I want to create a stealthy mage, and since there are no builds like this already made - I'll have to make my own.
Stealth has no benefit to spellcasters as far as I'm aware, so this may be tricky. I'm very new to the Project Ascension scene, so I don't know of many of the Mystics or Worldforged that would work in a build of this kind.
Does anyone have any ideas?
End of the day are we raiding? Pvping? dungeons? Just having fun?
RE Spectre: seams like a pvp talent but DoTs do 10% more damaged while stealth. Fits the theme of dot and disappear (Having a pet out for pve to keep it from reseting)
RE Consumed by shadow: leaving stealth puts you in shadow form, your spells deal bonus damage coming out of stealth. Fits the theme to DoT, stealth, unstealth into mage
RE Shroud of concealment: Stay in stealth for 1 bonus second if you break stealth with a mage spell. Wonder if we can work a rotation around DoTing up, stealthing, and then doing a long mage cast in stealth to not have much downtime? Don't think there is a great option here.
Legendary RE: Curse of Arugal: Combines shadow priest & Feral cat playstyles. I havn't used this one yet but that can get you into combo point using abilities & spells. It's likely a 'stance' so it wont work with shadowform
We have a few REs and talents that work around 'shadow dance'. In ascension you can type any word into the character advancement search box or RE search box to find even partial text within the description.
Legendary RE: Master of shadows: This is more of a shadow damage rogue that works with instant cast shadowbolts. It could be a fun base tho.
I'm just searching the words "Stealth" "Shadow dance" "ambush" "Garrote" in the RE interface to see what comes out. You might be able to make a DoT based Shadow dancing vanish boy
WoW isn't built for rewarding Stealth-Gameplay. The game is design around 'Combat', and stealth in its very nature is an 'Avoidance of Combat'. Nothing needs to change on the players' end to make [Stealth] fun. The abilities are well designed. But it requires drastic changes in world-building and NPC-behavior code from the Ascension Devs.
Things you need to make [Stealth] exciting:
- Make enemies that need to be avoided at all costs, but are positioned in ways that they block progress forward.
- [Vanish] only drops aggro, but doesn't reset 'non-engaged' monsters. Part of the Stealth-fantasy is opening up, bleeding up a target and vanishing before they can fight back. Problem is that [Vanish] in solo-gameplay resets the enemies, which resets their health.
- A visual overlay of monsters' perception proximity. Basically a visual indicator of circles and cones you need to avoid stepping in while stealthed.
- Infiltration and Pick-Pocket quests. A monster mechanic that gives you a debuff of having been 'Detected' and thus failing your quest. Forcing you to go back and 're-accept the quest'.
- Monsters that when un-CCed for [X]-amount of time call out for help and overwhelm an area with adds.
- Make it so that [Distract] can halt the adds in place and buy your party more time.
- Bosses that become more powerful the more enemies were killed before the party comes up to them.
It is used as an unreliable gap closer. [Intercept] stuns a target for almost as long as [Cheap Shot]. But one requires point-&-click and the other requires maneuvering yourself slowly up to a target before AoE knocks you out of stealth.
My suggestions for making Stealth better:
- Breaking or losing stealth needs to make your untargetable to people outside of melee range for a brief moment.
- Talents for [Stealth] to make is so that DoT damage does not break your stealth.
- Change [Master of Subtlety] talent to: "While stealthed and 10 seconds after breaking stealth deal 30% more damage. However, when this damage buff fades you take 30% extra damage for the next 30 seconds." Forcing you to play a Hit and Runner type of PvPer