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Thread: Revamp

  1. #1
    Community Member Tlorrd's Avatar
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    Default Revamp

    Here is my take on Shadowdancer as it definitly needs updating. Sure U36 and Ravenloft are on the horizon as well as class passes ... but what the heck, maybe Sev will look here in this off the beaten path thread.

    Shadowdancer

    Core 1: Shadow Training I: Passive Bonus: you gain +1 SA die and +4 MP/RP for each level of Shadowdancer.

    Core 2: Shadow Training II: Invisibility 5 times per rest. +1% dodge per level of Shadow Training.

    Core 3: Shadow Training III: Passive Bonus: you generate 5% less melee and ranged threat per level of Shadow Training

    Core 4: Shadow Training IV: Shadow Walk 5 times per rest.

    Core 5: Shadow Training V: Active toggle: Shadow form: You gain feather fall and 25% incorporeal miss chance. +25% to movement speed when you are stealthy. You float and are immune to slippery surfaces. Your weapons equipped gain ghostly. Dimension Door 5 times per rest. You now have Evasion.

    Core 6: Shadow Mastery: Passive Bonus: you are surrounded by shadows. Every time you tumble, you benefit from obscuring mists for the next 6 seconds. When you vorpal you envelope a target in shadows granting 10% vulnerability to physical damage and removing immunity to sneak attack immunity for a short time (8 seconds). Your weapons equipped gain deception. Your sneak attack damage now scales 200% with melee or ranged power.

    Tier 1

    Stealthy: Passive Bonus: +2/4/6 to Hide/Move Silently/Assassinate. +25% movement speed while stealthy at rank 3.
    Acrobatic: Passive Bonus: +2/4/6 to Balance/Jump/Tumble and +3/6/10 to MRR while tumbling
    Technician: Passive Bonus: +2/4/6 to Search/Spot/Disable Device/Open Lock. Every trap you disable you gather trap parts at rank 3.
    Backstabber: Passive Bonus: +1 SA die
    Dexterity/Intelligence: Passive Bonus: +1 Dex/Int

    Tier 2

    Charlatan: Passive Bonus: +2/4/6 bluff/diplomacy. Reduce the cooldown of your bluff/diplomacy by 20% at rank 3.
    Lithe: Passive Bonus: +2/4/6 reflex saves, AC, light armor Maximum Dex Bonus, and Maximum Dodge bonus.
    Skill Mastery: Passive Bonus: +1 stacking to all skills.
    Backstabber II: Passive Bonus: +1 SA die
    Dexterity/Intelligence: Passive Bonus: +1 Dex/Int

    Tier 3

    Shrouding Strike/Shot: Active ability: (Cooldown 10 sec) Melee or ranged attack: Perform an attack with +3W damage. On hit you envelope your target in shadows making it vulnerable to sneak attacks for 5 secs.
    Meld into Darkness: Passive Bonus: +5 dodge. Active ability: (CD 2 minutes) 100% enhancement bonus to dodge for 10 seconds.
    Grim Precision: Passive Bonus: Bypass 10% enemy fortification.
    Backstabber III: Passive Bonus: +1 SA die
    Dexterity/Intelligence: Passive Bonus: +1 Dex/Int

    Tier 4

    Improved Invisibility: Active Ability: (CD 3 minutes) Turn invisible for 30 seconds. Attacking does not break this effect. After it wears off, you retain partial concealment for a time (grants Displacement for 60 seconds).
    Pierce the Gloom: Active ability: (CD 2 minutes) You are accustomed to seeing clearly. You clear any blindness effect and for 30 seconds afterwards you always hit except when you roll a 1.
    Backstabber IV: Passive Bonus: +1 SA die
    Dexterity/Intelligence: Passive Bonus: +1 Dex/Int

    Tier 5

    Shadow Manipulation: Active Ability: (CD 1 minute)You dominate a target for 30 seconds vs Will save (Character level + INT modifier + total # SA die you have). After 30 seconds if it fails fails a fortitude save (same modifier), it dies.
    Shadow Soul: Passive Bonus: Grants you immunity to energy drain and fear.
    Executioner's Strike/Shot: Active Ability: (CD 20 seconds): Melee or ranged attack: Perform an attack with +2 critical threat range and +2 critical threat damage. Scales 400% with melee or ranged power. If performed as a sneak attack, target is subject to execution vs fort save (Character level + Dex/Int modifier + total # SA die you have)
    Backstabber V: Passive Bonus: +1 SA die
    Dexterity/Intelligence: Passive Bonus: +1 Dex/Int

