When are the devs gonna fix Shadow Dancer Epic Destiny:

VinoeWhines

Well-known member
Why did you take away Shadow Manipulation and give it to a Range Tree in Shiradi as Beguile Charm(as if they needed more, as it is a safer Ranged toon Epic Destiny) Rogues and stealth melees needed it SO MUCH MORE, to enter into touch range melee styles, which is a very dangerous type of combat, compared to 20 feet away Mass AOE Casters and Range characters.

Why did we loose Consume as a Stealth(Rogue player here) and give it to Casters(even Artificers?) in a WAY better form as (AOE instakill Mass Phantasmal Killer)Weird("WITH" a ONE MINUTE COOLDOWN!) in our own Tree?(I CANNOT EVEN PICK IT FROM MY OWN TREE!) That really sucks; almost every other Tree(Which I CAN PICK!) has Mass Frog, Everything Is Nothing, Cut the Strings, I can even pick Super Greater Ruin!!!,, etc. but not Weird from my OWN TREE?.... and Shadow Dancer gets absolutely nothing, when it had "Somethings" before, what was the logic of that?

We had: Executioner Shot/Strike(only a 30% chance, ONLY A 30% CHANCE, which was a very weak chance) to take out a mob(Now, Rangers DH get an Assassinate), While Casters get: Slay Living, Finger of Death, Power Word Kill, Frog, Mass Frog, Banishments, Phantasmal Killer, etc on SECONDS(<60) for cooldowns. With chances to reduce them to single digit seconds. ?????!!!!!

Even Dire Charge is nice, why wasn't Shadow Dancer given a way to create an AOE CC like Dire Charge? Even Greater Master of Flowers, Fury, Divine Crusaders ALL have, AOE stuns? (No balance at all)

The fact we have to choose Meld as a choice between a Epic Strike and Survivability is bad, as it use to be able to be TOGETHER! That Tree had both, BOTH!
You could of just lowered the (%)Dodge Chance like you did; but keep it separate from the Epic Strike as it has nothing to do with dealing Damage - but EVERYTHING to do with "survivability" as a squishy class. SURVIVABILITY> Epic Strike.

What in Dungeon Realms is Wand and Scroll Mastery doing in Shadow Dancers tree? It was promised to be a Multiplier to Heroic Trees Wand and Scroll Mastery but it isn't(It was Suppose to Stack per your pre-notes) and is a waste of points in that Tree. Unless....unless it can be...

It should of been this(at present but) which would of kept as is BUT added a real positive benefit for Trapmakers:

Sleight of Hand:
Passive: +2/4/6 UMD. +25/50/75% (Stacking)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. (that's fine as an extra but, really needs this as it's merit: )
Active: 1/2/3 points
Sleight of Hand: Traps and Vial Mastery: If you have the Trapmaking Feat: You can make Noisemaker Traps(8 second clicky) or Noisemaker throwing Vials(on exploding they stick to door/wall and make ticking sound), with the ability to place(traps) or throw(Vials) in stealth.
Active:
(Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Veils.
(Tier 2): You can use the higher of Melee or Range Power to Traps and Veils you Throw.
(Tier 3):You can inscribe scrolls as Traps and Alchemical Recipes as Vials.

Suggestions: maybe have specific Alchemical Vials like Mass Suggestion/Confusion, Turn to Frog/Bat, a real Large AOE Tanglefoot a la "Sharn exploding goo"(with DC: Reflex (DC 20 + Character Level + Stat Modifier + Assassinate Bonus)
and Shadow-Thunderstone: Alchemical Vial Trap Attack: 1d6+2 Large AOE Force an damage per character level and dazes in an area. Fort DC (12/16/20 + Character Level + Stat Modifier + Assassinate Bonus).

Anyway you cut it, Melee and as a Rogue(less old Shadow Dancer) is almost extinct and a heavy burden to play, as seen as a very unforgiving playstyle and tedious then ever before. Especially in Upper Reapers getting one shotted now.

