Rogue Revamp

Dergex

Well-known member
Rogue drastically needs some love in terms of QoL and modernization. Would love to offer some more detailed feedback on this whenever it comes closer to actually happening! I'm updating my initial post with my full recommendations here, because it's more relevant to the thread.

If I had the ability to write for a Rogue/Shadowdancer Revamp, this would be my work.

Rogue Enhancements​

Assassin​


Core​

Knife in the Darkness (AP 1): You gain proficiency with Kukris. You can also use your Dexterity modifier to hit with Daggers, Shortswords, and Kukris.
Dagger in the Back (AP 1): You can now use your Dexterity for damage with Daggers, Shortswords, and Kukris. If you possess the Weapon Finesse feat, this also applies to melee weapons with which you can use your Dexterity modifier to hit. This enhancement does not work with handwraps or unarmed attacks.
Assassin's Trick (AP 1): On Crit: Target opponent loses their immunity to sneak attack and 25% of their fortification for 15 seconds.
Nimbleness (AP 1): On Hit: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times. +5 Melee Power. +25% movement speed while stealthed.
Lethality (AP 1): While wearing light or cloth armor you gain +1 Insight bonus to your Critical Damage Multiplier for any one-handed weapon you are wielding (Two Weapon Fighters will get the bonus for both weapons provided they qualify.)
Deadly Shadow (AP 1): You gain +4 Dexterity and +2 Intelligence. You gain 10 Melee Power and +4 Sneak Attack dice. You gain +4 to Reflex Saving Throws. You gain +2 to the DC of your Assassinate.

Tier 1​

Poison Strikes (AP 2): Select one of three poisonous attacks.
Venomed Blades (AP 2): Imbue Toggle: On hit: 1d8 poison damage with weapon attacks, scaling with 200% of the higher Melee Power or Ranged Power.
Shiv (AP 1): Melee Attack: Performs a melee attack with +1/2/3[W], a +4 bonus to-hit, +1/2/3 to critical threat range, and +1/1/2 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. (Cooldown 6 seconds)
Sneak Attack Training (AP 2): Grants +1 Sneak Attack die, +1 to hit when performing sneak attacks, and +1 to the DC of your Assassinate.
Stealthy (AP 1): +1/+2/+3 Hide and Move Silently. +25/50/75% enchantment bonus to movement speed while sneaking. Tier 3 grants the Hide in Plain Sight feat.
  • Bug: Currently, this only provides +20/35/50%, this is a bug and it should provide the correct value
  • Bug: If you jump or fall down to a different surface while sneaking, your speed may reset to a slower value until you exit and re-enter sneak mode, or switch weapons.

Tier 2​

Poison Strikes (AP 2): Select one of three poisonous attacks.
Toxin Affinity (AP 1): +1/+2/+3 Imbue Dice, Fortitude saves vs. Poisons and to the save DC of your Poison attacks.
Bleed Them Out (AP 1): Melee Attack: Deal +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds)
Sneak Attack Training (AP 2): Grants +1 Sneak Attack die, +1 to hit when performing sneak attacks, and +1 to the DC of your Assassinate.
Action Boost Multiselector (AP 1): Choose between Power Boost and Haste Boost.

Tier 3​

Poison Strikes (AP 2): Select one of three poisonous attacks.
Critical Mastery (AP 1): +1/2/3 bonus to critical damage and to confirm critical hits.
Shadow Dagger (AP 1): Throw a dagger made of solidified shadows at your enemy. Deals 4d8/6d8/8d8 unholy damage and blinds the target (Fort DC 10/14/18 + Rogue Level + the greater of Intelligence or Dexterity bonus + bonuses to Assassinate Negates blindness). This damage scales with 400% Melee Power. (Cooldown: 30/20/10 seconds)
Sneak Attack Training (AP 2): Grants +1 Sneak Attack die, +1 to hit when performing sneak attacks, and +1 to the DC of your Assassinate.
Dexterity or Intelligence (AP 2): Select +1 to Dexterity or Intelligence.

Tier 4​

Execute (AP 2): Melee Assassinate attack: +3[W] damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power. (Cooldown: 15 seconds). Shares a cooldown with A Good Death and Merciful Strike (melee and ranged versions).
Killer (AP 1): When you kill a target, gain +5 morale bonus to Melee Power and Ranged Power for 20 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times.
Weakening Strikes (AP 2): Your attacks reduce the Melee and Ranged Power of opponents by (10 + Rogue Level/2) for 20 seconds if you attack an enemy with an "Assassin's Mark." (Applied by Poison Strikes.)
Sneak Attack Training (AP 2): Grants +1 Sneak Attack die, +1 to hit when performing sneak attacks, and +1 to the DC of your Assassinate.
Dexterity or Intelligence (AP 2): Select +1 to Dexterity or Intelligence.

Tier 5​

Assassinate (AP 1): Stealth Melee Assassinate Attack: On Sneak Attack: +10 Sneak Attack dice. Kills a target instantly, Fortitude save (10 + Rogue level + the greater of Intelligence or Dexterity bonus + bonuses to Assassinate) negates. (Cooldown: 12 seconds.)
Measure the Foe (AP 1): Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and +1 to the DC's of your Assassinate abilities for every 4/2/1 seconds you remain stealthed. This effect stacks up to five times, and lasts 20 seconds after you come out of stealth.
Deadly Strikes (AP 2): +10 damage against enemies with an "Assassin's Mark". (Applied by Poison Strikes.)
Knife Specialization (AP 2): You gain a +1 Competence bonus to Critical Damage Multiplier with Daggers, Shortswords, and Kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
Light Armor Mastery (AP 1): Gain 2/4/6 to the Maximum Dexterity Bonus of light armor and gain 2/4/6 Physical Resistance Rating. Rank 3: +25% Competence bonus to maximum hit points.


