So nobody is mislead: the cores DO increase the sneak attack range, just not at the amount that the description states (at least according to flagged's testing).
So nobody is mislead: the cores DO increase the sneak attack range, just not at the amount that the description states (at least according to flagged's testing).
"People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind
Why don't they add DEX to damage on the Mechanic Tree as well, since the Assassin change, INT based assassins have been improved, but not INT based Mechanic. There should be a DEX'd based Mechanic as well, so that Mechanics can have a DEX'd based damage option, whichever is higher.
Couple of things I'd like volunteer to update from original above and current game ...
Traps:
- Change timing so that the animation and time trap is armed to 1 second total ... the game speed has increased in all areas
- Change cooldown of traps to 3 or 4 seconds ... again at that time the thought was that folks would be laying an army of traps before encounters ... that has proven to be untrue in the current game standards of semi to full zerg ... rather traps should be useful both in battle ground planning and heat of the moment battle ... like Regular vs Quickened Sleet Storm or other AOE CC spell ... it can be used pre-battle and during battle
- Grenade and Mine DCs should be same as Elemental and Spell DCs ... why have different scaling systems in today's game?
- Grenade and Mine damage should scale with 200% (or 400%) MP or RP, whichever is higher ... this is still a pittance compared to not using these at all
Spell Traps to possibly add: Sleet Storm, Solid Fog, Acid Fog, some other new cool idea ... maybe something from the new alchemist spell list.
Mechanic:
Add 2 more alchemical traps
- Change DCs to be either DD related or scale appropriately in more difficult content
- Timebomb - make more reliable for terrain issues or change it into a shot that does the damage and knockdown (Cooldown 12 secs)
Sharpshooter line change to +1/+2 and +1 SA dice with GXB and +1/+1 with no additional SA dice for any other XB
Fletching - add metalline to your bolts in addition to what it currently gives now
- change the return rate to 70/80/95% ... this is T4 and given at T2 in Falconry (this doesn't save me AP by having to then spend 8 AP in Falconry for same effect)
Expert Builder - add back in +1 Crit range with GXB as originally intended. This is very deep in cores and thus requires Rogue commitment, or add it to capstone
Hip Flask - boost this to be a 30 second boost (not action boost) with 90 sec cooldown that really adds the max dodge, dodge, damage to the boost as well as a heal DOT for those 30 secs. There should be a reason that is compelling to take this capstone rather than no good reason. Add in RP and/or doubleshot for GXB.
Rapid Fire - change to 5/10/20% Double shot ... give me a reason to go T5 in mechanic
Move Light Repeater prof to Core 2 (level 3)
Move Heavy Repeater prof to Core 3 (level 6)
Give Precision feat at Core 4 (level 12)
Give Shot on the Run feat at Core 5 or Core 6 (Level 18 or 20)
Currently T5 Inq and Inq capstone give me no reason to take T5 in mechanic or its capstone. Currently they are mutually exclusive thus please make it compelling to choose one over the other.
Thanks for reading.
Community Member
Or, alternatively, add trap effects to grenades? So rogues can throw web grenades and other AoE type things.
But I can see actually using traps (I play rogues, I like traps) if I could kite and drop traps as I run. But this would need to work more like kiting and shooting.
Also trap (and grenade) damage is so low compared to crossbows that I have taken to just ignoring them.
Plus, traps disappear too quickly to be able to lay down a selection of traps before bringing in the mobs.
The only time I use traps now is when soloing where I know I have choke points to drop web and other CC type traps. I can't collect enough trap parts to use them as a primary tool.
Likewise, I only use grenades for specific targets where I don't have good weapons (like against undead/ghosts when I haven't got the right weapons). Same problem as with traps. Not enough ingredients to use as a primary tool.
Last edited by Hazelnut; 09-27-2019 at 04:45 PM.
Zyinniah Hazelnut and Curissa Hazelnut on most servers.
