The Leechsin
Alternative title: ASSassins the abysmal gimmick class as bad as Paragon, Perma Imbagons they sat in a tree and KISS. Good for nothing gimmick classes.
This essay is not to be taken in jest, neither neutrally and is in fact very serious. Daggersins are like a hyperactive chihuahua leech that needs a constant CLEAN source of blood to feed from or else it'll have a heart attack and die. ASIDE from that 1 deadly arts build that goes through any defense like any spellcaster class... pure dagger sins are useless together with the whole mechanic behind daggers. Daggersins are like leeches and are designed completely around other game mechanics that are not compatible with Guild Wars.
leechsins must follow 1,2,3 , they cannot cast 3,1,2 and 2,1,3 like other normal in the head professions. Sane professions do not have a chain attack requirement. Chain attacks are obligatory and do not reward you with good damage, energy, bonus adrenaline, free shadow steps, attack speed, armor, anything at all. Chain attacks are a redundant pretentious requirement. Criticals are useless in Guild Wars, barely providing 50% extra damage and daggers are the worst weapon in Guild Wars.
Most leechsin abilities rely on conditions "refresh this defense if you successfully land a hit, gain +30 hp per critical hit, heal +100 if you're attacking, gain +15 bonus armor if you're attacking, deal +30 dmg if you're being attacked" A leechsin is a leech. A hungry handicapped leech that cannot stop sucking or it will die. A leechsin can be left all alone with even 1 hex on it and he will die because has nobody to feed him. A leechsin needs constant feeding from something like a miniature punching bag to sit the hell still and take it. The leechsin is a picky eater too. -the punching bag must have infinite amounts of health -to sit still for him to feed on OR IDEALLY the punching bag should follow the sin all the way to his primary target. -and to have 0% chance to deflect attacks -and for the punching bag to die only on the leechsin's final blow after he completed his chain attack -ideally the punching bag should not deal back any damage so the leechsin's progress on healing himself or dealing damage to the punching bag was not wasted this entire time. When a normal spell and healing in GW1 comfortably deals/heals 200 points worth of health and damage in under a second, meanwhile a sin takes 6 seconds to barely deal 170 damage.
The leechsin's weapon of choice are these puny daggers that deal a maximum of 17 dmg(non-armor ignoring damage) when Guild Wars is primarily a game that relies armor-ignoring damage because spellcasters are the dominant class in this game, it also relies on protection spells that reduce 90% of the damage, chance to block 50% and 75% and most importantly insane instant heals for 200-350 points of health. Compare 200-350 heals to 17 dmg. Said 17dmg also takes 1500 milliseconds to deal and it's 7-17, that 17 isn't a 100%.
The scythe and hammer's without any attack skills deal a comfortable 40 damage per hit and with the attack skills they can reach 150 damage in under 1 second.
The average melee skill, range skill, spell deals 150-200 damage comfortably with the ranger often dealing like 4 sources of damage in 1 blow just like the dervish.
Meanwhile an asscuckoo is lucky if he reaches 100 damage from 1 hit or 2 sources of damage. His asscreedcuckoo soiboi ability tells him the enemy must be above 90% HP to deal over 100dmg from 1 hit which also costs him double the energy. The leechsin is incapable of combining his sources of damage in 1 hit or in a very quick succession. And 33% is not quick, nothing is quicker than instant attacks.
THE WORST OFFENSE OBJECTIVELY For some handicapped reason the sincuckoo's abilities are not instant like the warrior and ranger's, together with the attack skills requiring to hit in a specific combo they also take time to end and you can easily interrupt yourself like a retard.
A hammer warrior can nuke you for 400 damage in under 1 second because he can combo his 3 abilities in under 1 second. A sintard similar to the dervish(but not as bad) takes around 1.5 seconds per an average attack and 3 seconds per DUAL attack ability, making sins incapable of nuking.
Only the basic female dog 17dmg per dagger is capable of doing 2 sources of damage in 1.5s , meanwhile attack skills which state "automatic double hit" takes 3 seconds because each attack waits its turn like a good boy.
