Rogue Wishlist
THIS IS MY ORIGINAL POST
Hello.
I was inspired by the Summoner wishlist, so here we go for rogue:
Stealth & Mobility
1. Stealth: Temporarily become invisible to enemies. Moving slowly reduces detection range. Advanced upgrades could include partial invisibility during combat.
2. Wall Climbing: Ability to climb walls or cliffs for ambushes or infiltration. Could pair well with stealth mechanics for reaching otherwise inaccessible areas.
3. Acrobatic Movements: Perform flips, rolls, and evasive maneuvers to avoid enemy attacks or quickly reposition on the battlefield.
4. Shadow Step: Instantly teleport a short distance behind an enemy or into cover, useful for quick escapes or surprise attacks.
Combat & Weapon Skills
5. Close Combat (Dagger Mastery): Proficient with dual-wielding daggers. Includes fast, precise strikes, with higher critical hit chances from behind or in stealth.
6. Throwing Daggers: Range attack option that allows throwing daggers with precision. Upgrades could include poison-tipped or explosive variants.
7. Poison Crafting: Brew deadly poisons and venoms to coat weapons or use as traps. Different poisons could cause effects like paralysis, damage over time, or blindness.
Utility & Sabotage
8. Pickpocketing: Steal small amounts of currency or items from NPCs without being detected. Could scale with skill, allowing higher rewards with greater risks.
9. Lockpicking: Unlock doors, treasure chests, or secure containers. More challenging locks might require higher skill levels or special tools.
10. Disguises: Assume the appearance of an NPC to infiltrate enemy ranks or access restricted areas without arousing suspicion.
11. Trap Setting: Place traps to damage, slow, or immobilize enemies. Disarm or disable enemy traps to gain an advantage in battle.
What are your thoughts on this rogue skillset? Are there any particular abilities you’d like to see added or balanced differently to make the rogue class more engaging in Ashes of Creation?
THIS IS THE SUMMARY OF THE THREADS:
Core Rogue Abilities (Baseline Rogue):
Stealth and Invisibility: Standard stealth ability, allowing the rogue to become invisible to enemies.
Backstab: High burst damage when attacking from behind or while stealthed.
Poison Coating: Coats weapons with poison for a limited time, applying a damage-over-time (DoT) effect.
Disarm Trap: Detect and disarm traps in the environment, protecting the party.
Sap: A single-target incapacitating ability, used to stun or disable an enemy before combat starts.
Evasion Roll: A quick dodge roll to avoid incoming attacks or reposition quickly.
Throwing Knives: A ranged attack that can be augmented into different projectiles (poison bombs, shurikens, etc.).
Cloak of Shadows: A quick stealth ability to evade detection in combat or reset an encounter.
Rogues Luck: A party wide buff that gives luck.
Smokebomb: A skill that helps the rogue to hide during combat - many of you want it work differently.
Rogue Subclasses / Archetypes
Assassin (Rogue/Rogue): Mostly unanimously
Assassinate: Instantly deal massive damage to a vulnerable target from stealth. Critical strike chance is significantly increased.
Death’s Dance: A flurry of slashes that hit multiple enemies around the rogue in rapid succession.
Lethal Poison: A stronger version of poison coating, applying deadly toxins that cause increased DoT or additional effects like paralysis.
Vanish: Instantly re-enter stealth after a successful assassination, allowing for chain kills.
Shadow Strike: A teleport attack where the rogue instantly strikes a target and teleports behind them.
Duelist (Rogue/Fighter): Mostly unanimously
Parry and Riposte: Allows the rogue to block an attack and immediately counter with a quick strike.
Blade Dance: A series of rapid melee attacks that increase in speed and damage with each successful hit.
Feint: Fakes an attack, causing the enemy to lower their guard, allowing the rogue to follow up with a stronger blow.
Swordplay Mastery: Passively increases attack speed and critical strike chance when fighting with dual-wielded weapons.
Quick Step: A short dash that enhances mobility, allowing the rogue to quickly reposition in close combat.
Shadow Guardian (Rogue/Tank): Mostly unanimously
Shadow Shield: Surrounds the rogue in a protective barrier of shadows, reducing incoming damage for a short period.
Dark Taunt: Draws the attention of enemies by invoking shadowy illusions, forcing them to attack the rogue.
Evasive Defense: A defensive stance that increases dodge and parry chances while reducing damage dealt.
Shadow Cloak: An improved stealth ability that allows the rogue to avoid detection even while being attacked.
Deflecting Shadows: Summons shadowy clones that take hits in the rogue’s place, absorbing a percentage of damage.
Predator (Rogue/Ranger): Mostly unanimously
Ambush: Launches a high-damage attack from stealth, with increased damage at long range.
