I con not figure how to post char dump in readable way, and can't find the post how to do it, so just link
http://te4.org/characters/1281/tome/179 ... 1cc000edf0
That was lvl 36 Normal, last life lost in Far East by finger on trackpad sliding.
Most of the lives lost in fire run(which I lost too), before I figured out how to do it, and in Sher Tul fighting invincible 500% resist all tentacled thing.
Talents:
Dual Wielding - DS and flurry maxed, swipe attacks I found useless in previous builds
Precise Strikes - wasting of stamina
Rush - near maxed - found it very useful
The rest of Combat - found cost/effect ratio not worth it.
Proposed changes: Make area attacks doing more damage then unmodified, not less, or add some useful effects - bleed, stun etc. Otherwise they will be ignored
Remove Precise Strikes completely.
Remove Perfect Strike completely
Dirty Fighting - useful, but good enough with 1 pnt. I usually dispatch enemy or run in less then 6 turns
Shadow Magic section - found it useless, no points
Cunning / Survival - Heightened Senses useful, the rest is too expensive
Spell/Temporal all but Time Shield is great
Spell / Phantasm - didn't had chance to estimate effectiveness. Was keep forgetting to blind with Illuminate.
Proposed changes: Remove Time Shield, it only useful by cheating with time prison.
Spell /Conveyance:
PD -not very useful, and with lvl 4-5 it become actually harmful
Teleport - controlled teleport is great, completely worth maxing. Using it on the enemy is problematic though - usually dangerous enemy are not alone.
Proposed changes:
PD will be fixed in the v19, but still I suggest - make minimal radius for PD and make it more precise.
Displacement shield should be made more useful(applied to all nearby opponents for example) or removed.
Build: not enough of everything. Not enough stats, not enough class points, not enough generic points, not enough category points, This class have to support not only dex, magic, con and will(for mana and stamina), but also cunning. On the positive side - there are many paths for build.
If no heavy armor option exercised at least one category pnt should be put to healing.
Damage is marginally acceptable, no ranged attack and low mobility create problems.
On the positive side, it seems the daggers are most common weapon drop in the game. Way to many hostile rogues.
Damage output - I was not able to kill the Master, luckily he died by his minions or by himself. I was able to lower him below 10% once, but was not able to finish.
Generally it seems to me SB is inherently weak comparing with Arcane Blade, Reaver, Cursed and other magic-fighter hybrids.
Proposed changes: merge this class with Arcane Blade, lock some Schools and give category points to choose.
May be the problems were from the fact that this build was not proper - I didn't use stealth at all.