Prestidigitalis
First Post
Below is an armchair expert's guide to the Rogue's Tricks that an Essentials Thief has exclusive access to. They are listed from best at the top to worst at the bottom. Because I haven't used them in an actual encounter, I welcome anyone who has done so to step in and offer suggestions, corrections or bribes. It's not like the guides you see on CharOp, but then, I'd be scared to post over there, whereas I know that all of you warm and fuzzy ENWorlders will welcome this contribution with cookies and milk.
*** The list beginneth
Acrobat's Trick: The one unique trick in the bunch, its true benefit is in the movement. Yes, you too can have a climb speed of 3 if you are dwarf, 5 if you are an elf, or 4 if you are boring. (For the uninitiated, climb speed means you can climb on vertical surfaces without an Athletics check. This means you can walk vertically up walls or horizontally along them just as well as you can walk on regular terrain. Some DMs will tell you that it doesn't work on walls of ice, etc., but you should slash their tires and find a new DM.) Use it out of combat to go places you haven't been invited or get out of places you got into by accident. Use it in combat to avoid obstacles, difficult terrain and OAs. The attack benefit is less awesome, but quite useful nonetheless -- extra damage is always nice. It's golden if you already have CA from some other source -- flanking, prone/stunned/dazed opponent, Vicious Advantage against a Slow-ed opponent, etc. If you don't have CA and can't use one of your other tricks to get it -- well, at least it's some extra damage.
Tactical Trick: Movement benefit allows you to ignore OAs when leaving squares adjacent to your allies. This could enable a Thief to move as much as 6 or 7 squares right through a congested melee with no risk at all, or simply get far out of melee quickly. The attack benefit is… just awesome. You get CA against creatures that have one of your allies adjacent to them. This means that once your melee comrades close to hack&slash range, you have a guaranteed CA for most of the rest of the encounter. The creatures so honored will be taking melee damage from those same comrades, and therefore are probably the ones that are getting focus fire -- you couldn't pick a better target. The one time when this trick won't work well is in the first round of combat, when you probably go before your melee comrades and they haven't had time to get up close yet, but guess what? That's the round you get CA from First Strike. I'm not seeing much of a problem here.
Ambush Trick: No movement benefit. The attack benefit grants CA (but only until the end of the same turn) against enemies within 5 squares who have no adjacent allies. This sounds like an easy way to get CA, but there are a few potential problems with it. Lone opponents are probably on the fringes of the combat, therefore not in melee, and thus probably not the target of focus fire; if you attack them you will not be contributing to focus fire yourself. They also may be out of range, or even just be minions, unworthy of your attention. So it won't always give you CA against a worthy opponent. On the other hand, it's positively amazing for getting CA on flying creatures or those who are isolated on unreachable parapets, etc. -- creatures who otherwise would be almost impossible to get CA against -- so long as they are within 5 squares of you.
Escape Artist's Trick: This trick has no attack benefit per se. Movement benefit is to shift 2 squares, and then be able to shift 2 squares again at the end of your turn. This appears to allow "leap out from hiding, attack, go back into hiding" -style attacks similar to the Rogue at-will power Deft Strike. Most valuable for ranged combatants who want to flit in and out of hiding. It also allows a non-feat enhanced Thief to shift up to 5 squares in a turn across non-difficult terrain; whether this would ever really come in handy or not is hard to say.
Sneak's Trick: This trick has no attack benefit per se. Movement is restricted to speed -2, but at the end of the move you can make a Stealth check to hide if you have any cover or concealment (rather than the normal superior cover or concealment). That sounds pretty good to me, but the effectiveness would depend on the player's skill in utilizing "hidden" to best effect. Most valuable for ranged combatants who want to flit in and out of hiding. It could also be useful out of combat, when using Stealth to scout a location, but someone better versed than I am in the Stealth rules would have to weigh in on that question -- there may be easier ways to do it.
*** The dividing line. You get 5 tricks total, so unless you have a niche build, I don't see why you would take the options listed below. It's not that they are useless, but you do only get 5 tricks, and the ones above are just better. Still, the next two are okay-ish.
Tumbling Trick: Movement benefit is to shift 3 squares as a move. The attack benefit (Str damage to different adjacent foe on hit, identical to Cleave) only occurs on melee attacks, only when you have two adjacent foes, and divides your damage between two opponents. Better to use Acrobat's Trick and inflict a bit less damage but at least to the primary target.
Unbalancing Trick: Movement benefit is to shift 2 squares as a move. Escape Artist's Trick gives you the same, plus the option to shift another 2 squares at the end of your turn. The attack benefit (knock prone on hit) only occurs on melee attacks, and the party brought you on to deal damage, not to knock creatures prone.
