I'm a thief at heart. Whenever I get a game, I instantly try to figure out the best class, race, whatever choices for sneaking around, disarming traps, persuasion, etc. Now, usually I pay for it later on, since almost every game is easiest if you fight in melee, but I enjoy it anyway.
I heard that Rangers fulfill some traditional roles of the rogue. But that's just not true. Traps are the only thing conceivably similar to a rogue's skills. So, even though I'm sure it's been done before, I'll propose my idea for the Rogue class. Rogues would be another melee class, which is needed, but obviously they'd be specialized. I don't have energy costs or recharge times, but those aren't really important just now. Also, the numbers could change, but again-- not that important.
Class: Rogue
Weapons available: Various kinds of daggers/knives
Primary Attribute: Agility-- grants either 1% speed increase or 1% chance to dodge attacks per attribute point. (I don't know which, or if either would be too cheap or something.) I didn't think of skills for Agility, but I guess there might be a few.
Attribute: Dexterity-- no inherent bonus. Dexterity deals with any skill involving nimble use of the fingers. There are also many trap-related skills. Examples:
Tripwire: Trap. Any opponent who triggers it is knocked down for (1...3) seconds.
Sleight of Hand: Skill. All nearby enemies are interrupted. (I don't think there are any skills that do this right now.)
Detect Traps: Skill. Reveals all hostile traps nearby. (This could mean that they glow white on the map and are pinged on the mini-map, for instance.)
Disarm Trap: Skill. (60... 90%) chance for one nearby hostile trap to be removed. If the skill fails, the trap is triggered. (Detect Traps would be unnecessary, but obviously very useful.)
Jam Trap: Skill. One nearby hostile trap does not work for (6... 21) seconds. (Less risky alternative to Disarm Trap.)
Rig Trap: Skill. (40...80)% chance for one nearby hostile trap to become an allied trap. If the skill fails, the trap is triggered. (Again, Detect Traps is unnecessary but useful.)
Signet of Determination: Signet. For (3...7) seconds, you cannot be interrupted and you gain (10...25) armor. (The trap skills would take probably four or five seconds and be easily interrupted, so this would be useful.)
Signet of Chance: Signet. For 3 seconds, all skills have a casting time of 3/4, but there is a 50% chance of failure. If a spell fails, you take (50...30) damage and are knocked down.
Create Barrier: Trap. Creates a Barrier with (150...250) hit points. This Barrier disappears after 30 seconds and cannot be healed or enchanted. (Now, I'm not sure about this one, but I think it'd be an effective way of blocking places off without being too cheap. If the HP is kept low, and you can't heal it or anything, plus a 60-second recharge time, you couldn't really spam it but it might still be useful.)
Steal Enchantment: Spell. One enchantment is removed from the enemy and placed onto you, and you gain (30...75) health.
Steal Weapon: Skill. For (4...9) seconds, touched enemy has Weakness, and you gain (4...21) damage per attack.
Explosive Barrier: Elite Trap. Creates an Explosive Barrier with (150...250) hit points. This Barrier disappears after 30 seconds. If the Barrier is destroyed, it explodes and deals (40...75) damage to all nearby enemies.
Attribute: Dagger Mastery-- whatever bonus is inherent with Marksmanship, if there is one (I don't play a Ranger and don't feel like checking). Obviously, Dagger Mastery deals with usage of daggers in melee combat. They'd be quicker than swords, but deal less damage. Examples:
Double Stab: Dagger Attack. Attacks one enemy twice in rapid succession. Each attack deals (12...4) less damage than normal.
Poisoned Strike: Dagger Attack. Poisons enemy for (5...14) seconds.
Throw Dagger: Dagger Attack. Can hit enemies at a range, but deals (7...2) less damage. If you move to the location where the thrown dagger fell, Throw Dagger is instantly recharged.
Quick Strike: Dagger Attack. Attacks (50...66)% faster than normal.
Energy Daggers: Spell. In 3 seconds, all nearby enemies take (25...40) damage. If the enemy is attacking, then that enemy is knocked down.
Sure Strike: Dagger Attack. If Sure Strike is "blocked" or "evaded", it hits anyway and blinds the enemy for (4...9) seconds.
Twisting Strike: Dagger Attack. For each "Hex" on the enemy, Twisting Strike deals (9...16) more damage. (Is there already something like this? I'm not sure.)
Dizzying Feint: Skill. Target enemy is turned around. If the enemy was attacking, that enemy is knocked down for (1...3) seconds.
Confusing Feint: Skill. Target enemy is turned around. If the enemy was attacking or casting a spell, that enemy is dazed for (5...11) seconds.
Star Stab: Elite Dagger Attack. Hits five times in rapid succession. The first attack has a 15% miss chance. For each attack, 20% is added to this.
Attribute: Subterfuge-- no inherent bonus. Subterfuge involves tricking the enemy, sneaking around, and movement on the field. Examples:
Backstab: Attack. Backstab deals +(20...41) more damage if the enemy's back is turned.
Sneak: Enchantment Spell. Caster is hidden for (10...21) seconds. If the caster attacks or uses an ability, Sneak ends. (I'm not sure exactly what being hidden would entail. I'm thinking you'd disappear from the mini-map and the regular map, but if you were targeted before you'd still be targeted. I don't know exactly.)
Elusive Feint: Spell. Caster teleports behind target enemy and Cripples that enemy for (4...8) seconds.
Signet of Celerity: Signet. Caster moves 100% faster for (6...11) seconds. If caster takes damage, Signet of Celerity ends.
Dwayna's Wager: Spell. (60...85%) chance to heal caster for (30...70) damage. If Dwayna's Wager fails, caster takes (50...25) damage instead.
Shadow Walk: Enchantment Spell. Caster is hidden for (10...21) seconds and moves 33% faster. If the caster attacks or uses an ability, Shadow Walk ends.
Reveal Foes: Spell. All nearby hidden enemies are revealed. 50% failure chance with 4 Subterfuge or less. (Could this include devourers? Heh...)
Healing Shade: Enchantment Spell. Target ally is hidden for (5...8) seconds and receives Health regeneration of (4...7) for that time.
Dark Strike: Attack. If caster is hidden, deals +(20...41) damage.
Ambush: Elite Enchantment Spell. All allies are hidden for (10...21) seconds. If any ally attacks or uses an ability, Ambush ends for all allies.
Right... just some ideas. What do you think?
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