Just wanted to pop in a good word for the Armor of Dark Deeds.As a property it grants you concealment until the end of your next turn every time you hit a target with CA. For the right assassin build that could be every single turn. And it loops nicely in that a stealth check, with the aforementioned CA, can make it very easy to get CA for the next turn's hit, thus giving you concealment again.Rogues w. Fleeting Ghost, or any of the new "shadowey" build stuff, would also love this set of armor.But for an assassin I think it can be pure gold.-abs
Can a medium sized Traveler's Harlequin pick up the scrappy feat, use the level 12 encounter power to become small, and then benefit from scrappy while wielding a versatile weapon? Seems incredibly cheesy but yeah...I'm not sure whether you're allowed to pick feats that you only sometimes qualify for.
Wow, I can't believe they shafted changelings so bad. The race still doesn't have a single feat worth taking as a striker.
Not sure if this is the place to post this but I am going to make my very first assassin ever for a up and coming game. The problem is I have no idea what I really want from the class. I am totally willing to lose some damage and optimization to have a character that does and acts like I want. I think the problem is that I want too many things....I love the idea of a poison master, thus taking Venom Master and other such feats and loading up on weapon powers to use a Spiderkissed weapon.At the same time I want him to seem fairly harmless when not stabbing people, not carrying a huge sword or anything, perhaps not using any weapons. And at the same time being very stealthy and using concealment and teleportation powers to go sipping all over the battlefield. this would mean loading up on Implement powers and such.I assume I cannot reconcile these two ideas into one character and not make him fairly ineffectual to the point where the party suffers for it. So is there any consensus as to which would be a better route to go? The Poisoner or the Sneak?
StuffRemember you can use you weapon as an implement and that Spiderkissed can be any melee weapon, so you can take a quarterstaff and use it a a walking staff (like Gandalf). That said at some levels weapon powers are quite better than implement powers so using a good weapon is not a bad idea.
Is..is focused expertise gone now? I cannot find it in CB or on the compendium.
My hope is that this "Assassins aren’t the only ones who can tap the power of shadow." means that WotC is announcing more shadow classes.
But given the past Power Play articles, I'll stick to crossing my fingers that it's mostly feats and magic items and not class powers.
Very awesome! One thing that you may have to contend with for some of the more powerful solos (including Bahamut) are special defenses beyond the baseline. When you knock Bahamut out, he gets to save immediately (and has an 80% chance of succeeding at this save). Against such foes, you may need to concoct a method to get around this.Still, very very awesome.
I had some problems in putting the build up as the Battlemind MC feat in the CB multiclasses you into a psion, so I had to manually change Mind Blade (in the beginning I was really puzzled because the power was not on the list but as I donìt have experience with the names of psionic powers I didn't immediately realized what was wrong, then I saw that CB offered me to choose a 1-st level psion at-will as an encounter.....)
Those feats should be in there by then. Strange.Hey, a quick note about "+1 shroud" feats. I'm wondering whether they might be worth taking for revenant grave dust assassins. When an enemy drops to 0 hp, you're going to want to use dark reaping. Sometimes, this isn't going to coincide with 4 shrouds on the target. If you're not already at 4 shrouds, any shrouds that you can apply before you make your dark reaping attack are going to count for double.This makes me wonder whether perhaps it would be worth it for a revenant with Grave Dust Assassin to pick up Killer's Insight and Grave Dust Advantage. At epic, each feat is fairly likely to add 2d6+12, rather than 1d6+6. On top of this, you can use Dark Reaping twice per encounter at epic tier with Reaping Renewal. (Best case scenario: Dark Reaping is triggered twice (through Reaping Renewal), and both times you use Grave Dust Advantage to add a shroud, which is then doubled in effectiveness due to Grave Dust Assassin. In total, Grave Dust Advantage deals 4d6+24 damage.)Of course, if you timed your use of Dark Reaping impeccably, then you wouldn't need Grave Dust Advantage or Killer's Insight to get your 4 shrouds off. But how realistic is this? There are only so many foes in most encounters; and moreover, the tactical benefits of dealing extra damage are much greater earlier in the encounter. Waiting to use Dark Reaping seems problematic - maybe another opportunity won't come up, or by the time it does, the battle is already won anyway!A quick question: Can you apply the Grave Dust Assassin damage to the same attack that you invoke your shrouds on? Enemy A dies, then assassin uses dark reaping, adding a second shroud to enemy B (let's say enemy B already had 1 shroud). On their next turn, the assassin uses Killer's Insight to place two more shrouds on the target, bringing it to 4 shrouds. Then the assassin attacks, invoking his shrouds, dealing a total of 8d6+1d8+48+con extra damage. Is this right?
