I think we all agree that this spec is not viable , but with some adjustment it could be really fun.
After Torquemadra proposal, Azarael said he'll take a look at the Path of Stabbin' later.
But since client control is coming, i think this is the good time to talk about this tree, where i found many issues, and i want to work on squig armor, stabbin' tactic and abilities.
The squig armor makes you bigest and more visible than any other class: that's why things are a bit worst for melee squig herder compared to others mdps.
Everyone knows you are squishy, and they just have to kill your pet to kill you. Actually , squig herder don't have to tools to deal with that. After reading a lot of AoR patch note, and espacially the Beta phase patch notes, i realize that a lot of abilities/tactic have been removed, but were really usefull to make this tree viable.
Path Of Stabbin' issue 1 : Mastery abilities
We all dreamt about a pounce and a charge when we saw the warhammer online trailer. But big disappointing when we try the squig herder : the whole trailer is a lie !
Then torquemadra did it in another proposal.
As torquemadra explain, adding a pounce and a charge to squig would help him to extract himself or rush to backline faster, since squig armor is big, it is hard to not getting focused before getting to backline players.
Solution to Issue 1
Moving big bouncing to core ability , unlockable at appropriate level
Add Pounce to 13 mastery point in stabbin' tree.
Pounce Ability By Torquemadra:

Adding a charge to 9 mastery point is a problem because :
Squig Herder already have a "charge" in the QS tree, and having 4 speed up abilities (Run Away! QS tree, Flee, new charge SA ability and the run away tactic) would makes Squig herder uncatchable.
I propose to add a tactic that allows Run Away! ability to be use in SA, with the same effects that Torquemadra proposed:
Charge! Buff
Path of Stabbin'
Tactic Passive
Requires an active Pet
Requires Squig Armor
Run Away! can now be use in Squig Armor, your speed is increased for the next 10 seconds, as you plow through any Enemy Players who dare stand in your way
I am thinking about a charge like the skaven rat ogre one.
Here a video of the skaven rat ogre charge
https://youtu.be/_fDbXKGD6CY (Charge start at 1'14)
The tactic could be at 11 mastery point in the path of stabbin'.
Path Of Stabbin' Issue 2 : Squig Armor Tactics
2 tactics need more attention :
1 ) Having a Strength Tactics : Actually, SA converted BS stats to Strenght stats, but is seems that BS bonus from Masterfull Aim tactic is not converted. There is no tactic that gives you strength bonus except Pick On Yer Own Size that is also decrease your toughness , so not really interresting in a Melee build.
2) Sneaky Stabbin' tactic is good, but something specific to SA would be better for those you want to build a strong mdps build, instead of making an hybrid build. The actual Sneaky Stabbin' tactic is only good if the squig herder switch between SA and ranged attack, but its not enough efficient to incite the players to try a full mdps build.
Solution for Issue 2
1) Strength Tactic :
- Fix Masterfull aim, and allows it to converted the BS bonus to Strength bonus in SA
OR
- Change He's A Biggun' Tactic to split the bonus between the SH and the Pet : Both SH and Squig pet receive 80 strength and 80 toughness
2) when I read some old AoR patch note , I realize how better was Sneaky Stabbin'! Ability before . I have 2 proposition for it :
- Bring back old Sneaky Stabbin' Tactic:
Sneaky Stabbin' Buff
Path of stabbin'
Tactic Passive
Cut Ya, Drop That!, Don't Hit Me, Spin 'N Slash, and Foot Stab gain a 25% chance to ignore all of the victim's armor.
Or add old Expert Skirmisher effect to Sneaky Stabbin' tactic:
Sneaky Stabbin' Buff
Path of stabbin'
Tactic Passive
You deal 25% more damage when you are within 45 feet of your target, but 20% less damage when you are further than 45 feet away from them.
The first one would increase signicicatively path of stabbin' attack when proc, just need to add curent Path of stabbin' abilities to the tactic instead of the old ones.
The second one gives you a better damage boost but have a counter part if you switch to range abilities . It would reward more the players that spec for full mdps build than the players that looks for hybrid build .
Last thing :
Issue 4 : SA mount
It is actually impossible to mount while SA.
SH have to summon squig armor when dismounting , making him vulnerable while mounting . It also force squig herder to spend 55ap for SA everytime he got dismounted before being able to make any attack.
Solution for Issue 4:
Like Skaven Rat Ogre , add something like Running with the pack, to have a mount in SA
You can see the "Running with the pack" mount in the same video i linked above for charge.
Thanks for having a look
Grunbag