Prowler

Prowler

Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding.


Prowler forum discussion thread
Prowler on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
v2.3.4 1.4.8 2016-09-05 03:56
tome-prowler.teaa
v2.3.3 1.4.8 2016-08-10 21:50
tome-prowler.teaa
v2.3.2 1.4.8 2016-08-10 19:22
tome-prowler.teaa
v 2.3.1 1.4.8 2016-07-20 01:26
tome-prowler.teaa
v2.3.0 1.4.8 2016-07-09 04:55
tome-prowler.teaa
v 2.2.2 1.4.6 2016-04-04 14:19
tome-prowler.teaa
v 2.1.7 1.4.5 2016-04-04 12:57
tome-prowler.teaa
Passives Fix 1.4.4 2016-02-27 15:34
tome-prowler.teaa
/Actually/ Fixed Phys Power 1.3.3 2016-01-23 23:59
tome-prowler.teaa
Physical Power Fix 1.3.3 2016-01-23 20:57
tome-prowler.teaa

Strider

Hey there, I noticed that two of the talents (prowl and something else) both mention a skill called "Strider" that reduces the cooldown of the aforementioned talents. Where the heck is it?

Well...

It's in the Mobility tree... but not the one that you have :/ The Assassin addon you are running replaces the old Mobility tree that Prowler uses with a different version that does not have the Strider talent. The new version is slated to be merged into the base game with 1.5, along with the Rogue changes and a bunch of other stuff, and when that day comes I will decide what I want to do about those talents. This whole class needs a major overhaul, but I've been putting it off. Waiting for 1.5 gives me a nice, vague deadline to consider changes and work things out ;P

1.3.1

Just a minor change to make the shield from Focus a mental/nature effect instead of magical/arcane. The shield boosting effect will affect both this shield and other damage shields.

"Just a minor change" indeed.

"Just a minor change" indeed. I knew this was going to come back and bite me. All fixed now, and Focus interacts with all Damage Shields again! :knocks on wood:

1.3.0

Moved Gift/Prowler from Generic to Class. Unlocked and reduced the nerf on Combat Training. Added Technique/Dualweapon-Training. Buffed Gift/Stalker:Focus so it now adds or refreshes a weak damage shield each time you move or use a basic attack. Changed the stat bonus granted by Agile Defender from Dex to Con. Finally changed the sounds in Eccomancy so they are not all "talent/slime".

1.2.5

Reduced both Stam and Equi cost for new talents across the board. Buffed Agile Defender so it now also increases your Dex by a percentage of your Wil.

1.2.2

Wild-Gift/Prowler is now functioning largely as intended. Something is wrong with the cool down on one of the talents.
Changed the way some abilities scale, and some abilities now have synergies with stealth and mobility.
More details: http://forums.te4.org/viewtopic.php?f=50&t=45182

1.1.0

Added Gift/Moss and Gift/Eyal's Fury as locked trees. Removed Gift/Oozing- and Corrosive-Blades, Cunning/Survival and Gift/Call.
Added two new class talent trees: Wild-Gift/Stalker and Wild-Gift/Eccomancy.
Added new generic tree: Wild-Gift/Prowler (work in progress, largely not functioning as planned, but the first talent gives the equilibrium regen you need, and the other talents are in playable-but-not-finished state).

Prowler - Hybrid Wil/Cun/Dex with Stealth and Mindstars

My first attempt at crafting an addon. Currently adds only a new subclass, with no new talents. Basically a cross between a rogue and an oozemancer, using high damage output and mobility to stay alive rather than slimes. Probably not well balanced, as of yet. I'm working on creating new talents and making this a strictly Wil/Cun class, but keeping the focus on stealth and mindstars. For now I want to see how this plays, and what I want to change. Currently working on new attack trees focused on mindstars to replace dual attacks, ooze blades, and corrosive blades. Plan to make a new stealth tree with slightly different functionality, incorporating heightened senses so the survival tree can be eliminated. Also plan to make a new generic cunning tree based on def and mobility, similar to tech/mobility, and removing that.

Still very much a work in progress, but playable.

1.2.2

1.2.2