New Demigod: Rogue-Assassin/Blackguard Type

https://cghub.com/files/Image/8083/image.jpg

*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.

8,786 views 16 replies
Reply #1 Top

"High, here is my idea for a gank class..."

Reply #2 Top

Any high damage class with STEALTH will result in imminent QQ. Seriously I hate rogues, they are so cheap.

Reply #3 Top

Exactly, the definition of a rogue is cheap.  They ARE a gank class and they are fun to play...  The tradeoff is that they have to retreat if they can't take out the enemy quickly because of their low survivablility.  Just because they are not your preferred playstyle, doesn't mean they shouldn't exist.  I think any game in this genre without this type of class is incomplete; it is possible to put in a class like this and keep it balance imho.

Reply #4 Top

Everyone hates rogues in WoW, everyone would hate them here :D sorry to say this but low survivability with that dodge, stealth and teleport... oh wait?!

Reply #5 Top

the TP is really just a filler ability--when I put it in there i was thinking this could be a little much... it could be taken out and maybe replaced with a dmg one or just taken out altogether have 6 main abilities like the rook i believe

Reply #6 Top

this class would only be doable in a team orientated game . TB is hard as hell to get up and he is a caster.

Reply #7 Top

 

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.

the skill lasts wont be found as a good idea if tracking and items dont work it is powerful and re cast is too short late 8 secs is too short

 

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.*

 the dmg is alright but the hole boosting his attack speed and movent just means people are going to use it hit more times then run away

  *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.

 hmm  this  one stuinks of overkill

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.

 giving him crit i have a problem with crits as is  so hate this skill already

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%.

 another slowing down  u have too many slowing down things

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.

 counterattckign would mean u would have to  add more model movements meaning wadting more time so this is a meh skill

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.*

 teleport is fucked up  no dude wshould have tele skills  that u dont buy  so this is out too

           *Cures any negative status effects applied to the rogue except DoTs.

 

 

even with  all the skills changed  no one would like this dude because rogues/ assasin types piss everyone off so this  would get more people mad i would recorrmend if u want to havea dude like this go back to a mmo

because fightig someone with these skill would be over powered and  would do so much dmg  that it would be rediculous

 

Reply #8 Top

I love alot of things about this idea...rogues are amazing! And I think somone who could cloak would be awesome...people who whine about ganking are just being little bitches anyway, like people who whine about spies in TF2. Some notes:

 

-Perhaps give him ability to ignore all armor (at certain level)? Would not be terribly OP as armor doesn't effect abilities already, and the rogue would need this edge

-Cloak ability can't be impossible to see, even at max level...

-Poison that slows people is kinda UB, and since he's going to be really fast, no need to couple with slowing...

-I like the counterattack...but it would be cool to make the dodge a passive ability from like level one..like 2/4/8/16% or something like that..that would be balanced, I don't think the dodge you have is worth it. 10% dodge for 5 seconds really doesn't do much

-I think ensconce would work better as a toggle ability like Mist Form...with less mana drained of course...and damage taken or ability used would break effect like you said.

-Crits is a good idea...this guy is about high DPS with his regular attacks, but he'll have low hp/armor and have to rely on cloaking to get away and stuff like that..

-Teleport seems....probably too good. Its a sweet idea...but I think it would be way, way too powerful. but maybe not.

-Another reason this would be quite balanced is that he basically has no Aoe spells...which makes getting gold that much harder...

-Maybe give him a flag related ability? like a capture lock? Then his high speed and cloak could be used in a scout/capture method as well...imagine sneaking back and grabbing an enemy portal flag causing them to hightail it back to base...I'm excited for this guy already!

 

All in all: A great, great idea. Totally new playstyle for demigod...fast hit and run attacks, cool abilities. Hope this gets made!

Reply #9 Top

A rogue isnt very... demigody. When I get introduced to Demigods at formal dinners they should be huge buggers all glowy and stuff. Life of the party kind of people. Not the bloke standing off to the side stealing the silverware.

We could probably expect to see this in his holy book should he become a god.

Bravely bold sneaky Roguey
Rode forth into the Arena.
He was not afraid to die,
Oh brave sneaky Roguey.
He was not at all afraid
To be killed in nasty ways.
Brave, brave, brave, brave sneaky Roguey.

He was not in the least bit scared
To be mashed into a pulp.
Or to have his eyes gouged out,
And his elbows broken.
To have his kneecaps split
And his body burned away,
And his limbs all hacked and mangled
Brave sneaky Roguey.

His head smashed in
And his heart cut out
And his liver removed
And his bowls unplugged
And his nostrils raped
And his bottom burnt off
And his pen--

"Argh we are losing this match. I'm just going to stealth in a corner somewhere, go afk and collect the favor"

Brave sneaky Roguey ran away.
("No!")
Bravely ran away away.
("I didn't!")
When danger reared it's ugly head,
He bravely turned his tail and fled.
("no!")
Yes, brave sneaky Roguey turned about
("I didn't!")
And gallantly he chickened out.

****Bravely**** taking ("I never did!") to his feet,
He beat a very brave retreat.
("all lies!")
Bravest of the braaaave, sneaky Roguey!
("I never!")

Reply #10 Top

this  is a bad idea in this game if it was a mmo then it would be in there but this game isnt a mmo

and if u want to crit so much be regulus and get critting items

Reply #11 Top

Yeah, any class of Demigod that's only counter is to have many expensitve pots handy when he ganks your is not good.

Reply #12 Top

this dude would get owned by sedna espically if the sedna is a pot whore

Reply #13 Top

This class isn't unbeatable in close combat...where did you people get this idea? He's going to be weaker in CC then most other gods..so what you're saying is completely not irrelavant.

Reply #14 Top

this dude is ovenpowered and would still get owned

Reply #16 Top

just because a dude is op doesn't mean he wont get owned but this dude would get owned so much they would have to nerf  all the other characters down so it is fair