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Passive Node Ideas - Rogue

marksman
falconer
bladedancer

#1

Hey there, everyone! We have community members constantly pitching ideas for passive nodes scattered around our social channels and as we dive into some updates to the passive trees we’d like to invite you to place your ideas in one centralized location - here! You may just see your idea or an iteration of it show up in-game.

Let us know if your node idea is for the base class or a mastery class.

We know that we haven’t provided much information on rogue skills just yet but we’re providing a spot for rogue lovers to go ahead and toss ideas around. Since we’re not complete with the design of the class these ideas have an even larger chance to make an impact!


Master threads for passive ideas
#2

Marksman:
x% chance for x additional projectiles.
x% chance for projectiles to pierce.
Falconer:
Enemies take x% more damage, if they have not been hit by the player character. Minions can take advantage of this.
Traps have x% increased area of effect, if placed far away of each other.
Traps have x% chance to trigger twice.
Trapped enemies take x% more damage from minions.
Else:
x Status effect has a x%chance to also trigger x Status effect.
x% more damage when standing still.
x% more damage when x meters away from the enemy.


#3

I love assassin archetype so here is my ideas most likely for the bladedancer :stuck_out_tongue: I dont specify values and the points to allocate, leaving it to you !

Some offensive passives :

  • Blood bath : Bleeding ennemies explode in blood bath if they die with bleeding effect on them. They deal X% of the remaining damage of bleeding around them.
  • Death is running : Get X% move speed bonus for each foes slained in the past X seconds. X max stacks.
  • Corrupted poison : Poison inflicted by the rogue have X% of their damage dealt as void damage. No idea if you have some void based skills planned so dont know if it can be usefull.
  • Know your enemy : Get X% of health, X% of mana and X% of added damage of the last foe you slained for the next X seconds. No stacking, so updates at every new foe killed.
  • One hand in the back : You can no longer dual-wield nor use two-handed weapons. You are now much more balanced and precised. You get X% added crit chance, X% increased crit multiplier and X% attack speed. This one would be awesome imo, some nice builds to make around !
  • Weapon master : You know all the secrets of the weapons you wield. X% increased of the implicite bonus of any weapon you use.
  • Surgical strike : Mastering the anatomy makes you better at striking weak spots. Each point of vitality now also increases by X% your crit chances (or crit multiplier, or both !)
  • Surprise attack : The first time you strike a foe, deals X% more damage.
  • Unstopping hemorrhage : bleeding enemies make it worse by moving. For each second spent moving, the bleeding damage that affects them is increased by X%
  • Weaken immunology : poisoned foe are more likely to be poisoned again. X% increased chance to poison an already poisoned target.
  • Debilitating poison : Each stack of poison reduces by X% move speed and X% attack speed.
  • Merciless impact : Get X% of move speed as added damage.
  • Lethal tempo : Each hit increases by X% your attack speed. Stacks up to X. At X stacks, the next hit deals X% increased damage and bring the stacks back to 0.

Some defensive passives :

  • Fast reflexe : Get X% of your attack speed as chance to parry melee attacks reducing the incoming attack by X%.
  • Deadly parry : (this passive should be connected the the passive above) When you parry an attack, deals X% of your melee damage to the attacker.
  • Retreat in the shadow : When your life gets under X%, you become invisible for X seconds and get X% increased move speed. X second cooldown.
  • Poison immunity : Get X% of your chance to poison as poison resistance.
  • Lightweight : If you dont have any chest equiped, you get X% increased move speed, X% increased attack speed and X% increased dodge chance.
  • Adrenaline shot : Using a potion also gives X% increased move speed and X% increased dodge chance.
  • Flexible stance : Dodge chance brought by Dexterity is X% stronger.

This is all for now, hope I gave you lot of cool ideas and can’t wait to stab everything !!! :slight_smile:


#4

#5

Something else came in my mind that can add a really nice feature, wether for Bladedancer or maybe in the general rogue passive tree. 4 different combat stances, maybe only one could be selected or maybe not, depends of possible balance issue I guess.

  • Lotus stance : The skill in the 1st skill slot gives X% increased move speed and X% increased dodge chance for X seconds when used. Can stack X times.
  • Viper stance : The skill in the 2nd skill slot gets X% increased poison chance. This skill also deals X% increased damage against poisoned foes.
  • Reaver stance : The skill in the 3rd skill slot gains intensity at each use. Gets X% increased attack speed at each use. Stacks up to 5 time. At the 5th stack, the next time the skill is used brings the stacks back to 0 and deal X% increased damage.
  • Mantis stance : The skill in the 4th skill slot deals X% increased damage while dualwielding. The added damage coming from the off-hand weapon are X% more effective for the damage calculation of the skill.

I feel like it can bring really nice build diversity, hope you like it ! :slight_smile:


#6

Sorry it’s me again, too many ideas ^^ Those passives could fit the bladedancer or general rogue passive tree I would say

  • Acid concoction : Applying poison no longer deals damage over time. Instead, shreds the armor by X at every stack.
  • Sharp weapons : Critical strikes have X% chance to also apply one bleed stack on the target.
  • Death dance : Whenever you use a skill, increases your attack speed and dodge chance by X%. Stacks up to 5 times. If you use the same skill as the last one used, bring the stacks back to 0 and you get unbalanced for X seconds, reducing your move speed by X%.
  • Mastermind : Intelligence attribute no longer increases ward retention. It now reduces your base cooldowns by X% per points of intelligence and reduces mana costs by X% per points of intelligence.
  • Cloak of the shadow : X% of your void resistance also gives you armor.
  • Learn in the pain : Getting exposed to poison made you better at brewing them. X% of your poison resistance also increases your poison damage. While you are under a poison effect, increases your chance to apply poison by X%.
  • Anticoagulant : Your poisons make bleeding even worse. When your target is under poison and bleeding effect at the same time, bleeding effects last X% longer.
  • Transfusion : while hitting a bleeding target, you have X% melee life leech.
  • Balanced stance : while you are not moving, increases your crit chance by X%.
  • Assassinate : if your target is alone (no other enemies in a X meter radius), you deal X% more damage to this target.
  • Stab : Hitting a target from behind gives X% increased crit chance and X% increased crit multiplier.
  • Deadly twins : if the two weapons you are dualwielding have the same base weapon type, you have X% increased attack speed.
  • Volatile elements : The poison you inflict are highly volatile. X% of the poison ticks are also dealt in a X meter radius around the target. X% chance to also apply a poison stack to the foes damaged in that way.
  • Patient strike : attack speed no longer increases how fast you can attack. It instead gives the same amount as “more” damage.

That’s all for now :wink:


#7

Don’t apologize! Please do keep 'em coming. :slight_smile: