Hello, I am excited to see updates to Martial Arts Assassin. I very much enjoy the tree, but I have some commentary about things that have yet to be changed, as well as the posted changes you’re starting with.
First, the changes to the duration of abilities for QOL, and the adjustments to the blade skills in the trap tree are fantastic, so let’s not talk about that.
I’d like to point out that Cloak of Shadows is an extremely potent and beneficial ability for MA assassins, especially on lower levels of gear. It would be great QOL if either casting delay was removed, or casting delay was a static amount not tied to the duration of the ability. As it stands now, additional points in the ability actually tend to make the skill worse to use even though it increases the +Defense / -EnemyDefense effects. That is because it tends to be after around rank 5-6, you will likely be moving off screen from where you cast the effect initially, and now the new mobs cannot be affected until you wait for the delay to end. High ranks of the ability like 10, 15, or higher actually lead you to use the ability much less frequently in practice, and if you are relying on the extra AR due to weaker gear, makes it one of the only skills that gets functionally worse with a higher rank. Alternatively to messing with the casting delay, make the skill have a static duration at all ranks.
To the MA tree ; The change to the charge consumption is an interesting choice. It has some odd side effects with multi-strike abilities like dragon talon and dragon claw. Additionally due to the next-hit delay caused by some of the abilities, when the multi-strike abilities trigger charges repeatedly you are not actually getting any benefit. The best benefit to this change is for phoenix strike, allowing your playstyle to be more along the lines of “hold phoenix strike key for a couple seconds, hold finisher key for a couple seconds, repeat”, which isn’t that different from now.
The guaranteed hit on the finisher skills when an ability is charged is not as significant as it might sound. The charges already gave you a substantial amount of AR, so you were rarely missing with charged finishers anyway.
Let’s talk about charge gain/use. MA assassin is a bit weird compared to other classes as it involves build up then spend, making you change through abilities pretty frequently. If the idea of consuming one charge at a time was to get MA to use more than one charge up ability at a time, it’s not likely to be as effective as one hopes. On live, it’s really hard to get use out of Tiger or Cobra strike, and the single-elemental abilities end up being inferior to Phoenix strike.
There’s a few reasons for this on live;
- When dual wielding, only the single-element abilities attack with both weapons, slowing charge gain.
- Next-hit delay from some of the elemental abilities making them briefly immune to other sources of elemental damage.
- Multi-strike finishers only benefit on the first strike.
- Trying to visually see how many charges you have while in the fray of mobs can be challenging.
- Attack Rating / Stagger from incoming Damage making time to gain max charges (or the correct charge, for phoenix strike) inconsistent.
- Limited duration of charges cause some to expire if attempting to stack multiple different sets.
While consuming only one charge level at a time with finishers does help a little bit with this (more so for Phoenix Strike than any of the others), there’s more that can be done to help with the QOL and general strength of MA. Here’s some things to consider during this PTR cycle;
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Make all the strikes use both weapons when dual wielding, which (as based on the current effect of single-elemental attacks now) will allow the gain of up to two charges per single attack animation.
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Remove next-hit immunity from MA elemental attacks.
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Take some inspiration from the druid Maul / Feral Rage ability, and slightly redesign the charge attacks. Reduce their effect per charge level, but allow them to stay up indefinitely for a duration based on skill level. This allows for a far more practical method of using multiple charged skills from the tree at the same time.
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Convert some of the tree away from active abilities, into either passives, auras, or long-duration cast-once buffs. Regardless of your point investment into MA it typically becomes the use of only one or two abilities in the tree.
I look forward to seeing more things done with Assassin. It would be especially grand if they were to have more practical access to a greater array of runewords. As it stands now, for MA you will generally only use claws unless you’re using exclusively the kick abilities, due to the huge significance of claw mastery. Claws have very few runewords available to them, and weapon block is largely superior to standard shield block as it can block spell abilities.