Book 12: The Month of the Burglar
[10-Jan-2008]
When I was trying to come up with a catchy tag-line for the
Month of the Burglar, I wanted something clever, quirky, and fun... like the
Burglar. I came up empty. Disappointing candidates include:
"In Book 12, The Month the Burglar
goes to 11!"
"If you like the Burglar, then
you're gonna love... The Month of the Burglar!"
"The Month of the Burglar: It might
surprise you... and stab you in the back?"
See? Not so hot.
Thankfully, I can leave the creation of pithy slogans to our
fully operational Marketing station ["Burglars do it in groups", "Stealth: It's
what's for dinner", "It's not the skills, baby, it's the burglar who uses them,
knowhatimsayin?" - Marketing Intern] and skip ahead to telling you about the
actual changes.
Getting Started
Adding more to a class which already has so much versatility
and depth hasn't been easy. The challenge has been to enhance a very solid base
in ways that will be fun and interesting, while not shifting or bloating its
capabilities beyond where they ought to be.
Ultimately, we decided to add a little something to
everything. That means new skills and items that enhance or play on the
Burglar's established class abilities. Most of the new skills will be awarded
in levels 40-50, but a few will go out earlier in a Burglar's lifetime. The end
result: A mix of fun skills and items that the shrewd Burglar can apply in the
right situations to good (and sometimes humorous) effect.
So without further ado, here's the skinny on what's new for
the sneakiest class in Middle-earth.
New Skills
On top of a healthy dusting across the class, we wanted to
do something that had the potential to significantly shake up a Burglar's game
play. So, in a sense, this month does go to 11... as in 11 new skills.
With new skills granted as low as level 20 and with many filling out the top 10
levels, the Burglar gets new stealth skills, Fellowship Maneouver response
skills, a positional damage buff, shared stealth, and a new mode of play called
"Mischief" which emphasizes the Burglar's Tricks and crowd control... just to
name a few.
Mischief (20)
"Instead of
Sneaking, you set your mind straightway to Mischief. While active, your Tricks
and Twists cost less power to use and the recovery timer of Riddle is reduced.
This skill can only be activated out of combat and cannot be used while
sneaking."
Mischief is a new toggle skill that opens up a new playstyle
for the Burglar: one that enhances the Burglar's Tricks, Trick Removal, and
Crowd Control abilities while trading off the ability to Sneak. Starting at
level 20, you can choose to switch into Mischief mode between fights giving
you:
- A 25%
reduction in the power costs of your Tricks and Trick Removal skills
- A 30
second reduction in Recovery Timer for Riddle
- The
ability to use two new skills earned at higher levels: Clever Retort (30)
and Confound (46)
It's a choice that the player can make from encounter to
encounter, depending on the situation. And, of course, players who don't want
to use it don't have to and will still have new shiny things to play with.
Clever Retort (30)
"Mischief must be
active to use this skill. Sometimes, you even surprise yourself. Usable on an
enemy with an active Trick on them, it does one of four different things from
healing yourself to harming your target. This removes the Trick."
This applies one of our random effects, each themed like a
different Fellowship Skill. You might drop damage or a DOT on your foe, or you
might recover Power or Morale for yourself. No matter what the outcome, the
result is in your favor.
Confound (46)
"Mischief must be
active to use this skill. You confound
nearby foes which slightly slows their attacks and will daze them if not cured
before it expires. This will not work on Beasts, Insects, or Creatures of
Nature."
Confound is an odd duck of a skill, but, as Burglars know,
quirky skills are what the Burglar is all about. This skill puts an effect on
up to 2 targets which acts like a delayed Daze. More CC for tight spots or
tricky pulls, only available while in Mischief mode.
Elements of Surprise
Share The Fun (42)
"You and one
other fellowship member can enter stealth together. You must remain within 5
meters of one another or both of you will be revealed."
Just what it sounds like, you can take a friend into
stealth. You move slower and must remain close, but a clever Burglar will find
some great ways to use this.
Location Is Everything (50)
"Your next
damage-dealing attack skill will deal increased damage if it strikes your
target from behind. Only useable while in Stealth. Using this skill will not
break Stealth."
A high-end skill which you can use on its own or in
combination with Aim for focused burst of damage. The skill has a hefty
recovery timer, but when everything comes up, the outcome is hefty, too.
