Flix 5,167 Popular Post Share Posted December 1, 2014 (edited) Read more detailed info on the SacredWiki page for The Assassin. Character: Assassin Orientation: Close and Ranged Combat Aspects: Martial Arts, Shadow Disciplines, Traps Lore: The Assassins are an ancient order originally founded to hunt down and eliminate rogue mages. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on augmenting the natural martial abilities of their bodies, both physical and mental. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts. ============================================================== Aspect: Martial Arts Tiger Strike: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks. A portion of physical weapon damage is converted to the damage type to which the opponent has the least resistance. Passive boost to attack rating when in the active slot. Single Target only. Fists of Fire: Combining his powerful Martial Arts abilities with his psychic training, an Assassin can charge his own fists with pyrokinetic energies, scorching his opponents when the charge is released. This attack was adapted from a strike used by the Carnach. Adds fire weapon damage and chance for knockback. Hits multiple opponents in range. Claws of Thunder: Using an array of special metal blades as conductors, an Assassin charges the ions surrounding him and delivers a devastating series of lightning attacks to any who dare challenge him. A multi-hit attack based on Battle Extension. Adds weapon magic damage. Passive chance for double hits when in the active slot. Dragon Flight: After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, he lunges at his target and delivers a devastating blow. Hard to capture this attack with a picture. This is an instant teleport attack with a high chance to stun. Very devastating. Venom (Buff): Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats his weapons with vile toxins. Adds poison weapon damage and boosts all weapon damage. High chance for poisoning. ============================================================== Aspect: Shadow Disciplines Psychic Hammer: By utilizing his intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards. Adapted from Clustering Maelstrom and Raving Thrust. A high damage spell that pushes back the opponent(s), after which their movement and attack will be severely slowed. Mind Blast: Focusing his anima, an Assassin using this potent ability can cut through the toughest armor to crush the will of a group of enemies, stunning them and confusing the feeble-minded. If you played Enhanced Spells with the Seraphim's Sonic Vortex you will recognize this spell. Inverts enemy physical armor values. High chance for stun. Burst of Speed: Increases the Assassin's attack and movement speed for a period of time. Also gives a good chance to block roots and 100% chance to break existing roots. Cloak of Shadows: An Assassin can will his physical being to shift partially into the astral planes. Moving unseen through the darkness, the enshrouded Assassin can steal past opponents or ambush unsuspecting victims with devastating attacks. As his body becomes less substantial, he becomes less susceptible to the effects of elemental attacks and magical curses. A combination of Cloak of Shadows and Fade. The invisibility factor cannot be given huge boosts through modifications like Shadow Veil. Instead it will naturally scale better and higher until 100% invisibility is eventually gained at high levels. Shadow Master (Buff): The Assassin trained in this discipline has the ability to project a powerful shadow avatar of himself. This is a real copy of the playable Assassin, not the Temple Guardian NPC's. He can and does use all of the Martial Arts aspect as well as Psychic Hammer and Mind Blast. He fights using a small selection of fist weapons. ============================================================== Aspect: Traps Fire Blast: This combat art gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe that treads within its small blast radius. This is a "trap" by Sacred 2 definitions. The player launches it at a target and it spawns on the ground and actively seeks out targets to incinerate. High chance for burning. Wake of Inferno: The Assassin riddles the ground around himself with small fire traps that incinerate any opponents who move too close. This plays like Fiery Ember, but with a much smaller radius and duration and greater intensity. Shock Web: These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who come between them. Blade Fury: This skill allows the Assassin to throw razor-sharp blades that fly back and forth between opponents, shredding them with a barrage of metal. Blade Shield (Buff): This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches him too closely. This armor is both offensive and defensive. It adds physical armor and base