U78 Lamannia Arcane Trickster Preview

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Arkat

Founder & Super Hero
My thoughts after playtesting...

- I couldnt playtest a pure AT since they dont qualify for metas while still getting the capstone, and without metas you cant really test it properly. Though from what I have played, I think I can project that it wont be that great either.

- Seems to be a viable Force caster, up through R1 Epic. Combination of Shadowstrike + Ambush is enough to carry you, with adequate Sneak Dice and Force damage/crit. Viable does not mean good, though - it feels like this is a very low-ceiling build option.

- Biggest issue is lack of AOE. Chain Missiles is not an AOE, its a single-target spell that will also do damage to 1 or 2 adds. Spreading the missiles out just spreads them too thin, the individual added damage is not enough.

- Magic Missiles is a nice single-target nuke for its cost and cooldown.

- I played a 12 Acolyte/8 AT in this preview. Ambush works great with Blast to add another chunk of damage, and especially with Wave since that hits 3x. Chain or Cone + Wave makes up for the lack of AOE for questing. Total damage is still too low though - even in R1 with Arcane Pulse, Ruin, and GRuin, bosses were taking a long time to whittle down

- No filigrees on Lama of course, but Force is not well supported with filis anyway, so I dont think they'd help much. Hopefully we get a Force caster set with the next generation. Likewise, ED support isnt great - I could eke out a build with Shadow, Shiradi, and Primal, but it definitely wasnt on par with elemental casters in Draconic + Primal. Shadow has a good synergy, but Primal was just for passive boosts and heals, and Shiradi gives occasional Force damage, but scaling on Imbue, which AT doesnt stack a lot of (you can hit 7, probably not 14). Maybe Magus could get a third version of its abilities in Force.

- Nice defense for a caster archetype. Dodge was high, and the extra +20% uncapped was definitely noticeable (wonder if there's some Monk cheese there). Bug, btw: Slippery stacks to 4, not 3 as indicated. Cocoon+Reborn was enough healing for cap, but having that emergency heal with Helping Hand would be useful, and the auto-heal on incap was very nice vs non-deathblow mobs. Cure Wounds options in Heroic are likely handy too.

- Very gear dependent, especially a Solar Gem of Sneak Dice, since no caster sets give Sneak

Conclusions: I'm not that excited to try building around this archetype. It doesnt seem to have enough on its own, and it seems to require too much investment to try and mix it with anything else. Its a fun idea on paper, but the execution just isnt there for the opportunity cost. The low ceiling means this is a flavor build at most.
I've been looking to try a Force-based build for many years now. The one I tried 10 or so years ago wasn't great at high level and, as it stands now, AT isn't going to be it, either, mostly for the reasons you state. Chain Missiles is the "best" option for a force-based AoE, but that isn't saying much.

😕
 

LetsGetDangerous

Well-known member
Overall I like the class and the creativity behind it. Just a little disappointed that we have another spellcaster. I think we need more pure melee and ranged. For what it is, it could have more enchantment and illusion spells in tree, as many others pointed out.

Disable device check for spell like ability seems odd for Arcane Trickster. I think Bluff would be more thematic. Also provides more value to different skills.

Thief Acrobat seems an odd choice. Thinking something like swashbuckler would be a better fit.

Would like to see a electric spell as well.
 
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Jasparius

Well-known member
This could be a good oportunity to add an increese to the range of search in the mechanic tree ( give some love to this tree with this update too plz) maybe in the core 6 or 12?

Or people can just keep playing Inquis builds... will 17 Arcane Trickster, 3 Artificer work?
 

Nerosothe

Active member
Hello! My name is Nerosothe and I have once again emerged in February like the Groundhog of Lammania that I am to tell you if we are in for 2 more weeks of testing previews (spoilers: we are).

This aggressively oversized post will dive deep into the Arcane Trickster and how it plays both strength wise and general vibes. I have spent the better part of 8 hours on Lamm running through interactions with about 5 builds of Arcane trickster: 4 multiclasses and 1 pure life.


As per usual. I colour coat my comments so for easier skim reading:

Green
denotes the subject I wish to address

Orange denotes any “problems” I see need to comment on

Red denotes core design problems or critical bug issues

Teal denotes my own suggestions.

Everything else is my yapping so delve into that with caution.

If you are a Dev or someone or just wish to skim: I Bold and Underline what I personally think as vital info/ data for this preview that I have gathered.

