To me, Cross Impact is totally broken. As I've written on a Rogue thread already, I've created a Thief this weekend and it became a master level rogue by the end of that day. The only skill that I maxed was Cross Impact. It was a sure one-shot against most enemies and it was the lamest leveling experience I ever had,
And that overwhelming power even early in the game (lower levels) is totally different to the other skills mentioned like Fireball or Battle Tactics.
Anyway, you're right in the first part, in the numbers Cross Impact beats Shadow Strike, it has a bigger multiplier than and also has the advantage of a slightly shorter cooldown (8 seconds versus 10 seconds) it's similar on that regard to Shadow Strike, it's an opener skill, has no prerequisites and can be used form hide, ONCE per battle.
Both Shadow Strike and Cross Impact can be used normally outside of hide. Just to show you the pre-ML situation in more detail:
Lvl 5 - Cross Impact: 700% damage; 8sec CD; +1 CP
Lvl 5 - Shadow Strike: 415% damage; 20sec CD; +3 CP; 15% chance that the next Shadow Explosion is considered to be made out of hide.
Lvl 5 - Shadow Explosion: 550% damage; 20sec CD; 5 CP required; optional 1100% damage
and to add another skill:
Lvl 5 - Grimtooth: 415% damage, 30sec CD, 10 targets, +10 CP, 20% heal; but no bonus from hide
So it should be obvious that Cross Impact actually does almost twice at much damage with half the cooldown.
On the other side, it makes us sitting ducks whilst using it and has quite the animation time, and has no other advantages to it besides hitting hard. Shadow Strike on the other hand can be used while moving, gives us 3 combo points instantly, helping us to build the prerequisites for our finisher faster and makes our finisher really deadly by doubling it's damage. So I don't think Cross Impact "beats" our Assassin skills, if anything, it complements them, considering our rotation is very limited.
First of all, I can't really stand the 'sitting ducks' statement. It's less than a 1sec immobility. Gush, it's not a 3sec stun, nor a a 15sec perma-stun... and sometimes you just want to end on the same spot anyways. So just show me a vid where this actually made a difference in PvP!
Cross Impact also beats any other assassin skill skill-point wise. Sure, by leveling Shadow Strike or Shadow Explosion to level 10, they might eventually turn the tides, but it's still possible to max all of them (even forgoing to max. Double Attack). Given enough Vigor, it's possible to rotate between these skills. Then, it might not matter that much whether I do a...
Cross Impact (out of hide) + Shadow Strike + Shadow Explosion
... or a...
Shadow Strike (out of hide) + Cross Impact + Shadow Explosion
... combo (assuming a CT trigger). Both have their advantages.
Therefore, the question isn't whether Cross Impact ends up better than or up to par to Shadow Strike (or Shadow Explosion), but whetther or not another high-damaging skill isn't just lame and simply too much, further rendering other skills / skillbuilds useless.
That's why I made a few quick alternatives and asked f.e. what you would level, if Cross Impact would be a 250% damage skill that could cause the Mark of Shadow debuff instead... or what you would do, if Cross Impact would also restore 2% of your HP per level instead? Etc, etc.
Because right now, it's all too easy to level these three skills, starting with Cross Impact early.
Moonlight dance - rogue skill- max level 10
1420% Attack power 2840% attack power with a critical, 5680% attack power from hide with a critical
Comparing these skills with Moonlight dance is a bit odd, because the rogue has several different skills to start with. F.e. this skill has a 20sec cooldown and there isn't a 580% rogue skill that generates 3 CPs like Shadow Strike. The rogue doesn't have a stun attack usuable without combo points and isn't exceptionally fast either.
Another note: Maybe I am doing something wrong here, but I can't use Moonlight Dance out of hide!
__________________________
However, beside all the Cross Impact comments here, the changes made to Grimtooth, Shadow Claw and Ymir Form seem to be totally ignored.
Grimtooth f.e. could be another 580%+ skill, but the new 30sec cooldown rendered the skill almost useless, especially since most effects (CP point generation, slow effect, heal) don't get better with additional levels.
Ymir alone creates an amor penetration of ~9% and with Shadow Claw it's 13%. Adding in additional armor penetration via cards & titles, and you might achieve 15% and more. That's a HUGE bonus. Reducing the defense rate from 75% to 60% f.e. results in a 60% damage increase. (That's the effect of a BT with 500 INT and 30% crit. chance). And there is not a single comment about that?
Well, well.... balance might still take a while.
Edited by Greven79, 26 August 2014 - 07:00 AM.