Grave Robber

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Poison Darts 1
Ranged
ACC: 95 / DMG: -60%

Blight (100%)
3 pts/rd for 3 rds
Buff Self:
+5 ACC
+25% DMG Melee Skills

ACC: 100 / DMG: -60% / CRIT: 1%

Blight (110%)
3 pts/rd for 3 rds
Buff Self:
+6 ACC
+25% DMG Melee Skills

ACC: 105 / DMG: -60% / CRIT: 2%

Blight (120%)
4 pts/rd for 3 rds
Buff Self:
+7 ACC
+25% DMG Melee Skills

ACC: 110 / DMG: -60% / CRIT: 3%

Blight (130%)
5 pts/rd for 3 rds
Buff Self:
+8 ACC
+25% DMG Melee Skills

ACC: 115 / DMG: -60% / CRIT: 4%

Blight (140%)
6 pts/rd for 3 rds
Buff Self:
+10 ACC
+25% DMG Melee Skills

+
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Thrown Dagger 1
Ranged
ACC: 90 / CRIT: 5%

+25% DMG vs Marked
+25% DMG vs Blighted
Buff Self:
+5 ACC
+25% DMG Melee Skills

ACC: 95 / CRIT: 6%

+25% DMG vs Marked
+25% DMG vs Blighted
Buff Self:
+6 ACC
+25% DMG Melee Skills

ACC: 100 / CRIT: 7%

+25% DMG vs Marked
+25% DMG vs Blighted
Buff Self:
+7 ACC
+25% DMG Melee Skills

ACC: 105 / CRIT: 8%

+25% DMG vs Marked
+25% DMG vs Blighted
Buff Self:
+8 ACC
+25% DMG Melee Skills

ACC: 110 / CRIT: 10%

+25% DMG vs Marked
+25% DMG vs Blighted
Buff Self:
+10 ACC
+25% DMG Melee Skills

+
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Flashing Daggers 1
Ranged
ACC: 70 / DMG: -10% / CRIT: -4%

Bypass Stealth
De-stealth

ACC: 75 / DMG: -10% / CRIT: -3%

Bypass Stealth
De-stealth

ACC: 80 / DMG: -10% / CRIT: -2%

Bypass Stealth
De-stealth

ACC: 85 / DMG: -10% / CRIT: -1%

Bypass Stealth
De-stealth

ACC: 90 / DMG: -10%

Bypass Stealth
De-stealth

+
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Uses per Battle: 1
In the Zone 1

Free Action
Buff Self:
Ranged Skills:
+5 ACC / +25% DMG / +3% CRIT
If HIT While Buff Active:
Stun Self

Free Action
Buff Self:
Ranged Skills:
+6 ACC / +27% DMG / +3% CRIT
If HIT While Buff Active:
Stun Self

Free Action
Buff Self:
Ranged Skills:
+7 ACC / +29% DMG / +4% CRIT
If HIT While Buff Active:
Stun Self

Free Action
Buff Self:
Ranged Skills:
+8 ACC / +31% DMG / +4% CRIT
If HIT While Buff Active:
Stun Self

Free Action
Buff Self:
Ranged Skills:
+10 ACC / +33% DMG / +5% CRIT
If HIT While Buff Active:
Stun Self

+

Duration: 2 rds

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Lunge 1
Melee
Forward 2
ACC: 85 / DMG: 25% / CRIT: 8%
ACC: 90 / DMG: 25% / CRIT: 9%
ACC: 95 / DMG: 25% / CRIT: 10%
ACC: 100 / DMG: 25% / CRIT: 11%
ACC: 105 / DMG: 25% / CRIT: 12%
+
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Chip Away 1
Melee
ACC: 90 / CRIT: 2%

25% PROT Piercing
Debuff Target:
-25% PROT (100%)

ACC: 95 / CRIT: 3%

28% PROT Piercing
Debuff Target:
-28% PROT (110%)

ACC: 100 / CRIT: 4%

33% PROT Piercing
Debuff Target:
-33% PROT (120%)

ACC: 105 / CRIT: 5%

36% PROT Piercing
Debuff Target:
-36% PROT (130%)

ACC: 110 / CRIT: 6%

40% PROT Piercing
Debuff Target:
-40% PROT (140%)

+

Duration: 3 rds

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Shadow Fade 1
Back 2

Refresh Skill Uses
Buff Self:
+10 DODGE
+10 ACC Ranged Skills
+50% DMG Ranged Skills

Refresh Skill Uses
Buff Self:
+11 DODGE
+12 ACC Ranged Skills
+50% DMG Ranged Skills

Refresh Skill Uses
Buff Self:
+12 DODGE
+15 ACC Ranged Skills
+50% DMG Ranged Skills

Refresh Skill Uses
Buff Self:
+13 DODGE
+17 ACC Ranged Skills
+50% DMG Ranged Skills

Refresh Skill Uses
Buff Self:
+15 DODGE
+20 ACC Ranged Skills
+50% DMG Ranged Skills

+

Duration: 3 rds

Other Changes

Crit bonus changed to “+33% DMG vs Blighted” (was +10 Dodge)

Gyll's Notes

Grave Robber is one of my least favorite designs from vanilla , which I would attribute to a few things:

  1. She’s a damage-dealing specialist who doesn’t do that much damage
  2. Her abilities are somewhat bland and mostly basic attacks with small variations

The one cool thing about vanilla Grave Robber is her Lunge & Shadow Fade combos, so I wanted to keep that side of her intact. The goal then became to add some power & dynamics to the rest of her skills.

Replacing Toxin Trickery with “In the Zone” is the most significant change and forms the basis for a viable full-ranged build. Riposte as a drawback is an idea I had early on, originally for an Occultist channeling skill, but found it fit very well with this skill as a replacement for the mostly-useless Toxin Trickery.

Flashing Daggers has been reworked to be a payoff for the accuracy buffs from Thrown Dagger & In the Zone. A high-damage cleave felt like a unique reward for using a damage specialist that was different enough from the heavy single-target damage of the Highwayman.

When designing free actions, a question you should be able to answer is “why wouldn’t I use this first round every fight?” With the self-stunning riposte of “In the Zone”, you often want to take out enemies that can hit your backline before popping it, or buff your accuracy with a Thrown Dagger to ensure a juicy hit with Flashing Daggers.