#Assassin Rework

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fluid surge
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My idea for a fun Assassin rework, as he doesn't do enough :(

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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 👍

timber locust
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assassin doesn't do that much but this is way more than any other subclass

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subclasses should focus on one aspect and enhance it, this is all over the board

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enhancing invis, setting traps, resource management

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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

rustic cave
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Actually, trap thing might be third subclass of rogue

timber locust
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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

rustic cave
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Yeah no, thrown debuff is just too much straightforward and teleporting invis is already there

fluid surge
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thanks for the feedback n ideas