The Epic Destiny, Epic Moment puts you in Harms way of HAVING to get swung at and Missed!(You basically become a swinging Pinata target) in order for the Epic Moment to work defensively, so you either turn into a soulstone or you wait another 5 minutes to get extra Sneak attack dice. It is a Very Dangerous Epic Moment to rely on, you either come out of it alive or a soulstone. (Maybe if it had a 10,000HP Unconscious Range or a 30 second Dreamscape 20 second type of invulnerability) Otherwise you get a 5 minute cooldown extra sneak dice....

There should be something to bring down the cooldown of Assassinate (6 second cooldown), Uncanny Dodge(half it's time), an AOE Sap of some sorts.

Please move the Force Caster side of Shadow Dancer to Manus of the Eclipse, where it is more thematically relevant there, as an additional damage type (Force Damage option) to it's already Cold Damage, Negative Damage slim options and synergizes better with it going up the Tree as relevant Caster type options.

Shadow Dancer has to waste useful spots in it's own Tree that does absolutely nothing to it's Melee/Range option, when it has to share with a Caster DC's and other Spell choices, that are completely overlooked at in that spot for Rogue/Stealth players.

Example in Tree:

Core 4: Cut to the Soul: When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell.
(Maybe put in instead: "Gain an AOE sap or stun ability.")

Tier 1 (Requires Character Level 20):
Well of Darkness: +30/60/100 Spell Points, Rank 3: +5 Force/Universal Spell Power
(Put back Tumble through enemies , like it use to be before. Adding in a Stun effect) Could also build/add instead: Create Traps. DC's based off Disable Device score 65%/80%/100% of your Disable Device Skill(Improved Traps Enhancement)

Tier 3 (Requires Character Level 23, 10 points spent in tree)
Shadowdancer Spell Focus: Multiselector:
Shadowdancer Spell Focus Abjuration +1/2/3 Abjuration DCs
Shadowdancer Spell Focus Enchantment +1/2/3 Enchantment DCs
Shadowdancer Spell Focus Illusion +1/2/3 Illusion DCs
Shadowdancer Spell Focus Necromancy +1/2/3 Necromancy DCs
(This should be where Meld into Darkness can be separated and "add" things like Stun, Sap, higher % of the Dodge cap)
Add this instead -
(Passive)Meld into Darkness: Grants you 10% uncapped dodge when attacking or tumbling. Can Tumble through enemies.(GMoF kept it in their Tree!)
Shadowdancer Focus: Multiselector:
Defensive: Add 5/10/15 PRR
Offensive: Your next melee/Range attacks deals +25/50/75% damage.
Crowd Control: Improve Deception(When attacking an enemy cause it to believe it got attacked by another enemy or cower based off of your Bluff score)

Tier 4:
Improved Meld: put another 5% more uncapped Dodge in Meld bringing it up to 15% Dodge.
Improved Depths of Darkness: Your Shadowdancer Destiny Mantle gain a stacking 10% Incorporeality and 15% Concealment.


Tier 5 (Requires Character Level 30, 30 points spent in the tree)
Greater Shadowdancer Spell Focus: +1/2/3 Spell DCs
Put back Original Consume or a similar ability like Cut the Strings. (It has a 60 second cooldown) A Shadow Dancer version of Cut the Strings.

Shadow Threads:
All monsters within a wide radius around you are forced to be held in place for 10 seconds, cut their existance with any weapon strike or spell at a rate of once per second, instantly killing them. Mirrored by their Shadows after 10 seconds they begin to attack each other for 1 second + 1 extra second per Assassinate bonus, believing they are their own worst enemy, (Will vs DC:20 + Highest Stat Mod + Assassinate)

Side Note:
Tier I's "Stealthy" included "Assassinate" TOGETHER before and now it's split up?
+1/2/3 Reflex Saves, +2/4/6 Hide and Move Silently. Rank 3: Gain the Hide in Plain Sight feat. +2/4/6 to your Assassinate DCs.(they were together before)

This would open up a spot in Tier one to put down "Dance in the Dark": +1/2/3 Sneak Attack Dice
That way you can put back in Tier II "Shadow Manipulation"(Dominate ability with the Slay Living effect at end);
just like Shiradi Champion has "Beguile Charm" in it's Tier II.
(Once again, as a melee character, Shadow Manipulation should be more useful for melees being at a disadvantage than range characters And More So Range AOE Casters.)
Right now this Tree has an identity crisis, a bipolar effect where both sides are an afterthought, when it use to be such a pleasant Tree for Rogues or Stealth players to participate in. All because of Meld into Darkness??? You could of just lowered the dodge% and called it a day and the Tree was still very viable with the stat squish that was done and removed from Trees.
 
