In the spirit of continual class updates with the new paradigm being some small changes to continue to update the enhancements rather than total overhaul ... here are a few things with mechanic that should be addressed.
Hip Flask: Remove the action boost portion. Much like you (devs) did with Power Surge so that this does not interfere with other Action Boosts This should be as follows:
Currently:
Passive Bonuses: +2 Dex/Int, +2 SA dice, +2 atk w/SA, +1 atk with all xbows, and +1/+2 dmg repeating/non-repeating xbows, Heals for 10d3+30 (scaling 200% RP)
Cooldown 3 minutes
10 secs: +10 Dodge and Maximum Dodge
60 secs: +2d6 atk/dmg, +1d6 all ability scores
With new way quests are designed with large groups or mobs spawned around most corners ... this Capstone should be a boon rather than detriment compared to other capstones and the new latest and greatest of Inquisitve. I want to run a full rogue for flavor, challenge and fun ... but I don't want to be completely hampered by an outdated capstone.
A few suggestions:
- Remove the Action Boost similar to the changes to Power Surge so that it doesn't interfere with other action boosts
- Change the Dodge/Max Dodge duration to 30 seconds
- Change the cooldown of the ability to 2 minute. If some compensation on the damage/ability modifier is needed then reduce the duration to 30 seconds.
- Add +25% double shot for the 60 second or 30 second duration.
- Change the heal to a DOT and increase it. For example 10d6+60 (scaling 200% with RP) that ticks every 10 seconds for 30 seconds. The reason being that there is a discrepancy currently between using this as a I'm about to die heal and booster vs using this ability as I'm about to do a hard battle and want to burst DPS and am already fully healed. Thus a DOT with an initial tick can accomplish both.
Again remember that we're talking about a capstone that is special for a full fledged mechanic rogue.
Other areas of the tree that should be addressed:
Alchemical traps:
- The dmg portion is fine for low heroics and can be kept as is.
- The DCs should scale as current traps do. Thus it's 50% of your DD skill. If you take the Improve Traps line then they scale per that. Additionally I'd like the see this line changed to a single enhancement that costs 2 APs to get 100% rather than 3 APs to scale up to 100%.
- Tanglefoot is otherwise good as is with above suggestion. Keep as Reflex save.
- Thunderstone should stay as its currently messed up form. Keep as an AOE Blindness. Change the save to Will save.
- Ooze flask should change its debuff to reducing AC/PRR/MRR by 4/8/12. Keep as a Fortitude save.
- Time Bomb should scale with 200% or 400% RP. It's a tier 5 ability locking out other tier 5's. It should be worth it. The knockdown should last longer along the lines of what Thunder-Shock Weapons trip does.
Thanks for a great tree that now just needs some tweaking to update with current game standards.