Here’s my take on a melee grenade rogue after level and playing and being disappointed in it this season. Its clearly a style they created and meant to be played so not sure why its not been supported since the Explosive glyph introduction.
- First, Rogue Skill Tree: There isnt much here as most of Grenade play style is behind aspects.
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Increase Smoke Grenades radius or radius of all grenades in general, there isnt a lot of grenade focus on the Skill Tree so not much input for it.
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Exposure grenades need to scale higher and work with the Explosive glyph.
- Legendary Aspects: All of them need their values adjusted - its interesting Ice Spike works so well but Grenades don’t (a large part of that is due to the aspects Sorc has vs what Rogue does not have). Shattered Stars also got a nice rework that made it usable but most grenades are way too low value. Plus need to rework how they are spawned for melee/ranged play styles.
Some ideas on how I could see adjustments:
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Opportunists - When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal [X] Physical damage and Stun enemies for 0.50 seconds. Your Grenade Skills deal x50% increased Critical Strike Damage.
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Artful Initiative - When you spend 100 Energy you release a cluster of exploding Stun Grenades that deal [X] total Physical damage and Stun enemies for 0.5 seconds. Your Grenade Skills deal x30% more damage.
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Quickening Fog - You automatically drop a Smoke Grenade at the end of Dash. Smoke Grenades reduce Dash’s Cooldown by [0.4 - 0.6] seconds for each enemy hit, up to [2.0 - 3.0] seconds. This cooldown reduction is tripled when you hit Elites.
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Explosive Verve - Your Grenade Skills count as Trap Skills. Whenever you arm a Trap or drop Grenades, you gain [10 - 18%] increased Movement speed for 3 seconds. Grenades have x50% increased radius. (This needs something more, its completely mandatory for any stun grenade build).
- Weapons and Uniques - there really isn’t any that support the Grenade playstyle, although Beastfall Boots do assist with Artful Initiative when running Preparation/Tibaults/Concealment.
- Eyes in the Dark - Unless it hits a Boss or Player, Death Trap will continue to re-arm itself until it kills an enemy. Death Trap’s is increased by [30 - 50%] , however the Cooldown is increased by [20 - 15%]. Enemies damaged by Death Trap take x70% more damage from your Grenade Skills for 6 seconds. (I just dont know how these pants could ever compete with Tibaults currently).
- Paragon Board
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Explosive - needs to scale all grenades. Its Additional Bonus needs to be looked at, 2 seconds makes no sense considering these are Stun grenades and no other glyph has that low of a timer. Additional Bonus: You gain x15% Damage Reduction for 10 seconds after dropping a Stun Grenade.
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Deadly Ambush - You deal x22.5% increased Critical Strike Damage to enemies hit by your Trap Skills for 6 seconds. Trap skills deal increased damage equal to x20% of your [Damage to Enemies Affected by Trap Skills] (or whatever this gets reworked to).
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No Witnesses - Your Ultimate Skills gain an additional x30% damage from your [Damage with Ultimate] bonus, and grant this bonus to all Skills for 8 seconds when cast. Adding this since Death Trap/Exposure is Trap/Grenade play style. *Damage with Ultimate is very hard to stack, this needs to be higher considering Barbarian Blood Rage is 25%, active at all time and is a very desirable stat to stack.
*Also please buff Flurry… the play style for Flurry Grenades feels fun/engaging but the damage is honestly pitiful. Shadow Imbue → Dash → Flurry → Conceal → Death Trap → Flurry → Evade → Flurry; rinse repeat using Beastfall boots and its usually instant resets with Preparation.