*** Another dividing line. I don't see any reason to take either of these tricks when the others above are SO much better.
Thug's Trick: Movement benefit is to shift 1 square as a move, which you can always do anyway, so no actual benefit. The attack benefit is delayed and contingent on being in a flanking situation where the flanked opponent wants to shift. That sounds like a pretty rare situation to me, as the Thief is usually a prime target. It could be handy if you and an ally can get up close to flank a ranged opponent. But if you have flanking, what options does the opponent really have? Shifting once still leaves it adjacent to one of you -- it takes another shift to put it where it can hypothetically move freely, and by then it probably is out of actions. All you have to do is flank it again on your next turn and it's back in the same situation, having wasted its entire turn trying to escape in slow motion. No, it will probably stay and fight, and what better target than you, the high-damage, low-defense Thief? He ain't gonna be shifting, I tell you that.
Feinting Trick: No movement benefit. The attack benefit only works if you don't have CA. Acrobat's Trick is almost as good in that regard; with Charisma of 18 increased at every opportunity, the extra damage from using Feinting Trick instead of Acrobat's Trick starts at 2 and goes up to 3 at epic level. That's not much difference for a benefit that will only arise in a circumstance you try desperately to avoid in the first place.
////// Random thoughts and comments
I suspect that over the long term, the big argument over these tricks will always be Tactical vs. Ambush. They are the most readily compared and the most critical to a Thief's success because they are the two that grant CA. I prefer Tactical, but there are probably cases where Ambush is better. I'd love to hear about those cases.
For ranged Thiefs, Tactical Trick gets an additional edge over Ambush Trick because of the lack of a range limitation. If you are trying to stay out of melee, do you really want to stay within 5 squares of the critters you are pinging away at? I didn't think so.
Ranged Thiefs who love flitting in and out of shadows might place Escape Artist's Trick or Sneak's Trick higher in the list. That's fine with me, if you know how to use them properly.
One of the problems with Tumbling Trick and Feinting Trick is that their benefits accrue primarily to the extent that you pump Strength or Charisma. If you want to spread your point buy more evenly, they just won't be worth it. Personally, I'm entranced by the possibility of a Dex+Con Thief -- one that can actually take a bit of punishment -- so pumping Strength of Charisma is simply out of the question.
I find it interesting that all of the tricks are oriented toward a Move First, Attack Second turn. I'd like to see them add a trick that works best when you Attack First, Move Second.
*** The list beginneth
Acrobat's Trick: The one unique trick in the bunch, its true benefit is in the movement. Yes, you too can have a climb speed of 3 if you are dwarf, 5 if you are an elf, or 4 if you are boring. (For the uninitiated, climb speed means you can climb on vertical surfaces without an Athletics check. This means you can walk vertically up walls or horizontally along them just as well as you can walk on regular terrain. Some DMs will tell you that it doesn't work on walls of ice, etc., but you should slash their tires and find a new DM.) Use it out of combat to go places you haven't been invited or get out of places you got into by accident. Use it in combat to avoid obstacles, difficult terrain and OAs. The attack benefit is less awesome, but quite useful nonetheless -- extra damage is always nice. It's golden if you already have CA from some other source -- flanking, prone/stunned/dazed opponent, Vicious Advantage against a Slow-ed opponent, etc. If you don't have CA and can't use one of your other tricks to get it -- well, at least it's some extra damage.
Tactical Trick: Movement benefit allows you to ignore OAs when leaving squares adjacent to your allies. This could enable a Thief to move as much as 6 or 7 squares right through a congested melee with no risk at all, or simply get far out of melee quickly. The attack benefit is… just awesome. You get CA against creatures that have one of your allies adjacent to them. This means that once your melee comrades close to hack&slash range, you have a guaranteed CA for most of the rest of the encounter. The creatures so honored will be taking melee damage from those same comrades, and therefore are probably the ones that are getting focus fire -- you couldn't pick a better target. The one time when this trick won't work well is in the first round of combat, when you probably go before your melee comrades and they haven't had time to get up close yet, but guess what? That's the round you get CA from First Strike. I'm not seeing much of a problem here.
Ambush Trick: No movement benefit. The attack benefit grants CA (but only until the end of the same turn) against enemies within 5 squares who have no adjacent allies. This sounds like an easy way to get CA, but there are a few potential problems with it. Lone opponents are probably on the fringes of the combat, therefore not in melee, and thus probably not the target of focus fire; if you attack them you will not be contributing to focus fire yourself. They also may be out of range, or even just be minions, unworthy of your attention. So it won't always give you CA against a worthy opponent. On the other hand, it's positively amazing for getting CA on flying creatures or those who are isolated on unreachable parapets, etc. -- creatures who otherwise would be almost impossible to get CA against -- so long as they are within 5 squares of you.