Practical Joke (40)
"Whose fault is
it if the mightiest of heroes can't take a joke? This skill is only usable
while in stealth."
A skill in the vein of the Champion's "Boast" and the
Minstrel's "Irresistible Melody." Be careful, though, sometimes a joke can
backfire!
Razor-sharp Wit
Knives Out (42)
"You make a quick
attack to all foes around you and then prepare yourself to retaliate to attacks
made against you in melee. Half of the attacks made against you in melee will
also damage your attacker. This skill shares its recovery timer with Touch and
Go."
This skill is a more offense-focused version of Touch and
Go. It starts with a 360-degree AOE attack and gives you partial damage
reflection for 30 seconds. It shines when you're facing a number of targets and
you 'd rather win than run.
Well Placed Strike (40)
"With a moment to
prepare, you make a carefully aimed strike at your target, causing damage over
time. When made at the back of your target, the damage over time is increased
significantly."
Tricky to pull off solo, but with the number of stuns and
dazes in the Burglar's arsenal he has a couple of ways to get behind a target
to pull off a melee induction and drop a hefty DOT on the target.
The Resourceful Burglar
Seize Initiative (44)
"After your
fellowship performs a successful Fellowship Maneouver, you can use this skill
to reset the recovery timer of your Aim skill, Location is Everything, and all
the skills in your Critical Response chain."
The first of a pair of Fellowship Maneouver Response Skills.
When your fellowship pulls off a successful FM, the skill is enabled and you
can use it to reset a few skills for a burst of damage.
Escape Clause (48)
"After your
fellowship performs a successful Fellowship Maneouver, you can use this skill
to reset the recovery timer of Touch and Go and Knives Out."
Similar to Seize Initiative, this skill resets the recovery
timer on two of the Burglar's signature panic buttons.
Contact Peddler (26)
"At camps
scattered across the world, you can call on your contacts to find a Pedlar to
whom you and others may sell items in your possession."
Pockets full of loot you want to sell? Fellowship members in
the same boat? Get your Hunter to bring you back to her campsite bind point (or
just run to any campsite yourself) and then use this skill. A vendor is
summoned that everyone can use to sell to and lighten your load.
Items & Equipment
Join The Club!
Long requested, and now it's yours for the questing. Have
you been waiting to wield a big stick like your friends with other classes?
Now, you, too, can join "the club"... just talk to your local Burglar trainer to
get started!
Fellowship Signals
The Burglar is the king of the Fellowship Maneouver. If the
response skills above didn't convince you, here's more support for the role.
The signals come in four flavors, one for each kind of Fellowship Skill. Equip
it in your ranged slot and it gives you a passive bonus to that kind of skill.
On top of that, you can activate the item every 15 minutes to extend that buff
to your entire Fellowship.
Look for the first tier of these items on your trainer along
with the recipes for crafting higher quality signals.
Odds & Ends
Beyond the new skills and item changes I already mentioned,
there are a couple of other things you might like to know about:
- Riddle
has had its animation shortened - So you can get on with the stabbing
sooner!
- Crafted
class consumable costs reduced - More marbles, caltrops, and dust for
fewer materials!
- Boosted
buffs from the "Overwhelming Odds" Trait - bigger buffs when you pull off
a FM!
The Targeted Fellowship Skill System
Also, another new feature is being added which anyone can
use, but should be of special interest to the Burglar as expert of the
Fellowship Skill: the Targeted Fellowship Skill system.
This system helps the leader of a fellowship communicate
which fellowship skills he wants everyone to perform. You select a fellowship
maneouver you have performed that is in your journal and your fellows see a
preview of what colors must be played in what order. When the opportunity for a
fellowship maneouver comes up, above the space for contributions you will see a
reminder of what the Target Fellowship Skills are.
All the work is still up to you and your fellowship-we're
not going to do the maneouver for you! You have to decide who will play what
skill in what order. You still have to pull it off. What it does do is help
communicate and remind everyone in the fellowship what you should be shooting
for. It's another tool for you to use to its utmost.
Wrapping Up
The Burglar is a hard class to shop for, being so highly
capable and versatile with high survivability. As you can see from the skills
and items above nearly every facet of the Burglar has been touched on in Book
12. The Burglar has always been a thinking person's class, where the right tool
at the right time can make a huge difference-solo or in a group. The Month of
the Burglar adds even more to that bag of tricks and gives you more ways to be
a first-class Burglar.
Enjoy!
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