I also gotta say it every time: I am just a Bozo who yaps too much on a forum for a 20-year-old game. My opinions are just that: Opinions. I’m not here to tell the readers or any of the devs how to make an architype or how to objectively balance a game. I just wanna share my two cents in a constructive way in case that is of any help or to give those who don’t have the time to check out the preview a glance into what’s going down.


So, if you want the quick and short of it: Arcane Trickster design wise is amazing but needs AT LEAST one more preview to iron out bugs and some numbers in my opinion.

-On hit dice for spells scaling off Sneak attack dice, A machine gun caster playstyle which has surprisingly decent dps in epics via magical missile spamming, amazing (for the most part) utility spells from the stolen spells system, and Good hybridization for caster and crossbow trees. These are a few of the things I’ll dive into this post. I really do like what’s here conceptionally, but some stuff needs some touch ups i.m.o.

What has me hesitant about gushing full out for this Architype is a series of bugged interactions: the magehand spells feel rather horrible to use, Mixed magics doesn’t give caster levels based on level, and no sneak attack dice in Arcane trickster’s tree leads to a drought in sneak attack scaling while leveling, Really, I could blather about how fun it is to theory craft this Archetype for a solid thesis length post, but I have a bed I yearn to sleep in, so lets get into the details.



Mechanic, Thief Acrobat, and Arcane Trickster as the trees:

I think the exclusion of assassin is the best choice here. Core Rogue should get the highest sneak attack dice possible so to offer its own class identity as the pizza cutter class (all edge and no point. Yes, I am so funny, thank you). If Arcane trickster could dip Assassin to get 4-5 more dice you really would have no reason to play base rogue as it would be the best melee, sneak attacker, and now caster option for rogue. Acrobat still gives you the choice of a melee build, the inclusion of Shillelagh as a stolen spell also gives this a nice boost and tinge of flavor too, hats off to the team for that. Mechanic Inquisitive dipped with a little Arcane Trickster is a great ranged option too, but it also means that the few people who want to play pure GCB rogue stay as the original class and feel no pressure to switch. I will say I would love to see 5 or maybe 10 RP/ MP somewhere late in the tree as you really do sack that stat by splashing into this tree. Maybe Tricks on Tricks could have a martial multiselector to give 5/10 MP/RP when you cast a spell would fix this? If that’s too strong you could swap Pin Point to t3 and Put Tricks on Tricks into t4. That or the cores giving 3-5 MP/RP as neither Thief Acro nor Mechanic give MP/RP in their early cores



Arcane Trickster’s identity.

If we are being reductionist, Arcane trickster’s most defining features are its scaling imbue dice, Mage hand, stolen spells, and sneak attack dice on spells from Magical ambush.
Right off the top, Magical Ambush is great conceptually. Shadowdancer’s ability to add sneak attack damage to spells/ blasts is a super cool idea in epics but it was weird that it seemingly came out of nowhere and has no direct support from any classes. The caster side of Shadowdancer has long needed a tree which is truly meant to gain something from specc’ing it, so it’s great to see this in here. The biggest issue with Magical Ambush is in heroics Arcane Trickster has little to no way to gain Sneak attack dice bar the auto granted dice from rogue levels. While this does get fixed in expics via being 12+ rogue with epic sneak attack and the 6 odd dice you get from shadowdancer, man are you fiending for some sort of source of sneak attack dice in heroics.


As I said above, I think Assassin should be the master of Sneak attack scaling, but the Arcane trickster really needs 2 or 3 sneak attack dice nodes somewhere cause in heroics Magical Ambush his hitting for a measly 4d3 with 50% Spell power when you get it and it only climbs to 8d3 x~250% (which still is terrible) by pure rogue 15 when mobs have hp in the thousands (Magic missile spells amend this slightly at the cost of being poor damage themself). What this amounts to is Magical ambush being horrendous damage let alone serviceable in heroics unless you can find 5+ sneak attack dice from a non rogue source. To point out how bad it can be: If you want to play a Thief Acrobat Arcane Trickster, you will get NO Sneak attack dice bar your level up dice unless you take the Thief Acrobat capstone. You will also only gain 3 more Imbue dice compared to base Acrobat+Assassin. Mechanic can avoid this issue if they go nonrepeating crossbows, but like man does it feel bad if the only heroic style of arcane trickster that has good sneak attack damage is one who doesn’t use spells. I want to emphasize that this ability is super, super cool conceptually but please, in Cores 2 and 3, add 1 sneak attack dice to Arcane Trickster or put 1-2 in the bottom 3 tiers for some heroic scaling.