Mechanic​


Core​

Arbalester (AP 1): You can now use your Intelligence Modifier for attack with all crossbows and thrown weapons. Additionally, your ranged sneak attack and Point Blank Shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
Targeting Sights (AP 1): You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
Distracting Shot (AP 1): Ranged Attack: Performs a ranged attack with +2[W], a +4 bonus to-hit, +2 to critical threat range, and +2 to Critical Damage Multiplier. On Damage: The target will become momentarily confused and rendered vulnerable to sneak attacks for four seconds as if affected by the bluff skill. (Cooldown 6 seconds)
Improved Detection (AP 1): You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
Expert Builder (AP 1): You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows & thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier. Cooldowns of Alchemical Trap attacks are reduced by 20%.
Hip Flask (AP 1): Passive: +2 Dexterity and +4 Intelligence, +1 to hit with all crossbows, +2 damage with all repeating crossbows, +4 damage with non-repeating crossbows, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks. You are always considered to be in Point Blank Shot and Ranged Sneak Attack range.
  • Action Boost: You drink a potion that you've been saving for a special occasion. Heals you for 10d3+30 (scales with 200% Ranged Power) and adds +10 to Dodge and Maximum Dodge for 10 seconds. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage. (Cooldown: 3 minutes)

Tier 1​

Sharpshooter (AP 2): +1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
Lacerating Shots (AP 1): You have upgraded your Great Crossbow to shoot more forcefully that its construction would normally allow. Your Great Crossbow attacks have a 33%/66%/100% chance of putting a stack of Bleed on enemies. The bleed effect can stack up to 5 times.
  • Note: Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Ranged PowerMelee Power.
Thunderstone (AP 1): Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6/6d6/8d6 sonic damage and dazes in an area. Fort DC (12/16/20 + Rogue Level + Intelligence Modifier) Negates daze. The damage scales with 200% Ranged Power.
  • Bug: The daze does not work correctly, targets hit by the daze effect can still move and attack, yet are vulnerable to sneak attacks.
  • Bug: Thunderstone actually blinds targets and damage does not scale with RP.
Mechanics (AP 1): +1/+2/+3 Disable Device, Open Lock, and Repair. +1/+2/+3 to Saving Throws you make against traps.
Awareness (AP 1): +1/+2/+3 Listen, Search, and Spot.

Tier 2​

Sharpshooter (AP 2): +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting.
Conjure Bolts (AP 2): Activate to create a stack of returning +1 bolts. These bolts are destroyed when you log out for an extended period of time.
  • Conjured Bolts have a 100% returning chance, just like Conjured Arrows from the Arcane Archer Enhancement Tree.
Improved Traps (AP 1): +[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%. Additionally, you disable traps and open locks 25/33/50% faster.
Wand and Scroll Mastery (AP 1): +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. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Skill Boost (AP 1): Activate to gain a +2/+4/+6 Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)

Tier 3​

Sharpshooter (AP 2): +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting.
Ooze Flask (AP 1): Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d8/8d8/12d8 acid damage (scales with 200% Ranged Power), no save, and reduces the Armor Class and PRR of your opponent by 2/4/8 for 30 seconds, Fort DC 10 + Rogue Level + Intelligence Modifier) negates.
Improved Trap Detection (AP 2): You will automatically find traps and secret doors for you assuming you meet the statistical threshold. You gain a bonus to Search and Disable Device skills equal to your Rogue Level.
Use Magical Device (AP 1): +[1/2/3] Use Magic Device and at Tier 3, you gain the Quick Draw feat.
Dexterity or Intelligence (AP 2): Select +1 to Dexterity or Intelligence.

Tier 4​

Sharpshooter (AP 2): +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting. You also gain +10 to your Ranged Power.
Tanglefoot
(AP 1): Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6/6d6/8d6 acid damage every 2 seconds, Reflex DC (12/16/20 + Rogue Level + Intelligence Modifier) halves, and are slowed (does not affect bosses), Reflex (DC 12/16/20 + Rogue Level + Intelligence Modifier) negates. This damage scales with 200% Ranged Power.
Wrack Construct (AP 2): Passive: Your weapons count as Adamantine for bypassing Damage Reduction, gain Construct Bane 3, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. Damage scales with the 200% melee power or ranged power, whichever is higher. Duration: 20 seconds.
Leg Shot (AP 2): Ranged Attack: +2[W]. On Damage: Slow your enemy's movement by 50% for 10 seconds. (Cooldown: 10 seconds, also affects bosses)
Dexterity or Intelligence (AP 2): Select +1 to Dexterity or Intelligence.

Tier 5​

Sharpshooter (AP 2): +3 to-hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage with all non-repeating crossbows and +1 SA dice if you are not dual shooting.
Rapid Fire (AP 1): +3%/6%/10% Doubleshot
Time Bomb (AP 1): Alchemical Trap Attack: Quickly creates an alchemical charge at your feet. Deals 10/25/50 sonic and 10/25/50 fire damage per rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. Reflex (DC [10/14/18] + Rogue Level + Intelligence Modifier + Trap Bonus) for half damage. Balance DC (Disable Device check) (Listed Balance DC (10 + Half Rogue Level + Intelligence Modifier + Trap Bonus) to Negate knockdown.
  • Bug: Severe targeting problems. Some monsters seem to be completely immune (e.g. many tieflings, some zombies), and the damage blast will often fail to hit enemies on sloping or uneven ground.
Sniper (AP 2): You gain 1 extra Sneak Attack die with bows, crossbows, and thrown weapons. Non-repeating crossbows increase this to 3 Sneak Attack dice and also gain +2[W]. Great Crossbows now vorpal on a 19-20.
Mechanical Reloader (AP 2): +10 Ranged Power, +10% Ranged Alacrity with repeating crossbows and thrown weapons. +30% Ranged Alacrity with non-repeating crossbows when not dual shooting.

Thief Acrobat​


Core​

Staff Control (AP 1): You can now use your Dexterity modifier to hit with Quarterstaves.
Stick Fighting (AP 1): You can now use your Dexterity modifier for damage with Quarterstaves. Gain feat: Swords to Plowshares.
Tumbler (AP 1): You can pass through enemies when you tumble. +2 maximum dodge.
Kip Up (AP 1): You are immune to most knockdown effects and slippery surfaces. +2 to maximum dodge.
Cartwheel Charge (AP 1): After tumbling, you gain a +2 Morale bonus to Strength and Dexterity for 12 seconds.
  • Passively provides: +2 to maximum dodge, and +20% Doublestrike while using staves.
Followthrough (AP 1): You gain +2 Strength and +4 Dexterity, +1 to hit and +2 damage with quarterstaves, +5% attack speed with quarterstaves, +2 critical hit damage with all weapons, +2 Balance, Jump, and Tumble, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks. After tumbling with a staff equipped, for 12 seconds gain +50% strikethrough chance and gain On Vorpal: Your target is knocked down.

