Saekee
03-28-2022, 01:19 PM
Anyone else finding SD’s strikes and epic moment just too brief?
The epic strike seems to last 7 seconds with a 10 second cooldown; or am I wrong? That is all too short. Please double its duration or take it to 12 seconds at least duration
Epic moment is 20 seconds which is just to short. Please extend to at least 30 seconds or have it go off automatically for a bit every time an action boost is active. Then this ED will be attractive.
As is, I am finding it extremely…stressful.
Seph1roth5
03-28-2022, 04:28 PM
The epic strike is horrendous on a quarterstaff rogue. Has a huge windup animation.
Saekee
03-29-2022, 11:44 AM
The epic strike is horrendous on a quarterstaff rogue. Has a huge windup animation.
I have dumped the desiny for Divine Crusader. Depressing.
VinoeWhines
04-25-2022, 11:28 PM
I think From the Shadows should have it pass through mobs charge along with a cause an AOE Sap. and/or(if you have the Assassinate Feat trained) Assassinate Cleave attack, since they took away our Double Strike and Offhand Double strike attempt to get a 3 or 4 mob kill Assassinate from the past.
The upgrade should be an Improved Consumed by Shadows (Greater Cleave)alternative to Weird on the same cool down 1 minute and cause the ability to do a Greater Cleave Assassinate and on Red names/Bosses cause the Shadow Loss debuff( but Armor Class = 0 should be for it to be for at least 20 seconds and cause the Darkness debuff). Darkness: The target is no longer immune to Sneak Attacks. -5 Spell Resistance, -5 Physical Resistance Rating and -5 Magical Resistance Rating per stack. Lasts 15 seconds, stacks drop 1 at a time. Max 10 stacks. )
(Bring Darkness) enhancement should be the. Pass through targets on Tumble, blinding them for 5 seconds causing an Improve Feint/Bluff effect, no save as well as the Meld and Dark Imbuement buffs (you should be able to have both, like how it was before, not hard code, brick wall it to one or the other, that's not even close to making any sense.)
Instead of Wand and Scroll Mastery it should be Traps and Vile Mastery.
Sleight of Hand should be:
Sleight of Hand: Traps and Vial Mastery: You can make Noisemaker Traps or Noisemaker Vials(on exploding they stick to door/wall and make ticking sound), with the ability to place or throw in stealth.
(Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Vials.
(Tier 2): You can use the higher of Melee or Range Power to Traps and Vials you Throw.
(Tier 3):You can inscribe scrolls as Traps and Alchemical Recipes as Vials.
Maybe have specific Alchemical Vials like Mass Suggestion/Confusion, Turn to Frog/Bat, a real Tanglefoot a la "Sharn exploding goo"(with DC: Reflex (DC 20 + Rogue Level + Stat Modifier + Assassinate Bonus)
and Shadow-Thunderstone: Alchemical Vial Trap Attack: 1d6+2 Force damage per character level and dazes in an area. Fort DC (12/16/20 + Rogue Level + Stat Modifier + Assassinate Bonus).
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Tier 3 (req level 23):
Sleight of Hand: Traps and Vial Mastery: You can make Noisemaker Traps or Noisemaker Vials(on exploding they stick to door/wall and make ticking sound), with the ability to place or throw in stealth.
(Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Vials.
(Tier 2): You can use the higher of Melee or Range Power to Traps and Vials you Throw.
(Tier 3): You can inscribe scrolls as Traps and Alchemical Recipes as Vials.
Shadowdancer Focus: Your Assassinate is now every 10 seconds. You can now Improve Vorpal with any weapon.
-20/40/60 Seconds to Your Improved Uncanny Dodge.
Greater Vorpal/Superior Vorpal/Sovereign Vorpal
Illusion, Necromancy, Enchantment or Abjuration DCs
Tier 4 (req level 26):
Consumed From the Shadows: Pass through targets on Tumble. This grants you the buffs from your Shadowdancer Epic Strike if you have them trained. Note: This ability requires the character to have the Stealth feat active ("in stealth") to use it.
Tier I. From a stealthed position, dissolve into shadows.(Pass through mobs and Blind them) before appearing some distance in front of you.
Tier II. Your charge along now causing an AOE Sap(if you have the Sap Feat you Stun targets).
Tier III. While in Sapped(or Stunned)when mob shakes off effect it is temporarily Confused and will attack each other for 3 seconds + your Highest Ability Modifier. If you have the Assassinate Feat your Assassinates Cleaves now.
Tier 5 (req level 30):
Multiselector:
Weird: You gain the Weird spell - AoE Phantasmal Killer, scales off Illusion DC. You must be able to cast level 9 spells, or level 6 spells if you are a half-spellcaster such as Warlock or Alchemist. Cooldown 60s, SP cost 50 (matches implosion). DC 20 + highest of int/wis/cha + illusion bonuses
From the Shadows: From-Stealth Active: From a stealthed position, dissolve into shadows, before appearing some distance in front of you and cause the ability to do a Greater Cleave Assassinate to targets you pass in an area(Dire Charge code but causes Greater Cleave Assassinate). Cooldown 60s. On Red names/Bosses. (cause the Preview Shadow Loss debuff.)
Shadow Loss. You no longer cast a shadow. (literally. we literally turn their shadow visuals off). In addition, you have -20 PRR, MRR, and Spell Resistance.
Shadow Mastery: Epic Moment: Dissolve into a whorl of shadow, leaving your corporeal form behind. While in this form, you are considered Sneaking and Invisible(Just make it Improve Invisibility so it codes easier.) regardless of what you do.(Not good if you want mobs to swing at you since they don't see you. So make it an PK Death Aura with the Improved Invisibility)
You also gain 3d6 Sneak Attack Dice, 50% Incorporeality, as well as the effects your Epic Strike as if they had been fully trained and upgraded. When non-boss enemies miss you in this state(It should just be while in this state and non-boss pass by you or you pass by them in this Aura."Like a Death Aura range."), they are slain by their fear, automatically taking a Phantasmal Killer effect with no save. Duration: 30 seconds. Cooldown: 5 minutes.
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Just move the caster things from Shadow Dancer to Magus Tree and have them multi-select their caster choices.
Believe me, I was looking forward to having a Rogue be able to use Force damage and Illusion CC abilities, that caused Sneak Attack and Shadowy Casting abilities, but the Bill of Goods we were promised and the End Results were a major Bait and Switch of what we had before that was allot better in it's presentation and abilities.
Float over traps is interesting if the Traps would do the proper damage to mobs to take them out or heavily soften them up, but it's just gimmicky for now. Put back in Anti-Tremor Sense and it would definitely improve that.
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