#Assassin Rework
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The Assassin has +20% bonus damage on surprise attacks. In addition, he has three new abilities:
Cursed Stone: The Assassin throws a cursed stone at an enemy, taking 0 turns and does not alert enemies. If he attacks them after exactly three turns, his attack will be guaranteed to hit, and will deal +35% damage (attacking before the three turns will cancel the stone's effect). This ability has a 20 turn cooldown, and the stone must be picked up after use.
Trap: The Assassin can set down a trap within 2 tiles of himself that will apply root and vulnerable for 2 turns when stepped on. The trap will be invisible for 1 turn, and enemies will move around the trap when it is no longer invisible. The trap must be picked up after use.
Shadow Strike: When the Assassin turns invisible, his next attack is enhanced. He is able to blink up to 3 tiles to a target, and the attack will deal +35% bonus damage, surprise attack bonus damage included.
Talents
Hidden in Plain Sight: Enemies afflicted by the Cursed Stone are less likely to notice you, as if you had a glyph of obfuscation +2/+4/+6.
Lethal Step: Enemies who are trapped are also blinded. / All effects of the trap last for 4 turns, instead of 2. / The Assassin can place a second trap.
Prepared Strike: The Assassin gains preparation stacks the longer he is invisible, increasing the damage of Shadow Strike by 10%-15%-20% bonus damage, and the blink distance by 1-2-3 tiles. / Preparation stacks increase the damage of Shadow Strike by 15%-25%-35%, and the blink distance by 1-3-5 tiles. / Preparation stacks increase the damage of Shadow Strike by 20%-40%-60%, and the blink distance by 2-4-7 tiles.
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overall he should really be able to do more than just invis -> kill people imo 👍
assassin doesn't do that much but this is way more than any other subclass
subclasses should focus on one aspect and enhance it, this is all over the board
enhancing invis, setting traps, resource management
you could alter assassin to be more focused on debuffs, making you do mote assassinate damage based on if they're debuffed/how many debuffs they have, making great use of wand of corruption/tipped arrows
Actually, trap thing might be third subclass of rogue
traps would be a cool subclass but it doesn't go well with a thrown debuff and teleporting invis, if you had something that focused more on that it would be cool though
Yeah no, thrown debuff is just too much straightforward and teleporting invis is already there
wait this sounds like a really fun thing to type up
thanks for the feedback n ideas
i agree