Rogue Interplanar Practitioner :
The new and revamped Rogue Mechanic. Education Archeology, Engineering, Arcane lore, Divine lore, Wilderness lore, Electronic technician, Computer studies.(Astrophysics etc)
1) Flash Strike: A trap that blinds hostile npcs. Aoe effect. Calculated over Your highest ability stat + Character level (Up to 30) + Disable trap skill. Timer upgrades with character level.
2) System Shock: A trap that slows, fatiques, confuses, nauseates hostile npcs with rolls to % chance. Calculated over Your highest ability + Character level (to 30) + Disable trap skill. (Said additional effects are added through Mechanic enhancements and levels to trap)
3) Server Down: A trap that casts web and chance to Hold aoe with timer. Calculated over your highest ability + Character level (to 30) + Disable trap skill. (Said additional effects are added through Mechanic enhancements and levels to trap)
4) Clockwork monsters
with uniques effects. They vanish after timer. They re neither summon nor companion. [The power of healing and other buffs or debuffs over monsters is calculated over Highest ability stat+ Character level + Disable trap skill + Use magic device skill]
4a) Mechanical trap Casts clockwork small Rust monster that drops hostile npcs attack and damage ability drastically as if eating their weapons.
4b) Mechanical trap Casts clockwork small Basilisk monster that has calculated chances for turning hostile to stone with a cone attack. If npc fails the saves. Effect is permanent.
4c) Mechanical trap Casts clockwork replica of Celestial Planeforged Has the ability to heal the Mechanic and the team. Can locate Blade barrier. Through levels new spell like effects for buff and healing can be added.
5) Repair/Dismantle Construct. Aoe effect trap first Dazes Constructs without save then Dismantles (Hostile npc) them or Repair them (Friendly player or npcs construct). -amount every turn/- amount. Upgrades with character level + Highest ability stat + Disable trap skill + Use magic device skill.
6) Mechanical armor/Weapon. (lvl 8+) Gives the mechanic extra carry limit. Elemental resistance scaling with level. Temprorary hitpoints and Deflect arrows ability. Extra saves. Upgrades with Mechanic levels and character levels.
Mech weapon toggle effect: Choose type +1d6 lvl2/2d6 lvl5/4d8 lvl8 /6d10 lvl 12/8d12 16/ 10d14 lvl 24 20d20 lvl 30 /Force/Sonic/Elemental effects. Upgrades through Mechanic level, Character level up to lvl 30. (Can not be activated with Inquisitve like enhancement trees. Works only with Mechanical weapons)
7) Mechanical Planar Gift Box: Carried and upgraded by the character through levels: Upgrades with Rogue level, Character level, Highest stat, Search, Spot, Disable traps, Use Magic/Electronic device.
Spell like abilites cast by Mechanical Gift Box with cooldown : Grease (lvl1) Upgrades with character level and your highest stat, Shield (lvl3), Invisiblity (lvl5),Hologram (lvl6), Dimension door (lvl8), Planar Dismissal Upgrades with character level and your highest stat (lvl 9), Teleport (lvl10),Planar Globe of Invulnerability (lvl 11), Planar Shadowalk (lvl12), Planar Banisment(lvl13) Upgrades with character level and your highest stat, Greater teleport (lvl15), Planeshift (lvl20) Teleport between settings.
https://www.youtube.com/watch?v=p5VpFN7DNrw
Thanks for reading
Last edited by Kutalp; 10-24-2019 at 04:03 PM.
Having only limited use of traps I don't have much to say. Other than to say FASTER is BETTER. No one will wait while a rogue is laying down traps. At least the players I run with will go sprint boosting by and kill everything while ur still tying ur shoe.
Any discussion of rogue core abilities MUST include auto-find/auto-disable traps. Anything short of adding these to ALL rogue trees is a slap in the face to any non-Inq rogue.
Also, the Hipflask is ineffective at best. When compared against others, it is one of the worst in the game.
These actually look good. I have a couple of questions:
1. Does leg shot still slow down the target(s)?
2. Ooze flask? Does this ability work with bows/crossbows?
The Bytcher~
Souless/Spectyr/Xbow/Valice/Tazzor/Xindao
Ascent
This thread is 5 years old, dude. That ship has sailed.
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