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DeathTitan

Well-known member
I didn't read all the long post, but instant kill spells likes Weird need too much investment to work in high reaper.
 

Jolyma

New member
Frankly, I enjoy my pure rogue assassin with the shadowdancer tree. I splash in some Unyielding (the curse block is nice) and some Primal Avatar (the Reborn in Fire heal is handy), and with uncanny dodge and the other bonuses in the Epic Moment, I hardly get touched when I use it, while the spell is going off all over. The only disappointment with it is if I'm in a group, I don't get enough aggro for the mobs to really target me for the epic moment to be worth it. But then I'm doing massive sneak attack damage and typically lets me sit at or near the top of the kill count. If you're feeling too squishy, I'd re-evaluate your gear, your enhancements and your feats. You should be seeing a lot of dodges and misses over your head. Your playstyle may also be too front and center for a rogue.
 

VinoeWhines

Well-known member
Frankly, I enjoy my pure rogue assassin with the shadowdancer tree. I splash in some Unyielding (the curse block is nice) and some Primal Avatar (the Reborn in Fire heal is handy), and with uncanny dodge and the other bonuses in the Epic Moment, I hardly get touched when I use it, while the spell is going off all over. The only disappointment with it is if I'm in a group, I don't get enough aggro for the mobs to really target me for the epic moment to be worth it. But then I'm doing massive sneak attack damage and typically lets me sit at or near the top of the kill count. If you're feeling too squishy, I'd re-evaluate your gear, your enhancements and your feats. You should be seeing a lot of dodges and misses over your head. Your playstyle may also be too front and center for a rogue.
Thanks for the reply. Allot of the issue is that allot of players never played thoroughly with the previous Shadow Dancer Tree and are not able to have a measuring of how worse it got for a stealth type melee/assassin. The developers gave a little boost to certain things, but completely gutted the strong features of this Tree.
Not sure what difficulty you are running in, I know in Epic Hard/Elite or Reaper 1-4 it might seem to be smooth, but running in Reaper 8-10(I run R10 that others throw LFM's up) has made the huge nerf along with stealth aggro very difficult(more tedious actually) then before. I myself don't draw aggro or play tank builds(opposite of stealth play).
In Reaper 10 when you click the Epic Moment you have to hope that when getting swung at, you don't get hit or you become a soulstone.

In previous Epic Destiny you could click on:
Consume(Implosion): and not have to worry about getting hit but rather can stealth/evade and the "Implosion" would take place based off of your DC, there was no need to be in a position to get swung/hit at.

Shadow Manipulation(Beguile Charm) would allow you to start a fight with your puppet(Dominate spell) attacking the other mobs and drawing aggro, after which it is subject to instant death if it fails a fortitude save (DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses), while you position yourself to sneak attack or attempt an assassinate in stealth avoiding drawing aggro.

Pass Through Enemies on Tumble: This was kept in Grandmaster of Flowers and shouldn't of been removed in Shadow Dancer and was a defensive feature to tumble through mobs if you some how got cornered or needed to tumble through a door opening to escape.

Stealthy% and Assassinate DC's: were given together at a +[2/4/6] option and now it's separated and a case of wasting more points when you use to get both(illusion of wasted choice).

Executioner's Strike/Shot: Melee or ranged attack (Cooldown: 12 seconds) Melee or ranged attack, Perform an attack with +[1/2/3][W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: You have a 35% chance to kill a target instantly if the target fails a Fortitude save (DC 7 + character level + higher of Dex or Int modifier + Assassination bonuses). Even on successful save target takes an additional [50/75/100] damage from this attack.
Gave you a second form of assassinate at only a 35% low chance.

