U78 Lamannia Arcane Trickster Preview

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EinarMal

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).
I get the theory of what you are saying, but splashing Wizard is a pretty big loss. Level 9 spells slots are excellent, as is the capstone.

Poke/Slap has a 10s CD, which isn't going to make much practical difference at the pace the game moves today. It is a neat trick, but I wouldn't want to make a build around it. Plus, it won't work on named mobs? It is basically like having to do an enervate and then PK, or I could just shoot them with hunt's end lol....
 

Viridian

New member
One nit that could actually be a minor bug (and apologies if this is the wrong forum)

Sonic Burst, the stolen spell available in the second core, will only work if an actual enemy is hard targeted. The wizard version of Sonic Burst will allow no target, breakable targets and enemy targets, while the stolen version will only work if an enemy is targeted. Breakables and untargeted spell casts with the stolen spell version generate error messages.
 

Zaszgul

Well-known member
This is a good opportunity to boost the damage of missile spells -- universally, not just for AT (they are just as terrible for wizards and sorcs). Either bump up the dice, or give them extra spellpower scaling. Strongly suggest also adding a new "Exploding Missiles" spell which is just a straight up copy/paste of "Force missiles" with stronger dice, optionally with AOE explosion damage or a DC for knockdown/some other explosive effect.

Also, move the existing force spells earlier in progression. Right now, AT can get Chain Missile SLA at level 6, but not the regular (worse) spell until level 11 which is bizarre.

I would shift:
Chain Missiles to 2nd level spell (char level 8)
Force Missiles to 3rd level spells (char level 11)

And add Exploding Missiles to 4th level spells (char level 14)
Also, Exploding Missiles SLA could replace Disintegrate SLA in core 5, since Disintegrate is not overly thematic for AT. If Exploding Missiles is implemented with AOE damage then it supercedes the current Fire Seeds SLA (with a better damage type) which can be replaced with Thorn Lance instead as Druid theft.

Then please also put Exploding Missiles into the Wizard/Sorcerer/Chaosmancer spellbooks at spell level 7 or 8. I guess placement depends on the dice and whether it includes some DC for knockdown/whatever.
 
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Falkor

Well-known member
This looks really fun and has a lot of potential. Let's make this archetype worthy of the 20th year anniversary. Looking forward to the next iteration. Please consider my feedback.

1. Make the mage hands quicker, like the speed of mark target in horizon walker. Also, please add the ability to unlock and break items at range.
2. Offer more spells so enchantment support makes sense. Otto's dance orb, prismatic rays and sprays, otto's irresistible dance are thematic. Other hybrid classes have level 8 and 9 spells in their level 4 spell slots. Please be cool.
3. The capstone offers no incentive to take, ever. Add spells and something defining for Arcane Trickster. It's far too generic and yawnsauce.
4. Spell damage in R7+ is laughable, making magical ambush thematic. Consider making it 100% damage as core lvl 18, or as a class feat.
5. Spell thief will make a difference in heroic leveling, but not much in end game. Consider moving it to level 12 or 14.
6. Please remove the imbue requirement for applied force, it's a bad imbue. Either remove the requirement or make the imbue worthwhile, make it trigger magical ambush, or perhaps can critical?
7. Mage Hand Presto is questionable as a instakill with a 30 second cooldown. Neat idea, just questionable. Perhaps add spell cooldown reduction.
8. Replace the thief-acrobat tree with swashbuckler. Way cooler and far more thematic.
9. Please add a dex / int trance.
10. Where are the imbue and sneak dices? Losing assassin hurts.
11. This would be so much better as a universal tree than rogue archetype.
12. Eldritch Blast from Archmage tier5 would be a great addition to this tree.

Summary : More spells, more cool, better ability responsiveness.
 
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nickvannuchi

Active member
It is strange that Trikster will be better with magic missiles than an archmage. It would be better to proc magic missiles with atacks.

The tree is almost a good intakiller. Maybe could improve this aspect (Arcane Assasin) via illusion.

Mirror image is really missed thematically. Maybe its time to implement?

Also scrolls? I think the sneak dmg activates with scrolls, but it doesn't allow metamagic applicable to scrolls and wands in this class. Arcane trickster is supposed to lean on itens.
 

Maetrim of Cannith

DDOBuilder Creator
Stolen Spell IV has "Greater Heroism" with the icon of "Greater Shout". While Stolen Spell III already has "Greater Heroism" as an option. Looks a like a partial copy/paste error here.
 

droid327

Hardcore casual soloist
8. Replace the thief-acrobat tree with swashbuckler. Way cooler and far more thematic.

