Another issue I'm not sure of: Hidden Insight requires you to be hidden from your target in order to be effective, I'm fairly sure that by RAW this wouldn't apply to the circumstances of an infiltration such as with Changeling's Disguise.
There should not be any gold. No race is a must have.The only sky blue for me is Drow. They make the best choice for the best build option. I can maybe see Githzerai (or Revenant Githzerai) sky blue also.Most other Dex races and humans are probably blue, except Razorclaws. They have nothing going for them other than dex, and should probably be black.Dwarf could be upgraded to black. The existence of revenant does not invalidate the choice of a dwarf. Not every game allows revenants, and dwarves with both their offensive and defensive tools are a solid choice for bleak disciple. They will have to start with 18 dex, but with 16 con, 18 dex, 13 wis, they don't really need much else.Half-elves should be blue. Don't forget they can take human feats which can lead to some nice fast stacking of shrouds. Nab Careful Attack from the Ranger or Sly Flourish from Rogue, and you make a pretty good crossbow/implement assassin.
Ring of Giants (13) - Generic supercrit ring Eladrin Ring of Passage (14) - Boost to shadow step. This could become obscene with a pair, matching boots and an eladrin assassin. Chameleon Ring (16) - Hefty item bonus to stealth and handy daily item power. War Ring (16) - Generic super-supercrit ring.
Belt of Vigor (2) - More surge value is a big thing, especially for nightstalkers who get very few to work with.
Diamond Cincture (10) - Surgeless healing and a bonus to fortitude are always welcome.
Belt of Breaching (19) - Nice failsafe and fun interaction with Cloak of Translocation and Shadow Step if you get another item from the set (Dimensional Gauntlets (20) being quite a decent choice).
Thanks all. The races part is very difficult because there are a lot of nuances and catching them all is not an easy task.
Answering to Awesomologist who collected many open points:
Gold races: I feel that Drow and especially Revenant are by far the best races for assassin. If you look at the builds around the CO there are almost only revenants and drow. The main reason why I gave them gold is that the showcase the spirit of the two guilds. If there is a general agreement about not having Gold races I will return them to sky blue level, but I honestly feel they are a step above.Revenant (humans): good point. My encounter combo assassin/avenger is human exactly because Action Surge is needed to hit with one crucial power.Awful lot of light blue and blue races: it's true. The points I use in evaluation are:Bonus to DEX: very important as it influences everythingBonus to CHA or CON: important but not so much. At low levels has an impact but at high levels it doesn't really matter. The +1 to damage you get for a Nightstalker gets overshadowed by static bonuses for example.Feat selection: I try to evaluate the efficiency of the most interesting feats. Revenants have the best score here as they can get feats from another race and get a slew of feats that increase their staying power. Racial powers: I get preference to powers who either educe damage taken or help to avoid it by invisibility/darkness over feats who increase damage over other feats.I would also like to share here a little about my vision of the assassin (without multiclassing/hybriding), to better show why I value some things more than others.At heroic level you can play it as mobile spike striker and it will be absolutely fine. From paragon onwards you'll not be able to do that. Spike damage will soon become low compared to several other strikers (rangers and barbarian namely) and with DPR-wise things will even be worse. I played an assassin up to 26th level so far and another up to 19th. Running the striker race will leave you with the short stick. But there is an area where you can shine (or at least find your niche) and that is bleeding off the monsters over the long term and either resist their damage or avoid it by being invisible/hidden/whatever. Shaka's Mrs. Tough Guy showcases perfectly where an assassin can do good. My 26th level assassin tends to be the last man standing and has often avoided TPK in the party, while dealing reasonable damage over the long term. That's for example the reason I gave Light Blue to halflings. Honestly who cares if you're small. You can grab a bastard sword two handed if you want with the same feat expenditure a medium character has to take a fullblade. This will influence your DPR by something between 0,5 and 1 as you'll usually need less than 11 to hit (1 and 2 DPR at epic). Your +1 to damage from the Nightstalker Guild Training will very often offset this compared to races who do not have a CHA bonus. You get a racial power that may negate an hit every encounter (or maybe reduce a crit to a normal hit) and this I rate high based on the considerations above. Some feats are also useful in that direction (phantom blade evasion, lost in the crowd).When I will move to the powers you'll probably see many "strange ratings", as for an assassin the control function becomes more and more important at high levels. What I can is (as suggested by Awesomologist) to expand a bit the description of the races to better explain what I see behind them (I hate races!!!).Anyway thanks for feedback, I'm learning something at every step here.
Half-elves should be blue. Don't forget they can take human feats which can lead to some nice fast stacking of shrouds. Nab Careful Attack from the Ranger or Sly Flourish from Rogue, and you make a pretty good crossbow/implement assassin.
Skeptical_Clown wrote:More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
104340961 wrote: Pine trees didn't unanimously decide one day that leaves were gauche.
