Weekly Update: 10/8/2018 - Assassin, Marauder, Duelist, and Ninja Changes (Parts 5 6 of 8)
First off I wanted to apologize for being late on my Weekly Updates, the past few days were quite busy for me. But don't worry, I'm going to post all the Rogue and Archer changes today to complete the week! Instead of doing 4 more posts of 2 classes each, I'm going to post all Rogues on this post and then make another post later today for all Archers! Any old content that has been removed will be striked through, and any new content that has been added will be bold.
Alright so due to popular demand, I've had to think really hard on how to make rogues more powerful. They were the red headed step child, not quite as powerful as warriors but not as useful for buffing/debuffing like archers or mages. So they were stuck in a weird center point with a couple of them having very specific roles, like the Ninja allowing you to target untargetable enemies. So I tried my hecking best to make rogues more powerful, more useful, and more fun to play!
The Assassin had a decent idea that is easy to grasp, it's literally in the name. He kills enemies, but not just kills them, he Instantly Kills them! Assassinate is now a very straightforward Killing spell, not giving a chance to Kill but a guaranteed one on low health enemies. His drawbacks are that he doesn't have any damage reduction abilities and he doesn't have many debuffing spells.
Lucky Strike: +1% Critical Strike Chance per level Instill Fear: -1% Attention for 2 turns on Kill per level
Killing Strike: +0.25% Instant Kill Chance per leve Assassin's Gift: +0.02% permanent Instant Kill Chance on Kill per level
The Marauder is basically the opposite of the Assassin. The Assassin is built around instant burst damage with few debuffs, but the Marauder is a little slower with many debuffs as well as Sunder, granting bonus damage per debuff the target is afflicted by. I liked the idea of making an enemy Bleed with Laceration followed by Deep Cuts for the Shatter, so that stayed in as well as many other aspects of his old character, but just better now!
Exposing Strike: +1% Chance to Expose by 20% on Attack for 3 turns per level Weak Targets: +1.5% Damage Dealt to Bleeding or Hemorrhaged Enemies per level
Bleeding Strike: +1% Chance to Bleed by 20% on Attack for 2 turns per level Double Strike: +1% Damage Dealt deals additional Damage per level
The Duelist was a strange character, having a sort of half-Assassin kit and half Marauder kit. I was trying to aim for a class that could fight one-on-one even against Bosses, which is why he had Titan Takedown. But that was a Kill ability as well, which to me seems not too fitting for what I actually want him to be. So instead of Titan Takedown, he has Challenge. This makes the Duelist and the Challenged target unable to take outside Damage, a true one-on-one fight. If the Duelist kills the target while Challenging them, he gets permanent stat bonuses! A decent chunk of his other abilities have stayed about the same, but with some tweaks.
Crippling Strike: +1% Chance to Health Cripple by 25% for 3 turns on Attack per level Deadly Crits: +1% Target's Maximum Health converts to bonus Damage on Crit per level
Health Damage: +1% Current Health converts to bonus Damage on Attack per level Revenge: +1% Pierce against the last Enemy that Damaged you per level
The Ninja is a good one, he didn't need many changes. I emphasized the personal Shroud, getting rid of Final Strike in favor of Deep Shroud. Deep Shroud also takes the place of Concealment, being his only ability that now increases the duration of Shrouds. His other abilities have mostly stayed the same, he didn't need many changes since his idea is pretty simple to grasp.
Evasive: +1% Chance to Shroud for 2 turns when taking Damage below 20% Health per level Blur: +1% Chance to Shroud for 1 turn when Damaged per level
Death Damage: +1% Missing Health converts to bonus Damage on Attack Shroud Stabs: +0.5% Enemy's Maximum Health deals Attack Damage when an Enemy Shrouds per level
Alright so due to popular demand, I've had to think really hard on how to make rogues more powerful. They were the red headed step child, not quite as powerful as warriors but not as useful for buffing/debuffing like archers or mages. So they were stuck in a weird center point with a couple of them having very specific roles, like the Ninja allowing you to target untargetable enemies. So I tried my hecking best to make rogues more powerful, more useful, and more fun to play!