Swash is another tree that's better as a splash, not as a T5 or 41 points. Think you'd end up with 20 odd points that you just can't spend well for that spec

I think lean the other way and go Archmage instead of TA, so you could focus on Force casting, or focus on xbow/trapping with Mech

10. Where are the imbue and sneak dices? Losing assassin hurts.

Imbue is in T4, same model as EK

Sneak is an obvious gap

12. Eldritch Blast from Archmage tier5 would be a great addition to this tree.

It'd make Master of Knowledge accessible for AT too
 
My two cents:

If spells have normal DC rules make all core buffs become spells and offer more offensive spells on cores to take benefit from disable device DC's (including maybe hold monster or mass version on a new multiselector for cap)

Also (and more important imho), please, make a review on mechanic tree, at least about 3 issues:

- Alchemical traps (tanglefoot, thunderstone and ooze flask) are not even remotly reliable. The animation takes forever to cast (especially for tanglefoot), projectiles are too slow and they usually fly to the middle of nowhere - or sometimes hit ceilings or walls annoyingly. Please make it an AoE shot, fix or get rid of it...
- Give mechanic +1 competence bonus to threat range somewhere.
- Give mechanic an endless fusilade action boost.

A review on capstone and on trapsmithing would also be nice. And time bomb would be much better if it was a mine instead.
 
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Dulkhan

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.
Could we get endless fuzzible on mechanic plz plz plzzzzzzzzzz t4 :D
 

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.
More importantly can you give rogues a trance for either dex/int to update them to be current with DL and Monk revamp?
 

Archmage

Well-known member
Thoughts. Went 19 Arcane Trickster and 1 Wizard so I can get Metas, focused on Spellcasting only. Mostly Magic Missiles, Shadowlance, Shadowblade spells. It was fun, not powerful, felt a bit gimmicky. Have to Metamagic everything to get ok damage, so I was running out of spell points, if Spell Thief would trigger on spell cast that would help.

The Hand spells are slow to cast and won't take a Quicken.

Hand spells are a bit light on damage and CC duration

The An Extra Hand knockdown hits me when in the bar drinking Brocolli, and in quest with Renewal and Healing Spring, may want to set it up to not be self attacking.

Was hoping to a cool buff to Magic Missiles, like +1/2/3 damage per Missile or add more missiles.

Not many Illusion or Enchantment spells to use with the tree's buffs to same. Was hoping you'd add some new such spells. I did use Hypnotic Pattern for some CC but, that spell makes everyone's eyes hurt and gives us headaches. If u could tone down the look/brightness/make it translucent that would sure help.

Imbue doesn't work with spells.
 
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DDO Noob

Well-known member
I disagree with one or two comments made that Assassin should replace Mechanic as one of the available trees for the AT class. Conceptually, the AT should have the option of playing as either ranged or melee along with its arcane abillities. Whether the melee option should be Thief Acrobat, Assassin, or Swashbuckler, well I'm not really sure which is the best fit.
 

Viamel

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
Let's talk about Trickster
I've been a vocal supporter for the introduction of the Trickster Archetype for a while now, I even made my own very functional (r10 Solo questing) variations of the Trickster.
So I have thoughts.
Lets start with the Major Positives;

The flavor of the magic hand abilities is pretty on point, this is exactly the type of stuff we want to see Trickster doing (I would personally enjoy a "Confuse" ability)

There is lots of Illusion DC support in the tree which should help make Gnome/Deep Gnome and T5 Shadowdancers builds hit functional spell DCs

The Disable Device DC porting directly to your SLAs is a great decision for helping players get Trickster's spells feeling playable and enjoyable.

I generally like the spell selection with the exception that a handful are reasonably redundant and I would encourage the design to move away from damage oriented spell casting for this Archetype



Major Negatives:
Removing the assassin enhancement tree feels bad and also off-flavor for the archetype,
I'd sooner remove Mechanic given how clunky spell casting with ranged weapons is already.

Attached to the removal of the assassin tree is the general removal of stealth support; seen in assassin as Sneak Speed and Measure the Foe
Trickster needs its spells and abilities to work well with stealth so that the benefits of casting from the shadows can bear out, this is a major theme of the Arcane Trickster Archetype; we need a sneak speed enhancement, we need something equivalent to Measure the Foe that gives Spell DCs(+Disable) and a bit more combat punch (Think Melee Power/Sneak Dice/Imbue Dice/Helpless Damage/Dodge etc)

There is no need or want for the nuking support, the nuking options built into this tree will not see play at any level
Instead I'd rather the spell casting aspects focused on Crowd Control and Instakills, with damage aspects of the tree supporting a melee or ranged DPS playstyle. This means the tree needs more Oomph built throughout; Melee Power/Sneak Dice/Doublestrike/Imbue Dice/Helpless Damage/Dodge, more crit profile/critdamage.
A good direction here could be to increase Helpless Damage on Spell Cast, but there needs to be a core base of melee power/ranged power/doublestrike/sneak damage so that when things are controlled or only the red name is left Arcane Trickster can contribute meaningfully to the DPS.


The Hand abilities are slow and clunky and need one or two more options:
The actual cast speed and ability activation for the hand on the current preview is slow and makes using the hand un-fun.

