

Talents Pet Pal: Gain the ability to talk to animals Shadow Step: I would like it if it also did just a little bit more damage, like 15-50% (compared to the current 125% weapon damage) extra weapon damage - otherwise I like it."Conjures a trusty personal demon and elemental totems to aid in battle." I would like there to be a pretty significant secondary effect to make it so that the ability isn't a 3-turn coin-flip waste/win, something like crippled, frightened, oiled, slowed, weak, stunned, or knocked down for the duration, or even only a part of the duration, that would at least always make it always worthwhile to use in a large battle, if the effect is good enough, you could even increase the chance slightly again but make the duration 4 turns instead of 3. I can't really think of a good solution that doesn't involve changing some core aspect of the ability, which if I remember correctly, can't be done at the moment.Ĭrawling infestation: The problem with crawling infestation for me is the huge gamble, it's not like a knock down skill for example, where you get a pay off every time the enemy fails a saving throw, not to mention that the actual chance for the skill to do something is significantly lower than what you'd expect due to how probability works (for example, 14 dex/3 BB = 0,85 3 = ~61%, using your boosted chances).

It also has pretty much no use against normal enemies. Of course, there are other much harder bosses that a 25% execute would be great on, but that once again brings the ability back to its "once-in-a-blue-moon" status, which is really sad when you look at pretty much any other non-scoundrel master skill. Basically it comes down to 25% being an okay number, against bosses, compared to unboosted attacks and skills. What's worse is that I'm only talking about regular backstabs here, Daggers Drawn for example does 560% weapon damage (It's actually half, but since it can backstab it should be used accordingly), and also takes damage buffs into account, for 6 AP, in this case that would mean ~900 damage before buffs and around ~1700 with buffs. 7 AP is two backstabs, which means ~640 damage, that makes 25% (~1000 damage) okay at least however, that's without accounting for oath and bully on the backstabs, which I pretty much always make sure are applied against priority targets - those two buffs together boosts up the damage towards 1200, even with nerfs to those buffs it wouldn't change much, hardly enough to make 25% a particularly significant amount for a master skill. He had ~3,9k health, I did ~320 damage per backstab (weapons slightly underleveled). To compare what I can do now, with this skill after your buff: I just did the troll king. Master spells for hybrids: Are there any good ones? I've gotten witchcraft to 4, but death punch just doesn't do enough damage with my 10 int, and the other good ones also need more int for me to be able to use them effectively.Ĭoup de Grace: It's a very hard skill to balance indeed, and I don't really know what to do with it. Still haven't found the skill book anywhere either.Īm I missing something on scoundrel master skills, or do they just plain suck? Wind up toy is apparently an adept skill now, and it's the one skill I thought might be worth it. Once per combat execution on an enemy below 20% vitality for 10 AP - I could just walk around the enemy and hit him 3 times in the back for the same cost, which is very likely to kill most things anyway, and if I don't need more than 1-2 attacks I have AP over. Shadow step is laughable, 6 AP for one backstab attack (I don't think it's even one dual wield backstab worth of damage actually) against any enemy within 15 meters? why is this a master skill? if it had a short base CD it could be useful, but I just don't see how this is considered a master skill compared to something like daggers drawn.Ĭoup de grace sounds equally worthless.


Scoundrel master spells: So far I've tried crawling infestation and shadow step.Ĭrawling infestation takes three turns to activate, meaning the enemy has three chances to resist it, so when I actually find a use for it against enemies that don't die to 2 dual wield backstabs, they instead have 3-4 in body building, which means it's nigh impossible to have it remain on them long enough to trigger, and when I use it on enemies that it can even remain on, it's just not worth it since they die so easily to normal attacks.
