Devs said they would rework/relook at Shadow Dancer Tree after they added Casters to Tree to adjust it from just the Splash Tree that it has become.

VinoeWhines

Well-known member
It is kind of messed up when Dark Hunter(Feydark as well) has better stealth abilities than Shadow Dancer:
Smoke Bomb(Range Sneak attack starter for 25 seconds)
Snap Trap(Useful CC to have) - Could of also put Improved traps with Wand and Scroll Mastery in Shadow Dancer.

Feydarks:
Distract (Useful to draw aggro away from you)

A Greater Color Spray should of gone here instead of going to Shiradi's Fey Lights, who don't want to be in Melee Range to use. Fey Lights even uses illusion, which is what Shadow Dancer has.(of course the higher of illusion or Assassinate DC.)

Tier V could of had an Executioner Strike like before: 35/55/75% Chance to Assasinate on Fail do 250%(Hunts End) Damage(Melee/Range 30 second cooldown)
It could easily be added under Unholy Feeding and Unholy Feeding should be a Heal instead of temporary short HP.
 

Mary

Well-known member
Shadowdancer mantle/strike/moment concept needs to be adjusted to include spell casters, melee, and ranged.
The mantle should work very similar to shiradi, with a range/melee/caster buff that adds damage - all the extra conceal/movement/incorp is mostly useless for a player in epics who will likely have solutions to all those problems - yes stacking sources are good but the movement doesnt stack at all and the others only partially

The ranged epic strike should work similar to shiradi
The melee epic strike should work similar to adrenaline for assassins or other melee to utilize a burst of dps
The caster epic strike should work like exalted angel's pillar, with a heal, so heal, force, or evil damage on the selector - it should upgrade to a trip/stun/knockdown tier 4 just like exalted angel

the cores should keep DD, evasion should be a buy in evasion, improved evasion, no fail tier 2, and in its place in the core 3 a shadow flight that functions very close to exalted angels wings, only you gain shadows doing it so can back stab - leap backstab, leap backstab etc. - same charge system as exalted flight.

core tier 4 similar to Exalted angel, your shadow leap adds evil dmg to your next attack (whatever it is ranged, melee, spell), or the leap through shadow heals you (similar to Exalted angel)

Tier 5 for ranged similar to shiradi, for melee, similar to fury with extra hitpoints and more dmg from the quasi adrenaline, spell caster should be similar to Exalted turn undead affect anything, only it should be weird that pks anything regardless of fear immunity, no save.

In the tiers a selector, Ranged Pin/daze, Melee stun, caster SLA trap the soul that works same timer as regular wizard/warlock spell trap the soul
 

Vertigo

Member
I hope they don't do too much on this.. only tier 5 is bad and need a re-work. Might need adjustments for casters, but I wouldn't know.
 

VinoeWhines

Well-known member
I hope they don't do too much on this.. only tier 5 is bad and need a re-work. Might need adjustments for casters, but I wouldn't know.
That's the problem they Already DID Too Much change from original Tree and removed allot of the useful things it had and scalped it down to a Splash Tree.
They need to ADD back the things they removed.
1. Why remove an AOE instakill (Consume)when other Trees get it in their Tier V.
2. Why reduce to an exagerrated amount of Dodge uncap when other Trees get a 5% increase from Shadow Dancers Meld into Darkness.
3. Why remove a way to create and Aggro Magnet to be able to do Sneak Attacks in Shadow Manipulation(with a Slay Living effect/with DC) and give it to a Range Tree in Shiradi's Beguile Charm(which NO Range toon would choose over Hunts End) which never sees the light of day.
4. Why split Assassinate DC's and Stealthy apart, when they were BOTH TOGETHER and not have to waste 3 Destiny points extra now.
5. Why remove a 33% chance to kill with Executioner's Strike/Shot when it was only 33% and not OP. I mean any level 20 Barbarian can run to the center of the room and yell, "BOO!" and six mobs go "bye, bye" every 30 seconds. (6 divided by 30 equals = 1 every 5 seconds). Casters say, "Hold my Wand, I can do it in 4."