defense rating. while causing physical damage to nearby enemies with a high chance for open wounds. ============================================================== Dev Notes: The Assassin was tremendously frustrating to create, due in no small part to the fact that the Temple Guardian does not want to be anything except a Temple Guardian. The lack of animations, the blasted useless gun arm, the battery firing when it shouldn't, all caused lots of headaches. The Assassin herself was almost impossible to recreate as well. There are no charge up / finishing move abilities to speak of in Sacred 2 that I could adapt. Likewise, true mechanical traps in the fashion of D2 or almost any other RPG were impossible to create as Combat Arts. I eventually was able to spawn stationary devices that could launch attacks, but there were so many problems that they were totaly unfeasible. Because they counted as separate creatures, the traps' attacks gained no benefit from any player skills or modifiers, so were pitiful in power. Furthermore they were limited in the amount you could summon at once (you could never replace an old trap until it was destroyed), and worst of all they followed the player around like a minion, jumping to a random place to catch up when the player moved far enough away. All in all a huge disappointment. So you may have to stretch your imagination a little bit to imagine the final lineup of combat arts as "Traps." Outtake: Cloak of Shadows Originally there was no Psychic Hammer in this mod, and I had Fade and Cloak of Shadows as two separate combat arts. The protective abilties and ghost-like fx I gave to Fade, and for Cloak of Shadows I used the invisible ability with a custom fx: However I disliked having Shadow Disciplines as an aspect that was almost entirely buffs. So I decided to move the invisible ability to Fade, and redesign Cloak of Shadows to be an offensive spell with a focus on the debuffing and disabling aspects (slowing, regen penalty to enemies, lowered attack rating, etc.): The visuals were a combination of the ink spray used by the Octagolamus, and the "Blind" spell used by Harpies, Olms, and other monsters (the dark cloud around the head). Although, only one enemy would show the Blind fx at a time despite multiple enemies being affected. I had a similar problem with the Necromancer curses. Those visual effects just would not show up above multiple enemies at once. However, I went so far afield to try to make this new spell useful that it wasn't really recognizable as something from D2. I realized that the core of Cloak of Shadows was invisibility, so I combined it with Fade and used the Shadow Veil classification and fx. I decided if I was going to make another offensive spell for Shadow Disciplines, it should be Psychic Hammer. Edited April 23, 2017 by Flix 3 Link to comment
Flix 5,167 Author Popular Post Share Posted May 7, 2015 (edited) New Character Designs of D2FThe AssassinThe design of this character is not wildly different from the TG, but I did manage to finally set up new Assassin portraits and new texture designs for his armor.Default Assassin has a reddish orange glow (suggestive of blood) to his battery rather than blue. He also has a much bulkier body with less stringy limbs, a new default arm, and darker colors.Combat Art arms have been altered in appearance as well: Tiger Strike, Fists of Fire, Dragon Flight Mind Blast, Burst of Speed, Wake of Inferno Default Arm + Claws of Thunder, Psychic Hammer, Cloak of Shadows, Fire Blast, Blade Fury Shock WebAssassin armors got the "serious textures" treatment. Some are by Wardust and some are my own alterations.Links go to original pictures on the Wiki for comparison.Cloth ArmorGeneric ArmorIron ArmorLeather ArmorMagic ArmorPunisher Armor3rd pic: Kendric's Archon. 4th pic: Combat Modules (focused on Martial Arts aspect).T-Wolf Armor4th pic: T-Energy Modules (focused on Traps aspect).Special Armor4th pic: Dimiona's Garments of Mutation.Iron Will Armor4th pic: Technical Modules (focused on Shadow Disciplines aspect).I don't expect any new full sets will be made for the Assassin, but you may see some unique armor pieces or fist weapons come along eventually. Edited November 28, 2016 by Flix 3 Link to comment