Tier 1​

Acrobat Staff Training (AP 2): +1 to hit and +2 damage with quarterstaves.
Thief Acrobatics (AP 1): +1/+2/+3 Balance, Jump, and Tumble, +5%/+10%/+15% attack speed with quarterstaves.
Charming (AP 1): +1/+2/+3 Bluff, Diplomacy, Haggle, and Intimidate.
Sly Flourish (AP 1): Melee Attack: +1/2/3[W] with +1/2/3 critical threat range. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stacks 5 times.) (Cooldown: 6 seconds)
  • Passively provides: 5/10/15% threat reduction (Note: only reduces melee threat).
Fast Movement (AP 2): You run 1% faster for each of your Rogue levels if you are wearing cloth or light armor.

Tier 2​

Acrobat Staff Training (AP 2): +1 to hit and +2 damage with quarterstaves.
Trip Focus (AP 1): +1/+2/+3 to the save DC's of Trip Attacks at Tier 3 gain the Improved Trip feat.
Subtlety (AP 1): -20%/-30%/-40% threat generation with melee attacks. (This enhancement cannot be combined with other Subtlety enhancements.)
Quick Strike (AP 1): Melee Quarterstaff Attack: Deals +1/+2/+3[W] damage. You gain a 5%/15%/25% Morale bonus to melee doublestrike for 10 seconds. (Cooldown: 18/15/12 seconds)
Action Boost Multiselector (AP 1): Choose between Haste Boost and Sprint Boost.

Tier 3​

Acrobat Staff Training (AP 2): +1 to hit and +2 damage with quarterstaves.
Improved Second Strikes (AP 1): +5/10/20% Strikethrough chance.
Shadow Dodge (AP 1): +1/2/3 to Dodge, and Dexterity. +1/2/3 Maximum Dexterity while wearing light armor.
Sweeping Strikes (AP 1): Melee Quarterstaff Trip Cleave Attack: +1/3/5[W] to all nearby enemies and trips them. Listed DC: Balance DC 10 + Rogue Level + Dexterity Modifier + Trip Bonuses Negates trip. Cooldown: 30/25/20 seconds.

  • Bug: Despite saying "all nearby enemies", the attack hits enemies in a 180 degree arc. This should be corrected to a 360 attack.
  • Bug: Actual DC is a Strength save for 10 + Rogue Level + Dexterity Modifier + Trip Bonuses. This should be updated to the correct save above.
Dexterity or Strength (AP 2): Select +1 to Dexterity or Strength.

Tier 4​

Acrobat Staff Training (AP 2): +1 to hit and +2 damage with quarterstaves.
Improved Defensive Roll (AP 1): Defensive Roll now triggers at 30%/40%/50% or below health.
No Mercy (AP 1): You deal 10%/20%/30% additional damage to helpless opponents.
Staff Lunge (AP 2): Melee Quarterstaff Attack: Deals +2/4/6[W] damage as you dive through enemies in a line and to nearby enemies when you finish. (Cooldown: 30/25/20 seconds)
Dexterity or Strength (AP 2): Select +1 to Dexterity or Strength.

Tier 5​

Acrobat Staff Training (AP 2): +3 to hit and damage with quarterstaves. +10 Melee Power.
Staff Specialization (AP 2): You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range with Quarterstaves. +25% Competence bonus to maximum hit points.
Improved Shadow Dodge (AP 1): +1/2/3 to Dodge, and Dodge Cap. +2/4/6 PRR while wearing light armor or clothing.
Spinning Staff Wall (AP 2): Activate to gain 50 PRR and 50 MRR for 20 seconds. Cooldown: 90 seconds.
  • Passively provides: While wearing cloth or light armor, gain 5% Dodge, 5% maximum dodge, and 5 Maximum Dexterity Bonus with Light Armor.
Vault (AP 2): Quarterstaff Action: Use your quarterstaff to propel yourself forward at great speed. Requires you to have a quarterstaff equipped. (Cooldown: 15 seconds)


Shadowdancer Epic Destiny​


Core​

Shadow Training (EDP 1): You gain the Magical Training feat if you didn't have it already. Each core ability including this one grants +5 Melee Power and +4 Ranged Power, +1 Sneak Attack Dice, as well as 15 Maximum Hit Points. 50 Spell Points, +1 Epic DC, 5 Force Spell Power and 5 Universal Spell Power.
Step Through Shadow (EDP 1): Dimension Door SLA. Cooldown of 1 minutes.
The Darkest Luck (EDP 1): You have Evasion, normal Evasion rules apply. If you have Evasion already, you gain Improved Evasion. If you have Improved Evasion already, you no longer fail Reflex Saves automatically by rolling a 1.
Cut to the Soul (EDP 1): +3% dodge bypass, +3% fortification bypass, +3% damage versus the helpless, and +3 Sneak Attack Dice.

Tier 1​

Stealthy (EDP 1): +1/2/3 Reflex Saves +2/4/6 Hide and Move Silently. Rank 3: Gain the Hide in Plain Sight feat. If you already have Hide in Plain Sight, you become invisible while stealthed.
Cover of Darkness (EDP 1): +10/20/30% less threat from all sources. Rank 3: Gain a permanent benefit of Nightshield.
Well of Darkness (EDP 1):
Assassinate (EDP 1): +2/4/6 to your Assassinate DCs and Poison DCs.
Technician (EDP 1): +2/4/6 to Search, Spot, Disable Device, Open Lock. Rank 3: +1 Sneak Attack dice.