Okay I’ve yapped for long enough on Magical ambush, what about stolen spells?

Listen, stolen spells are flat out amazing.

Class identity? Immaculate. Need early healing? Covered. Wanna see many, many numbers on your screen? Magic missile, chain missile, force missile wahoo. Need a panic button? Boom, Radiant Forcefield. Wanna be a freak? Take Fire Seeds as a lvl 18 core SLA.

I jest, but really; bar like, Disintegrate, Neutralize Poison, and Fire Seeds (Please put this one a core earlier), These cores are cool and useful.



“Wow. That was really concise regarding stolen spells. Does this mean the rest of the post will be as straightforward?”

HAHA, you’re cute for thinking that reader…



Mage hand Is too damn slow.

On one hand, these spells are prob the best thematic part of this tree, on the other hand (yes this is a pun, lets move on here), it feels antithetical to play a sly magical thief who’s invisible hand servant takes whole seconds to order around. Mage Hand Spells cannot be quickened, casting animation is a ~1.5 seconds feels terrible to use in mid combat, I can cast almost three spells in the time it takes to use either slap or poke. This currently destroys the play loop for me and if these abilities keep their animation time, they will not be used by a majority of players similar to smoke bomb/ snap trap from Dark Hunter. Please either change the animation of the mage hand spells, allow them to be quickened, or double its speed.

I really would love to use the mage hand spells in combat but right now they really take me out of the gameplay loop just to cast. I don’t think it’s a question of them being too weak. A pretty much guaranteed stun or blind with sneak attack immunity strip is always good utility, and Helping Hand is just a great panic button. The insta kill from Presto is also neat but 30 second CD single target insta kills are just not worth pressing or putting points into when it is the only one you have. Again, not saying it’s a bad skill, but Go for the Kill is 20 second CD, and Death Attack is 12 seconds. It seems modern Insta kills are much shorter on the CD than this so I don’t think bringing this down to 20 seconds CD is out of line.



Regarding Imbue dice

The 1d4+1 imbue is a neat little thing, it gives a solid option for Mechanic and Acrobat, and I’m sure there’s some martial build that will love this as their chip damage option (as that is what imbue damage is for the vast majority of builds). I think the coolest thing about the imbue is the t4 node that gives you imbues based on level. The fact that this is in the tree itself and not a core means you can stack with another class core like alch or EK for some fun. I will get around to seeing the viability on this.



Big Boi Bugs

Mixed Magics from T3 arcane trickster is not applying its levels correctly:
At cap your CL is 19 ( on the character this was tested I was 12 AT/8 WIZ so 12 base + 5 from epic levels and +2 from legendary). WIZ spells were at CL 15 (8 wizard +7 as per above so again, Mixed magics isn’t working as intended.

*checks notes* wait is that the only bugs have written down? Well tbh I’m sure there’s more but most of my testing was just looking at how the new tree worked and some rough build sketches at 8, 15, 20, and 34. On that note: 12 ArcTrick 7 Wiz Archmage 1FVS AoV is damn good force caster. I wept when FVS archon didn’t get the added damage from Magical Ambush. And yes, for those who know me I indeed tried to make sneak attack warlock a thing with this and well; it’s, by definition, better than it was before (this was torture, enjoy getting racial completionist to make Acolyte of the Skin Arcane trickster just barely work).

For now though I think I’ll call it here. I will get more into the numbers when a more final build comes out. Overall, I think this is a super cool Archetype with some much needed attention before wrapping it in a nice bow and shipping. Really excited to see what next preview brings and if you have any questions about what exactly I tested, how I do my testing, or just want clarification, feel free to dm me or msg me in the official discord @Nerosothe.
 
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Lotoc

Well-known member
Can the 21 dex requirement for Improved Sneak Attack be tweaked? Going 21 base dex on Arcane Trickster (outside of all the racial past lives and tomes) with the int focus seems a little unattainable outside of completionists.
 

Ratatoskr_Mikew

Well-known member
The Arcane Trickster is a Rogue Archetype who dabbles in their own kind of magic to augment their abilities. They have modest skill in Enchantment and Illusion magic but can also steal spells from other classes. They also can summon a magical Mage Hand to cause mischief and disable traps at a distance.