Good job describing the guilds, and I concur with the at will evaluation.As for the formatting problem, have you tried altering the code directly in html and closing all the tags in the right places? Because that shouldn't be happening...
I agree that maybe Shadow Darts could be rated one shade below. I thought for a while about it. The main advantage compared to Gloom Thief and Smothering Shadow is range. If you have some defender buddies between you and the target you can inflict this damage from a safe position. Nightmare shades has a comparable damage including the extra damage on an action on your next round, so they are really matched at first level. Maybe I'll downgrade it to Green. Let me think over it.I will not add all these explanation at all power levels. I did it for the first level encounter ones because seeing four equal ratings can be a bit puzzling for those who read. Are there really no differences? To me the choice of first level encounters (once you've chosen your guild) is really a matter of personal taste. Regarding sblocks: my html-fu is very bad. I hear that sblocks can be a problem so I try to avoid them. Thanks for all the feedback.
Ah, When I first read it I thought you weren't taking into account the extra damage from Nightmare Shades. Well, after this explanation I can see why you would give it the same rating as the others. Well, since these extended explanations won't come up that often then, you don't need sblocks. Probably better this way. And I'm happy to help.
I just skimmed through it and you seem to be pretty much on the mark. Well, here's to hoping that Changelings and Kenku get some feat support soon.(also, you colored the first letter of the description in the minotaur, and in the warforged although the race is colored purple/magenta/whatever, the ":" are colored green; just some minor things I noticed)
quick question, would those feats and background resistances stack with resistance from an item?
quick question, would those feats and background resistances stack with resistance from an item? No, you would apply only the highest resistance.ok, that's what I thought. thanks for the conformation.
quick question, would those feats and background resistances stack with resistance from an item? No, you would apply only the highest resistance.
I see your point with thunderwave, but I guess well just have to wait until they release something about it
Not if the rest of the party have also tweaked out their Stealth score. It's a very party-dependent power, which is why erleni didn't rate it (remember that black doesn't mean baseline in this guide), and I'll have to agree with him there (kind of reminds me of Oath of the Relentless Hunter). @ erleni - you'll want to take a look at the text in Terrifying Visage. I think there's something wrong where you're bringing up Grave Spike's ongoing damage when comparing Terrifying Visage to Strangling Shadow
Not if the rest of the party have also tweaked out their Stealth score.
I probably exaggerated in saying that the party could have stealth tweaked out, but I was merely trying to make a point (though I agree it was probably not the best way to express it). I do agree that more often than not the party you're in will find this utility helpful, but I believe the fact that it can be not just less effective, but completely useless in some (admittedly rare) lineups justifies erleni's stance on not rating it
Regarding half-elves. the four shroud in one round combo is good at heroic. At epic it won't change anything. Since everybody can take Killer's Insight we really look at 2d6+12 per encounter (23 in average) extra damage which is less than the damage you'll make with one at-will attack. You'd better spend two feats to stay alive.Dilettante is a different issue. I really hope the third build will use Int as a secondary. If it does then taking Thunderwave with Dilettante and Versatile Master could be very interesting for many reasons.
I could see a half-elf assassin poaching Eyebite or Hellish Rebuke, or maybe even a burst power from the monk (don't have anything on the monk with me, so not sure about this one).
Regarding half-elves. the four shroud in one round combo is good at heroic. At epic it won't change anything. Since everybody can take Killer's Insight we really look at 2d6+12 per encounter (23 in average) extra damage which is less than the damage you'll make with one at-will attack. You'd better spend two feats to stay alive.Dilettante is a different issue. I really hope the third build will use Int as a secondary. If it does then taking Thunderwave with Dilettante and Versatile Master could be very interesting for many reasons.I suppose you have a point. Honestly, though, in that case I'd still just take the feats and then retrain them later. mostly because, well, epic isn't everything. the goal should be a character that is useful at each tier, even if you have to change focus at some point in the progression to do it. even if it only makes a real difference up to about halfway through paragon, that's half the character's life. if you have a plan for after that point, it's irrelevant if the option you're switching out of would continue to make a difference. It only matters if it was useful when you had it. and two feats are pretty damn easy to change. If that is enough to derank the half-elf, ok, but so far as I can tell, it doesn't harm the usefulness of the race for assassins. it just makes the race a bit more of a thought required option. and, honestly, at every level of play, there are other classes with at-wills that will be better than what the assassin has, which makes versatile master very worthwhile.
Remember that Heart of Dust is a poison power, so if you're fighting undead it probably won't do you much good. I'm not sure if it's enough to change the rating of the power, but if it's not I think you should at least include a note in there
I actually concur with the rating in that, if the DM plays ball with you on the enemy movement, it's blue. If he doesn't, however, I'd say it's black at best (or green, in this case). Nonetheless, I think that is exactly what erleni said in the text.