This prompts assassins to use abilities which give them +33% attack speed otherwise they are completely goddamn useless. Even with the +33% speed they're still trash because they don't compare to a hammer nuker, or a dervish or a ranger with the same speed. With the speed on he finally feels acceptable. The speed is wasted on the leechsin because every melee and physical range attacker attacks as fast as if they already had the 33% speed buff. The leechsin needs a 150%-200% speedbuff to play good.
Funnily enough there is an ability that lets them deal double strikes on a 50% chance , but the ability clearly states "no other attack abilities might be used, only basic female dog daggers with 17dmg) Factions skill designers were communists.
The dagger leechsin gets dunked on by its own deadly arts assassin which teleports in and out after dealing a massive 450 non-blockable damage with hexes on that deal an additional 250 damage after 10 seconds. Sadly Deadly Arts sins only have 1 viable build, but at least its good. Dagger sins have like 2-3 different builds and they're all terrible, they have so little builds & variety because of the handicapped mechanic where you need abilities A,B,C to follow each other, so you will always need ability A in your build.
(meanwhile dervishes have 30 different builds, warriors have 15 different builds per sword, hammer, axe)
Together with the attack abilities being separated into categories A,B,C making the pool of A abilities very small ... Sins also have a very small pool of abilities to begin with. A sin gets like 30 melee abilities, a warrior gets 100 per weapon, so the sin ends up with at most 4 A-category abilities to start their combo with.
Meanwhile every class in the game absolutely does not require this autistic mechanic. Sincuckoos are like a handicapped class with no rewards, dagger sincuckoos are a genuinely handicapped class when faced against other melees. Nevermind that in general melees are already handicapped against spellcasters.
The combos offer absolutely nothing, no extra energy management, meanwhile the warrior and paragons have adrenaline. Adrenaline is a second type of energy that resets to 0 if you stop hitting, this would had made sense for the Assassin. Ranger has a mechanic where any attack and spell costs -50% and -75% less for him. Assassin has a mentally handicapped mechanic where he gains energy if he deals critical strikes ... and critical strikes are uncommon as hell. Only 20% per hit with 2 skill buffs.
The assassin has abilities costing him 5, 10 even 15 energy. All his attack abilities cost 5-10 energy, never 2-3 energy or 6-7 energy. ANet is really autistic about making every ability cost increments of 5.
Meanwhile the paragon and warrior has abilities that are free because they cost adrenaline not energy. The Ranger's abilities that say 5-25 energy actually cost 2-9 energy due to their primary attribute mechanic just like elementalists can have 125 energy. Dervishes have numerous abilities that give them energy back and also have attack abilities that are free(cost adrenaline). Sins' attack skills deal trash for damage in the 50-70s under 100 when other professions deal 120-150 and even 180 easily.
So let's review from order of importance for why dagger sins are a fascist's creation/a sadistic loser who hates daggers and wanted to make daggersin's life a masochistic living hell: -No instant attacks -Low damage -Low ability pool -Retarded requirements/conditions for ability effects. -No energy management -No instant healing -Redundant combo mechanic -Redundant critical strikes mechanic
Dagger abilities, dagger sins, dagger as a secondary, dagger weapons are absolute trash. Sins are a F tier class that have no place not just in Guild Wars but in any game. leechsins are insanely pozzed/sabotaged.
The lack of instant attacks is really what makes the dagger sin an absolute unworkable mess and makes Deadly Arts look good by comparison. Everything else is """""""manageable"""""" with huge quotes, but it makes your life a living hell for no reason.
Leechsins can only be good if everyone else was sabotaged like them. The remaining things like abysmal energy management, ability effects that heavily rely on your enemy sitting the hell down for 10 seconds so you can heal off him or reset your defense's cooldown is there to make your life a living hell and pretend "you just need to git gud bro" "You just need to git gud bro" No. No NO.... okay? NO. Dagger sins are a trap, an absolute fool's errand, a Greek tragedy. Dagger sins were made by a sadistic pile of feces who most likely got ganked too hard by Rogues in WoW.