(edited by Xae Isareth.1364)
[Suggestion] New Traits
Guardian
Energising Might
Each time you critically hit, nearby allies restore a small portion of endurance.
Thief
I’d first merge some of their existign Traits together, because they have lots of weak or useless Traits compared to traits that the other Classes have.
Then use the created new space to add new traits to fill up the made holes.
Merging:
Serpent’s Touch + Potent Poison = Toxic Serpent’s Touch
= You deal Poison on Steal and your Poisons and Venoms endure now 33% longer.
Dagger Training + Combined Training = Dual Dagger Training
= Daggers deal +10% damage and Dual Skills deal 10% more Damage.
Panic Strike + Residual Venoms = Toxic Strike
Your Venoms last 1 Hit longer and foes that you hit, which are under 50% Health will suffer from the Venom, that Immobilizes.
Keen Observer + Opportunist = Opportunistic Observer
Your Critical Hit Rate is increased by 5%, while your health is above 50% and you regenerate with critical hits an Initiative Point, while your Health is above 50%
Pistol Mastery + Ankle Shots = Pistol Mastery
Pistols deal 10% more damage and have a chance to cripple foes now on Critical Hit
Concealed Defeat + Critical Haste = Shadow’s Haste
Gain the Chance to obtain Quickness on a Critical Hit and create a Smoke Screen at your place. Gains also both, when you get downed.
Last Refuge + Meld with Shadows = Last Shadow Standing
= Your Stealth Skills will recharge now 20% faster or cost 1 initiative lesser and you will use automatically Blinding Powder every 30 seconds, if you get hit critical going with it into stealth.
Slowed Pulse + Infusion of Shadows = Slowed Pulse
= You gain Regeneration when you suffer on two or more Stacks of Bleeding, Torment or Confusion and gain Initiative when entering Stealth.
Stealth makes you invulnerable for Cripple now also too
Expedious Dodger + Power of Ineartia + Fleet on Food = Dodge Master
= When you dodge, you gain Swiftness and Might each time and you lose Cripple and Weakness every 5 seconds.
Hard to Catch + Assassins Reward = Assassins Reward
Gain Health based on the Initiative cost of your used Skills as also shadow step in stealth for 5 seconds away to a random point near your foe every xx seconds, if you get hit by something that disables you, like knockdowns, stuns, fear or or daze.
Move Preparedness to Critical Strikes and Fluid Strikes to trickery
Slightly buff the Damage Formula for Lead Attack
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If just some of that stuff would get finally done, that would be very good and the Thief would finally have some more useful traits that don’t feel weak compared to what other classes have.
I think we’re really in need of another round of trait mergers. I mean, I can understand why stuff like elementalist CD traits are separated (because otherwise it affects up to 4 the number of skills than other classes, making it stupidly OP), but stuff like ranger piercing really don’t need to be a separate trait, considering on the Warrior’s side, rifle CD+piercing comes in one neat package.
Now to fill up the holes.
1) Surprise Attack – Adept V now in Deadly Arts
Backstabbing a foe has a 5% increased chance for being critical and your foe suffers from the Backstab now 5 Stacks of Confusion for a brief moment
2) Assassination Arts – Master X now in Deadly Arts
Turns your Dancing Daggers into Whirling Shurikens that will not cripple anymore foes, but instead causes the victim to suffer on Torment for every bouncing of a foe.
3) Flourish of Death – Grandmaster XII now in Deadly Arts
Increases the Hits from Death Blossom from 3 to 6 and the Evade is increased now to a full second plus its Range is doubled now from 130 to 260.
4) Flashing Blades – Master now in Critical Hits
Performing Critical Hits with Swords, Daggers and Spears have now a chance every xx seconds to let you shadowstep to a random nearby target and blind that target.
5) Side Winder – Master VII now in Critical Hits
If an incoming Melee Attack would be either a guaranteed critical hit or a knockdown, you will automatically auto dodge that attack and let your foe suffer from a randomous venom except of Basilisk Venom. After that Counterattack, you will gain for 3 seconds Stability
6) Hunt the Slow – Master X now in Critical Hits
Deal increased Damage to foes, that are slower moving, than you.
Skills will cost 1 Initiative lesser, if you attack someone, who’s slower than you.
7) Shadow Doppelgangers – Master in Shadow Arts now
Performing a Stealth Skill will create now a temporary Shadow Doppelganger of you for 5 seconds, which will attack nearby foes with the same Skills ,that the Original uses, while looking also exactly the same. If the Shadow Doppelganger gets killed or disabled, before the 5 seconds are over, then the Original and nearby Allies will get healed and 1 Condition removed.
8) Eyes of the Darkness – Adept V now in Shadow Arts
You deal increased damage to foes, so more Boons they have and you are able to see stealthed foes now, when you go also into Stealth.
9) Shadow Runner – Master VII now in Acrobatics
Turns Shadow Steps into Shadow Runs, an improved version, that isn’t an Instant Teleport anymore, but instead a fast Phase Run in the Realm of Shadows, in which you can’t be hit, while its active. Activating it will cost you Endurance slowly and ends automatically when you run out of Endurance. This affacts all skills, that give you Shadow Steps
10) Agile as the Wind – Adept II now in Acrobatics
When you dodge sucessfully attacks, you gain Initiative back.
11) Cat Reflexes – Grandmaster XI now in Acrobatics, Assasins Reward moved to X
You now have the chance to automatically block and counterattack melee attacks cause with them high bleedings every 10 seconds, while your health is above 50%.
Some stuff might need some tweaks here n there maybe, but such thigns would make the Thief definetely alot more interesting to play.
4) Flashing Blades – Master now in Critical Hits
Performing Critical Hits with Swords, Daggers and Spears have now a chance every xx seconds to let you shadowstep to a random nearby target and blind that target.
That’s an…. interesting trait. Use wisely. We need more traits like that.
Engineer-
*Rinsing Grenada -
Your Grenades cleanse conditions from allies.
Warrior
Fatal Wounds (Strength Grandmaster)
Targets damaged by Burst skills are inflicted with 4/8/12 stacks of 10s Vulnerability, depending on bars of adrenaline used.
Thief:
(PvE only) Full Concentration
Whilst using 2 daggers, gain +25% damage whilst endurance is at full.
(Idea is that you dodge only using Death Blossom. High risk, high payout.)
(edited by Xae Isareth.1364)
Thief:
(PvE only) Full Concentration
Whilst using 2 daggers, gain +25% damage whilst endurance is at full.
(Idea is that you dodge only using Death Blossom. High risk, high payout.)