Alignment: Any
Hit Die: d8
Class Skills:
  • Skill points at 1st level: (8 + Intelligence modifier) x4
  • Skill points at each additional level: 8 + Intelligence modifier
  • Uses Skill Rogue List minus Intimidate and Swim but Gets Concentration and Spell Craft instead.
Weapon and Armor Profs: As Rogue
Past Lives: +1 Illusion DCs and +3 Force Spell Power
Enhancements Trees
  • Arcane Trickster (see below)
  • Mechanic
  • Thief-Acrobat
1st+0/+0+0+2+0Sneak Attack +1d6, Trapfinding00---
2nd+1/+1/+6+0+3+0Evasion00---
3rd+2/+2/+7/+12+1+3+1Sneak Attack +2d6, Magical Training, Mage Hand Legerdemain201---
4th+3/+3/+8/+13+1+4+1301---
5th+3/+3/+8/+13+1+4+1Sneak Attack +3d6402---
6th+4/+4/+9/+14+2+5+2Bonus Magical Feat502---
7th+5/+5/+10/+15+2+5+2Sneak Attack +4d6652---
8th+6/+6/+11/+16+2+6+2Magical Ambush8021--
9th+6/+6/+11/+16+3+6+3Sneak Attack +5d6,9521--
10th+7/+7/+12/+17+3+7+311022--
11th+8/+8/+13/+18+3+7+3Sneak Attack +6d6125221-
12th+9/+9/+14/+19+4+8+4
Bonus Magical Feat
140222-
13th+9/+9/+14/+19+4+8+4Sneak Attack +7d6155222-
14th+10/+10/+15/+20+4+9+41703221
15th+11/+11/+16/+21+5+9+5Sneak Attack +8d61853222
16th+12/+12/+17/+22+5+10+5Spell Thief2003322
17th+12/+12/+17/+22+5+10+5Sneak Attack +9d62153322
18th+13/+13/+18/+23+6+11+6
Bonus Magical Feat
2304322
19th+14/+14/+19/+24+6+11+6Sneak Attack +10d62454443
20th+15/+15/+20/+25+6+12+6-2604444

Spells:

Intelligence is the Arcane Trickster's primary casting stat. These are done like bard/sorc spells (with swap support) so no scroll scribing.

IMPORTANT BUG - For some reason Metamagics/caster Feats aren't respecting Trickster as a class that should have access. For this preview build you will need to splash 1 level of a caster class to access metamagic/caster feats including the bonus feats.

Example: Take 1 Wizard level before level 6 so you correctly get your bonus caster feats for arcane trickster.

Spell List:
  • 1st Level Spells: Charm Person, Color Spray, Expeditious Retreat, Feather fall, Hypnotism, Jump, Magic Missile, Merfolk's Blessing, Nightshield, Protection from Evil, Repair Light Damage, Sleep, Tumble
  • 2nd Level Spells: Blur, Cat's Grace, Daze Monster, Fox's Cunning, Hypnotic Pattern, Invisibility, Otto's Resistible Dance, Resist Energy, Scorching Ray, See Invisibility, Touch of Idiocy
  • 3rd Level Spells: Chain Missile, Deep Slumber, Displacement, Frost Lance, Haste, Heroism, Hold Person, Repair Serious Damage, Suggestion, Water Breathing
  • 4th Level Spells: Charm Monster, Crushing Despair, Dimension Door, Force Missile, Phantasmal Killer, Remove Curse, Repair Critical Damage, Freedom of Movement
Feats:

1st Level
- Trap Finding, Sneak Attack (progresses like standard rogue, check the chart)

2nd Level - Evasion

3rd Magical Training & Mage Hand Legerdemain

  • Mage Hand Disable Device (you can disable a device at base spell range. This cannot be enlarged with meta magics)
  • Mage Hand Bluff: Bluffs target but has a longer duration than the standard bluff skill
  • You Gain the Magical Training Feat
6th - Bonus Feat: 1 of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting

8th Magical Ambush: Your offensive instantaneous damaging spells deal additional 1d6 force damage equal to your sneak attack dice. Scales with 50% of force spell power. This proc has no cool down so it works very well with multi missile spells like magic missile. The sneak dice will not function on DOTS, Pale Master Aura, Wall of Fire, etc.

