic. VIP+

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    spin attack goes brrrrr

    ------------------------
    no really assasin is just not a team player imo
     
  10. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    Another bump
     
  11. Malyore

    Malyore Travelled Adventurer VIP+

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    I feel like the assassin has a more unique type of support in that they weave in and out of the action without needing as much cover. They may not have a direct spell to assist other players, but their spells do have benefit with spin attack halting enemy swarms and smoke bomb being lingering damage. The main benefit I see though is their invisibility. It allows them to separate from the group, hit hard, then retreat back to the group for buffs, without bringing back enemies.
     
  12. •WhiteWolf•

    •WhiteWolf• Traumatised. HERO

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    yeah but these IDs don't really follow inferno's lore. I feel that inferno's major ID should pertain more to tanking in general than team play (something archangel would be better for).
     
  13. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Honestly, think shielding smock could be stronger.
    Also, I like the idea of putting it on Archangel.
    It takes a dagger, which at best was a walk speed sidearm, and turns it into a support weapon.
     
  14. StormDragon4

    StormDragon4 Horribly Inactive HERO

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    how about 30% damage taken reduced while keeping the 20% damage penalty.
     
  15. Bixlo

    Bixlo Got drip like pablo HERO

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    With the smoke, could it be for whoever enters the smoke gains invisibility for 4 seconds and mobs lose agrro to that person. however smokebomb does like 15% less dmg
     
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