Strimtom

Arcane trickster notes

Feb 13th, 2026
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  1. After playing through the game from 1-20 yesterday on stream, I have thoughts about arcane trickster in heroics.
  2.  
  3. -Levelling was smooth. With basically no gear, I was able to cruise through R1 solo on a first life with few issues (holy hell lamordia is tough sometimes).
  4. -Level 1-8 was a little slow because I commited to playing a pure caster. If I had taken a melee combat style feat, this issue would have been alleviated, but I chose not to. It was still doable, and I was able to start doing reaper mode at level 6 once I got greater coolour spray from feydark.
  5. -There felt like little incentive to play melee or ranged to me, and I think that is becausse of some limitations in terms of how the stats are distributed. I have a few suggestions to fix this that might make it more enticing when levelling.
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  7. #1. Combine I'm not half bad with a spell into both the bolt and blade version, to help solidify the hybrid feel.
  8. #2. Change Good with my hands to instead give 3/6/10 melee and ranged power for 3 points into a new 1 pointer that reads:
  9. "When you use a magehand skill on an enemy or ally you gain the Good with my Hands buff that grants 5 melee and ranged power for 10 seconds, stacking to 3 times. Passive - Gain 8 MRR cap."
  10. This makes the ability more powerful, but conditional on using the spell abilities.
  11. #3. Move the Magic is Tricky business passive that grants a bonus to damage with tricks on tricks into tricks on tricks itself.
  12. #4. Make magic is tricky business apply a 10% damage vulnerbility to physical and force damage when you effect enemies with your mage hand or illusion spells, which does not stack with the monks jade strike. This will make the imbue and any physical damage better for the person using it, gives the arcane trickster a more supportive role, doesn't power creep the debuffs already on a raid boss because you will have a monk, and makes it feel better solo.
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  14. Over all, I love the arcane trickster. I mentioned this on stream and Torc was there, but just in case, my thoughts on the force spells:
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  16. Magic Missile - Torc said the damage per missile is going to increase by 1 every 2 levels, which sounds good.
  17. Chain Missile - The on lam chain missile effect should be moved to force missile (since that is literally what force missile is in pen and paper) and chain missile should just be chain lightning but force. 1d6+3 force per level, MCL 10, steal the vfx from warlock chain.
  18. Force Missile - This should become the current lamannia chain missile, because that is what force missile does in pen and paper.
  19. Arcane Pulse - Reduce max stack number to 3, and change the damage so that 1 stack is the same, 2 stacks is the old 3 stack damage, and 3 stacks is the old 5 stack damage. Change magus of the eclipse unholy pulse to now double the damage of arcane pules instead of increasing the stacks. Or make it add negative damage equal to the force damage, effectively doubling it.
  20. Prismatic Strike - up the damage from 1d6 to 1d6+3 per level
  21. Spirit Blades - The current damage is 50d6 Piercing + 25d6 Force over 5 hits, for an average of 262.5 base damage per cast. It would be better if the damage was comparable to greater ruin, since greater ruin has synergy and this does not. I propose this change:
  22. Each blade of spirit blades now deals 1d6+3 Piercing and 1d4+1 Force damage per caster level (Max caster level of 20). This has an average damage of exactly 1000 at CL 20, which matches greater ruin. For safety, you could also do 1d4+2 piercing and 1d4+1 force, which is an average damage of 800, and the lets you better scale caster levels for classes that can.
  23.  
  24. Force missiles in pen and paper: https://dndtools.net/spells/spell-compendium--86/force-missiles--4564/
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  • Toxikce
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