You were able to have both of these choices and not have to hard choose one or the other......
Dark Imbuement: Active Ability: (Cooldown: 2 minutes) For 30 seconds, you deal an extra 9d6 unholy damage with every strike (scales with 200% higher of melee or ranged power), +15 Melee and Ranged Power, +2 Sneak Attack dice, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 18d6 unholy damage (scales with 200% ranged power) to all enemies in a large radius around your target.

Meld Into Darkness
: Active Ability: (Cooldown: 2 minutes) +100% Enhancement bonus to dodge for [9/12/15] seconds.
(You could of just lowered the dodge % or built it up from Tier III-IV-V as 25/45/65% and shouldn't be tied to you attacking as it is a defensive escape.

You were able to have both Dark Imbuement AND Meld abilities together, the cooldowns were longer but at least you had the choice of both of them together if you wanted.

Just a taste is now Untouchable but without the 3% dodge(why remove the dodge?)
Untouchable: Passive Bonus: Gain 3% dodge and +1 critical multiplier on rolls of 19-20.

For Epic Hard/Elite/R4 ya almost any Epic Destiny is easy but when running Reaper 8-10(where you have no Displacement and your dodge is watered down to 10%, the current form of this Epic Destiny got soo watered down and an Identity Crisis of a Tree( You can't even pick your own Tier V in the Tree, while I can go over to any Tree's Tier V and pick all of the Mass Frog, Everything is Nothing, Cut the Strings, Super Greater Ruin, but I can't select my own trees Weird!!??? = Blocking/Gating your own Epic Destiny Tee?)

Once again my Playstyle is stay close, in stealth, behind group not up front and drawing aggro.
My HP is around 2500HP, Dodge is 35+%, out of Reaper.
Gear and Feats are solid.

The point is the devs just removed main features of the tree that other Stealth/Rogue players used and weren't over powerful(as other trees inherrited or kept those abilities in their trees till now).
Consume = Cut the Strings.
Shadow Manipulation = Beguile Charm.
Pass through Enemies on Tumble = Grandmaster of Flowers Tumble through enemies.
- Also removed...
Executioner Strike/Shot = Only a 35% chance to kill a target instantly if the target fails a Fortitude save.
 

VinoeWhines

Well-known member
They tried to spread the EDs too thin to cater to different builds, but the result was that there's going to be a lot of wasted points. Not to mention many of the numbers are just plain weak, adding +1 or +2 to stuff.
Of all the Epic Destinies Shadow Dancer was the worst spread and also in removing it's previous abilities(other Trees inherited: Dire Charge, Mass Frog, Cut the Strings(new), Everything is Nothing(stayed put), Ruin Intensified(major improvement), Time Stop(Helpless damage bonus), Dragonform (permanent CC: turn a non-boss enemy to gold permanently).

And what was left of Shadow Dancer was....it split its original paired choices into separate choices like Stealthy and Assassinate, that could of just stayed together also they could of put Meld as a separate choice like it use to be and not part of an Epic Strike that has nothing to do with Striking. Putting Meld as a Tier IV now could alleviate what they(devs) were trying to accomplish because of other people crying about it being overused/abused(I mean it had a two minute cooldown).

If they would of added Pass through enemies in From the Shadows, that would of been a better start, but From the Shadows makes it look like you can but you just crash into mobs.
Epic Strikes: 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 is nice if it didn't have to make you choose between that and Meld into Darkness (there was no need to make it separate)
 

VinoeWhines

Well-known member
I didn't read all the long post, but instant kill spells likes Weird need too much investment to work in high reaper.
The thing is, is that I do see others using it in upper Reapers and it's quite embarrassing in that they can use an ability from our own Tree, that I can't use, and I can go to other Trees and make Cut the Strings, Mass Frog, Dire Charge work just fine with the proper investment but not in my own tree. It causes a player to feel like their class is inadequate to choose in their own tree.
Imagine a Rogue going to a Caster's Epic Destiny and performing abilities that a caster can't do in their own Tree.
The Weird ability should not be removed from rogues when even an Artificer can choose it. While I can go to other Trees and pick all of their abilities, in Ruin Intensified, Mass Frog, Cut the Strings, Dire Charge, Everything is Nothing and EVERYTHING else from other Trees.(What is that?)
 