Tier 2​

Sleight of Hand (EDP 1): +2/4/6 UMD. +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. Note: This does not stack with Wand and Scroll Mastery.
Dance in the Dark (EDP 1): +1/2/3 Sneak Attack Dice.
Shadowform (EDP 2): Shadowdancer Destiny Mantle. Grants +25% Enhancement Insight bonus to movement speed, 25% Insight bonus to Sneak Speed, 25% Insight bonus to Cast Run Speed, and grants ghost touch on all attacks.
Lithe (EDP 1): +2/4/6 reflex saves, AC and light armor Max Dex Bonus, Dodge, and Maximum Dodge Bonus.
Epic Strike Multiselector (EDP 2):
  • Shadowstrike (melee): Epic Strike: +5[W], +3 Critical Threat Range and Critical Damage Multiplier. Enemy must make a Fortitude save vs (20 + highest ability score + assassinate) or be cursed with Shadow Loss. Cooldown: 15 seconds.
  • Shadowstrike (ranged): Epic Strike: +5[W], +3 Critical Threat Range and Critical Damage Multiplier. Enemy must make a Fortitude save vs (20 + highest ability score + assassinate) or be cursed with Shadow Loss. Cooldown: 15 seconds.

    Note: Shadow Loss: You no longer cast a shadow. In addition, you have -5 PRR, MRR, and Spell Resistance.

Tier 3​

Grim Precision (EDP 1): +2/4/6% Dodge Bypass, and you bypass 5/10/15% enemy Fortification.
Shadowstriker (EDP 2): +5% Doublestrike and Doubleshot. Immunity to Energy Drain.
Depths of Darkness (EDP 2): While in your Shadowdancer Destiny Mantle, you gain a +50% Insight bonus to Sneak Speed and a stacking 25% Incorporeality and 25% Concealment. Additionally, while sneaking you become Invisible and when exiting Invisibility you gain displacement for 20 seconds. This can only happen once every 20 seconds.
Epic Strike Upgrade (EDP 2):
  • Dark Imbuement: Your Epic Strike now increases your melee range and imbues your weapons with Evil energies for 20s: You deal 1d6 per Sneak Attack Dice in Untyped damage on hit (scaling with Melee or Ranged Power, or Force Spell Power if its higher), and on a vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.
  • Meld into Darkness: Your Epic Strike now grants you 15% uncapped dodge for 20s. When enemies miss you in combat while Meld is active, they are blinded by shadows with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.

Tier 4​

Pierce the Gloom (EDP 1): +1/2/3 Accuracy, to-hit with Sneak Attacks, to-hit while flanking. Rank 3: You gain immunity to Silence, Quell, and Blindness.
From the Shadows (EDP 2): From a stealthed position, Dissolve into shadows, before appearing some distance in front of you. This grants you the buffs from your Shadowdancer Epic Strike if you have them trained. Cooldown: 20 seconds. Note: This ability requires the character to have the Stealth feat active ("in stealth") to use it.
Dark Mercy (EDP 2): Your Shadowdancer Destiny Mantle now grants you +5/10/15% Helplessness damage and your attacks gain Vamprism 3 and Feeding 30.
  • Vamprism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit.
  • Feeding 30: On Vorpal Hit: Your target incurs one Negative Level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Bring Darkness (EDP 2): When you roll a critical hit on a melee or ranged attack, you envelop the target in shadow, applying the Darkness debuff. If you have the feat First Blood, the trigger of First Blood now also applies the Darkness debuff
  • Darkness: The target is no longer immune to Sneak Attacks. -3 Spell Resistance, -3 Physical Resistance Rating and -3 Magical Resistance Rating per stack. Lasts 20 seconds, stacks drop 1 at a time. Max 3 stacks.
Epic Strike Upgrade II (EDP 2): Able to pick the other Epic Strike upgrade.

Tier 5​

Consumed By Shadows (EDP 1): From Sneak: Active attack. Enemy must make a Will save versus 20 + highest ability score + Assassinate or be beset by your shadow. Enemies affected have their Armor Class set to 0, and when they are hit, they take a stack of Vulnerability. Duration: 20 seconds. Cooldown: 1 minute. Note: This ability requires the character to have the Stealth feat active ("in stealth") to use it.
Just a Taste (EDP 1): +1 multiplier on an attack roll of 19-20 with bows, thrown weapons, crossbows, quarterstaves, and finessable melee weapons.
Greater Shadowform (EDP 2): You also gain +10 Force/Universal Spell Power. While in your Shadowdancer Destiny Mantle, you float as if you had Feather Fall, gain +20 Hide and Move Silently, gain a +75% Insight bonus to Sneak Speed, and no longer trigger pressure plate or bear traps. Your Feeding and Vampirism are also upgraded to Feeding 60 and Vampirism 6.
  • Vampirism 6: This weapon thirsts for the blood of your enemies, healing you for +6d2 hit points with each hit.
  • Feeding 60: On Vorpal Hit: Your target incurs one Negative Level, and you gain +60 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
  • Note: As a result of the floating, you are also immune to Trip and Knockdown effects.
Shadow Mastery (EDP 2): Epic Moment: Dissolve into a whorl of shadow, leaving your corporeal form behind. While in this form, you are considered Sneaking and Invisible regardless of what you do. You also gain 6d6 Sneak Attack Dice, 50% stacking Incorporeality, as well as the effects your Epic Strike as if they had been fully trained and upgraded. When non-boss enemies miss you in this state, they are slain by their fear, automatically taking a Phantasmal Killer effect with no save. Duration: 20 seconds. Cooldown: 5 minutes.
  • Note: The incorporeality provided by your Epic Moment does not stack with the bonuses gained from your Epic Mantle. But they do stack with effects such as Ghostly and Enhanced Ghostly.

Because I was told it was worth mentioning.. as for what Casters lost from the Shadowdancer Epic Destiny, I'd be perfectly fine with some of it getting merged into the Magus of the Eclipse Destiny.. and if there is enough leftover for the community to want a shadow based illusion focused Epic Destiny, they always have the option of adding in a Shadowcaster Destiny, which has always been the caster cohort to the Shadowdancer back in 3.5 D&D. That way we can retain the identity of the Shadowdancer without trying to make it a strange hybrid that ended up doing nothing overly well.

Sneak System and AI Adjustments​

Some stealth changes that I'd really love to see in addition to the above changes... set mob AI triggers to have several states. Passive, Alert, and Active. If a mob is passive then when a player would normally trigger their AI have it check against the stealth state of the character first.