What is this..... A Level 2 Ability?

Tier 2 (Requires Character Level 20, 5 points spent in tree)​

Sleight of Hand: +2/4/6 Use Magic Device. +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands.
(This should of been stacking and should have included) Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%.
AT THE BARE MINIMUM....

Heroic Mechanic​

Requires Rogue Level 2, 5 APs spent in tree
Wand and Scroll Mastery: +25%/+50%/+75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1/+2/+3 to the save DC's of your offensive wands.


Nice Splash Tree you guys got there Sparky
 
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VinoeWhines

Well-known member
I am not against Shadow Dancer having a Caster ability in the Tree, in fact it can be a great idea, just not at the expense of REMOVING ALL THINGS STEALTHY and utilitarian that it had before.
From the Shadows should of been a Stealthy way to Pass Through Enemies with a SAP or STUN effect to escape notice and leave them open to Sneak Attack.

In Slave Lords part 3, the Rogue does a cool Phase in and Phase out attack effect(mini same room ddoor) to attempt to ambush you in the room. Even though it's happening Against us, it is still a Cool effect having to try and anticipate where the Rogue is coming from to thwart its attack or counter the attack.
There's a dungeon in the Mountains where Rogues would run around and Chain whip you and do heavy damage that existed for a few years and then we finally got Shadar kai to be able to do the same. Hopefully this year we can phase in and out of combat like Slavers part 3.
 

VinoeWhines

Well-known member
No tnx. Heal do nothing if you have full HP bar, temp HP provide HP shield anyway, healing reduced in reaper, temp HP - no.
When your half way through a dungeon in high Reapers a lot of times your below full HP bar, though I would prefer it be a Heal and Temporary HP if HP is full so you get the benefit of it. I would suggest maybe it adds also half amount of Sneak Attack dice for the timer as well to give a chance to improve Heals based off of sneak attack dice. Since Reaper penalizes your Heals soo much and Adrenaline Heals are 10 times higher.
 

Vertigo

Member
That's the problem they Already DID Too Much change from original Tree and removed allot of the useful things it had and scalped it down to a Splash Tree.
They need to ADD back the things they removed.
1. Why remove an AOE instakill (Consume)when other Trees get it in their Tier V.
2. Why reduce to an exagerrated amount of Dodge uncap when other Trees get a 5% increase from Shadow Dancers Meld into Darkness.
3. Why remove a way to create and Aggro Magnet to be able to do Sneak Attacks in Shadow Manipulation(with a Slay Living effect/with DC) and give it to a Range Tree in Shiradi's Beguile Charm(which NO Range toon would choose over Hunts End) which never sees the light of day.
4. Why split Assassinate DC's and Stealthy apart, when they were BOTH TOGETHER and not have to waste 3 Destiny points extra now.
5. Why remove a 33% chance to kill with Executioner's Strike/Shot when it was only 33% and not OP. I mean any level 20 Barbarian can run to the center of the room and yell, "BOO!" and six mobs go "bye, bye" every 30 seconds. (6 divided by 30 equals = 1 every 5 seconds). Casters say, "Hold my Wand, I can do it in 4."
yes on all counts. While current tree is one of the most useful, it totally lacks an identity and is bland and not "fun". We need more fun, not less.
 