VinoeWhines

Well-known member
Put back:
Pass through enemies on Tumble. (Can easily be put with, From the Shadows ability)
Executioner Strike/Shot = was only a 35% chance of an assassinate.
Meld into Darkness = A separate clicky not tied to Epic Strike.
Shadow Manipulation = Why does a range Epic Destiny in Shriadi Champion get it now(Beguile Charm) when a melee character, that has to fight in touch range, needs it much more so, to also assist and have as an aggro magnet in a fight.
Consume = Every other Tree has some type of help, like Mass Frog, Cut the Strings, Everything is Nothing, Dire Charge.
 

DeathTitan

Well-known member
The thing is, is that I do see others using it in upper Reapers and it's quite embarrassing in that they can use an ability from our own Tree, that I can't use, and I can go to other Trees and make Cut the Strings, Mass Frog, Dire Charge work just fine with the proper investment but not in my own tree. It causes a player to feel like their class is inadequate to choose in their own tree.
Imagine a Rogue going to a Caster's Epic Destiny and performing abilities that a caster can't do in their own Tree.
The Weird ability should not be removed from rogues when even an Artificer can choose it. While I can go to other Trees and pick all of their abilities, in Ruin Intensified, Mass Frog, Cut the Strings, Dire Charge, Everything is Nothing and EVERYTHING else from other Trees.(What is that?)
I invested in Transmutation for my druid and I can reach 113 DC: that's not enough for mass frog in high reaper.
I also invested in illusion DC and I reach 112 DC: that's also not enough for Weird in high reaper and consider that your enemies have to fail a will save AND a fortitude save to be killed.
I invested in necromancy and I reach 112 DC: that's not enough for finger of death in high reaper.

Those numbers may land "sometimes", maybe it's what you mean by "I do see others using it in upper Reapers": the real question is "how much illusion DC would you reach if Weird spell would be available to you? If it's a number lower than 110 then don't waste your time, unless you want to use it at R1 difficulty for fun and you would kill faster with your melee weapons anyway at that difficulty.

This warlock build was showing an R8 video of a recent content with 118 illusion DC where he was landing some successful phantasmal killer spells: https://forums.ddo.com/index.php?threads/rhinoceross-acid-warlock-dcs-and-dmg-build.1294/

Consider that only my 129 evocation DC is reliable in any content, while my Salt ray spell (fortitude save without heighten spell) lands very often with 124 DC in R10 Sharn content but can fail with 112 DC if I don't apply embolden feat.

I have a question for everyone: how does Cut the Strings work?
My main tree is Fatesinger and I didn't spend 1 destiny point for it because it's kinda bugged: I cast it and let's say that everyone around me dances (they are not helpless), but how do I cut their strings? I cast aoe spell on the dancing mobs but noone of them dies (tested in the first group of mobs in Wake me up inside R10).
 
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J1NG

I can do things others can't...
I have a question for everyone: how does Cut the Strings work?
My main tree is Fatesinger and I didn't spend 1 destiny point for it because it's kinda bugged: I cast it and let's say that everyone around me dances (they are not helpless), but how do I cut their strings? I cast aoe spell on the dancing mobs but noone of them dies (tested in the first group of mobs in Wake me up inside R10).
Cut the Strings is an Will Save (although it can impact anything, undead, constructs, etc that are normally not subject to dancing) AOE that is centered around YOUR character, not where you target (even though you can). So you need to gather or jump into the middle of enemies, then use Cut the Strings. Whilst the enemies are dancing, if they do not have Deathblock, any hit (every second) or any spell hit (only one per second still) will die. This lasts for 10 seconds. So 10 enemies can be easily wiped out this way (but again, only 1 per second). So casting spells may not be the best way to kill enemies.

It used to be (a long time ago when the ED change was first done) that a bug allowed you to AOE and install everyone without Deathblock who is dancing. This was changed so that there is a max of 10 kills and also needs to be done 1 at a time (per second).

