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  1. #1
    Community Member EdsanDarkbane's Avatar
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    Default New Stealth/ Assassin Enhancements.

    Tier 3

    Legerdemain--You no longer leave stealth when interacting with the environment. 2 AP. 1 Rank.

    Tier 4

    Coerced Ally-- Ranged touch attack, may be used from stealth, does not break stealth.

    You "convince" an enemy to do your bidding. Enemy becomes temporary hireling, allowing you to make it interact with the environment, or attack other enemies. (Requires Enemy Language, or pass Language DC to overcome language barrier)

    DC=10+ Charisma Modifier+ intimidate skill. Lasts 50 seconds. 2 AP 1 Rank.

    Tier 5

    Perfect Killer-- you can assassinate red name bosses in regular six man quests.
    Last edited by EdsanDarkbane; 12-12-2022 at 01:04 PM.
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  2. #2
    Community Member EdsanDarkbane's Avatar
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    Default Edit d

    Added Perfect Killer, Tier 5.
    Using Trackless Step,
    Kyoshiro

  3. #3
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    Default

    Your T3 idea is good.

  4. #4
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    Quote Originally Posted by EdsanDarkbane View Post
    Added Perfect Killer, Tier 5.


    Change Tier 5 Measure The Foe, to be a Rogue stance you can toggle on or off. The three point investment would give you the 25% HP boost instead of Light armor mastery(not everyone uses light armor).

    Measure the Foe: Gain 10/20/30 Melee Power, 4/8/10 Dodge,+ 4/8/10 Maximum Dodge,+ 2/4/5 to hit and + 2/4/5 to the DC's of your Assassinate abilities



    Like was mentioned before: Assassinate isn't a spell that can be deathward(ed), it is DPS damage that happens to kill targets.

    To balance it on Orange/RedName; it can instead be: Assassinating death/legendary warded mobs will cause target to loose 25% of their health. (so using it 4 times would kill them on the fourth assassinate) They would still make a Fortitude save against it, but not spell save(deathward).

    For Bosses,(Assassinate) it would have a chance to cause Mortal Fear affect like in Thunderforge last tier(T3) effect on weapons. 5% chance to cut boss foe's current health in half

    Trap Making:
    Also Trap damage should scale off of Rogue level and (Melee/Range power whichever is higher), along with what it does already. Same with Tanglefoot/Thunderstone(4d6 acid/per Rogue level damage every 2 seconds, Reflex DC (10 + Rogue Level + Intelligence Modifier + Assassinate)

  5. #5
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    Light Armor Mastery should be:

    Armor Mastery: Gain 2/4/6 to the Maximum Dexterity Bonus of light armor or 2/4/6 Dodge Cap Bonus to Cloth.
    Gain 6/8/10 Physical Resistance Rating. Rank 3: +25% Competence bonus to maximum hit points.

    Shadow Dagger: Throw a dagger made of solidified shadows at your enemy. Deals 4d8 unholy damage per Rogue level and blinds the target

    (Venomed)Shadow Blades: Imbue Toggle: On hit: 1d4/1d6/1d8 Force damage with weapon attacks, scaling with 200% of the higher Melee Power or Ranged Power.

  6. #6
    Community Member Smokewolf's Avatar
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    Default LOL Dream on...

    When has DDO ever been stealth friendly or friendly to anything Rogue related?

  7. #7
    Community Member EdsanDarkbane's Avatar
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    I love the force damage on imbue!
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  8. #8

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    I like tier 3 (because why not), the others are not in line with DDO's balancing. Keep in mind that there are a lot of things you can do with an assassin without breaking invisibility and hence you can also shadowwalk too without breaking it. (See my old thread here )

    We need a way to sneak past reapers. That is what has essentially killed stealth although other factors have done it too.

    Assassin needs some help pre-level 12. Just too squishy and does not have the 'punch' yet. From 11 to 12 the shift is incredibly huge: assassinate, MtF 30 MP, knife spec crit boost, nimbleness core with its dodge and 5 melee power, deadly strikes +10 damage. You can toss in IC pierce that other melees are getting at level 9. Crazy difference that does not even make sense as a lore shift.

    I would do the following:
    1. move deadly strikes to tier 4 although execute is quite nice.
    2. Add with assassin's trick core: Sneak past reapers, life-sense creatures, etc.


    It is not like we are breaking the bank and creating an uber quest buster.

    WARNING JADED PLAYER TEXT AHEAD: This is all fun to think about but the devs will not care at all or bother with any of this. They keep adding some nods to stealth like Feydark's Distract enhancement while not doing the key thing involving reaper sneaking. It is a grand shame because reaper sneaking would be so fun--it would raise the stakes so high to be good at stealth since one mess up and you are DEAD.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  9. #9
    Community Member EdsanDarkbane's Avatar
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    If they removed the 20% bonus exp from reaper, I would never play that difficulty. I wish they would consider just putting that bonus back into elite.
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  10. #10
    Community Member Kutalp's Avatar
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    Many of us miss the old days where original caster wizard, stealthy/durable rogues roam Stormreach. Even those days Sorcerer and Ranger were, for example, was still catered more but at least Rogue, Wizard, Fighter were all viable classes. For older gamers, new comers and casual gamers alike...


    Right now all these classes are , only viable, if the gamer knows the game very well, gear them up from nail to toe when ,especially, the newer daisy smelling class/trees just hop around as if Bambi, uncarelessly one punch and nuke (and somehow never gets nerfed)without even a sweat.


    Especially the old ones can see the giant gap of balance, pretty clear.


    Stealth nerfed, ac nerfed, double strike, movement speed, this and that nerfed; not viable anymore...But seriously is weird when the real game breaking things never get really nerfed. Old classes never get a real revamp.


    At least new versions of these , similar to the best performing trees and enhancements from both heroic and epic destinies, introduced starting from level 1 to the end, would be the only thing that can save it.


    The developers know behind the scene bugs and further details for sure. I respect that, anyhow some things seem , not right by means of balance and to let the gamers have fun with any class, style they pick to have fun solo or attribute the team play.

  11. #11
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    Quote Originally Posted by Smokewolf View Post
    When has DDO ever been stealth friendly or friendly to anything Rogue related?
    I think early in DDO's life. There is a particular adventure in the harbor that you have to sneak around and not kill monsters and it was something that was at the time, doable by rogues. Either that or it was only when you could cast invisibility since you could interact with objects and not leave stealth.

  12. #12
    Savage's Husband Phoenicis's Avatar
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    Quote Originally Posted by Igrovin View Post
    I think early in DDO's life. There is a particular adventure in the harbor that you have to sneak around and not kill monsters and it was something that was at the time, doable by rogues. Either that or it was only when you could cast invisibility since you could interact with objects and not leave stealth.
    Stealthy repossession.

    Sneak past the kobold prophets to repossess the 'eye of Khyber' a glass 'gem' sold to the kobolds as a relic of the dragon below which inadvertantly created a fanatical cult.

    You CAN do it charging thru with a high enough AC/HP total. Takes a bit longer but it can be done by a stealthy character.

    Claw of Vulkoor

    Supposedly (I've never actually tried) you can sneak past all the bloody scorpions in the place and finish the quest only ever fighting giants.

    the third beaudry quest (I forget the name at the moment) specifically recommends trying to sneak thru.

    SO, in the early years of DDO (and even more recently to a lesser extent) DDO explicitly supported stealth. Many of the aggro and mob detection changes however have made it nearly impossible to complete most quests stealthily. And the 'this door won't open until all the mobs are dead' locks...

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