The hand should probably copy bird attacks in terms of fluidity of play between activation and execution of the abilities.
I'd also like to suggest here two new abilities:
Got Your Nose " Your Mage Hand plucks an non-boss's nose clean off! Where'd it Go!? " - This ability casts confuse on an enemy
Convincing Shadow Puppet "Your Mage Hand casts a scary Shadow!" Intimidate enemies to your mage hand for x-seconds.
Finally regarding the hand, given that these abilities are central to the class identity, they should really only cost 1AP each or be planted in the cores.


There is barely any support for INT in this tree.
This is an ideal time and place to give Rogue an option for INT to-hit/damage, ideally in cores 1 and 3 or even as a class feat. We could very reasonably see an INT based trance here as well, it would be a shame for the new archetype to be reliant on spending points in the Harper tree upon release.
Maybe also consider some INT equivalencies for DEX based defensive stats.


Spell Thief (level 16 feat) lacks its own flavor, extremely slow mana retention is not the answer.
The Dnd application of Spellthief is to let the player cast spells that the enemy it is fighting casts. A much more fun application of this ability would be to have a chance to hit the enemy with any foe targeted spells in its own spellbook so long as you are considered sneak attacking.

Completely underwhelming Capstone compared to; Assassin, or any casting class.
Consider; direct bonuses to spell DCs, a reasonable portion of melee power (15-25), a small portion of SA dice (2-4), more imbue dice
and/OR
Consider a fresh ability based on the class set up, for example;
While you are considered Sneak Attacking you deal an additional 1d4 (type) damage per Imbue Dice you have.


More Stealth support please:
I'd like a feat (possibly level 10+) that lets you cast the majority of your spells while sneaking and remain stealthed.

Boss Fight casting support please:
Spell casting during a boss fight should feel rewarding, things like status effects worth casting, or debuffs, or synergised abilities. For an example; While an enemy has had a spell cast on it by you in the last 15s your melee attacks deal +10 flat damage.

Massive Cooldowns on all the abilities:
Most of the caster effect cooldowns and mage hand abilities are much too long, in the current iteration this is a massive problem because all the class does is in these buttons.
I would reccomend one of two major paths; singificantly reduce the cooldowns to make the gameplay fluid.
OR
Massively improve the combat ability of the class so that using the abilities is the fun flavor attached to a semi-decent dps package.



Summary:
I love this archetype and want to see it done well, I'd really encourage you guys to look to the Monk (not so much dragon disciple) and Dragonlord passes as success stories for developing fun and engaging melee builds that have fluid enjoyable gameplay. Both Monk and Dragonlord see lots of play and its because of their excellent blend of Crowd Control, DPS and survivability blended onto a fun flavor package.
Arcane trickster CAN be awesome, but a lot needs to be adjusted between now and its live release.
 

droid327

Hardcore casual soloist
I generally like the spell selection with the exception that a handful are reasonably redundant and I would encourage the design to move away from damage oriented spell casting for this Archetype


There is no need or want for the nuking support, the nuking options built into this tree will not see play at any level
Instead I'd rather the spell casting aspects focused on Crowd Control and Instakills, with damage aspects of the tree supporting a melee or ranged DPS playstyle.

The nuking spell selections arent just random or there for no reason...all of them are damage spells that can multihit, thus carrying multiple procs of Ambush. They're the main attack rotation for a caster AT

If the spell list went no-nuke, there would be literally no way for a 20 AT to proc its major central class feature
 

Viamel

Well-known member
The nuking spell selections arent just random or there for no reason...all of them are damage spells that can multihit, thus carrying multiple procs of Ambush. They're the main attack rotation for a caster AT

If the spell list went no-nuke, there would be literally no way for a 20 AT to proc its major central class feature
I don't think its a great central class feature personally. I'd like it more if you could make your mage hand cast the spells without interrupting your attack cycle.
 

droid327

Hardcore casual soloist
I don't think its a great central class feature personally. I'd like it more if you could make your mage hand cast the spells without interrupting your attack cycle.

I get your vision...but the ability to play the class as a non-hybrid is the only thing potentially saving it from complete irrelevancy

Thats the trap DA fell into - it didnt offer enough support to create either a pure caster or a pure melee playstyle, so it just sucked at everything. Hybrids just arent well-suited for DDO as it currently exists
 

Viamel

Well-known member
I get your vision...but the ability to play the class as a non-hybrid is the only thing potentially saving it from complete irrelevancy

Thats the trap DA fell into - it didnt offer enough support to create either a pure caster or a pure melee playstyle, so it just sucked at everything. Hybrids just arent well-suited for DDO as it currently exists
I agree mostly, some small changes to the spell selection in the cores could fix this and allow for real dps + casting capacity. This is why I'm advocating for leaving the nuking alone, it won't be up to scratch, at least not pure and a class should be able to stand on its own two legs on release.
 
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