If the character is Stealthed, then have it do a check against the Hide DC of the player. If it fails, then leave them in the passive state until someone enters its aggro range again. If it succeeds then have the enemies switch to Active state and aggro the characters as normal.

When players move around while stealthed or invisible, have them trigger a Move Silently check against enemies in the area that are in the Passive state periodically, probably every seconds or so while moving. If they succeed, then enemies remain in the passive state. If they fail then enemies are raised to Alert state.

When an enemy is in the Alert state, have it make spot checks against the character's hide DC once every 6 seconds. If it succeeds then raise the enemy to the Active state. If it fails then remain in the Alert state. Have them repeat this for a number of attempts and then lower them to the Passive state if they fail each of the checks.

For the case of Invis, See Invis, and Truesight.. Invis should either autosucceed on hide checks, or should offer a significant bonus to the check. See Invis or Truesight should negate this benefit.

Stealthed players should still be able to sneak past enemies, champions, and the majority of bosses if their Hide and Move Silently are high enough. With or without Invis.

Reapers should remain a constant threat for players though, having a much higher than normal listen and spot check as well as see invis or truesight. They should not have an auto-win against stealth, but they should have a decent shot even against players that raise those stats heavily. Especially in higher levels of Reaper.

I believe this would simplify the aggro system for most enemies and allow a 'stealth' playstyle.

Some Additional Stealth QoL I'd love to see. In addition to the AI changes above.
  • Allow triggering of switches, levers, and other mission specific items from Stealth. When they are triggered, have the character perform a move silently check against the enemies listen DC in the area. If they fail, raise the state of those enemies to Alert.
  • Allow attacks from stealth. Making an attack from stealth should immediately trigger a move silently check against enemies listen DC. When an enemy is hit, all enemies should be raised to the Alert state.
  • Combine Stealth and Stealth Movement Speed bonuses on enhancement trees where possible. Rank 3 of these skills should provide the Hide in Plain Sight feat.
  • Shadowdancer should become Invisible on Stealth as a part of either its core abilities or as a part of the Stealthy destiny enhancement.
  • Shadowdancer Destiny Mantle should allow characters to stealth at full movement speed when combined with movement speed while stealthed enhancements that have been maxed.
  • Stealth Conquest options should be expanded upon for quests, making stealth play a viable option when you're able to get through the entire quest killing as close to the minimum of enemies as possible.
 
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Upvote 2

Fisto Mk I

Well-known member
Arbalester: You can now use your Intelligence modifier for attack with all crossbows and thrown weapons.
And do Harper tree totally useless? ;)
Expert Builder: Would love to see faster disabling of trap boxes be added to this in addition to its current bonuses.
Agreed.
Hip Flask: Would love it if at the Capstone, you are always considered in range for Point Black Shot and Ranged Sneak Attack. Not sure how I feel about the current Hip Flask capstone in terms of flavor for the Mechanic. Might be worth looking at something more focused around traps and/or crossbows.
Wanna save 1 EDP for ED and get T5 Shiradi effect for free? Clearly OP... but very appealing, as player who have Mechanic as very enjoyable toon cannot argue here... :D
Lacerating Shots: This should scale based either on Ranged Power, or the higher of Ranged Power or Melee Power.
Only Ranged.
Replace Disable Construct (Which I haven't seen anyone ever using) with an enhancement that provides auto-searching and adds Rogue Level to Disable Device and Search. (This would be a massive QoL change as right now most trappers are forced into Inquisitive, Elvish Racial, or Dark Hunter for the auto-search. Watchful Eye is an option, but not until very late game.. and all of these different options seem to have differing reliability and performance when they should all be doing roughly the same thing.)
Of course you anyway take Watchful Eye for synergy with Shiradi T3 Pierce Deception, but it's really very appealing QoL. Other hand, you just wanna remove opportunity cost for it, as say yourself... not sure if it fair, really.
 

Dergex

Well-known member
And do Harper tree totally useless? ;)

Agreed.

Wanna save 1 EDP for ED and get T5 Shiradi effect for free? Clearly OP... but very appealing, as player who have Mechanic as very enjoyable toon cannot argue here... :D

Only Ranged.

Of course you anyway take Watchful Eye for synergy with Shiradi T3 Pierce Deception, but it's really very appealing QoL. Other hand, you just wanna remove opportunity cost for it, as say yourself... not sure if it fair, really.

Harper tree works for all weapons, this change would work for just crossbows. Very limited but still a great QoL. Harper would still be useful for the battle trance.

Point Blank Shot and Sneak Attack at any range is also the capstone for Deepwood Sniper, which has a similar range extension for its core abilities. It makes a lot of sense for Mechanic as well and would be amazing QoL.

As for auto search.. there are many sources of it at the moment. The easiest one being Inquisitive which is taken by almost every mechanic trapper I see. I think it makes a lot of sense to build it into a tree based around traps as well. Again, mainly for QoL and consolidation. :)
 

Sholekar

Well-known member
Would love those Assassin changes as well. That shiv being a weaker version of the DWS shot (and have melee/ranged option) but still with bluff would be super cool.
 

saekee

long live ROGUE
interesting suggestions. Some make good sense.

Homestly I feel like TA is in the toughest spot as it is a dex build using a STR THF weapon.

Mechanics—I would love some skill on mechanics which allow them to flip constructs of any kind if they do not have aggro, like in some situations where you can make a cannon be on your side. A sort of ‘dominate’ skill that would use your disable device and sneak. That would be really fun to do on a warforged or a Titan.

I would like to see the TA tree have multiselectors between staves and light melee weapons so that it is a kind of street thug tree. Kukris could be very fun in such a situation whereas they kind of died with vistani.

There are no named kukris with expanded threat range or multiplier. Without the offhand buff from vistani they fall way behind. Hence why stuff in TA tree for light weapons and clubs might balance things (imagine going full TA then grabbing lethality from assassin.
 

misterski

Well-known member
interesting suggestions. Some make good sense.

Homestly I feel like TA is in the toughest spot as it is a dex build using a STR THF weapon.

