Developer Perspective
We have all read about how Demigods will be of two categories: Assassins like the current crop of Demigods in the beta, and the as yet unseen Generals. From some of what I have read, it seems that the Assassins are bereft of the more conventional direct-command powers of Generals, to whatever degree Generals will ultimately possess them in this game.
I humbly recommend dispensing with such rigid categorizations.
As it stands you developers may be struggling with questions of game design that are thwarting you from slotting an otherwise good & functional Demigod creation into either domain. I say dispensing with such hardline pigeon-holing will help facilitate more varied and refreshing character types to play as, freeing you from the Assassin or General box. For example, I can easily envision beholding a Demigod type or number of Demigod types that have some measure of blending between the two styles of play, and I do not necessarily see that as being an inherently detrimental characteristic in this game.
A blending may not be a fit for every creative instance. On the other hand it may be precisely what is called for. And what you end up with can surely be tagged as a 'this' or a 'that' afterwards; maybe even a third category if one wants to retain a measure of precision regarding families of semi-deity - a Marshal, as in Field Marshal (a strategist who takes to the field...). A Marshal wouldn`t have the normal gamut of direction/command abilities as a general, nor would he be quite as deadly in direct personal combat. His/her/its abilities however would tend to be better than the weakest facets of either Generals or Assassins, of course.
I wouldn`t want to hear about a great idea that had to be shelved simply because it didn`t fit one of the two thus far floated classes.