VinoeWhines

Well-known member
yes on all counts. While current tree is one of the most useful, it totally lacks an identity and is bland and not "fun". We need more fun, not less.
Your absolutely right and it seems that they ran out of time to really work on Shadow Dancer Tree and was left hurriedly patched together. Shadow Dancer needs a form of Distraction like what Shadow Manipulation did. It needs a form of Stunning AOE to be able to use Sneak Attack. It needs Executioner Strike/Shot like Cut the Strings, which it had before and was removed in Consume. The Cores also lost out on Tumble through Enemies, which is important for Stealth/Evasion mechanics. The Wand and Scroll Mastery Level 2 Heroic Enhancement should of at least included an improved version with Improved Trap and Vial making, to allow Sneak Dice/Assassinate to be included in formula, like Alchemist has with their Vial throwing, that Stealth players already had in their Trees but went no where with.
Even Mechanic Tree attacks should be scaling at end game and should of been included in Extended Clip feat, as they were one of the original Crossbow users in the game.
Alas Assassin Shortbow is DOA. Assassin Tree should of had not just DEX to hit and damage but Intelligence to hit and Damage, since they included Assassinate to DEX DC back then in that update.
 

Tuxedomanwashere

Well-known member
I am not against Shadow Dancer having a Caster ability in the Tree, in fact it can be a great idea, just not at the expense of REMOVING ALL THINGS STEALTHY and utilitarian that it had before.
From the Shadows should of been a Stealthy way to Pass Through Enemies with a SAP or STUN effect to escape notice and leave them open to Sneak Attack.

In Slave Lords part 3, the Rogue does a cool Phase in and Phase out attack effect(mini same room ddoor) to attempt to ambush you in the room. Even though it's happening Against us, it is still a Cool effect having to try and anticipate where the Rogue is coming from to thwart its attack or counter the attack.
There's a dungeon in the Mountains where Rogues would run around and Chain whip you and do heavy damage that existed for a few years and then we finally got Shadar kai to be able to do the same. Hopefully this year we can phase in and out of combat like Slavers part 3.
I'd honestly rather they'd make a new destiny specifically for hybrid support and use the resulting design space for stealth abilities and diversionary tactics. The destiny currently is trying to do too much, which is causing an identity issue, hindering efforts towards a comprehensive design schema, and making the devs leery of keeping/reintroducing the abilities it used to have because they added other stuff that was ultimately superfluous. It doesn't help that they take forever to review major aspects of the trees once they nerf a critical component (like how maybe Fey Chaos would have been used if not for the fact that reaper duration penalties and spell pen apply, and nerfs to the mantle make casters not want to even invest in the tree in the first place).

I'm also kind of curious if this type of playstyle you're advocating for (and which I also enjoy) is one that any of the devs is deeply familiar with. Trapmaking has been bugged in several parts for nearly a decade now, with other shortcomings notwithstanding. The abilities they have currently require being in stealth to activate, at least one of which also encourages you to be in a place where it's easy to get knocked out of stealth (Shadow Expulsion). From the Shadows should be an abundant step-like ability that recharges over time when sneaking, instead of requiring sneaking to use. This would enable someone to use it in stealth to get around or as a defensive maneuver in the heat of combat while still encouraging the stealth dynamic. The epic moment says you are considered invisible and sneaking but does not allow you to use any abilities that mechanically require you to be sneaking. There's no diversionary abilities in a tree that emphasizes not having aggro.

And having the caster specific stuff detracts from that. Why are we getting spellpoints at tier 1, and only 100 at that? It's taking up the place of other more beneficial bonuses. Sleight of Hand doesn't stack with Wand and Scroll Mastery, but even if it did, that seems like something more thematic in Magus of the Eclipse (magus being an archaic word for magician). Weird is weird all around because it has two separate saves like PK and there's hardly any illusion support outside of Feydark Illusionist (and in the form of damage that scales poorly and DCs rather than providing a greater variety of cc/buffs/diversionary effects). It also essentially locks out non-casters from that enhancement. However, the alternative (Shadow Expulsion) runs into the issue I talked about in the paragraph before. In the absence of the devs good intentions (and I know they've meant well with their design goals), a lot of these caster and stealth effects they've added or kept seem tacked on just because, on the face of it, they seem like it should help the builds in question.