Assassin
The Assassin had a decent idea that is easy to grasp, it's literally in the name. He kills enemies, but not just kills them, he Instantly Kills them! Assassinate is now a very straightforward Killing spell, not giving a chance to Kill but a guaranteed one on low health enemies. His drawbacks are that he doesn't have any damage reduction abilities and he doesn't have many debuffing spells.
Actives
Sharp Blade
- Deals 65% Pierce Damage Deals 75% Attack Damage with 50% Pierce
- Cost: 35 30 Mana, Cooldown: 2 3 Turns
- Upgrade: +35% +25% Damage Dealt
- Upgrade: -10 Mana Cost +25% Pierce
- Deals 100% Attack Damage and if the Target is below 30% Health the Assassin gains a 20% chance to Instantly Kill them Deals Attack Damage equal to 40% of the Target's Missing Health
- Cost: 35 50 Mana, Cooldown: 5 4 Turns
- Upgrade: +20% Health Threshold +25% Missing Health Damage
- Upgrade: +15% Instant Kill Chance Additionally Exposes the Target by 35% for 3 turns
- Deals 115% Attack Damage plus bonus Damage equal to 15% of the Target's Maximum Health
- Cost: 35 Mana; Cooldown: 4 Turns
- Upgrade: +10% Initial Damage
- Upgrade: +10% additional Maximum Health Damage Dealt if the Target is below 50% Health
- Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing a Basic Attack)
- Cost: 75 Mana, Cooldown: 6 Turns
- Upgrade: +15% Health Threshold
- Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity
- Deals 100% Attack Damage, Exposing the Target by 35% if they are below 50% Health
- Cost: 40 Mana; Cooldown: 5 Turns
- Upgrade: +25% Initial Damage
- Upgrade: If the Target is between 50% and 75% Health their health is set to 50% (by taking Divine Damage)
- For 3 turns all Allies gain 30% Critical Strike Chance and Critical Damage
- Cost: 50 Mana, Cooldown: 5 Turns
- Upgrade: +20% Critical Strike Chance and Critical Damage
- Upgrade: Additionally provides 25% Pierce for the duration
Passives
Lethal Blows Lethality
- +10% Instant Kill Chance
- Upgrade: +5% Instant Kill Chance Additionally grants +15% Critical Strike Chance
- Upgrade: The Assassin gains Instant Kill Immunity Additionally grants +15% Pierce
- 20% Attack Damage Dealt converts to Pierce Damage
- Upgrade: +15% Pierce Damage
- Upgrade: +10% Critical Strike Chance
- Dealing a Basic Attack Debuffs the Target for 2 turns, making them take bonus Damage equal to 15% of their Missing Health on Attack
- Upgrade: +10% Missing Health Damage
- Upgrade: +1 Turn Duration
Infinites
Pierce: +1% Attack Damage Dealt converts to Pierce Damage per level
Breach: +1.5% Critical Damage per levelLucky Strike: +1% Critical Strike Chance per level Instill Fear: -1% Attention for 2 turns on Kill per level
Killing Strike: +0.25% Instant Kill Chance per leve Assassin's Gift: +0.02% permanent Instant Kill Chance on Kill per level
Marauder
The Marauder is basically the opposite of the Assassin. The Assassin is built around instant burst damage with few debuffs, but the Marauder is a little slower with many debuffs as well as Sunder, granting bonus damage per debuff the target is afflicted by. I liked the idea of making an enemy Bleed with Laceration followed by Deep Cuts for the Shatter, so that stayed in as well as many other aspects of his old character, but just better now!
