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  1. #1
    Community Member
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    Default Some new Idea on assassin Tree

    Core Abilities
    Assassin's Trick: Change name to "Assassin's Mark"

    Tier One
    Venomed Blades: It's Tier 1 for now. AP Cost:2. Ranks:1.

    Toxin Affinity: +1/2/3 Damage dice with Venomed Blades. AP Cost:1. Ranks:3.

    Shiv: Melee Attack: +3[W] damage. On hit: Your target Bluffed for 1 second +0.25 seconds per Rogue level. (Cooldown: 12 seconds). AP Cost:2. Ranks:1.

    Tier Two
    Poison Strikes: Passive Improves your Venomed Blades. Choose one:
    Heartseeker Poison: On hit: -1 fort save -1 Con damage(stacks 5 times).
    Ice Chill Poison: On hit: -1 reflex save -1 Dex damage(stacks 5 times).
    Soulshatter Poison: On hit: -1 Will save -1 Wis damage(stacks 5 times).

    Weakening Strikes: It's Tier 2 for now. Improves your Assassin's Mark.

    Improved Shiv: Passive Improves your Shiv. Choose one:
    Bleed Them Out: Passive Improves your Shiv. Your Shiv attack causes your opponent to bleed. The bleed effect can stack up to 5 times. Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
    Shadow Dagger: Passive Improves your Shiv. Your Shiv attack causes your opponent blinds.

    Tier Three
    Poison Strikes: Improves your Venomed Blades. Choose one of the options you did not pick at tier 2.

    (New) Fast Movement: You run 1% faster for each of your Rogue levels if you are wearing cloth or light armor.

    Improved Shiv: Improves your Shiv. Choose one of the options you did not pick at tier 2.

    Tier Four
    Poison Strikes: Improves your Venomed Blades. Choose one of the options you did not pick at tier 3.

    Tier Five
    Deadly Strikes: Improves your Assassin's Mark.

  2. #2

    Default

    these are some nice ideas--focus on the abilities that are actually used and buff them throughout the tree. I think the ability stat damage might be acceptable if it is on Crit, not hit.

    Fast movement will never be duplicated from the TA tree, guaranteed; assassins just need to waste 3 AP there, sadly...I would prefer it to be innate to the class like monks get instead of even spending the AP somewhere TBH.

    shadow dagger: they will not do the blindness you propose but maybe on a vorpal, which would be cool.

    Toxin affinity: adding damage dice might be too much but adding something that occurs with vorpal hits could be interesting--some kind of poisony thing, not sure, or even improved deception on vorpals?

    I always thought Lethality was a clunker of math boredom and should have been rethought better in its original creation; that ship has sailed.
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  3. #3
    Community Member HuneyMunster's Avatar
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    Jun 2012
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    Default

    There is only a few minor things that needs changing to the Assassin tree. Shiv cooldown is too long, Poison Strikes Vorpal effects DC's are too low that makes Toxin Affinity near useless.


    Those two changes will take minimal amount of Dev time to change.

    Shiv cooldown changed to 6 seconds.
    Poison Strikes DC changed from (Fort DC 10 + half Rogue level + INT modifier negates) to (Fort DC 10 + Rogue level + DEX/INT modifier + bonuses to Assassinate negates).



    Weakening Strikes and old Deadly Strikes merged.

    Deadly Strikes now adds on Vorpal Envenomed Blade (non-helpless) Paralysis your target (same DC as Poison Strikes)

    Also would like to see Shadow Jaunt or Cheat Death added to Deadly Shadow capstone, but these would never be added.

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