J1NG
 

DeathTitan

Well-known member
Cut the Strings is an Will Save (although it can impact anything, undead, constructs, etc that are normally not subject to dancing) AOE that is centered around YOUR character, not where you target (even though you can). So you need to gather or jump into the middle of enemies, then use Cut the Strings. Whilst the enemies are dancing, if they do not have Deathblock, any hit (every second) or any spell hit (only one per second still) will die. This lasts for 10 seconds. So 10 enemies can be easily wiped out this way (but again, only 1 per second). So casting spells may not be the best way to kill enemies.

It used to be (a long time ago when the ED change was first done) that a bug allowed you to AOE and install everyone without Deathblock who is dancing. This was changed so that there is a max of 10 kills and also needs to be done 1 at a time (per second).

J1NG
The problem is that the instant kill part never works: did you test it recently?
The dance portion works as you said.
I confirm the bug existing a lot of time ago when I cast earthquake + ice storm and everyone was on the ground, then I jump in with Cut the Strings spell and the next tic of earthquake (or icestorm?) killed them all, but now I don't kill anyone anymore.

The last time I tested it at R1 difficulty in wake me up inside quest, after they fixed that bug.
 

J1NG

I can do things others can't...
ah cool, so do I just swing my staff with grazing hits against dancing mobs to kill them without any further save?
Correct. You just need to "make contact" with them through an attack or spell, no more saves (to not die) involved once they've started to dance. I do this with my Storm/Spell/Fatesinger Bard who can't hit worth a damn or deal any damage (damage can be reduced to zero through DR and PRR on enemies but they will still die). But again, Deathblocked enemies will be immune.

J1NG
 

DeathTitan

Well-known member
Correct. You just need to "make contact" with them through an attack or spell, no more saves (to not die) involved once they've started to dance. I do this with my Storm/Spell/Fatesinger Bard who can't hit worth a damn or deal any damage (damage can be reduced to zero through DR and PRR on enemies but they will still die). But again, Deathblocked enemies will be immune.

J1NG
I tested it now, it works.
I cast cut the strings and then earthquake and each tick of earthquake killed 1 dancing mob.
 

VinoeWhines

Well-known member
I invested in Transmutation for my druid and I can reach 113 DC: that's not enough for mass frog in high reaper.
I also invested in illusion DC and I reach 112 DC: that's also not enough for Weird in high reaper and consider that your enemies have to fail a will save AND a fortitude save to be killed.
I invested in necromancy and I reach 112 DC: that's not enough for finger of death in high reaper.

Those numbers may land "sometimes", maybe it's what you mean by "I do see others using it in upper Reapers": the real question is "how much illusion DC would you reach if Weird spell would be available to you? If it's a number lower than 110 then don't waste your time, unless you want to use it at R1 difficulty for fun and you would kill faster with your melee weapons anyway at that difficulty.

This warlock build was showing an R8 video of a recent content with 118 illusion DC where he was landing some successful phantasmal killer spells: https://forums.ddo.com/index.php?threads/rhinoceross-acid-warlock-dcs-and-dmg-build.1294/

Consider that only my 129 evocation DC is reliable in any content, while my Salt ray spell (fortitude save without heighten spell) lands very often with 124 DC in R10 Sharn content but can fail with 112 DC if I don't apply embolden feat.

I have a question for everyone: how does Cut the Strings work?
My main tree is Fatesinger and I didn't spend 1 destiny point for it because it's kinda bugged: I cast it and let's say that everyone around me dances (they are not helpless), but how do I cut their strings? I cast aoe spell on the dancing mobs but noone of them dies (tested in the first group of mobs in Wake me up inside R10).
Mass Frog: I would say Mass Frog is hard to land because the Fortitude save is very high and you need to target the right mobs for it to go off, in Baba the scarecrows were easy targets to hit, or any low Fort mobs(casters and some range mobs, forget hitting fighter types since their fort saves are high. I use to use Mass Frog when it was an Epic Destiny Feat but same with Burst of Glacial Wraith, it didn't reliably go off.

For Finger of Death to work you would need to Enervate/Level Drain mob a few times, for it to go off as it is also a Fortitude save, Sharn Feywild seem to have higher saves then other content.