To make a well-designed hybrid tree, they'd have to more or less apply agnostic bonuses throughout (which they won't do because it'd become "overpowered") or introduce to a majority of the enhancements multiselectors that would enable you to fill in on the caster or physical side what the base build is missing (which as far as I can tell they haven't done because that requires way too many design resources to produce). If you've noticed, that's the state of every hybrid tree they've introduced as a result - riddled with abilities that scale with contradictory modifiers that don't take into account current gearing and which future gearing never seems to alleviate; throwing spell-related enhancements in there because they're spell-related as opposed to how they would work in practice; pre-nerfing abilities on account of napkin math; and lacking an overall cohesiveness because of trying to do too much rather than focus on one or two key aspects. The worst part is, it's not like they haven't been told time and time again what issues will arise and why. The general response is "we'll do it anyways and come back to it if it really becomes an issue", which inevitably happens usually years down the line after the general sentiment has turned towards indifference, and then there's this feeling of surprise that people haven't been playing the class/archetype/destiny/enhancement tree that they stated in no uncertain terms before that they were dissatisfied with.
 

Tuxedomanwashere

Well-known member
Like, literally years before when they (re-)introduced Shadowdancer, several forumites from different and varied groups (e.g. not just stealth, but ranged, melee, caster, etc.) explained with their own experiences after trying it out on the test server what issues they had, why they don't see any compelling reason to go tier 5, and why the destiny will be at best a splash tree. I sometimes wonder if it wouldn't be better to fix issues as they are presented rather than when they manifest into a much more daunting task. In any case, I'm eager to see what they have cooking for Shadowdancer in the (hopefully) near future.
 

VinoeWhines

Well-known member
When Shadow Dancer was in Preview Pass One in Update 51 Lamania, many chimed in and put in pages of conceptual miscues prior to going live.

Shadowdancer

Description:
Overview: Use the power of shadows and deadly illusion magic to terrify and consume enemies. (Where? When? huh?...how do I do that as a Stealth player? )

the end result of it being the "bait and switch" promises that our Epic Destiny's' where going to be "better" and "with more choices than before." is not the case with Shadow Dancer for who, the base class/style, was there from the beginning a Stealth/Sneak kill based Tree with Avoidance in its periphery.

Putting in these into the Tree would be viable again and not a Splash Tree.

1. A Real choice for a Tier V Weird alternative. Like Consume. (or just add Assassinate DC to the formula: Greater of INT/CHA/WIS + illusion/Assassinate DC's.

2. Ability to Confuse Reapers and also Distract them.

3. Epic Moment should have Dark Discorporation tied to it, 95% Dodge, 25% Stacking Incorporeal to insure you don't get hit and get killed in End Game content, As the PK only happens if they swing at you( which means you can get killed for the Epic Moment PK to take effect).

4. Summon a Displacer Beast to draw aggro.

5. Meld should not be tied into Epic Strikes but a separate Builder/Stronger higher option in Shadow Dancer Tree.


I'd honestly rather they'd make a new destiny specifically for hybrid support and use the resulting design space for stealth abilities and diversionary tactics. The destiny currently is trying to do too much, which is causing an identity issue, hindering efforts towards a comprehensive design schema, and making the devs leery of keeping/reintroducing the abilities it used to have because they added other stuff that was ultimately superfluous. It doesn't help that they take forever to review major aspects of the trees once they nerf a critical component (like how maybe Fey Chaos would have been used if not for the fact that reaper duration penalties and spell pen apply, and nerfs to the mantle make casters not want to even invest in the tree in the first place).

