I keep thinking about the challenge of making an "agility" based melee class - in that a higher evasion rate will not cut it as it will equate to random deaths.
...but its an opportunity to build something completely different with the evasion built-in in the abilities.
...like some of the skills suggested: fog effects and teleport.
I'm thinking something like a teleport skill that will automatically teleport the assassin/ninja back to the original position after a few seconds.
In between, other "assassination" skills can allow you to deal extremely high damage to kill individual mobs one-by-one. On average, it will take more-or-less the same amount of time as it takes a magician to deal with the whole group - adjusted by how easier it becomes to beat the boss.
Healing prevention / mute on injury can also work here if elites require more than one "assault" - that and/or a playstyle where you go for the healers first.
An alternative could be a dash move that uses movement speed as a variable for dmg / distance - but a "disengage" or "fog" move would have to be used after.
Another thing could be a passive skill that activates a temporary cloak after losing over 50% hp or something - just enough to reposition and attack again.
A piercing shuriken flurry with bleed and stun (like Marcus charge) - similar to the rapid shot - could be a long range "pull" kind of move but the dmg would be medium to low to prevent 100% long range strategies.
In general, gameplay would be lining up a) sudden attacks to move in range with b) "assassination" or "buffing" moves to dispose of individual targets all the while incorporating c) fog/disengage/stun effects to keep from dying.
... some of these could even activate automatically from passive skills or set items to allow for multiple builds
...but its an opportunity to build something completely different with the evasion built-in in the abilities.
...like some of the skills suggested: fog effects and teleport.
I'm thinking something like a teleport skill that will automatically teleport the assassin/ninja back to the original position after a few seconds.
In between, other "assassination" skills can allow you to deal extremely high damage to kill individual mobs one-by-one. On average, it will take more-or-less the same amount of time as it takes a magician to deal with the whole group - adjusted by how easier it becomes to beat the boss.
Healing prevention / mute on injury can also work here if elites require more than one "assault" - that and/or a playstyle where you go for the healers first.
An alternative could be a dash move that uses movement speed as a variable for dmg / distance - but a "disengage" or "fog" move would have to be used after.
Another thing could be a passive skill that activates a temporary cloak after losing over 50% hp or something - just enough to reposition and attack again.
A piercing shuriken flurry with bleed and stun (like Marcus charge) - similar to the rapid shot - could be a long range "pull" kind of move but the dmg would be medium to low to prevent 100% long range strategies.
In general, gameplay would be lining up a) sudden attacks to move in range with b) "assassination" or "buffing" moves to dispose of individual targets all the while incorporating c) fog/disengage/stun effects to keep from dying.
... some of these could even activate automatically from passive skills or set items to allow for multiple builds
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