In regards to the Weird ability in my Epic Destiny Tree, it would be coded as a DC20 + highest of INT/WIS/CHA mod + Assassinate bonuses to prevent the death. This would follow along the lines of DIre Charge and Everything is Nothing DC's(DC: 20 + Highest Ability Score Mod + Stunning Bonuses).

As was stated in Cut the Strings, ya it does work and I have used it successfully as well. It just sucks that I have to lock myself out of my own Epic Destiny Tier V Tree to use some thing I use to be able to do before the Epic Destiny Destruction of Shadow Dancer in the ability Consume, though Cut the Strings has a chance of Instakilling ten mobs, when Consume(Implosion) only ticked on five mobs max and triple the cooldown(ridiculous).

The main point again being is that they took all these abilities away from the Shadow Dancer Tree when they allowed and EVEN added abilities in other Epic Destiny Trees to improve on those Epic Destinies but destroyed a valid Shadow Dancer Tree, when you could use Dark Imbuement and Meld(they could of just lowered Meld's Dodge%) at the same time.

Put back:
Pass through enemies on Tumble. (Can easily be put with, From the Shadows ability)

Executioner Strike/Shot = was only a 35% chance of an assassinate.

Meld into Darkness = A separate clicky not tied to Epic Strike.

Shadow Manipulation = Why does a range Epic Destiny in Shriadi Champion get it now(Beguile Charm) when a melee character, that has to fight in touch range, needs it much more so, to also assist and have as an aggro magnet in a fight.

Consume(Implosion) = Every other Tree has some type of help, like Mass Frog, Cut the Strings, Everything is Nothing, Dire Charge.

We have no Crowd Control in our Shadow Dancer Tree when all the other melee trees get it.
The solid abilities that were there before are gone now.
Let's put it this way, had they kept the tree originally how it was and just lowered Meld into Darkness dodge%, the Tee would still be solid as is, though I have to admit that From the Shadows is handy to have as an Abundant Step type ability but many are complaining about it, in that you have to be in Stealth to activate it and it can cannonball you with no real control as to how far you land.
If it was the ability like in Slave Lords part Three Final Boss part where the Rogue mob's ability where that repeater rogue teleports to different areas unseen to attack you, then that would be more useful.

Shadow Dancer should of had/added an option for cooldowns(half the time to) Assassinate, Bluff, Diplomacy, Intimidate, etc.
Allow for Trap construction to use Sneak Attack Dice, Assassinate to DC's, and Melee/Range Power to vials you throw to make all that viable as the original vial throwers of the game (Alchemists get to increase it but Rogues can't).

I see videos where cooldown on casters are 4 seconds to cast with investment in cooldowns.
 

VinoeWhines

Well-known member
According to J1ng testing, irc, you still have some blur effect because Reaper per skull diminishing to Displacement and Incorporeality is hardcapped at 30%, so with full investment in SD mantle you still have 45% Displacement effect in R10.
I believe it's only 20-35%(if heavily invested) and most mobs have True Seeing in Reaper 10 so it's effectively 0% dodge.
I play in R10 and can't rely on dodge to be anything but a very small chance to work as that's why I use cloth to have it be a small option.
The cooldown on Light Armor switching is prohibitive.

Cloth should be instant.
Light armor should be 2-3 second delay.
Medium armor should be half of what it is now.
Heavy armor should stay as current timer is.
 

VinoeWhines

Well-known member
A very annoying thing I notice is that when I see that I am about 15-20 feet away from mobs swing(either jumping away or moving) I notice that my soulstone is right next to the mob, when I saw on my screen I was no where near where my soulstone ends up being which(my character) is about 15-20 feet from where I got taken out. As if something is wrong with the Collision Detection with the mobs and your toon.
I've seen others get taken out also that were about 10-15 feet away and get taken out( I have seen it happen when I'm standing on top of a hut/perch area and seeing them running away and jumping and they still get hit). It does look funny as if the mob is saying "Get over here! You aint getting away from my hit." And Bam! they're a soulstone falling down.
 
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