12th - Bonus Feat: 2: 1 of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting

16th Spell Thief
  • Your melee and missile attacks that strike targets who have spells (we check for a spell list) grant spell points. 1d20 spell points on a 5 second cooldown for melee attacks. Ranged is a 10 second cooldown.
18th - Bonus Feat 3: 1 of Maximize, Empower, Quicken, Heighten, Extend, Eschew Materials, Mental Toughness, Improved Mental Toughness Spell Focus and Greater Spell focus for Enchantment or Illusion, Mobile Casting

Feat Notes - Arcane Trickster will NOT get uncanny dodge, Trap Sense or the Special Ability feats (improved evasion, opportunist, etc etc)

ARCANE TRICKSTER ENHANCEMENT TREE:

General notes:

  • Assume AP costs are 1 unless other indicated.
  • Starting at core 2 these guys "steal" spells from other classes and uses them as SLAs referred to as Stolen spells with the following rules…
  • Stolen spells uses character's rogue level for caster level (this tree offers mixed magics though like wild mage)
  • Stolen spells for DCs uses your disable device skill score
Core 1: Novice of Trickery - Each core grants 5 Universal Spell Power and a +2% bonus to Doublestrike and Doubleshot including this one. Some of your emotes will generate a mage hand which will emote with you.

Core 2: Stolen Spell SLA Multi Selector:
  • Stolen Magic Missile 2SP 6sec CD (wiz/sorc theft)
  • Stolen Cure Light Wounds 2SP 6sec CD (divine theft)
  • Stolen Conjure Bolts 2SP 6sec CD (arty theft)
  • Shillielagh 2SP 6sec CD (druid theft)
  • Sonic Blast 2SP 4sec CD (bard theft)
  • Stolen Fine Dust 3SP 15sec CD (alchemist theft)
Core 3: Stolen Spell SLA Multi Selector:
  • Chain Missile 8SP 10sec CD
  • Moderate Wounds 4SP 6sec CD
  • Personal Augmentation insightful Damage 8SP 2sec CD
  • Sound Burst 8SP 20sec CD
  • Salt Ray 4SP 8sec CD
  • Salt Crystals 8SP 20sec CD
Core 4: Stolen Spell SLA Multi Selector:
  • Force Missile 6 SP 6sec CD
  • Cure Serious Wounds 6SP 6sec CD
  • Radiant Force Field 20SP 180 sec CD
  • Neutralize Poison 10SP 10sec CD
  • Greater Heroism 8SP 2sec CD
  • Flash Freeze 8SP 30sec CD
Core 5: Stolen Spell SLA Multi Selector
  • Disintegrate 8SP 10sec CD
  • Heal - 20SP 15sec CD
  • Tenser's Transformation - SP15 30sec CD
  • Fire Seeds - 10SP 10sec CD
  • Great Shout- SP15 10sec CD
  • Greater Evolution. - SP25 10sec CD
Core 6: Magical Ambush spell power scaling increased to 100% and Spell Thief spell point steal is boosted by 50%. +2 to all stats and +2 Imbue Dice.