Flix 5,167 Author Share Posted February 27, 2016 Mini-set Redesigns Unlike full armor sets, mini-sets are typically 3-5 pieces that aren't focused on any particular aspect. Unfortunately, many are assembled of random mismatched pieces, which I think is a missed opportunity to showcase the standard sets. All random armor, from junk to rare, actually belongs to a visually coherent "set" of armor (such as leather, iron, cloth, etc.). Now the pieces of the mini-sets match each other better. I also changed some unique armor piece designs so they're not shared by set pieces. I know some players choose their armor not just on function but also appearance, so hopefully this will help make the mini-sets more appealing. These changes don't apply retroactively. Only new copies of the items that drop will be changed. So if you already have copies or get them from the downloads section they will still be the old designs.Assassin 1st pic: Guardians of Light - new shoulders, also all textures were revised to be more "light" 2nd pic: Guardians of Shadows - boots now match the set, slightly darker texture tweaks 3rd pic: XTM-2174 - new torso, texture revisions 4th pic: Philios' Servants - formerly "Lumen's Servants," set was completely overhauled to use matching iron set pieces 5th pic: Cybernetic Tormentor - set was completely overhauled to use matching bloody leather set pieces, torso now has physical armor % bonus because of the change from plate to leather Link to comment
jordan0422 39 Share Posted October 2, 2016 A minor thing: aside from Traps Lore, Blade Fury's execution speed is affected by weapon's attack speed (same as Deathly Spears). Not sure if this was intended. Link to comment
Flix 5,167 Author Share Posted October 2, 2016 A minor thing: aside from Traps Lore, Blade Fury's execution speed is affected by weapon's attack speed (same as Deathly Spears). Not sure if this was intended. Thanks. I can't figure out why this would be. Everything seems in order in the script. Consider this a perk of the spell. 1 Link to comment
Tharkun 40 Share Posted October 11, 2016 (edited) Hi Flix! I have a couple of thoughts about the assassin combat arts I want to share with you (please don't get mad if they have already been addressed). Have you thought about using the shadow warrior "skeletal fortification" combat art for wake of inferno? I know it doesn't looks like the one in diablo but functionality wise is very similar, maybe it could shoot fire arrows/staff fireballs? I think the vanilla jolting touch combat art looks like a better fit for claws of thunder or maybe a melee twisted torment (is green though, it looks like electricity) I think that a better fit for fire blast could be eternal fire, not because the combat art is bad, but it acts like a "sentry", in diablo 2 fire blast is a (almost) instant hit Area of Effect attack. I know eternal fire isn't a "bomb" attack, but it pretty much acts like one. These are just my thoughts, please don't take them as criticsm. Thanks as always! Edited October 11, 2016 by Tharkun 1 Link to comment
Flix 5,167 Author Share Posted October 11, 2016 Believe me, I tried working with Skeletal Fortification early on, and in many different ways. It will only shoot arrows. I can change the projectile to fireballs but then everything in the game that shoots arrows (every bow, every NPC with a bow) would also shoot fireballs. A very evil-looking undead creation that fires arrows is just too unlike any Assassin skills. Anyway Skeletal Fortification is used by Undead Legion Mages now. Jolting Touch is nice, but it's strictly a spell, it won't function as a melee attack. Even just the animation itself doesn't look right for a weapon attack. Not to mention its spell effects are already in use by other combat arts. The casting effect is used for Shock Web. The spell effect itself is used for the Amazon's Charged Strike. I would have to redesign those spells in order to steal away Jolting Touch's fx from them, and I wouldn't know where to start. Finally, and most importantly, I just can't remove the adaptation of Battle Extension from the Assassin's repertoire. It is the most martial arts-like combat art he has, in fact it is the only one he has that even bears any resemblance to martial arts at all. This is the one time you get to see him with a second, bladed, functioning hand instead of a useless gun arm. And as a multi-hit weapon attack (plus its passive bonus when in the active CA slot), it's a core CA for a Martial Artist that's just way too valuable to be replaced with a spell or a weapon attack with Jolting Touch's spell animation. I'm afraid the fire trap is also not going anywhere. If people are getting so hung up on the name not matching the expected effect, I would rather change the name of Fire Blast than change the spell itself. Flame Sentry or something like that. Eternal Fire, well that's already in use as the Sorceress's Inferno. Don't worry about giving criticism. I'm still redesigning things, even core spells, and feedback is an important part of that. I know no one's going to be satisfied with how the Assassin turned out in the mod. I'm not happy with it either. I'm prepared for suggestions on changing it, but most suggestions I've gotten are sadly unworkable. 1 Link to comment
