Starfox
Hero
I have a rogue/daggermaster in my game, currently at 16. She is a sneak thief, her basic tactic is to throw a dagger, then hide behind a corner in order to get combat advantage. This has been working decently so far, but I feel her damage is lagging as a striker. At the moment, it is a little hard to compare becasue she is the only striker in the group, but at levels 10-15 we had a Sorcerer who consistently outdamaged her and a warlock that did about the same damage but outcontrolled her. She is currently being outdamaged by the fighter.
I'm starting to think its the melee focus of the Daggermaster path that's causing this, at least in part, and am considering expanding or making a variant of the daggermaster for this character. Its pretty small tweaks, but I'd like input on the ideas from the community.
Daggemaster in the Compendium as a reference for those who subscribe to DDI.
First Proposal: Melee or Ranged
The easiest change would be to make both Critical Opportunity and Deep Dagger Wound into Melee or Ranged.
Second Proposal: Critical Opportunity on Miss instead of on Crit
However, I also use a house rule that halves monster's hit points in return for more monsters (or more damage as an alternate option), so a critical hit is quite likely to defeat a normal monster in one hit. Also, I feel the Daggermaster is too focused on critical hits; it might be more interesting to have it activate on a miss instead. Like this:
Requirement: You must be wielding a dagger and have scored a miss with a dagger against an enemy during this turn.
Note that in this character's case, she almost never misses - she started with an 18 Dex and has focused on accuracy her whole career. Statistically, critical hits should be more common than misses, but the player is not lucky with dice.
I'm starting to think its the melee focus of the Daggermaster path that's causing this, at least in part, and am considering expanding or making a variant of the daggermaster for this character. Its pretty small tweaks, but I'd like input on the ideas from the community.
Daggemaster in the Compendium as a reference for those who subscribe to DDI.
First Proposal: Melee or Ranged
The easiest change would be to make both Critical Opportunity and Deep Dagger Wound into Melee or Ranged.
Second Proposal: Critical Opportunity on Miss instead of on Crit
However, I also use a house rule that halves monster's hit points in return for more monsters (or more damage as an alternate option), so a critical hit is quite likely to defeat a normal monster in one hit. Also, I feel the Daggermaster is too focused on critical hits; it might be more interesting to have it activate on a miss instead. Like this:
Requirement: You must be wielding a dagger and have scored a miss with a dagger against an enemy during this turn.
Note that in this character's case, she almost never misses - she started with an 18 Dex and has focused on accuracy her whole career. Statistically, critical hits should be more common than misses, but the player is not lucky with dice.