Kingdoms Of Amalur: Reckoning Destinies Part 2 – Finesse
Tier 0
Fateless One – Requirements: None
Your starting destiny. It gives no bonuses or special powers.
Tier 1
Rogue – Requirements: Finesse 1
Bonuses: +10% Ranged Attack Damage, +30% Damage Resistance While Dodging, +5% Piercing Damage
“Unlike the warriors of Amalur, Rogue prefer to fight from far away or behind, or by dishonorable means, and usually by surprise. As a Rogue, you sneak, dodge and slather weapons with poison to gain the advantage in combat”.
The starting rogue class, obviously. As they favor daggers, arrows and faeblades, you will not be wanting for piercing type weapons. With a good investment into the Finesse tree you will find damage stacking and dropping with each back stab or arrow.
Tier 2
Scout – Requirements: Finesse 11
Bonuses: +13% Ranged Damage, +35% Damage Resistance While Dodging, +7% Piercing Damage
“Adopting more refined tactics and equipment, Scouts remain quiet, collected, and stylish in combat. With this Destiny you produce stealthy kills by ambush, backstab, or at range”.
A nice set of boosts overall for your rogue. Dodging remains your best defense and all that you need to do for an incoming attack. Keep that bow handy.
Tier 3
Hunter – Requirements: Finesse 28
Bonuses: +15% Ranged Damage, +40% Damage Reduction While Dodging, +5% Critical Hit Chance, +10% Piercing Damage
“More successful Rogues style themselves as stalkers of dangerous prey. Stealth, ranged attacks,and targeting with anatomical precision more often translates into attack of critical damage”.
You now have an innate chance of critical hits. Mix with Rogue gear and you can easily approach 30% - 40% chance of critical hit. As your gear levels up, this will become more regular. Criticals, where they can be had, will start becoming regular with the proper set-up.
Tier 4
Ranger – Requirements: Finesse 49
Bonuses: +17% Ranged Damage, +45% Damage Resistance While Dodging, +7% Critical Hit Chance, +13% Piercing Damage
“Solitary Rangers enjoy a dark and deadly reputation, mostly earned, for swift violence and secret murder. A Ranger's foe suddenly struck dead by his or her own weapon... a Ranger ambling away, unmarked and refreshed, from a a battle with a dozen would-be thieves... such elements are common in Amalurian folk tales”.
Increases overall but nothing new added. The critical chance grows slightly as does your ability to resist damage while dodging.
Tier 5
Assassin – Requirements: Finesse 76
Bonuses: +20% Ranged Damage, +50% Damage Resistance While Dodging, +10% Critical Hit Chance, +15% Piercing Damage, Evasion – 6% Chance to Avoid Hit
“In addition to a more polished execution of precise targeting, nimble dodging, and a tide efficacy with deadly poisons, the Assassin's swift, agile movements aids unnoticed approaches and silent exits from deadly encounters. This effortless grace and style marks the assassin as an 'Aristocrat of Violence'”.
The ability “Evasion” is added into your skill set. This is not something to scoff at, though 6% is small, being able to negate damage is something you will enjoy more. Gear will help boost this higher.
Tier 6
Nightblade – Requirements: Finesse 109
Bonuses: +30% Ranged Damage, +60% Damage Resistance While Dodging, +12% Critical Hit Chance, +20% Piercing Damage, Assassination – Guaranteed +300% Critical Hit after triggering Evasion, Evasion – 11% Chance to Avoid Hits
“At this level of proficiency, the Nightblades's deadly arts become confused in the popular mind with sorcery. Belen smiles upon you as you assassinate your targets with ease. Impossibly fast, deadly, and untouchable, your craft assumes the seamless mystery of a black art”.
Assassination is introduced and stacks up with evasion. Mix with the right gear and skills and you become just as the flavor text says, a silent machine of death. More and more, this class built on stealth and now it reaches it pinnacle. The Nightblade is just that, the blade that finds its target from the dark and returns to it.
, explaining their requirements and all bonuses given for the destiny.