Flix 5,167 Author Popular Post Share Posted November 20, 2016 Assassin Redesign As I'm reviewing the Assassin's combat arts for the Wiki, it occurs to me that while he has some truly badass armor, his base model is really dorky looking. The whole "Temple Guardian is Pinocchio" thing is a fun comparison, but his default appearance is a little too... on the nose? Knobby knees, spindly legs, stringy arms are now replaced with a more respectable body. I get that some people may miss the human muscles indicating that he is in fact part organic, but I think this is overall a change for the better. He looks like he can hold his own with the other mechanical Assassins of the game now. This is the base model, default appearance, with no items equipped. You can see that the battle extension arm is now his default arm. This change won't affect his ability to shoot with his battery. For all those combat arts not in the Martial Arts aspect, he will still shoot his battery projectile as always. 5 Link to comment
gogoblender 3,206 Popular Post Share Posted November 20, 2016 Assassin Redesign As I'm reviewing the Assassin's combat arts for the Wiki, it occurs to me that while he has some truly badass armor, his base model is really dorky looking. The whole "Temple Guardian is Pinocchio" thing is a fun comparison, but his default appearance is a little too... on the nose? Knobby knees, spindly legs, stringy arms are now replaced with a more respectable body. I get that some people may miss the human muscles indicating that he is in fact part organic, but I think this is overall a change for the better. He looks like he can hold his own with the other mechanical Assassins of the game now. This is the base model, default appearance, with no items equipped. You can see that the battle extension arm is now his default arm. This change won't affect his ability to shoot with his battery. For all those combat arts not in the Martial Arts aspect, he will still shoot his battery projectile as always. Love what you did. Ascaron is famed for their humor and overthetopness...but they went too far with the Temple Guardian...and you're right, having a toon in game that looks and acts like Pinnochio is just too much and made this character class less compelling than the others. There's probably a reason why I never really liked the class...though I did like some of his armor that I saw put together later on. YOu gave the TG something he needed all this time with his new "look"... menace. good job gogo 2 Link to comment
Flix 5,167 Author Share Posted November 22, 2016 So I've been testing the Assassin's combat arts while making videos for the Wiki, and I think I've come upon a couple bugs: Dragon Flight is completely unable to hit anything when mounted in the Mobiculum. It still teleports, but it causes no damage on hitting the target. I've tried every animation I can think of and the result is still the same. I can't see any way to fix it, so I may just need to put a note that says it only teleports when mounted? Fists of Fire seems unable to hit flying enemies like bats and harpies. Tested over and over again (on foot), no damage caused. Other enemies are properly hit. This may be fixable, if it really is a problem and not something I'm imagining. Can anyone playing the Assassin confirm either of these things? Link to comment
jordan0422 39 Share Posted November 22, 2016 Can confirm that Fist of Fire miss bats/flying enemies. Don't know about Dragon Flight and special mount since haven't gotten a mount and not at that point in the campaign, and never use one in play. 1 Link to comment
Flix 5,167 Author Popular Post Share Posted November 23, 2016 Can confirm that Fist of Fire miss bats/flying enemies. Don't know about Dragon Flight and special mount since haven't gotten a mount and not at that point in the campaign, and never use one in play. Thanks for confirming. I was able to fix Fists of Fire no problem. It even seems to hit ground enemies more reliably now. A side-effect of the change was that the "roar" sfx was changed to a more appropriate martial arts "whoosh" sound. I wasn't able to make Dragon Flight inflict damage while mounted. I did however change the tiger snarl sfx to a more appropriate sound, and I changed the animation to the old Propelled Levitation one. You know, this one: If you're going to jet around in a flying saucer, you may as well do it in style. I confess I haven't tested the combat arts while mounted nearly as much I should have. I think I'll give all of them one more pass before releasing the patch to see if there any more mismatched or missing animations or effects while mounted. 3 Link to comment
