MARTIAL CHANGES
Assassin should charge universal charges by using what are currently known as finishing moves (Kicks/Dragon Talon), up to 2 sets of 3. Could possibly change charge skills to have a % chance to charge on hit.
Then, the assassin uses the appropriate “Charge Skill” to set off a single charge. If they have six it uses charge 3, then charge 2, charge 1, charge 3, charge 2, charge 1.
Example:
An assassin is using Dragon Talon; which has a 10% chance to incur a charge and +2% chance per level. They rack up 6 charges, and then use Tiger Strike and Phoenix Strike alternatively to use up charges.
Rough idea of charge chances:
Dragon Talon: 10% + 2% Per Level
Dragon Claw: 20% + 1% per level
Dragon Tail: 25% + 2% Per level
Dragon Flight: 50% + 1% Per Level
Synergy Bonuses:
Each one gives the others an additional 1% chance to add a second charge per point.
Claw Mastery: Claw mastery should be changed to give charge attacks a % chance to use 2 charges simultaneously.
TRAPS CHANGES
Basically, fire traps will have an added bonus after they expend their last shot. Additionally, increase the synergy bonus from Fire Blast significantly and from the other trap slightly.
I feel like fire blast, being a fire ability, should add a significantly greater bonus to the fire traps than the lightning traps. At least more than the current 1% difference that exists. I also feel like that would help with balance issues.
Also, because of the change proposal to Wake of Inferno, I feel tying in the blade tree abilities would help balance fire trap layers a bit more as well. As they would now have fire/physical to balance with the lightning’s physical (corpse explode), lightning, fire (fire blast).
Wake of Fire
Upon expending it’s last charge, it overheats and lights on fire in a small radius.
Level 1 Wake of Fire
Damage per second: 70-80 damage per second
Duration: 3 seconds
Radius: 2.1 yards
Level 20 Wake of Fire
Damage per second: 800-1000 damage per second
Duration: 3 seconds
Radius: 4 yards
Synergy Change:
Increase Fire Blast to +20% Damage per level
Increase Wake of Inferno to +12% Damage per level
Add Wake of Inferno to +12% Damage per second
Wake of Inferno
After their last shot/charge, Inferno traps explode violently.
Level 1 Wake of Inferno
Explosion:
Physical Damage: 30-40
Fire Damage: 30-40
Level 20 Wake of Inferno
Explosion:
Physical Damage: 400-500
Fire Damage: 400-500
Synergy Change:
Blade Fury adds +18% Physical Damage
Other Possible Changes
Wake of Inferno
Wake of Inferno actively attracts monsters to it’s location. Upon using it’s final shot or dying, it explodes violently dealing damage.
Level 1:
350 Life
Level 20:
1500 Life
I really like this change, as it essentially allows the assassin to conjure decoys. So it’s a good mix of survivability, utility, and damage.
SHADOW DISCIPLINES
My idea is to change the behaviors of the Shadow Warrior and Shadow Master to be a bit more useful. You would basically either conjure a tank/front line damage dealer or conjure a back line support person.
I think this would make these skills a lot more attractive and useful overall; without breaking the game.
Shadow Warrior
Conjures a powerful warrior to fight by the assassin’s side.
Increase life by about 20% as well as Defense. Much like the valkyrie, the Shadow Warrior will have set equipment based on their skill level and will always wield 2 claws.
The shadow warrior will cast venom and fade on themselves. They will also use the psychic hammer and mind blast abilities. Finally, the shadow warrior will exclusively use abilities from the “Martial” tree.
Shadow warrior has all martial skills, plus claw mastery, weapon block, psychic hammer, fade and venom at a level of 1. These skills increase by 1 level per 2 points of Shadow Warrior.
Synergy Bonus:
The shadow warrior will receive a +1 to any skill they already have for every 3 points the assassin places in a skill (hard points). So if an assassin has 3 hard points in fade, they will receive a +1 to fade.
Shadow Master
Conjures a powerful shadow master to fight at the assassin’s side.
Increase resistances by about 20%. Much like the valkyrie, the Shadow Master will have set equipment based on their skill level and will always wield 1 claw and a shield.
The shadow master will cast burst of speed on themselves. They will also use the psychic hammer and mind blast abilities. Finally, the Shadow Master will exclusively use abilities from the Traps skill tree.
Shadow master can only have up to 2 traps of their own, independent from the player’s traps.
The shadow master has all the trap skills, burst of speed, psychic hammer, mind blast and claw mastery at a level of 1. These skills increase by 1 level per 2 points of Shadow Warrior.
Synergy Bonus:
The shadow master will receive a +1 to any skill they already have for every 3 points the assassin places in a skill (hard points). So if an assassin has 3 hard points in fade, they will receive a +1 to fade.
Other Proposed Changes
Burst of Speed
Same as currently is, except:
Synergy:
+1% to All Resistances per level of Fade
+0.5% Physical Damage Reduction per point of Fade
Fade
Same as it currently is, except:
+1% Faster Run/Walk per point of Burst of Speed
+0.5% Increased Attack Speed per point of Burst of Speed
Venom
Level 1:
72-96 poison damage over 0.4 seconds
Slows target 10% on striking
-10% Enemy poison resistances
Level 20:
510-535 poison damage over 0.4 seconds
Slows target 20% on striking (sharp decline in rate after level 15 or so)
-29% Enemy poison resistances
Synergy:
+10% Poison damage per point of Cobra Strike
Note: This wouldn’t change the poison damage per second with cobra strike, it would extend the dps by an additional 0.1 second. So if it does 800 in 0.4 seconds, it would now do 1000 in 0.5 seconds.
Tiger Strike
Charge 1 - Now deals damage in a 1 yard radius
Charge 2 - Now deals damage in a 3 yard radius
Charge 3 - Now deals Damage in a 5 yard radius
Synergy:
Heals 1% Damage dealt per level of Cobra Strike
Cobra Strike
Level 1:
Charge 1: Steals 20% Life and Mana, Deals 25 poison damage over 3 seconds in 3 yard radius.
Charge 2: Steals 40% Life and Mana, Deals 50 poison damage over 3 seconds in 5 yard radius.
Charge 3: Steals 60% Life and Mana, Deals 75 poison damage over 3 seconds in 7 yard radius.
Level 20:
Charge 1: Steals 39% Life and Mana, Deals 1400 poison damage over 7 seconds in a 3 yard radius.
Charge 2: Steals 78% Life and Mana, Deals 2800 poison damage over 7 seconds in a 5 yard radius.
Charge 3: Steals 117% Life and mana, Deals 4200 poison damage over 7 seconds in a 7 yard radius.
Synergy: +7% Poison damage per point of Venom
Thanks,
Floopay