Hey, everyone!
SteelStar here to give you a first look at a pair of smaller revamps currently slated for Update 50! These two passes are quick sets of changes we did around other upcoming features we're working on, so while they may not be complete overhauls, we hope they add some interesting build options, and wanted to bring them to you ahead of the Lamannia previews! (The second revamp, Cleric Radiant Servant, can be found here!)
The first of these two passes is adjustments to the Shadar-kai Iconic! Shadar-kai don't really have a good niche in most of today's meta, and what they offer is a bit lackluster compared to a lot of other Iconics and base races. Like we said above, these passes are fast, so while there are definitely other things we could improve in the future, we aimed for changes that were both fast and would help address the issues above. The usual warning applies: This is early preview content, and will likely change before it goes live!
Currently, Shadar-kai get two Spiked Chain attacks; one in T1 (that does 3 swings) and one in T4 (that keeps whirling as long as you stand still). Neither is an actual attack (they don't use your equipped weapons), the animations don't scale and you can't move using them. This made them... not very compelling to use. So we changed that!
The Changes:
- At level 1, all Shadar-Kai characters now get a Feat: Spiked Chain Attack: Light Melee Weapon Attack: Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks with +1[W], +1 Critical Threat Range, and +1 Critical Multiplier. Your Shadar-Kai Racial Enhancements may add to this attack. (12 second cooldown).
- The Spiked Chain attack is now an innate feat all Shadar-kai get without needing to spend points in the tree. Existing Shadar-kai characters when this goes Live will have the feat versioned onto them! While pretty powerful, Shadar-kai don't otherwise get any free feats, free skill bonuses, or free weapon proficiencies.
- It now also functions as a weapon attack using your main-hand weapon, but it must be a light melee weapon.
- This uses the 3-swing animation the T1 Chain Attack currently uses, but this version is faster than the current Live version at its base, and also scales with your Attack speed. It's longer than Cleave, but also hits three times!
- Importantly, you can now move while using it, and cancel out of it early by tumbling. You won't get the remaining hits, and the attack will be on cooldown, but you can bail out that way.
- Vicious Chain has moved down from T2 to T1. It's otherwise unchanged, giving a 33% chance to Bleed on each hit of the Spiked Chain.
- Forceful Chain has moved down from T3 to T2. It keeps its essential role, but now reads: Your Spiked Chain Attack now has a 5% chance to knock non-boss enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again.
- Slashing Chain is gone. Its role was primarily to bulk up the bad damage of the old chain, and it's no longer needed.
- New T3: Ghastly Chain: When you use your Spiked Chain Attack, you gain 5% Dodge for 6 seconds. This ignores Dodge Cap.
- New T3: Displacement SLA. 0 SP Cost.
- Yes, this is very good - But Shadar-Kai is a long way from "good" currently, and we feel that their ties to the Shadowfell and Rogue-theming mean they should have good access to one of the stronger Avoidance defenses out there.
- T4 Whirling Chain has changed to: Greater Spiked Chain Attack: Light Melee Weapon Attack: Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks with +3[W], +2 Critical Threat Range, and +2 Critical Multiplier. All abilities that enhance Spiked Chain Attack also apply to this Enhancement. In addition, when you Vorpal with this attack, you knock enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again. (18 second cooldown)
- This now also uses the 3-swing animation that the base feat uses, with all the improvements that version got.
- The advantage of this version is higher damage, the extra chance at knockdown, and being on a separate cooldown! Which is important to the last new addition:
- New T4: Assassin's Mark: Non-boss enemies caught in your Spiked Chain Attacks have a 33% gain a stack of Dizzying Spiked Chain on each of the three hits (-10% Damage per stack, -5% Attack speed per stack, -2 Concentration per stack, stacks up to 8 times. 20 second duration per stack)
- This is the same debuff that Shadar-kai monsters throw around! But rebalanced slightly for the player version: Only a 33% chance of each hit applying a stack, and it can't apply to Bosses or Raid Bosses.
- It's pretty strong in practice, but stuff that dies fast also can't accumulate many stacks. So we're still balancing the numbers on this one.
Like we've said, this is early, we're still tweaking numbers and playtesting internally, and you'll see it on Lamannia before it goes Live, but we wanted to show these off and see your thoughts! Let us know what you think!