gogoblender 3,206 Share Posted November 25, 2016 Can confirm that Fist of Fire miss bats/flying enemies. Don't know about Dragon Flight and special mount since haven't gotten a mount and not at that point in the campaign, and never use one in play. Thanks for confirming. I was able to fix Fists of Fire no problem. It even seems to hit ground enemies more reliably now. A side-effect of the change was that the "roar" sfx was changed to a more appropriate martial arts "whoosh" sound. I wasn't able to make Dragon Flight inflict damage while mounted. I did however change the tiger snarl sfx to a more appropriate sound, and I changed the animation to the old Propelled Levitation one. You know, this one: If you're going to jet around in a flying saucer, you may as well do it in style. I confess I haven't tested the combat arts while mounted nearly as much I should have. I think I'll give all of them one more pass before releasing the patch to see if there any more mismatched or missing animations or effects while mounted. A full time flying saucer... awesome!! gogo 1 Link to comment
Flix 5,167 Author Share Posted February 1, 2017 flying saucer How to do? Hello! You can use the Assassin's combat art, Dragon Flight, while mounted. You can click very far away, over rivers and canyons, or even on bridges that are far above you. That is how I took that second picture. 1 Link to comment
zarzloy 1 Share Posted February 1, 2017 (edited) Im playing for Assassin (level 25 atm) and it is very fun and joyable. This is ranged Martial build with Shadow buffs. It can shoot being stealthed, killing most Elites for 2-3 combo of Fire Fist-Tiger- Claws of Thunder, great poison chance. Now I dont know how to build it far away, especially for damade dealong and surviving during the time he is not stealthed. Im think about Traps for advanced Blade Shield and maybe Shock Web for debuffing enemies. Fire Blast is tremendously slow, is a joke? Flix, thank you for this amazing Mod and wish you to develop it more and greater! P.S. Cloak of Shadow is absolutely imba, it allow using Martial skills with ranged weapons without breaking stealth. Monsters wont attack player. I killed second boss without resistance, except moments then CoS was on CD. Is this mechanic works properly? At other side Assassin lacks of passive defence and regen and must rely on crowd control (but Mind Blast with Area of Effect 80% Stun is powerfull). Also CoS breaks when Assassin shoot and uses trap skills, this is suspitious when Martial skills with ranged dont break stealth at all (SL 8) Edited February 1, 2017 by zarzloy 1 Link to comment
gogoblender 3,206 Share Posted February 2, 2017 Im playing for Assassin (level 25 atm) and it is very fun and joyable. This is ranged Martial build with Shadow buffs. It can shoot being stealthed, killing most Elites for 2-3 combo of Fire Fist-Tiger- Claws of Thunder, great poison chance. Now I dont know how to build it far away, especially for damade dealong and surviving during the time he is not stealthed. Im think about Traps for advanced Blade Shield and maybe Shock Web for debuffing enemies. Fire Blast is tremendously slow, is a joke? Flix, thank you for this amazing Mod and wish you to develop it more and greater! P.S. Cloak of Shadow is absolutely imba, it allow using Martial skills with ranged weapons without breaking stealth. Monsters wont attack player. I killed second boss without resistance, except moments then CoS was on CD. Is this mechanic works properly? At other side Assassin lacks of passive defence and regen and must rely on crowd control (but Mind Blast with Area of Effect 80% Stun is powerfull). Also CoS breaks when Assassin shoot and uses trap skills, this is suspitious when Martial skills with ranged dont break stealth at all (SL 8) Gread to read that you're loving Flix and his team's Mod, zarzloy... welcome to DarkMatters! gogo Link to comment
darksnake 2 Share Posted February 2, 2017 flying saucer How to do? Hello! You can use the Assassin's combat art, Dragon Flight, while mounted. You can click very far away, over rivers and canyons, or even on bridges that are far above you. That is how I took that second picture. Thank you for your answer, can not be permanent? I am a player from China, rely on translation software, see the forum. I copy and paste. Link to comment
Tharkun 40 Share Posted February 2, 2017 (edited) Hello Flix! I've been thinking about the assasin's combat arts and he lacks ranged combat arts. Considering he's quite squishy for a melee character and already has quite cool melee based combat arts could be useful to give him a couple more ranged ca. I thought about these: Shock web - energy annihilation trap: could be very useful to have 2 elemental traps on your arsenal, for fire resistant enemies, you rely only on melee range ca for a different element or mind blast and psychic hammer. Maybe could be a stationary trap or spawn several of them in order to make it different from fire blast. Wake of inferno - furious emblazer: instead of a slow dot Area of Effect could be something like arctic blast or glacial spike, hard hitting cone Area of Effect, also looks fitting to the diablo 2 theme since the original trap uses a flamethrower. Blade fury - amplifiyng discharge: is it possible to replace the projectile with a shuriken or something alike? This is more curiosity than anything else Please tell me if these can't be done or if you disagree with the ideas/idea in general. Thanks as always! Edited February 2, 2017 by Tharkun 1 Link to comment
