The obligatory create a specialization thread!
Here’s mine (rebirth of my burglar idea):
THIEF SPECIALIZATION: GALLOWHAND
New Weapon: Mainhand Mace
Trait Line: Syndication
New Skill Type: Shouts
Description:
Gallowhands are feared crime bosses that always travel in the company of their hirelings. Rather than getting their hands dirty themselves, Gallowhands prefer using their henchmen to do their dirty work for them. They use shouts to bark orders at their underlings.
New F Key Mechanics:
Gallowhand thieves gain access to a fat henchman pet that is always in stealth. The henchman is immune to all damage, conditions, and environmental effects unless it is activated -at which it breaks stealth to perform actions. The henchman can be CC’ed but not killed. The henchman can also be given venoms and boons.
-F2 skill the thief shadow steps their invisible friend up to 900m to the target and has them stalk the target in stealth until a new F2 target is chosen or F3 is used.
-F3 skill shadow steps the henchman back to the thief. The henchman follows the thief until a new stalking target is chosen.
-F4 swaps the thief’s position with the henchman.
-F5 causes the henchman to come out of stealth, interrupt enemy, and deals damage based on your power.
New Skills:
Gallowhands gain access to shouts that improve the effectiveness of the henchman:
-“Cover me!” (Heal): Teleports the henchman to the thief and grants a heal. The henchman takes guard stance after teleporting and blocks projectiles that strike him. Each time the henchman is hit by an attack, all allies around it are healed.
-“Don’t let ’em Get Away!”: Causes the henchman to break stealth and attempt to grab the enemy, immobilizing them and dealing damage.
-“Give ’em he Boot!”: Causes the henchman to break stealth and kick the enemy, pushing them towards the thief and dealing damage.
-“Beat Em’ Up!”: Causes the henchman to break stealth and cleave three times with his club while slowly moving forward. Each hit gives the thief might. If all three hits strike a target the thief gains fury.
-“Say Hello to my Little Friend!” (Elite)
The henchman appears with a large machine gun and stands in place while unloading on the target. The bullets pierce and cause vulnerability with each hit. They have a range of 900.
Syndication Traits:
-Minor: Blood Hound, any speed boosts you gain are applied to your henchman as well.
-Adept: Dependable, if you are CC’ed your henchman gains stability. When you swap positions with your henchman you lose a condition.
-Master: Bodyguard, when your henchman is within 600m if you, you gain toughness.
Tier 1: Adept
-Ready for the Heist: When you use F3 and return your henchman to you, you and allies around you gain vigor. Shouts recharge 20% faster.
-Share the Wealth: When your henchman damages the enemy they lose a boon and that boon is shared to all allies within 900m (10s ICD).
-Dirty Fighting: Your henchman’s attacks now cause bleeding. Critical hits also cause poison.
Tier 2: Master
-Haymaker: F5 skills now stuns the enemy and causes confusion + weakness. F5 recharges 20% faster.
-Out of the Law’s Reach: Your henchman can now shadow step 1200m and activates abilities faster.
-Rigging the Fight: While your henchman is stalking the target, you lose a condition every 10 seconds and the stalked target gains that condition as long as the henchman is within 300m of them.
Tier 3: Grandmaster
-They Call Him The Cleaner: You henchman now uses a two handed greatclub and deals more damage with attacks. F5 now uses tremor and knocks all enemies down in a line. You gain fury when your henchman critically hits.
-Double Jeopardy: When you use F5 your next attack becomes a stealth attack even if you are revealed. Swapping positions with your henchman now gives you stealth. F4 recharges 20% faster.
-Sacrificial Pawn: The next time you take a lethal blow, the lethal damage is negated, your henchman activates “Cover Me,” and you gain stealth. Afterwards your henchman is disabled for 30 seconds (120s CD).
(edited by lordhelmos.7623)