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Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
Poison Strikes, Weakness Poison and Deadly Poison.
- Are abilities all link so that deadly also requires weakness or can u just take 2 of the three?
Does Shiv bluff portion apply a bluff similar to using bluff or deception item proc where it turn the targets back to yourself?
I like the way this is going. If TWF gets a revamp rogues will be awesome sauce again, and will bring rangers back to the table somewhat.
dang bugs!
I like many of the proposed changes and the ideas posted here.
Now my 2 cents:
I think the focus of assassin improvements should be:
1: Increase sneak attack damage from xd6 and progress to xd8, then xd10, and finally to xd12. I think this alone will bring rogue DPS on par with recent dps changes to other classes and fits with the assassin theme.
2: Add the ability to lose ALL aggro currently on the assassin based on the hide skill. (requires something like having no mobs within sight or within a certain distance or maybe just requires a shadow charge). Kind of like a ninja vanish kind of thing, this would be really great and add a new dimension in both solo and group play.
3: increase the dodge CAP from 28% to something like 40%.
4: dramatically increase the usefulness of poisons, particularly on bosses.
5: add a tiered ability to decrease assassinate cooldown(s) and fix the current assassinate/aggro bugs!
6: For assassinate DC, I think just doubling the current bonus to measure the foe would be about right. Or increasing possible item bonus to +10 or so.
7: Improve current fort bypass abilites or add/improve specific abilities to do sneak damage on sneak damage immune mobs.
I really like this idea posted above by redoubt:
Measure the foe:
add 5% sneak speed per stack (yes, if you get all the sneak speed bonuses you will sneak faster than your normal movement, but these are assassins. They should "appear" out of nowhere. Speed is key to this and also just to keeping up with the group in todays game.)
Have the stacks expire one at a time.
Last edited by Mellkor; 02-28-2015 at 05:46 PM.
Mellkor Wizard, Culpepper Cleric, Coyle Warlock, Anarion Mechanic Archer, Ungoliant, Assassin, Tulkas Astaldo Vanguard Pally,
***Argonnessen*** ~~Ascent~~
Some good ideas here, though I don't agree with all of them (we are on the forums here )
1. Something like this is the perfect way to boost assassin DPS (which it really needs). Alternatively some form of Sneak Attack on Crit effect or effected by say 200% melee power ( as a high level assassin core) or a combo of the above 3. I also think that the poison or assassin's mark idea is another great way that can be used to do this in CONJUCTION with some of the above.
2. This sounds like an interesting idea though at this stage I'm not necessarily sold but certainly interesting.
3. Something like this is needed.
4. Yes, this.
5. At the very least yes to fixing the assassinate bugs.
6. No just no. While I think assassinate DC needs a little more, make it a small bonus only. +1 or 2 more, +4 tops. And not via measure the foe.
7. I think I mentioned this earlier as an idea but at any rate I like it in theory.
EDIT: I also want to reiterate and remind that you can't do a Rogue pass without fixing up their ED and without finishing off the shadar-Kai race (racial abilities are still missing.......)
Last edited by Bobby88888; 02-28-2015 at 05:44 PM.
Nice. Let's hope it doesn't look too out of place when you use it from distance. Current Assassin's Trick isn't a melee attack but functions more like bluff. This is nice because you can use it even when using ranged weapons. Changes to assassin's trick alone boost assassins(and other rogues as spending 11 ap into assassin is not the worst idea) alot as only other options for sneak attack immunity removal that I can think of are Shadowdancer Shadow Mastery on vorpals and Wrack Construct which is very limited.
Now only thing that could use a change is the assassinate DC. While the formula is rather strong and gets workable DCs for heroics and some epics it falls behind because of no items and only one epic destiny with +6 to DC. If you compare for example Stunning Fist which gets about similar formula but with ½ character levels instead of full rogue levels gets 6(soon 5 when level 30 is possible) less from levelup part of formula. Now you have to look at enhancements, EDs and items that boost each of these abilities.
Assassinate gets a +4 DC raid item, +6 from EDs and +5 from Measure the Foe. +15.
Stunning fist gets +3 from Grandmaster of Flowers, +6 Legendary tactics, like +15 from normal stunning item, then possible +6 from insightful combat mastery(can replace with whatever half of your int modifier can be if you go harper), +3 from possible dwarf, bladeforged or warforged, +3 from kensei, +3 fighter past lives and then +3 from vanguard. +42 and I probably forgot something. Very specific build but so is level 20 rogue.
So after you drop 5 points off from stunning fist because it only gets half character level bonus the total difference in DC boosts is 22 points in favor of stunning fist. Also debuffing for stunning fist is simpler as you won't lose +5 DC from Measure the Foe if you use for example twf improved sunder for usually -6 fortitude save. On d20 system 22 DC difference is insane. There can be places where Stunning Fist only fails when foe rolls a 20 and Assassinate only works if foe rolls a 1. Assassinate is more final solution than a stun so I could understand why it would have a bit lower DC but if difference is close to 20 points it is too much. And now there are special attacks with even more DC than stunning fist that could have been used in this comparison instead. Coup de Grace for example.
I didnt add racial stat bonuses into calculations to keep it a bit simpler. There is drow race with +4 total int and WF and BF get -2 wis. I might have also forgotten some things in favor of one of these abilities.
In my opinion the issue is that there are attacks with great itemization and enhancement support and then there are things like Assassinate, Shadow Dagger, Thunderstone, Time Bomb, Ooze Flask, Tanglefoot and some Henshin Mystic attacks with little or no support to push their DCs to point where they would be meaningful abilities. It is a pity because I like these. They just aren't usable because DCs can't be boosted enough in game.
Shadowdancer needs a pass but it's not required to improve rogues, seeing as you can, you know, use Dreadnought or Crusader like every other melee.
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You know Wizza, you're not known as the most positive poster on these boards... but still, you managed to get a dev to answer your direct questions MULTIPLE times in this thread, yet you just keep throwing insults his way.
Do you really think this is the way to get the results you want?
Has this method EVER worked for you, in real life, or on these boards?