Trap Mastery: Sets deadly traps that deal damage, debuff enemies, or immobilize them.
Poison Trap: A hidden trap that releases a cloud of poison, damaging all enemies within the area.
Marked for Death: Marks a target, increasing damage dealt to that enemy by the rogue and their allies.
Camouflage: Blends into the environment, increasing stealth duration and reducing the chance of being detected at range.
Nightspell (Rogue/Mage): Mostly unanimously
Ninja Blink: Teleports the rogue a short distance, leaving behind a shadow clone to confuse enemies.
Arcane Poison: Applies magical poisons to weapons, dealing arcane damage over time and potentially silencing enemies.
Shadow Bolt: A ranged shadow-based attack that deals damage and siphons health from the target.
Phantom Step: Teleports behind an enemy and deals an instant strike, followed by increased attack speed.
Illusionary Strike: Strikes enemies with spectral blades, dealing arcane damage and confusing enemies about the rogue’s location.
Shadow Lord (Rogue/Summoner): People have different ideas
Summon Shadows: Summons multiple shadowy clones to fight alongside the rogue, dealing damage or acting as distractions.
Shadow Overwhelm: The rogue and their shadow clones converge on a single target, dealing massive damage.
Shadow Portal: Opens a small portal allowing the rogue to instantly switch places with one of their shadow clones.
Living Shadows: Enhances shadow clones, allowing them to absorb a portion of incoming damage and deal more powerful attacks.
Shadow Link: Transfers some of the damage taken by the rogue to their summoned shadows.
Shadow pull: instead of having shadowstep, the Shadowlord pulls the enemy infront of him with the enemies back turned, possibly stunning the enemy. Won't work against bosses.
Charlatan (Rogue/Bard): People have different ideas
Illusionary Strike: Creates a false attack, causing the enemy to react to the wrong threat and opening them up for a real strike.
Misdirection: Causes enemies to attack an illusion of the rogue instead of the rogue themselves.
Buff Theft: Steals a beneficial buff from an enemy and grants it to the rogue or their allies.
Confounding Illusions: Casts an illusion that causes enemies to mistake their allies for foes, causing confusion and friendly fire.
Deceptive Performance: Temporarily increases the rogue’s evasion and makes it harder for enemies to detect their true location.
Trickster (Bard/Rogue): People have different ideas
Mirror Image: Creates decoy images of the rogue that can move and attack, confusing enemies about the real rogue’s location.
Illusionary Arrow: Fires an arrow that creates a decoy when it hits, distracting enemies from the real target.
Phantom Blade: Throws a spectral dagger that passes through enemies, dealing damage to all in its path.
Disappearing Act: Temporarily causes all allies within a certain range to vanish from enemy sight, allowing them to reposition.
Illusion Barrage: Fires a series of illusionary projectiles that each appear as a real threat, overwhelming enemies with visual confusion.
Cultist (Rogue/Cleric): Mostly unanimously
Sacrificial Strike: The rogue deals increased damage by sacrificing a portion of their own health.
Dark Invocation: Calls upon a shadowy deity to empower the rogue’s attacks or curse enemies.
Siphon Life: Strikes an enemy with a cursed blade, draining health from the target and healing the rogue.
Blood Offering: The rogue sacrifices health to grant a temporary boost to their damage or defenses.
Cursed Mark: Places a dark curse on an enemy, reducing their attack power and causing damage over time.
Some of you prefer the Shadowlord to be the illusionist and the Charlatan something else. Some of you prefer the Songcaller to be the illusionist and not the Trickster.
Out-of-Combat Utilities (Across All Subclasses):
Trap Disarmament: Detect and disarm traps in the environment.
Lockpicking: Open locked doors, chests, or secure containers.
Pickpocketing: Steal small items or information from NPCs.
Scouting: Use stealth to safely explore dangerous areas or mark enemy positions.
Cloak Allies: Temporarily hide party members, allowing them to bypass enemies or reset encounters.
Shadow Traversal: Use shadows to bypass obstacles or travel through narrow passageways.
Environmental Sabotage: Disable enemy alarms or sabotage environmental elements for strategic advantages.
Secret Passage Discovery: Locate hidden doors or tunnels that offer shortcuts or secret loot.
Misdirection: Confuse enemies or rival parties with false trails or misleading clues.
Poison Crafting: Craft poisons to enhance weapons, traps, or other items for both combat and utility purposes.
Shadow Resource Mechanic
Shadow Points: The rogue starts with 100 Shadow Points. Shadow Points are used to activate stealth abilities. When the rogue runs out of Shadow Points, they cannot use stealth skills until they regain Shadow Points through specific abilities or actions.
Rogue minigames
Rogue utilites would require solving a minigame