*Originally posted in forums.demigodthegame.com
Demigod definitely needs a rogue type archetype for an option and feedback is welcome. I'm sure there are a couple of abilities that could be exchanged for different ideas, but I put in effort to not make the rogue OP. I think the execute ability should be the hardest hitting attack in the game, due to the low hp/armor/survivability of the rogue. I think it may need to be increased some, but right now with the crit bonus it is on par with the rook's hammer attack (1800) at its most powerful.
[Name]: TBD – Rogue-Assassin/Blackguard Type
[Type]: Assassin
[Alignment]: Dark
[Appearance]: Hooded with a flowing cloak--of the face, only the eyes are shown, wearing ornamental chain armor (not too flashy). Dual wields some type of wicked looking dagger. Very quick, low damage auto attack. See external link above for picture.
[Strengths]: High Single Target Burst Damage (strong against demigods)
High Mobility (ability to move unseen for a short period and has highest innate movement speed)
[Weaknesses]: Low Armor/HP
Little AoE Damage
[Abilities]: The Blackguard relies heavily on burst damage and critical hits; he gains a critical hit bonus of 1.5x the base damage of a damaging ability when attacking from being hidden. The low damaging auto attack is fairly ineffective by itself, but when coupled with critical hit bonuses, poison DoTsthe blackguard can still hold his own after becoming discovered.
Ability 1: Ensconce (toggleable) – Allows the blackguard to move unseen, sacrificing a % of run-speed for a short duration, but allowing any opening attack while undiscovered to have a 100% chance to score a critical hit of 1.5x the ability’s base damage. Casting cooldown is decreased with each tier increase. DoTs will break this ability and reaveal the blackguard if he uses ensconce while the DoT is active. Status changes/debuffs will not break ensconce.
1: Hides blackguard at a penalty of 10% run speed, lasts 10 seconds. 20 sec recast.
2: Hides blackguard at a penalty of 8% run speed, lasts 12 seconds. 17 sec recast.
3: Hides blackguard at a penalty of 6% run speed, lasts 14 seconds. 14 sec recast.
4: Hides blackguard at a penalty of 4% run speed, lasts 16 seconds. 11 sec re
5: Hides blackguard at a penalty of 0% run speed, lasts 20 seconds.* 8 sec re
*At this level, blackguard cannot be detected by regulus’s tracking ability or any item.
Ability 2: Execute - The Blackguard’s most devastating attack(with a high mana cost and long cooldown); single target direct damage that is extremely effective when used with Esconsonce.
1: Base Damage: 300 Single Target DD.
2: Base Damage: 500 Single Target DD
3: Base Damage: 700 Single Target DD
4: Base Damage: 900 Single Target DD.
5: Base Damage: 1200 Single Target DD.*
*if Blackguard strikes a deathblow with T5 execute, caster’s attack speed and movement speed are increased by 15% for 10 seconds.
Ability 3: Malignant Mark – Marks a vulnerable point on an enemy demigod for a short duration; while this ability is active there is a chance that with any damage taken by the marked demigod will be dealt an amount of successive low damage blows, depending on ability tier. Also, during this time, the victim’s armor will be lowered; even if the mark triggers, the armor decrease will continue to stay in effect for the full duration.
1: 20% chance that marked enemy will receive 25 DD x4, lasts for 5 seconds. Armor decreased by 5% while it is active.
2: 30% chance that marked enemy will receive 35 DD x5, lasts for 7.5 seconds
Armor decreased by 7.5% while it is active.
3: 40% chance that marked enemy will receive 45 DD x6, lasts for 10 seconds
Armor decreased by 10% while it is active.
4: 50% chance that marked enemy will receive 60 DD x7, lasts for 13 seconds
Armor decreased by 15% while it is active.
Ability 4: Dauntless Advance – Allows the rogue the innate ability to score a critical hit with his auto attack. This does stack with the 1.5x bonus if auto attacking from ensconce.
1: 2% chance for auto attack to deal 1.5x damage.
2: 5% chance for auto attack to deal 1.75x damage.
3: 7% chance for auto attack to deal 2.0x damage.
4. 10% chance for auto attack to deal 2.5x damage.
Ability 5: Contrived Weapon – Small ranged attack with a makeshift weapon that poisons the victim, dealing damage over time and slowing the victim’s movement while the DoT is active.
1: Deals 50 direct damage and DoTs the target for 50 over 5 seconds, slowing
movement speed by 5%.
2: Deals 100 direct damage and DoTs the target for 100 over 5 seconds, slowing
movement speed by 7.5%.
3: Deals 150 direct damage and DoTs the target for 150 over 5 seconds, slowing
movement speed by 10%.
4: Deals 250 direct damage and DoTs the target for 250 over 5 seconds, slowing
movement speed by 15%.
Ability 6: Uncanny Evasion – Greatly increases the reflexes of the rogue for a short duration, increasing his chance to dodge enemy attacks. 0.5 sec cast, medium cooldown.
1: Adds 10% dodge for 5 seconds.
2: Adds 15% dodge for 7.5 seconds.
3: Adds 20% dodge for 10 seconds.*
*If an attack is dodged while uncanny evasion is active, there is a 33% chance for the rogue to counterattack with an auto attack.
Ability 7: Smoke Bomb – The rogue uses a smoke bomb to conceal himself and escape danger before reappearing in a different location. Essentially is a short range teleport. Instant Cast with a long cooldown.
1: Teleport's the caster 10m to a targeted location.
2: Teleport's the caster 20m to a targeted location.
3: Teleport's the caster 30m to a targeted location.
4: Teleport's the caster 50m to a targeted location.*
*Cures any negative status effects applied to the rogue except DoTs.
*Edit - Also, I like the idea of the eviscerate ability in the witchunter post - medium DD with a large, bleeding, DoT. That could be exchanged for Contrived Weapon or Malignant Mark.