Mechanics—I would love some skill on mechanics which allow them to flip constructs of any kind if they do not have aggro, like in some situations where you can make a cannon be on your side. A sort of ‘dominate’ skill that would use your disable device and sneak. That would be really fun to do on a warforged or a Titan.

I would like to see the TA tree have multiselectors between staves and light melee weapons so that it is a kind of street thug tree. Kukris could be very fun in such a situation whereas they kind of died with vistani.

There are no named kukris with expanded threat range or multiplier. Without the offhand buff from vistani they fall way behind. Hence why stuff in TA tree for light weapons and clubs might balance things (imagine going full TA then grabbing lethality from assassin.
Kukris are already suypported in Assassin, though so putting it in yet another rogue tree would be a little redundant.
 

Buddha5440

"There are some who call me...Tim"
The only thing that needs to be done to Rogue is this...

FIX STEALTH!!!

I get it that intelligent mobs can alert other intelligent mobs to your presence when they find you... However, once you have run back a room or two, they should not automatically be able to see you when in stealth.

Also, mobs behind a closed door should not be able to target you until they can see you (I hear arrows being fired at me all the time when there is nothing else in the room)...and if you kill everything in the current room (which they (in the next room) likely heard and should get a bonus to spot for) they should NOT be able to see you immediately when the door is opened (especially if it's not you who opens it).

Bottom line...STEALTH is severely broken. Do the mobs have binoculars and thermal scanners or something?
 

misterski

Well-known member
The only thing that needs to be done to Rogue is this...

FIX STEALTH!!!

I get it that intelligent mobs can alert other intelligent mobs to your presence when they find you... However, once you have run back a room or two, they should not automatically be able to see you when in stealth.

Also, mobs behind a closed door should not be able to target you until they can see you (I hear arrows being fired at me all the time when there is nothing else in the room)...and if you kill everything in the current room (which they (in the next room) likely heard and should get a bonus to spot for) they should NOT be able to see you immediately when the door is opened (especially if it's not you who opens it).

Bottom line...STEALTH is severely broken. Do the mobs have binoculars and thermal scanners or something?
In order for the devs to fix stealth they would have to make the content more conducive to stealth otherwise it would be pointless.
 

Buddha5440

"There are some who call me...Tim"
In order for the devs to fix stealth they would have to make the content more conducive to stealth otherwise it would be pointless.
It's not the content...it's the Aggro system (not referring to DA).

Mobs that have no line of sight are alerted of your location (even by oozes/spiders/scorpions, and such), not your presence but your exact location, even if you go back a room and hide again.

I get that a kobold can yell through a door that "There's someone in here" before it is killed, but how does the kobold in the other room (behind a closed door) already have you targeted when that door is opened by someone other than you?

Other than the 'kill everything in the room to advance' dynamic, there is very little that effects stealth in quest design.
 

VinoeWhines

Well-known member
It's not the content...it's the Aggro system (not referring to DA).

Mobs that have no line of sight are alerted of your location (even by oozes/spiders/scorpions, and such), not your presence but your exact location, even if you go back a room and hide again.

I get that a kobold can yell through a door that "There's someone in here" before it is killed, but how does the kobold in the other room (behind a closed door) already have you targeted when that door is opened by someone other than you?

Other than the 'kill everything in the room to advance' dynamic, there is very little that effects stealth in quest design.
This 1000%. Mobs are running up two floors and exactly running to your exact location when you might be stealthed on top of a bookcase or behind a wall or up on the highest part of the stairs, also undead get a 150% run speed to try and catch up to you. Zombies should not be out running Fighter mobs.
 

VinoeWhines

Well-known member
Rogue drastically needs some love in terms of QoL and modernization. Would love to offer some more detailed feedback on this whenever it comes closer to actually happening!

Some suggestions that I'd really love to see:

Assassin Tree

Nimbleness: In addition to its current effects, add a passive 25% stacking bonus to movement speed while sneaking.

Venomed Blades: 2 AP for a single rank. 1d8 Poison Damage Imbue Toggle scaling with the higher of 200% Melee Power / Ranged Power.

Stealthy: Fix stealth movement speed so it's actually scaling properly with 25/50/75% Movement Speed while Sneaking.

Shiv: Remove the Bluff check from the attack, and have it apply without failing similar to Deepwood Stalker's Exposing attacks. Bonus if you offer a multiselector for a melee or ranged attack.

Thief-Acrobat Tree

Haste Boost: Offer a Multiselector for Haste Boost or Sprint Boost

Mechanic Tree

Arbalester: You can now use your Intelligence modifier for attack with all crossbows and thrown weapons.

Expert Builder: Would love to see faster disabling of trap boxes be added to this in addition to its current bonuses.

Hip Flask: Would love it if at the Capstone, you are always considered in range for Point Black Shot and Ranged Sneak Attack. Not sure how I feel about the current Hip Flask capstone in terms of flavor for the Mechanic. Might be worth looking at something more focused around traps and/or crossbows.

Lacerating Shots: This should scale based either on Ranged Power, or the higher of Ranged Power or Melee Power.

Improved Traps: Not sure how often people are actually using this at this point, but would be nice to have either some scaling on damage with traps tied to Ranged Power, or some other mechanic to make it a bit more attractive in addition to what it currently does.

Replace Disable Construct (Which I haven't seen anyone ever using) with an enhancement that provides auto-searching and adds Rogue Level to Disable Device and Search. (This would be a massive QoL change as right now most trappers are forced into Inquisitive, Elvish Racial, or Dark Hunter for the auto-search. Watchful Eye is an option, but not until very late game.. and all of these different options seem to have differing reliability and performance when they should all be doing roughly the same thing.)
Thanks for bringing this topic up, as one who has been trying to dialogue to the devs, as well as others before me.
Stealth and Rogue play has been leached out with "Class Appropriation" and many of our abilities have been taken away and given to other classes in a more congruent and higher/powerful way.

We had mechanical pets for Mechanical builds and that was removed and given only to Artificers.(Can't find the link to it at the moment)

These abilities were once on Live but were removed all together.....gasp!

Vorpal on 20 was removed from Assassin tree later/last Core.

