You forgot one of the more useful ones.:

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Posted by Stahlhagen on October 05, 1999 at 16:38:21:

In Reply to: Re: Assassins posted by Radakh on October 05, 1999 at 06:10:21:

The much-overlooked crescent kick. It's a disarm that deals decent damage, and works
even when you can't see, much like entrap. It's slightly redundant with kotegaeshi
and kansetsuwaza (which can also work to get a weapon out of their hands by lowering
their strength), but if someone comes at you with a dagger, you'll need to lower their
strength quite a bit to get them to drop it.

The kicks are an optional tool, though. The ones I most commonly use are scissor kick (can
lag people that you can't trip or throw), crescent kick (as above), and a smattering of
the damage kicks (axe, mountain storm, double spin, etc.). They are all easy to practice
(mule kick is the only one that requires any thought, and I've found a couple
of good places even though I'm no expert), but if you don't want to spend time on them, you
can have a fairly good assassin character without them.

-Stahlhagen, who's on vacation right now, and doesn't have nearly enough time for Thera for a week or so.


> Assassins are as far as I'm concerned, one of the more
> interesting and fun classes I've played. The kicks are
> just a small part of the class, but are more than worth
> learning. Mule kick isn't that bad to practice. I learned
> the kick by going to Dol Guldor and fighting the gate guards.
> They don't hit that hard and take a decent amount of damage
> before dying. That and there's seven or eight of them so
> you can get quite a bit of practicing in. The axe kick is
> pretty nice for breaking bones and the rising phoenix kick
> is nice against large groups. The double spin is ok, but
> it's too slow for my tastes. All the kicks do a decent amount
> of damage, but only a few have other effects like knocking
> someone down etc. All in all I think it's well worth it to
> learn all the kicks.


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