Questions on passive nodes as a marksman with a Jelkhors:

I absolutely love the jelkhors unique, however a lot of how different rogue passives fit in with both variations of its builds confuse me.

Marksman nodes:
Why doesn’t bow mastery proc on converted builds such as ravagers or Jelkhors?(I understand it checks for the bow tag) If you run either of these with a throwing/dual wielding setup it removes a large portion of marksmans passive attack speed, crit chance , crit multi and crit avoidance. It also removes the ability to use the silver shroud mechanic.
On another note why isn’t the bow class the de-facto throwing class as well? It feels weird outsourcing passive nodes from all 3 mastery trees, a lot could be solved by having the nodes apply to bow dmg if one was equipped, or throwing if one wasn’t.

Bladedancer nodes:
Deaths door: Why is this the only low life option in the entire class? Why is this locked under RH bladedancer of all things?
Argent veil: This node isn’t functional on low life builds as it requires your hp to fluctuate, why is this coupled in the same tree as deaths door?

Rogue general questions:
Why is silver shroud separated by mastery? Falconers seem ridiculously easy to fulfill compared to the other 2’s very specific conditions.

Jelkhor item question:
If this unique is designed to reduce mana cost, why am I forced to have 2 in order to not have it nuke my mana if in trap form? Is there a reason that the cost cant range from 3-8? There are so many build combinations I want to try that are held back by this. E.g. as a mana generator in melee form or in combination with any other dagger.

On another note, do the lightning tendrils on the skill node scale with melee damage after equipping the unique?

Again let me reiterate that I love this game, some of the rogue passive choices just confuse me.

Bladedancer nodes:
Deaths door: Why is this the only low life option in the entire class? Why is this locked under RH bladedancer of all things?
Argent veil: This node isn’t functional on low life builds as it requires your hp to fluctuate, why is this coupled in the same tree as deaths door?

Most nodes in Bladedancer are designed for you to be full-life. The low-life node is actually intended as a “one-time” protection. You fall below 35% health and benefit from it for 5 seconds. Of course, you can also use this node for a low-life build, but then you’ll have to forgo the other features. You could also ask the question the other way around: Why is there a low-life node when most other nodes expect you to be full-life, like Asuvon’s Pact or the last node in the Perfection branch?

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It is frustrating to loose out on virtually all of the Marksman passives as a result of using the daggers, but you do get quite a lot in return, 3-6 skill points, anywhere from -3 to -12 mana cost, 48-130 flat damage (plus any flat you get from legendary affixes which could be an additional 130) if directly used which is an aweful lot. Though personally I’d like to see the Marksman passives apply if you’re directly using Detonating Arrow instead of proccing it, that would be a nice “bonus” & push towards using the skill directly.

I’m ok with that being the Falconer TBH.

Fair point, from your perspective it looks like an extra layer of endurance in function. The crit multi is what throws me off in terms of its intended use-cases

I understand there has to be an opportunity cost but the converted skills should still count as bow skills (Not bow tag for clarification, dual scaling would be broken), especially ravagers heartseeker.(Its still an arrow. projectile) I don’t think that argument can really be made here as most marksman skills are more powerful than what jelkhors can provide. The issue is more that in detonating arrow being the mastery skill, you should be able to interact with the RH side of the mastery tree a lot more.

Falconer is my least favorite of the 3 due to it being centered on the bird. I understand its the “Throwing mastery” but there are only 3 nodes which deal with personal throwing damage. They have to reduce the personal power within the mastery due to the conversion to falcon dmg as we have already seen how ridiculous umbral razorfall is.

Personally think rogue needs more defensive layers added (lot more love to throwing classes too it’s kinda scattered and more in falc, yuck) but I personally hate having to play low life for the dmg and crit multi buffs, its weird. Low life seems to fit something undead a lot more than a ninja warrior bouncing round dashing and dodging.

Stupid bird rages me hahaha unfortunately the nerfs to the mana sustain parts of it also affect the pure throwing builds I did in 1.2 which is another reason I hate throwing to mostly be associated with falc.