Tier 1:
  • Mage Hand- Eye Poke: (2AP Cost) Target takes 1d2 force damage per 2 character levels, scales with spell power. Max caster level 20. Target must make a reflex save against your disable device skill, if they fail they become blind for 8 seconds with a recurring saves every 2 seconds. Cost: 2 SP 10 CD. Passive: Gain 30 Spell Points.
  • Magic Fingers: +1/2/3 Open Locks, Disable Device, Concentration
  • Keep it Flexible: Gain 5/10/15% Reduction to Arcane Failure.
  • My favorite bauble: While holding an orb, dagger or staff you gain +10 Universal spell power
  • I prefer subtly: you generate 10%/20%/30% less hate
Tier 2:
  • Mage Hand - Slap: (2AP Cost) Target takes 1d4 force damage per 2 character levels, scales with spell power. Max caster level 20. They must make a fort save against your disable device skill or become stunned for 6 seconds with a recurring saves every 2 seconds. Cost: 2 SP 10 CD. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
  • Protective Gear: - 2/4/6 bonus to MRR and MRR Cap
  • Three handed Casting: Your Quicken Spell Feat costs 1/2/4 SP less. Requires Quicken Spell. Stacks with Efficient Quicken from other trees.
  • Catcher Glove:(2AP Cost) Your mage hand will deflect incoming projectiles occasionally granting the deflect arrow feat and you also gain a +2% bonus to dodge.
  • Illusory Escape: When you tumble, you will phase out of reality briefly, passing through enemies as you do so. (anti req'd against gnome version)
Tier 3:
  • Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks, their fortification is reduced by 25% and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
  • More Magic More Fun:(2 AP) - Multi Selector
    • Mixed Magics: As per Wild mage
    • Quick Silver: You gain the quick draw feat and 5 Universal spell power.
  • Tricks on Tricks: Your weapon attacks and offensive evocation spells have a chance of granting you a stack of Tricks on Tricks, which gives a +1 to Illusion and Enchantment DCs. This stacks up to 4 times. The stacks decay at a rate of 1 every 30 seconds.
  • Arms of the Trickster Multi Selector:
    • Trickster Trick - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with spell power.
    • Trickster's Blade - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with 200% melee power.
    • Trickster's Bolt - Imbue Toggle: Your weapon attacks do 1d4+1 force damage. Scales with 200% ranged power.
  • Int/Charisma/Dex Picker
Tier 4:
  • Helping Hand: Removes most crowd control effects from a target, heals them for 50% of their Max Hit points and applies a restoration effect to the target. Can be used while your CC’d. Cost: 5 SP. 60 CD. Passive: Gain 30 Spell Points. If your incapacitated for more than 6 seconds and have 5 spell points you will receive the helping hand effect. Requires previous mage hand enhancement.
  • Applied Force: (2 AP): Gain +1 imbue die per 3 rogue levels and +10% to crit damage with force spells. Requires any of the Arms of the Trickster selections
  • Pin Point: +1/2/3 Spell Pen +3/6/10 Fort Bypass. Rank 3: Your mage hand spells automatically dispels Night Shield and Shield spell effects.
  • Slippery Magic: (2 AP) You have a chance to gain a +5% uncapped bonus to dodge and +1 reflex saves whenever you land an offensive spell on a target. This can stack up to 3 times. 1 stack drops every 15 seconds. Passive: +2% bonus to dodge.
  • Int/Charisma/Dex Picker
Tier 5:
  • Mage Hand - Presto! (2 AP): Mage hand snaps it's fingers over a none boss target to make them disappear. We don't know where they go, it's magic! Target gets a will save to negate the effected with a DC equal to your disable device skill. Cost: 10 SP 30 CD. Passive: Gain 80 Spell Points. Requires previous mage hand enhancement
  • An Extra hand: All meta magics are reduced in cost by 2. You have a chance when struck by a spell to manifest an extra mage hand which knocks down the opposing caster down.
  • Magic is a Tricky Business: You gain a +1/2 bonus to illusion and enchantment DCs. Rank 2: Passive - Tricks on Tricks now also increases to hit and damage with weapons by 1 per stack.
  • Good with my Hands: +3/6/10 Melee and Ranged Power. Rank 3: Passive - Gain 8 MRR cap.
  • I'm Not Half Bad... Multi Selector: (2 AP):
    • With a Blade - +1 competence bonus to critical thread range and damage multiplier with melee weapons and 15% competence bonus to max hit points.
    • With a Bolt - +1 competence bonus to critical thread range and damage multiplier with ranged weapons and a +10% to Dodge Bypass.
    • With a Spell - +20 Universal spell power, +2 spell penetration and +5% crit chance with all spells.
Known Issues in this preview:

1. Enhancement I like to be subtle currently doesn't work
2. Mage Hand Bluff Feat at level 3 is not implemented yet
3. Fixed a bug with chain missile so if it hits a single target, all the missiles will work on that target (before it would fizzle with one hit)
- This spell is still a little wonky because it takes so long to do its damage so it's under review for a redesign.
4. Arcane trickster isn't qualifying for caster feats by itself including its bonus feats at level 6, 12, 18. This is a bug you can work around with a 1 caster level splash in this build.

-T
Please add in curative admixture Harm, Tensor's Transformation, Curative admixture remove disease, curative admixture remove curse, and mass flesh to gold.

If I can just have those spells along side dimension door on my spell list I would be very happy about it.
 

cocopufff

Well-known member
Adding in more "Mixed Magics" is a bit frustrating when so much of the community keeps asking for spells to work this way without an enhancement in order to make multiclassing feel less like shooting a caster in the foot.
 