    Tier 6

    Dark Imbuement: Epic Moment: Every time you perform a SA you gain 1 charge of dark imbuement. When the counter reaches 50 you can become imbued with darkness. For the next 30 seconds your attacks have a 50% chance to blind. Your sneak attack damage scales 400% with melee or ranged damage. Your shadow mastery now stacks 5 times , losing a stack every 8 seconds. You take double damage from light attacks (this will stack if you are undead with your light vulnerability) and are immune to negative energy damage (unless you are undead). You gain the benefit of shadow soul for the duration of the moment and are immune to death effects. Cooldown 5 minutes.
    Backstabber VI: Passive Bonus: +3 SA die. Your equipped weapons gain improved deception.
    Dexterity/Intelligence: Passive Bonus +1 Dex/Int
    Last edited by Tlorrd; 07-09-2017 at 06:14 PM.

  2. #2
    Community Member HuneyMunster's Avatar
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    Default

    Too many bonuses to movement speed while sneaking.

    Stealthy ability is good as it is.

    I would prefer Shadow Jaunt (1min cd) added somewhere in cores with it also reducing cooldown by 15 secs for Shadar-Kai.

    Shadow Lance should stay with blind added on a failed save per lance and 5% chance to force save versus death on sneak attack per lance. Shadow Lance on sneak attack add sneak attack damage per lance. DC boosted by assassinate bonuses and death part requires either Shadow Form or Pierce the Gloom

    Some of the other changes are good especially extra sneak attack dice due to Dreadnought Blitz melee power giving more sneak attack damage than Shadowdancer can.

    Anyway, this will most likely never happen as not heard anything on improving destinies since Exalted Angel got buffed.
    Last edited by HuneyMunster; 08-12-2017 at 03:49 PM.

  3. #3
    Community Member Tlorrd's Avatar
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    Quote Originally Posted by HuneyMunster View Post
    Too many bonuses to movement speed while sneaking.

    Stealthy ability is good as it is.

    I would prefer Shadow Jaunt (1min cd) added somewhere in cores with it also reducing cooldown by 15 secs for Shadar-Kai.
    This may be true about the sneak speed, however, the ED is currently bugged and bugs out sneak speed to very slow for some reason. Sometimes it happens after clicking on Shadow Training II and sometimes it's before, I'm still trying to reconcile it. Also the fact that a multiclass rogue/ranger/monk can out sneak speed a pure class to me doesn't make sense. Both should be able to have equally fast sneak speed which is more along the lines of the multi-class combo that is currently WAI. Maybe link it to the combination of Hide and Move Silently. It could be additive to then add that percentage base. This type of change would make it less than optimal for low/mid heroics, but get much better into epics. I'm not convinced either way.

    Quote Originally Posted by HuneyMunster View Post
    Shadow Lance should stay with blind added on a failed save per lance and 5% chance to force save versus death on sneak attack per lance. Shadow Lance on sneak attack add sneak attack damage per lance. DC boosted by assassinate bonuses and death part requires either Shadow Form or Pierce the Gloom.
    I think if they kept Shadow Lance, it should behave like Sun Bolt where it is a single lance that works like Lightning Bolt/Sun Bolt and can hit all targets in a line. Then add in the chance to blind. The death part I think would belong with Executioner's Strike/Shot since Shadow Lance would be a tier 1 or 2 ability. Also it's cooldown should be reduced to every 8 or 10 seconds since 30 seconds is way too long imo.

    Quote Originally Posted by HuneyMunster View Post
    Some of the other changes are good especially extra sneak attack dice due to Dreadnought Blitz melee power giving more sneak attack damage than Shadowdancer can. Anyway, this will most likely never happen as not heard anything on improving destinies since Exalted Angel got buffed.
    Yeah I like the added SA dice and the thought that it will scale better with melee/ranged power in this destiny. Also true, most of this will likely never happen, but at least its some food for thought if (and when) they revisit EDs.

  4. #4
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    How about, in addition to everything it already does:

    Acrobatic: You can use dex to hit and damage.
    Technician: You can use int to hit and damage.

  5. #5
    Community Member Tlorrd's Avatar
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    Quote Originally Posted by cru121 View Post
    How about, in addition to everything it already does:

    Acrobatic: You can use dex to hit and damage.
    Technician: You can use int to hit and damage.
    seems a lot for a tier 1 ED ability.
    Last edited by Tlorrd; 08-14-2017 at 02:37 PM.

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