I'm also kind of curious if this type of playstyle you're advocating for (and which I also enjoy) is one that any of the devs is deeply familiar with. Trapmaking has been bugged in several parts for nearly a decade now, with other shortcomings notwithstanding. The abilities they have currently require being in stealth to activate, at least one of which also encourages you to be in a place where it's easy to get knocked out of stealth (Shadow Expulsion). From the Shadows should be an abundant step-like ability that recharges over time when sneaking, instead of requiring sneaking to use. This would enable someone to use it in stealth to get around or as a defensive maneuver in the heat of combat while still encouraging the stealth dynamic. The epic moment says you are considered invisible and sneaking but does not allow you to use any abilities that mechanically require you to be sneaking. There's no diversionary abilities in a tree that emphasizes not having aggro.

And having the caster specific stuff detracts from that. Why are we getting spellpoints at tier 1, and only 100 at that? It's taking up the place of other more beneficial bonuses. Sleight of Hand doesn't stack with Wand and Scroll Mastery, but even if it did, that seems like something more thematic in Magus of the Eclipse (magus being an archaic word for magician). Weird is weird all around because it has two separate saves like PK and there's hardly any illusion support outside of Feydark Illusionist (and in the form of damage that scales poorly and DCs rather than providing a greater variety of cc/buffs/diversionary effects). It also essentially locks out non-casters from that enhancement. However, the alternative (Shadow Expulsion) runs into the issue I talked about in the paragraph before. In the absence of the devs good intentions (and I know they've meant well with their design goals), a lot of these caster and stealth effects they've added or kept seem tacked on just because, on the face of it, they seem like it should help the builds in question.

To make a well-designed hybrid tree, they'd have to more or less apply agnostic bonuses throughout (which they won't do because it'd become "overpowered") or introduce to a majority of the enhancements multiselectors that would enable you to fill in on the caster or physical side what the base build is missing (which as far as I can tell they haven't done because that requires way too many design resources to produce). If you've noticed, that's the state of every hybrid tree they've introduced as a result - riddled with abilities that scale with contradictory modifiers that don't take into account current gearing and which future gearing never seems to alleviate; throwing spell-related enhancements in there because they're spell-related as opposed to how they would work in practice; pre-nerfing abilities on account of napkin math; and lacking an overall cohesiveness because of trying to do too much rather than focus on one or two key aspects. The worst part is, it's not like they haven't been told time and time again what issues will arise and why. The general response is "we'll do it anyways and come back to it if it really becomes an issue", which inevitably happens usually years down the line after the general sentiment has turned towards indifference, and then there's this feeling of surprise that people haven't been playing the class/archetype/destiny/enhancement tree that they stated in no uncertain terms before that they were dissatisfied with.


Yes many have mentioned how this Tree was an Identity Crisis, Frankenstein Tree that would be a Splash Tree at best.


But this Tree doesn't necessarily need a huge Split/overhaul if it would implement these points:


1. Remove Meld from being an Epic Strike and could even be "Added" to From the Shadows (Tier IV) as a 35-45% uncapped Dodge for 12-20 seconds.

2. Add Assassinate DC's to Weird as the greater of INT/CHA/WIS + illusion/Assassinate DC's

3. Put back, Tumble through Enemies, since it use to be there before.

4. Add back Shadow Manipulation (or Feydark Distract) , was a great way to enter a room in stealth and have one mob draw aggro to allow you to sneak attack. Put in SLA Greater Color Spray or a way to AOE Stun/Sap mobs.

5. Depths of Darkness: Cloak yourself in magic and assume the form of an illusionary Shadow. Your Shadowdancer Destiny Mantle now grants +25% Incorporeality and 25% Concealment, and allows you to float as if you had Feather Fall. You gain Meld into Darkness: You gain 20% Dodge that is not affected by your Dodge Cap for 10 seconds. Cooldown 20 seconds.

Tier IV Dark Mercy would add: Dark Mercy: Your Shadowdancer Destiny Mantle now grants you +15% Dodge to Meld into Darkness and +5/10/15% damage versus the Helpless.

6.
Stealthy and Assassinate bonus should of never been split in Tier 1 and should be together, like it always was, to open a spot to add a "Stun" ability builder, that can become AOE at Tier IV.