Smokewolf

Frequently banned member.
The Arcane Trickster is a Rogue Archetype....
Here's my 2cp on the subject while ignoring the issues caster currently have.

Pro's

Mage Hand
Fantastic themed ability!

Magical Ambush Something like this has been needed for the longest time as a perk for Wizards. (Using imbue dice instead of sneak dice) Glad that its finally here, despite being on a hybrid.

Spell Thief Falls pretty much in the same boat as Mage Hand.

Personal Augmentation insightful Damage This is a very much needed ability for any Intelligence based Physical DPS. That's also not a fan of paying the Harper 12 AP tax for the same ability.

Catcher Glove Deflect Arrows is always welcome.


Con's

Max Spell Level
I'm kinda shocked that the Archetype didn't at least get level 6 spells. Sorely missed will be Hold-Monster, Prismatic Ray, Circle of Death, Flesh to Stone, and Undeath to Death.

Stolen Spells Most are just fine except for Magic Missile (plus its Variants) and Fire Seeds. Due to the prior MM Nerfs thanks to Shiradi spam. (Chain Missile became utter garbage after that Nerf) Fire Seeds are just too buggy to be worth using, though its not that this build uses Fire spell power anyway.

Spell DC's Not much in the Enh-tree to meaningfully boost spell DC's. Would of been the perfect opportunity to have a T5 ability that allows ALL spell DC's to be covered by the Disable Device skill, if it should be higher.

Arms of the Trickster Feels underwhelming (at first) as the imbue dice should come from the Cores to allow for more gradual scaling as a player levels, not a Tier 4 ability (Applied Force).

Other thoughts... Would of much preferred to give up Thief-Acrobat over Assassin as TA has very little to offer a hybrid build.
 

LurkingVeteran

Well-known member
I think the idea for this tree is very cool, and most of the abilities would be very nice in a state of the game where hybrids were supported as a concept. In the current DDO meta I don't see a why to build a pure AT, even though you cleverly avoided some of the hybrid shortcomings.

  • You circumwented the end-game DC (and hybrid DC issue in particular) by allowing them to use Disable DC for their SLAs, but their spells will still be useless which makes them not really worth the investment. I think this is a fundemental problem.
  • Meanwhile, you seemingly enabled a way for Illusionist DC Wizard splashes to get like +4 to 6 illusion DC and simultanously removed the major weakness of PK (immunities) via the Fey transformation slap. I think you can get something +12 to PK now just from this tree + deep gnome + 3 fear-ability DC from ED. Not sure how this will play out end game, building for caster DC is such a pain anyway when you can just go DL+Rav.
  • This will be a splah tree for illusionist DC wizards and MM shiradi spammers (if you can figure out how to get a bunch of sneak dice without spell crit suffering).
 
With the loss of the assassin tree (can't it be mechanic?) There's a couple missing items I would like to see arcane tricksters get, but presently don't:

  1. Increased sneak speed, lost from assassin enhancement tree. Stealthy magical casting is a key feature of the PnP archetype. Not getting that feel here.
  2. Similarly, while the name magical ambush is taken, I would have preferred a feature (called magical ambush) that stacks the opening power of your opening attack / spell, scaling based off how long you have been sneaking (and out of combat). Like the t5 assassin feature that grants dcs and melee power, maybe this could boost spell DCs while out of combat and stealthed (juiced up opening cast of weird?) And/or big hunts end like damage amp on your first target hit (with disentegrate/ruin/epic strike).
  3. Lack of extra sneak dice. Less of an issue, and yes, we have to be more careful doling these out in how they can juice the wizard pl magic missile.
Mmm, that's it for now. Some feelings about the AT trying to do too many things; I think it should lean more into caster specifically. I don't think it interplays with the other trees (mechanic, thief acrobat) all that well anyways.
 

Torc

Systems Developer
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.
This could be a good oportunity to add an increese to the range of search in the mechanic tree ( give some love to this tree with this update too plz) maybe in the core 6 or 12?
Improved Detection is Core 4 (level 12 req). I was actually trying to figure out how to move it lower in the tree so its easier to splash.
 

woq

Well-known member
Silly fun suggestion: a free class feat (like the way divines get one for their god) for picking your mage hand's color with a few different options
Or the colour could be based on your alignment! top left = brighter lighter, bottom right = deeper darker, middle = grey
 

Shmuel

Well-known member
The more I read and think about this, this could be turned from underpowered and meh to one of the most interesting classes in the game with one single change, suggested above:

Would of been the perfect opportunity to have a T5 ability that allows ALL spell DC's to be covered by the Disable Device skill, if it should be higher.
 

pirotessa

Well-known member
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.