A couple other things I've been thinking about:1) Serpentine Bracers and Shadowdancer's Gloves add extra dice of damage when you hit/attack things you're hidden from - but don't restrict this bonus to damage rolls. Dark Scythe takes this a step further and just says "property: the dark scythe deals 2d10 extra necrotic damage." How do these items interact with powers, such as Wall of Death, Guild of Shadows, and Twilight Assassin, which don't usually involve a damage roll?2) Can you use the free action of Captured Shadow to teleport a ranged opponent adjacent to you, interrupting their ranged attack, causing them to provoke an opportunity attack and potentially a number of opportunity attacks from your allies too? This would make the power very powerful. I'm not sure this was the power's intent but it would allow you to seriously mess with artillery mobs.3) How do Grave Dust Assassin and Last Word interact? If I use Last Word straight after Dark Reaping, do the GDA shrouds also do d12s? Can I use dark reaping twice (if I have Reaping Renewal) prior to attacking with Dark Reaping to effectively invoke 12 shrouds at 1d12+6 a pop? That's about 150 damage extra damage on average (216 on a crit) - not too bad.
Actually look at Last Word and GDA under the light of your last post I have actually to agree with you. The GDA damage would be d12s (I didn't see the crucial point before).There has been quite a lot of discussion on another thread about using GDA and invoking on the same attack, with people on both sides. CS gave the interpretation I mentioned. It all depends on whether you first apply the shroud damage or GDA damage. If you say shrouds are used up and vanish before GDA is applied then you cannot stack (as there are no more shrouds). CS probably thought that shrouds are invoked and vanished as soon as you roll your attack roll is made, but before you roll damage. Honestly I think that you can read it both ways, until we get more clarifications.Conjurations: I see your point here. This would be quite powerful, especially with Guild of Shadows. It will change a power that makes 5+Dex into 5+Dex+1d8+1d6 adding about 24 damage per round if you hit 3 times. But be careful, as someone may start saying that this is now a damage roll (as you roll for damage) like they are doing in a similar discussion these days and will ask for other bonuses to be added.
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.
Another post - I know, I know.Is Wall of Death really that much better than Wall of Shadows? As far as I can tell, Wall of Shadows has over double the damage potential of Wall of Death. It's a damage roll (big difference! Night stalker + enhancement + item + feat bonuses, etc etc) and it will damage enemies that are forced into the wall twice, rather than once (once when they go in, once at the start of their turn). Wall of Shadows is liable for extreme shenanigans when combined with forced movement.Shadows doesn't affect enemies adjacent to the wall, I guess, but if you're stacking forced movement powers, this is unlikely to make a huge difference as far as I can tell.Lastly, Shadows is party-unfriendly. I guess this is a potential big cost. But it seems to me that the much (again, over double) higher damage is worth that cost. And if your leader can grant movement, then these costs will be mitigated somewhat. I guess it comes down to a risk. Careful play will allow you to minimise the costs and maximise the benefits, hopefully.If Wall of Death is a sky blue with cold/radiant/poison cheese at level 25, then surely Wall of Shadows is better than green at level 9!
Hey DBW,I think that Assassin and Avenger gel really really well together. However, I *think* Assassin/Avenger would be a much better way of achieving this. Bear with me...Pick up the following feats:Disciple of Divine WrathAcolyte power (Holy Blessing)
and the Covenant Agent PP from this month's dragon. Between those two feats and the Covenant Agent encounter power, you can be using Oath of Enmity most of the time, and still gain the benefits of the full shroud mechanic. Arguably, Holy Blessing even applies a full-duration Oath of Enmity, so, provided that you can lay the smackdown on another target while it's Oathed, you will get a lot of Oathy goodness. Add Epic Resurgence and Hand of Divine Guidance and not only are you likely to get another round of Oath (bringing the total to 2+1+1=4 rounds of Oath without Holy Blessing) but you can actually crit on a 19-20, which is something that is notoriously difficult for Assassins to achieve with their current crappy feat support.You can pick up all three of the "Halo of X" feats from Dragon 382. These are all really, really good feats.By not hybridizing, you admittedly lose easy access to Avenger Powers, but I think this cost is far outweighed by the benefits. You get to keep leather proficiency, guild training (bucketloads of temp hp or a very solid damage boost), and a proper shroud mechanic. Also, your Oath of Enmity will apply to all your powers. Arguably, you'll actually get to benefit from Oath as often or even more often than you would have as a hybrid (and, importantly, you get to invoke shrouds AND roll twice on nova attacks, making for high crit potential).Add to that the fact that the Covenant Agent is a spectacular PP (let's hope they don't nerf it -at least not into obscurity- during the compilation this week) and you've got the beginnings of a very solid build.
Just wondering - how does Shadow Fire interact with Oath of Enmity? Do you get to roll 3 pairs of d20s and take the highest of each pair? I don't think the rules are quite clear on this. Anyway, I've made a Q&A topic on it.IF Shadow Fire interacts with Oath, then an Assassin/Avenger with Oath and Hand of Divine Guidance can crit almost 50% of the time (and basically never miss). Some numbers that I've run suggest that 300 or more average damage wouldn't be out of the question (with a few buffs from self and allies).By the way, this power would be hilarious for an assassin/avenger with Font of Radiance. Crit the target and simultaneously make yourself invisible and negate your own invisibility at the same time!Question - does Ring of the Radiant storm allow rerolled critical dice? What about dice from "extra damage"?
Added the Covenant Agent article material. Will go on completing the Avenger MC this evening.