Flix 5,167 Author Share Posted February 3, 2017 Thank you for your answer, can not be permanent? I am a player from China, rely on translation software, see the forum. I copy and paste. No, it cannot be permanent, sorry. P.S. Cloak of Shadow is absolutely imba, it allow using Martial skills with ranged weapons without breaking stealth. Monsters wont attack player. I killed second boss without resistance, except moments then CoS was on CD. Is this mechanic works properly? It's probably a bug. I'll try to find some way to circumvent it. Aside from that issue, do you think Cloak of Shadows is unbalanced otherwise? Fire Blast is tremendously slow, is a joke? No, it's not a joke, that's just how it is. Nobody seems to like it though. Flix, thank you for this amazing Mod and wish you to develop it more and greater! Thank you. Shock web - energy annihilation trap: could be very useful to have 2 elemental traps on your arsenal, for fire resistant enemies, you rely only on melee range ca for a different element or mind blast and psychic hammer. Maybe could be a stationary trap or spawn several of them in order to make it different from fire blast. Wake of inferno - furious emblazer: instead of a slow dot Area of Effect could be something like arctic blast or glacial spike, hard hitting cone Area of Effect, also looks fitting to the diablo 2 theme since the original trap uses a flamethrower. So he wouldn't have any more Area of Effect attacks then. I thought the range on Shock Web and Wake of Inferno are pretty good. Blade fury - amplifiyng discharge: is it possible to replace the projectile with a shuriken or something alike? This is more curiosity than anything else Whoa that's brilliant. It could be blades that bounce from enemy to enemy. I'll try it out. Maybe I'll just experiment with overhauling the entire traps aspect just to see what other configurations might be possible. 1 Link to comment
Flix 5,167 Author Popular Post Share Posted April 14, 2017 Blade fury - amplifiyng discharge: is it possible to replace the projectile with a shuriken or something alike? This is more curiosity than anything else OK I don't want to speak prematurely but I think this may work. I've changed the animation and model from firing a bullet to throwing a shuriken. It bounces around from enemy to enemy, shredding them up. It's very effective. I'm still working on the sound fx. The main problem right now is the shuriken is very small and hard to see. I thought it was invisible at first because it moves so fast. I will hopefully be able to add some kind of trail or visual fx, or at least resize the model so it's a little bigger. But I think Blade Fury may be getting a big overhaul for Beta 8. =============================== Shadow Master is getting some tweaks for Beta 8 as well: Shadow Master no longer uses Venom buff because it would glitch when transitioning between areas, causing him to attempt to recast it infinitely. Improved Shadow Master AI so he attacks more consistently while his combat arts are on cooldown. He no longer wanders around while his combat arts are regenerating. Here he is about to assassinate a Dark Elf. 2 Link to comment
Flix 5,167 Author Popular Post Share Posted April 20, 2017 Blade Fury Redesign It's ready. In Beta 8, Blade Fury will no longer be a Deathly Spears rip off. The Assassin will now throw a spinning shuriken that will bounce from enemy to enemy. Description: This skill allows the Assassin to throw razor-sharp blades that fly back and forth between opponents, shredding them with a barrage of metal. Modifications: Singe - Blade Fury inflicts additional fire damage (17 + 8.5 per level). Ricochet - Blades will bounce to one additional target. Toxin - Blade Fury inflicts additional poison damage (17 + 8.5 per level). Ricochet - Blades will bounce to one additional target. Grievous - Increases the chance for critical hits by 25% + 0.5% per level. Bleeding - Increases the chance for open wounds by 35% + 0.2% per level. So, many of the properties are preserved, like adding poison or fire damage. Blade Fury will hit three enemies by default. If both Ricochet mods are chosen, it will hit up to 5 enemies with a single casting. Multiple blades can be active at once. 3 Link to comment
gogoblender 3,206 Share Posted April 20, 2017 The bounce AI on the shuriken is amazing... this makes shurikens VERY compelling to use! gogo 1 Link to comment
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