Improved Detection is Core 4 (level 12 req). I was actually trying to figure out how to move it lower in the tree so its easier to splash.
And will there be a way for AT to get defensive roll to take advantage of one of the core features of the Thief Acrobat tree if they wanted it?
 

cocopufff

Well-known member
The more I read and think about this, this could be turned from underpowered and meh to one of the most interesting classes in the game with one single change, suggested above:

Would of been the perfect opportunity to have a T5 ability that allows ALL spell DC's to be covered by the Disable Device skill, if it should be higher.
It doesn't feel great that the solution to caster DC problems is playing a rogue, tbh. Like, I really like a lot of what they're doing with this tree, but what I don't like is it seems like this will become an excuse to ignore just how bad wizards are (and especially archmage) because now you can splash this with archmage.
 

AlmostDecent

Active member
BUG (typo): Core 5 reads Greater Heroism, not Shout.
BUG (typo): Catcher glove reads "passuve". The description is not helpful: Deflects incoming projectiles AND occasionally grants Deflect Arrows? What does that mean?
BUG (typo): Mage Hand: Slap says "a recurring saves"
BUG (English): Protective Gear "Gain a +2". Gain +2 bonus.
BUG (typo): Sweeping Strikes description ends in "..." instead of a period or nothing.
BUG (typo): Mage Hand Helping Hand: "if your (sic) incapacitated for"
BUG (typo): Pin Point (3/3): "dispell". Should be dispel.
BUG (typo): Not half bad... (I'd really lose the ellipsis here). "Choose what your (sic) not half bad at... (another ellipsis?)" I get that it is meant to be lighthearted, but I feel the options should reflect this in the title and be "Not half bad with a Blade" for example.
BUG (typo): "Mage Hand Pestro". I am assuming you meant "Mage Hand Presto!" Anyhow, more errors in description. The entire first phrase is bad so here is the corrected version: "Mage Hand snaps its fingers over a non-boss target and makes them disappear." Also, "effected" should just be "effect".
 
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AlmostDecent

Active member
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.

Improved Detection is Core 4 (level 12 req). I was actually trying to figure out how to move it lower in the tree so its easier to splash.
The usefulness of the disarming at a distance is entirely tied into this. If I can't see a control panel, then I cannot disarm it, and if I need to get up close then the disarm at a distance has no real value other than to spare me from moving three extra steps.
 

azrael4h

Well-known member
A few notes, then I have to go insane. I skimmed the thread, but I may repeat things brought up more eloquently by others.

1 - You have Repair/Serious/Critical (but not Repair Moderate, because Moderate is the Jabroni of the Earth). Which, other than the odd choice in leaving out the Repair Moderate, don't care. But no Cure Wounds equivalent in the spell list? No the SLAs don't count, as you're pretty much forced to ignore them anyway and pick something that makes them able to kill mobs or at least disable them.

2 - The Stolen spells use DD for the DCs, which would be great if they had something with DCs worth casting. I basically see a choice here in the various Missiles/disintegrate for Force damage nuker (which all but make the DCs irrelevant, and render you impotent and with limited use against various mobs with immunity to missiles) or the random few spells for CC like Freeze or Sound Burst and G Shout. So marginal DPS or Solid CC monkey.

2b - Does the DD for DC feature only work on stolen spells or for the entire spell list? I see the general assumption that it's the usual spell DC calcs, which mean the regular spells will be 5 DC down on real casters and thus useless (irrespective of other things in their respective trees that will widen the gap). But I didn't see it answered.

Honestly, it seems like it's an archetype built more as a splash build class, or for carry builds to get the past life.
 

Terranigma

Well-known member
You have Repair/Serious/Critical (but not Repair Moderate, because Moderate is the Jabroni of the Earth). Which, other than the odd choice in leaving out the Repair Moderate, don't care.
The Repair Moderate Damage spell is a 2nd level Arcane Trickster spell, it just isn't in these forum notes. It was available in the game.
 
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