Escape Artist's Trick: This trick has no attack benefit per se. Movement benefit is to shift 2 squares, and then be able to shift 2 squares again at the end of your turn. This appears to allow "leap out from hiding, attack, go back into hiding" -style attacks similar to the Rogue at-will power Deft Strike. Most valuable for ranged combatants who want to flit in and out of hiding. It also allows a non-feat enhanced Thief to shift up to 5 squares in a turn across non-difficult terrain; whether this would ever really come in handy or not is hard to say.
Sneak's Trick: This trick has no attack benefit per se. Movement is restricted to speed -2, but at the end of the move you can make a Stealth check to hide if you have any cover or concealment (rather than the normal superior cover or concealment). That sounds pretty good to me, but the effectiveness would depend on the player's skill in utilizing "hidden" to best effect. Most valuable for ranged combatants who want to flit in and out of hiding. It could also be useful out of combat, when using Stealth to scout a location, but someone better versed than I am in the Stealth rules would have to weigh in on that question -- there may be easier ways to do it.
*** The dividing line. You get 5 tricks total, so unless you have a niche build, I don't see why you would take the options listed below. It's not that they are useless, but you do only get 5 tricks, and the ones above are just better. Still, the next two are okay-ish.
Tumbling Trick: Movement benefit is to shift 3 squares as a move. The attack benefit (Str damage to different adjacent foe on hit, identical to Cleave) only occurs on melee attacks, only when you have two adjacent foes, and divides your damage between two opponents. Better to use Acrobat's Trick and inflict a bit less damage but at least to the primary target.
Unbalancing Trick: Movement benefit is to shift 2 squares as a move. Escape Artist's Trick gives you the same, plus the option to shift another 2 squares at the end of your turn. The attack benefit (knock prone on hit) only occurs on melee attacks, and the party brought you on to deal damage, not to knock creatures prone.
*** Another dividing line. I don't see any reason to take either of these tricks when the others above are SO much better.
Thug's Trick: Movement benefit is to shift 1 square as a move, which you can always do anyway, so no actual benefit. The attack benefit is delayed and contingent on being in a flanking situation where the flanked opponent wants to shift. That sounds like a pretty rare situation to me, as the Thief is usually a prime target. It could be handy if you and an ally can get up close to flank a ranged opponent. But if you have flanking, what options does the opponent really have? Shifting once still leaves it adjacent to one of you -- it takes another shift to put it where it can hypothetically move freely, and by then it probably is out of actions. All you have to do is flank it again on your next turn and it's back in the same situation, having wasted its entire turn trying to escape in slow motion. No, it will probably stay and fight, and what better target than you, the high-damage, low-defense Thief? He ain't gonna be shifting, I tell you that.
Feinting Trick: No movement benefit. The attack benefit only works if you don't have CA. Acrobat's Trick is almost as good in that regard; with Charisma of 18 increased at every opportunity, the extra damage from using Feinting Trick instead of Acrobat's Trick starts at 2 and goes up to 3 at epic level. That's not much difference for a benefit that will only arise in a circumstance you try desperately to avoid in the first place.
////// Random thoughts and comments
I suspect that over the long term, the big argument over these tricks will always be Tactical vs. Ambush. They are the most readily compared and the most critical to a Thief's success because they are the two that grant CA. I prefer Tactical, but there are probably cases where Ambush is better. I'd love to hear about those cases.
For ranged Thiefs, Tactical Trick gets an additional edge over Ambush Trick because of the lack of a range limitation. If you are trying to stay out of melee, do you really want to stay within 5 squares of the critters you are pinging away at? I didn't think so.
Ranged Thiefs who love flitting in and out of shadows might place Escape Artist's Trick or Sneak's Trick higher in the list. That's fine with me, if you know how to use them properly.
One of the problems with Tumbling Trick and Feinting Trick is that their benefits accrue primarily to the extent that you pump Strength or Charisma. If you want to spread your point buy more evenly, they just won't be worth it. Personally, I'm entranced by the possibility of a Dex+Con Thief -- one that can actually take a bit of punishment -- so pumping Strength of Charisma is simply out of the question.
I find it interesting that all of the tricks are oriented toward a Move First, Attack Second turn. I'd like to see them add a trick that works best when you Attack First, Move Second.