Lethality
:
Any sneak attack that also counts as a vorpal strike (attack roll of 20 followed by critical confirmation) that you make will kill most living targets.
AP Cost: 1Progression: 30Requires: Nimbleness, Level 18 Rogue


Cheat Death a self resurrection ability was taken away, yet Monks still have Rise of the Phoenix.
CheatDeath.png Rogue Cheat Death: +2 dexterity and a chance of self-resurrection, but this chance drops each time you die and Maruts dislike you.
AP Cost: 2Level: 20Progression: 74Requires: Level 20 Rogue

Our throwing Vials were never improved but look at what it should of been like, when you turn and gaze at Alchemists(I would be happy if it did even 75% of what is current). Look how they made it scale. Instead of Spell Power it could of been based off of Disable Device and Sneak Dice/Assassinate.

Alchemist: (Which gets boosted by Spell Power/Crits/Multipliers?
Conjuring many bottles of caustic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Acid damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 acid damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Rogue: (Flat Damage and No Way to Scale) Which turns to snap caps in Reaper levels
  • Result: 25 Deadly <Elemental> Grenades (30d6 Damage, Reflex Save - 28)

Assassin Tree should have ability to lower cooldowns on Assassinate, Shiv, Bluff, and be able to use Strikethrough on Assassinate, since the Devs removed the ability to Assassinate more than two mobs, like it was before with the removal of Double strike and Offhand Doublestrike, which would allow us to Assassinate 3 mobs and a very, very, very rare 4 mobs with offhand proc. (seemed like less than 3%)

Assassin Tree should use Throwing Daggers since, ShortBows aren't even supported in game. Throwing Daggers would be able to be supported with crit profile of daggers, so that you would get the benefit of both, but you would still have to take crit feats for each: Improved Range/Pierce.


Knife in the Darkness
: You gain proficiency with Kukris. You can also use your Intelligence/Dexterity modifier to hit with Daggers, Throwing Daggers and Kukris
AP Cost: 1Ranks: 1Progression: 0Requires: Level 1 Rogue


Lethality
: While wearing light or cloth armor you gain +1 Insight bonus to your Critical Damage Multiplier for any one-handed weapon/Throwing Daggers you are wielding (Two Weapon Fighters will get the bonus for both weapons provided they qualify.)
AP Cost: 1Ranks: 1Progression: 30Requires: Nimbleness, Level 18 Rogue

Icon Enhancement Knife Specialization.png Knife Specialization: You gain a +1 Competence bonus to Critical Damage Multiplier with Daggers/Throwing Daggers and Kukris. Daggers/Throwing Daggers also gain a +1 Competence bonus to Critical Threat Range. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
AP Cost: 2Ranks: 1Progression: 30No requirements

Icon Enhancement Measure the Foe.png Measure the Foe: Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and +1 to the DC's of your Assassinate abilities for every 4/2/1 seconds you remain stealthed. This effect stacks up to five times, and lasts 10 seconds after you come out of stealth.
Passive: Your Assassinate and Social/Tactical abilities are reduced by 2/4/6 seconds per Rank.

Not all Rogues use Light Armor and this currently doesn't do anything for cloth/robe wearing Rouges, Cloth doesn't even get the 2/4/6 PRR from this. 3 wasted Points just to get the +25% Competence HP bonus.
Icon Enhancement Light Armor Mastery.png Light Armor Mastery: Gain 2/4/6 to the Maximum Dexterity Bonus of light armor and 2/4/6% Stacking Dodge to cloth armor, also gain 2/4/6 Physical Resistance Rating. Rank 3: +25% Competence bonus to maximum hit points.

Thief Acrobat:

Staff Control: You can also use your Intelligence/Dexterity modifier to hit with Quarterstaves.
AP Cost: 1Ranks: 1Progression: 0Requires: Level 1 Rogue

Now here is where Thug Life Clubs can come into play as the Name implies:
Icon Enhancement Stick Fighting.png Stick Fighting: You can now use your Intelligence/Dexterity modifier for damage with Quarterstaves and Clubs. Gain feat: Swords to Plowshares and if using Clubs gain Whirlwind Attack.
AP Cost: 1Ranks: 1Progression: 5Requires: Staff Control, Level 3 Rogue


Icon Enhancement Acrobat Staff Specialization.png Staff and Stick Specialization: You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range with Quarterstaves and Clubs.
Fighting Stance Toggle: Years of training in Arnis(Kali/Escrima) Arts,: you are able to separate your Staff into two clubs benefitting from offhand attacks, damage and procs as if your staff were two clubs.
+25% Competence bonus to maximum hit points.
AP Cost: 2Ranks: 1Progression: 30No requirements
And Build from here.

Mechanic Tree:

Icon Enhancement Tanglefoot.png Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No
  • Alchemical Trap Activate: Throws a Summoned Ooze flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6 acid damage per Rogue level every 2 seconds, Reflex DC (10 + Rogue Level + Intelligence/Dexterity Modifier+ Assassinate) halves, and are slowed (does not affect bosses), Reflex (DC 10 + Rogue Level + Intelligence Modifier+ Assassinate) negates. This damage scales with 200% Ranged Power. The Summoned Ooze generates 200% Hate.

Icon Enhancement Improved Detection.png Improved Detection: You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, as a Mechanic you do not get a -4 to Search/Spot Check.

Icon Enhancement Improved Traps.png Improved Traps: +1/+2/+3 to the save DC's of Alchemical/Magical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill and scale with your Sneak Attack Dice and Range Power, instead of 50%.

Icon Enhancement Ooze Flask.png Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Summoned Ooze Trap Attack: You throw a Summoned Ooze flask at your enemy that contains concentrated grey ooze secretions. Deals 4d8/8d8/12d8 acid damage per Rogue level (scales with 200% Ranged Power), no save, and reduces the Armor Class and PRR of your opponent by 2/4/8 for 30 seconds, Fort DC 10 + Rogue Level + Intelligence Modifier) negates.
The Summoned Ooze generates 200% Hate.

Others can feel free to add to this...
 