Actives
Laceration
- Deals 100% Attack Damage and Bleeds the Target by 10% 25% for 2 turns
- Cost: 25 35 Mana, Cooldown: 4 Turns
- Upgrade: +25% +15% Initial Damage
- Upgrade: +5% Bleed potency Hemorrhages instead on Bleeds
- Deals 100% 75% Attack Damage and Shatters the Target for 3 turns if Laceration is active, converting all Damage Taken to Divine Damage
- Cost: 35 50 Mana, Cooldown: 5 Turns
- Upgrade: +25% Initial Damage Additionally Exposes the Target by 25% for 5 turns if the Shatter activates
- Upgrade: -20 Mana Cost Additionally increases the Bleed/Hemorrhage Duration of Lacertaion by 2 turns
- Deals 100% Attack Damage and Exposes the Target by 20% for 3 turns reduces the Target's total Defense by 30% for 3 turns
- Cost: 35 40 Mana, Cooldown: 4 5 Turns
- Upgrade: +15% Expose +20% Defense Reduction
- Upgrade: Additionally deals bonus Damage equal to 3 times the Target's total Defense before Reduction
- Deals 100% Attack Damage, increased by 15% 12.5% per Debuff on the Target
- Cost: 30 35 Mana, Cooldown: 2 3 Turns
- Upgrade: +25% Initial Damage +7.5% Damage per Debuff
- Upgrade: +10% Damage per Debuff Additionally grants the total Damage 10% Pierce per Debuff
Passives
Infectious
- Reduces the Target's Healing Taken by 30% for 3 2 turns on Attack
- Upgrade: +20% Healing Taken Reduction
- Upgrade: +2 Turn Duration Additionally sets the Target's Mana Regen to 0% for the duration
- Attacking deals bonus Damage equal to 5% of your Gold (bonus Damage cannot exceed 10% of the Target's Maximum Health)
- Upgrade: +2.5% Gold Multiplier
- Upgrade: +5% Damage Cap Party Kills grant an immediate 100 Gold
Infinites
Thief: +2 Gold gained when Attacking Targets below 35% per level +1% Gold Multiplier per levelExposing Strike: +1% Chance to Expose by 20% on Attack for 3 turns per level Weak Targets: +1.5% Damage Dealt to Bleeding or Hemorrhaged Enemies per level
Bleeding Strike: +1% Chance to Bleed by 20% on Attack for 2 turns per level Double Strike: +1% Damage Dealt deals additional Damage per level
Duelist
The Duelist was a strange character, having a sort of half-Assassin kit and half Marauder kit. I was trying to aim for a class that could fight one-on-one even against Bosses, which is why he had Titan Takedown. But that was a Kill ability as well, which to me seems not too fitting for what I actually want him to be. So instead of Titan Takedown, he has Challenge. This makes the Duelist and the Challenged target unable to take outside Damage, a true one-on-one fight. If the Duelist kills the target while Challenging them, he gets permanent stat bonuses! A decent chunk of his other abilities have stayed about the same, but with some tweaks.
Actives
Assault
- Deals 100% Attack Damage and applies a stack of Assault (up to 5 3) onto the Target for 3 turns, each stack granting Assault 20% bonus Damage per stack, removing all stacks if Assault is used on another Target bonus Damage equal to 10% of the Target's Maximum Health per stack
- Cost: 10 25 Mana, Cooldown: 0 Turns
- Upgrade: +15% Damage per stack +2 Maximum Stacks
- Upgrade: -5 -10 Mana Cost
- Deals 75% Attack Damage, increased by 2% per 3% extra Maximum Health the Target has than the Duelist, capped at 50% bonus Damage 1% per 1.5% of the Target's Current Health Percent
- Cost: 30 40 Mana, Cooldown: 3 Turns
- Upgrade: +1% Damage Multiplier +25% Initial Damage
- Upgrade: +35% Bonus Damage Cap -0.5% Current Health Percent Multiplier
- Deals 100% Attack Damage and gives a 10% chance to Instantly Kill the Enemy, increasing by 1% per 50 Missing Health, capped at 50% total chance
- Cost: 50 Mana; Cooldown: 7 Turns
- -15 Missing Health threshold
- If the Target is a Boss this deals 35% bonus Damage
- For 3 turns you an the Target cannot Heal, cannot Shroud, and can only Damage each other. Killing the Target while Challenging them grants you a permanent 2.5% Critical Strike Chance
- Cost: 50% Mana (20 minimum), Cooldown: 6 Turns
- Upgrade: Additionally grants +2% Pierce on Challenge Kill