7. Tier III Shadow Caster, should just be renamed:
SHADOW MASTER: -10% Cooldown on Spells/Tactics/Assassinate. 5% Doublestrike/Doubleshot/Spell Crit. You are immune to Energy Drain. (1/2/3 pts)

8. From the Shadows: From-Stealth Active (i.e. is sneaking): From a stealthed position dissolve into shadows, PASSING THROUGH ENEMIES, before appearing some distance in front of you. This grants you the buffs from your Shadowdancer Meld Into Darkness if you have it trained. Cooldown: 20 seconds.

9. Epic Strike Upgrade in Tier II instead of Meld could be:
Dark Imbuement:
Paranoia:
Stunning Shadow: (In Stealth or Sneak Attack) When you critically hit a mob you stun them for 4 seconds.(Tier IV would become an AOE Stun for 6 seconds)

10. Slight of Hand: +2/4/6 Use Magic Device. +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands.

If you have the Trapmaking Feat:
Gain Improved Traps Enhancement: Elemental/Magical Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill.
Traps and Vial Mastery: You can make Noisemaker Traps or Noisemaker Vials(on exploding they stick to
door/wall and make ticking sound), with the ability to place or throw in stealth.

(Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Vials.
(Tier 2): You can use the higher of Melee or Range Power to Traps and Vials you Throw.
(Tier 3):You can inscribe scrolls as Traps and Alchemical Recipes as Vials.
 
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J1NG

I can do things others can't...
I fear you might become dissapointed with nothing resembling what you proposed here being done.

A good case in point is the Monk overhaul right now. What really needs the time and effort to be put in - such as near all the "alternative" options you are proposing (similar case to all options in the Monk), is likely going to be ignored and other cheaper and easier alternatives will be implemented instead.

J1NG
 

VinoeWhines

Well-known member
I too remember the Monk changes from times long past and how many stopped playing Monks for quite some time. Monks where the not for the weary of heart when you had to setup many things and in certain order of effects and wasn't just a Mash button play-style.

If I could narrow down the three main things, it would be:

1. Allow a Stealth Form of Distraction and Crowd Control that enables Sneak Attack damage progression.
2. An Area Of Effect instakill. (or put Assassinate in the Tree as a DC to illusion effects/spells)
3. Meld on a separate ability(could be tied to From the Shadows) with a higer dodge% in Tiers IV/V.

That would just be a fraction on what Shadow Dancer was but at least it would be part of the Diversity. Equity and Inclusion, the New Epic Destiny Trees are tying to achieve. Right now Shadow Dancer has NO REPRESENTATION as a Stand Alone Tree and has been pillaged by settlers down to an embarrassment of a once proud Tree.

Most of the Things I mentioned above were already in the prior form of Epic Destiny: Distraction(Shadow Manipulation), Instakill(Executioner Strike/Shot), form of escape from cornered (Consume- Implosion ability), etc.
 
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Jhml

Well-known member
They should just rework Shiradi and Shadowdancer so that each tree has a clear identity. Put all the melee and ranged stuff into Shadowdancer and all the force/illusion/enchantment etc. caster stuff into Shiradi.
 

Tuxedomanwashere

Well-known member
They should just rework Shiradi and Shadowdancer so that each tree has a clear identity. Put all the melee and ranged stuff into Shadowdancer and all the force/illusion/enchantment etc. caster stuff into Shiradi.
Shiradi has it's place as predominantly a range-centric tree, especially once they nerfed the caster aspect into nigh-oblivion. I remember them stating that destinies were not going to be explicitly tied to any particular class or archetype, so I don't know why they can't just make an illusion/enchantment tree separate from either destiny. The design space keeps getting crowded with stuff that doesn't really fit the utilty of what powergamers have already quickly discovered is the best use for the trees, and there's not enough synergy within to trees themselves to embody a cohesive concept or theme for those that don't care about minmaxing, so it's all around just watered down.
 
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