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Dergex

Well-known member
Mechanic Tree:

Icon Enhancement Tanglefoot.png Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No
  • Alchemical Trap Activate: Throws a Summoned Ooze flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6 acid damage per Rogue level every 2 seconds, Reflex DC (10 + Rogue Level + Intelligence/Dexterity Modifier+ Assassinate) halves, and are slowed (does not affect bosses), Reflex (DC 10 + Rogue Level + Intelligence Modifier+ Assassinate) negates. This damage scales with 200% Ranged Power. The Summoned Ooze generates 200% Hate.

Icon Enhancement Improved Detection.png Improved Detection: You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, as a Mechanic you do not get a -4 to Search/Spot Check.

Icon Enhancement Improved Traps.png Improved Traps: +1/+2/+3 to the save DC's of Alchemical/Magical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill and scale with your Sneak Attack Dice and Range Power, instead of 50%.

Icon Enhancement Ooze Flask.png Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Summoned Ooze Trap Attack: You throw a Summoned Ooze flask at your enemy that contains concentrated grey ooze secretions. Deals 4d8/8d8/12d8 acid damage per Rogue level (scales with 200% Ranged Power), no save, and reduces the Armor Class and PRR of your opponent by 2/4/8 for 30 seconds, Fort DC 10 + Rogue Level + Intelligence Modifier) negates.
The Summoned Ooze generates 200% Hate.

Others can feel free to add to this...

For the Mechanic Tree, they really need an early ability to sub out their Intelligence Modifier for Crossbows. People always point out things like 'Oh, well you can always just take Harper, stop complaining about it.' but the idea here is a QoL. Many of the class revamps and archetypes include everything that you need to play the class 'as intended' right in the core abilities of the class enhancements. You shouldn't be forced to dip outside for important core features like this. Same thing goes for trap auto-search.

Picking up Harper for the Intelligence battle trance is fine though, being able to add even more intelligence to damage for a short time is a neat trick and that being unique to Harper is fine.

I'd also love to see a trap disable speed increase, since if it belongs anywhere it belongs in Mechanic.

For the purposes of remaining competitive with other classes and enhancement trees, I think some important things to note would be:

1. Intelligence Modifier to Attack should happen at level 1-3.
2. Trap Auto-Search should happen, without a penalty to the search check around level 6, possibly sooner.
3. Trap Disable speed enhancement should happen around level 12-18.
4. Any abilities that Mechanic gets should scale damage based on Ranged Power, if it scales damage. Preferably, it should also utilize the new Imbue Dice standard.
5. Player Crafted Traps should be able to scale on damage with Ranged Power and possibly even the higher of Ranged / Melee Power. Or at the very least, if not done by default then it should be baked into the Improved Traps enhancement.
6. At level 20 Capstone for Mechanic, you should be able to apply your Sneak Attack damage from any distance provided you meet all of the other requirements.
7. Finally, it would be nice if Mechanic got a bit of assistance on skills that are important to the class but may suffer due to low stats such as Spot, Listen, and Open Lock based on their total Rogue Level. Similar to how Dark Hunter gains a bonus to Disable Device and Search based on their Wilderness Lore feats to account for them being low on Intelligence. It's silly to me that a Dark Hunter can get a total Disable Device and Search skill higher than a Mechanic or Artificer.. Even though it comes at a minor cost of prioritizing Intelligence over their Dex Stat.
 

Dergex

Well-known member
what if they added something like arcane trickster?

I'd be fine with something like an Arcane Trickster, but it's really important that it has its own identity and doesn't step on the toes of the other three enhancement trees. It also shouldn't be done as a replacement to a rogue revamp. Realistically as well, it might make a lot of sense to have something like an arcane trickster be either an Epic Destiny or a Rogue Archetype more than anything.
 

Sholekar

Well-known member
Arcane Trickster as an archetype that gets spells would be the way to go. Make it scale spells like bard (getting 6th level spells), then Weird becomes an option for a pure "rogue" if desired.

Definitely make it it's own thing. Could easily keep assassin and borrow a tree from elsewhere for the 2nd / 3rd trees like sacred fist took the cleric healing tree. Trickster wouldn't mesh as well with TA or Mechanic imo.
 

Eltronin

Kobolds don't matter. *Except in Crystal Cove.
7. Finally, it would be nice if Mechanic got a bit of assistance on skills that are important to the class but may suffer due to low stats such as Spot, Listen, and Open Lock based on their total Rogue Level. Similar to how Dark Hunter gains a bonus to Disable Device and Search based on their Wilderness Lore feats to account for them being low on Intelligence. It's silly to me that a Dark Hunter can get a total Disable Device and Search skill higher than a Mechanic or Artificer.. Even though it comes at a minor cost of prioritizing Intelligence over their Dex Stat.
This is totally messed up. A class designed for disabling traps can be out done by a sub class with no real direction.
 

Dergex

Well-known member
Edit: I moved my full suggestions to the main post of this thread, since they were more relevant there.
 
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Dergex

Well-known member
There may also be a need to do a bit of an overhaul to Trap Damage for trap items crafted by the Trapmaking skill for Rogue and Artificer. These should definitely be viable support items and scale with Ranged Power as needed. For what it's worth, I also believe that Artificer should be updated so that their Improved Traps enhancement allows them to disable traps and open locks 25/33/50% faster as well. I'd also be alright with increasing the scaling of it to 33/66/100% faster, allowing players to disable traps and open locks instantly. Which would be on par with the Knock spell and allow players to not delay their group much while disabling traps.
 

Fisto Mk I

Well-known member
Choose between Power Boost and Haste Boost.
Here no choice at all because Haste much better. :)
Conjure Bolts (AP 2): Activate to create a stack of returning +1 bolts. These bolts are destroyed when you log out for an extended period of time.
No tnx. Old version much better. +1 CC Holy bolt with 2d6 Good damage or +5 Holy/Law bolts drops like candy from quests much better than +1 Conjured Bolt.
Choose between Haste Boost and Sprint Boost.
Again, no choice here really.
50% stacking Incorporeality,
Must be marked as green, because currently it's not stacking. ;)

Now about fully removed spellcaster part...

No more 10% Spell Alacrity for my Necroillusionist? No tnx!
No more boost from Epic Strike to my caster damage, Warlock specifically? No tnx!
No more debuff to enemy from Epic Strike and core 4 too? No tnx!
No more Weird?!! No! Clearly no!!! 8)
 
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