- Upgrade: Additionally grants 25% Damage Reduction while Challenge is active
- For 2 turns the Duelist deals bonus Damage equal to 10% of the Target's Maximum Health on Attack Your next 2 Attacks deal bonus Damage equal to 10% of the Target' Maximum Health
- Cost: 30 50 Mana, Cooldown: 5 Turns
- Upgrade: +5% Maximum Health Damage +1 Attack
- Upgrade: +1 Turn Duration +5% Maximum Health Damage
Passives
Counter
- 30% Chance to Reflect 30% Damage Taken
- Upgrade: +20% Chance
- Upgrade: +20% Damage Reflection
- 30% Chance to reduce Armor by 20 for 2 turns on Attack
- Upgrade: +20% Chance
- Upgrade: +15 Armor Reduction
- +20% Damage Dealt to Targets below 50% Health
- Upgrade: +15% Damage Dealt
- Upgrade: Additionally grants 25% Damage Reduction against Enemies below 50% Health
Infinites
Counterattack: +1% Chance to Reflect 35% Damage Taken per level
Focused Strikes: +2% Damage Dealt on Attack if the Target was Attacked by you on your previous turn per levelCrippling Strike: +1% Chance to Health Cripple by 25% for 3 turns on Attack per level Deadly Crits: +1% Target's Maximum Health converts to bonus Damage on Crit per level
Health Damage: +1% Current Health converts to bonus Damage on Attack per level Revenge: +1% Pierce against the last Enemy that Damaged you per level
Ninja
The Ninja is a good one, he didn't need many changes. I emphasized the personal Shroud, getting rid of Final Strike in favor of Deep Shroud. Deep Shroud also takes the place of Concealment, being his only ability that now increases the duration of Shrouds. His other abilities have mostly stayed the same, he didn't need many changes since his idea is pretty simple to grasp.
Actives
Shadow Shroud
- You become Untargetable for 3 turns
- Cost: 25 30 Mana, Cooldown: 5 Turns
- Upgrade: +2 +1 Turn Duration
- Upgrade: Additionally Heals by 35% of your Missing Health over the duration
- Deals 100% Attack Damage or 100% Piercing Damage if you're Shrouded, gaining 65% Pierce if you're Untargetable but revealing you in the process
- Cost: 25 Mana, Cooldown: 3 4 Turns
- Upgrade: +15% Shroud Damage Shrouding immediately Reduces the Cooldown of Shadow Strike by 2 turns
- Upgrade: This spell no longer removes Shrouds Shadow Strike now Reduces the Duration of your Shrouds to 1 turn instead of removing them
- Deals 120% 100% Attack Damage, this Spell can target Untargetable Enemies
- Cost: 25 30 Mana, Cooldown: 2 3 Turns
- Upgrade: If the Target was Untargetable the Ninja Shrouds for 2 turns If the Target was Untargetable the Damage increases by 25% and its Cooldown is reduced by 2 turns
- Upgrade: Additionally removes all Shrouds from the Target
- Deals 100% Attack Damage, or 150% Attack Damage if the Ninja is below 40% Health
- Cost: 40 Mana; Cooldown: 6 Turns
- Upgrade: +25% Conditional Damage
- Upgrade: The Ninja additionally Heals by 50% of the Damage Dealt if below the threshold
- All Shroud Durations on your are increased by 2 turns
- Cost: 35 Mana, Cooldown: 3 Turns
- Upgrade: Additionally increases your Accuracy and Critical Strike Chance by 25% for 3 turns
- Upgrade: Additionally Purges all Debuffs from you
Passives
Elusive
- Taking Damage grants a 15% chance to Shroud for 1 turn You gain a 10% chance to ignore Damage Taken
- Upgrade: +10% +5% Chance
- Upgrade: If the Ninja is below 50% Health when the Shroud activates he Heals for 20% of his Missing Health Additionally caps your Attention to 15
- You gain 20% Attack Damage Dealt while Shrouded
- Upgrade: +15% Damage Dealt
- Upgrade: Shrouds last 1 turn longer Additionally provides 5% Health and Mana Regen while Shrouded
Infinites
Pinpoint Strike: +1% Critical Damage per level
Lingering Shroud: -1% Attention for 2 turns after a Shroud ends per levelEvasive: +1% Chance to Shroud for 2 turns when taking Damage below 20% Health per level Blur: +1% Chance to Shroud for 1 turn when Damaged per level
Death Damage: +1% Missing Health converts to bonus Damage on Attack Shroud Stabs: +0.5% Enemy's Maximum Health deals Attack Damage when an Enemy Shrouds per level