[Suggestion] The Assassin

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Tonikor.5637

Tonikor.5637

A’yo ma friends.

After my last suggestion, The Operative, I thought to myself that this suggestion was a bit lacking and needed more depth.

So I gave more thought to it and came to the conclusion that maybe it would make more sense to make The Assassin! /gasp

The Assassin is meant to be played as a hybrid, focusing on condition damage and control while also being able to deal damage to its foes.

The weapon – Rifle
After many years utilizing pistols, the Thief saw the possibilities with the use of the rifle, learning how to use it and how to improve it. By imbuing its’ projectiles with powerful venoms and poisons the Thief became a master of killing.

Example of its’ abilities:

  • #1 – (stealth) the Assassin shoots a projectile with incredible precision from stealth that explodes on contact doing damage and burns its’ foe for 3 seconds. 1second stationary cast.
  • #1 – (no stealth) the Assassin shoots 3 specialized bullet shots consecutively, each shot causing one condition, first 1x bleed, second 1x poison, third 1x torment. 2,25 sec cast (0.75 each shot).
  • #2 – With amazing marksmanship the Assassin shoots the target on its limbs, incapacitating it (causes weakness and cripple for 1.5 seconds). Costs 3 initiative. Instant cast.
  • #3 (melee range) this ability creates a slight evade animation similar, but shorter, to shortbow#3; afterwards teleports the thief behind the target – at 600yd range (leap finisher upon landing – high skillcap to profit from it) granting 2 seconds of swiftness. Costs 4 initiative. Instant cast.
  • #4 the Assassin shoots a wire to target location, when triggered a second time, pulls the assassin to that location creating an explosion (blast finisher) of a poison cloud poisoning enemies within range. Costs 6 initiative. First cast takes 0.5 seconds, second cast is instant.
  • #5 the Assassin uses gunpowder to creative a massive smokescreen blast granting itself and its allies within range stealth, blinding all enemies in range. Costs 8 initiative. Instant cast.

(continues…)

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Tonikor.5637

Tonikor.5637

The class Abilities
Steal is replaced with Power Sap, instant cast. All venoms take 0.75sec to cast.

  • F1 – Power Sap (30sec cd untraited). The Assassin shadow steps to the target enemy giving some of their powers to itself. These boons last 10seconds and are different depending on the class used on.
    Thief – grants swiftness (and might if traited);
    Mesmer – grants haste (and vigor if traited);
    Elementalist – grants vigor (and regeneration if traited);
    Warrior – grants might x3 (and fury if traited);
    Ranger – grants fury (and might x3 if traited);
    Guardian – grants stability x2 (and protection if traited);
    Engineer – grants regeneration (and ____ if traited);
    Necromancer – grants _ (and ____ if traited);
  • F2 – Pathogen. The Assassin inbues its weapons and projectiles with a pathogen that does damage and tranfers conditions from itself to the target hit. Lasts for 3 hits. 30 seconds cooldown.
  • F3 – Neuro-Toxin. The Assassin inbues its weapons and projectiles with a neuro-toxin that does damage and slows the enemy (the slow condition), this affects the mind of the target, thinking that the Assassin is attacking faster (also grants haste to the Assassin). Lasts for 2 hits, slow/haste lasts 2 seconds each hit. 35 seconds cooldown.
  • F4 – Black Widow’s Bite. The Assassin places a powerful venom on the target, this increases all damage done to the target by 10%, and also 10% increased condition damage if the target is poisoned. Lasts for 10seconds. 50 seconds cooldown.

The traits – Apothecary
The trait line that would be replaced, logically since its not longer a Thief, would be the Trickery line. Giving way to the Apothecary line (spending points on this line increases condition damage and reduces cooldown on venoms)

Examples of traits:

Minor

  • 1point – Venoms also apply poison to the enemy (3sec poison duration 5sec internal cooldown).
  • 3point – Power Sap blinds the enemy.
  • 5point – Increases damage by 10% while using a venom. (having a venom equipped, as in “not all stacks depleted”)

Other Traits

  • Dry Ice – Adept – When applying a venom, causes aoe chill to enemies within range (2sec duration).
  • Venomous Wounds – Adept – Each venom hit does extra amount of damage (over the initial damage), and can crit).
  • Pocket Vial Bomb – Master – Dodging drops a vial that creates a small toxic cloud containing a toxin that applies 1x weakness 1x blind 1x torment. (conditions last 5seconds, 10second cooldown).
  • Bountiful Toxins – Master – Applying venoms grants boons depending on the venom used:
    Pathogen – Grants 2seconds o regeneration, 3hits (refreshes itself on hit up to 6seconds);
    Neuro-Toxin – Grants fury, 2 hits (3 second each hit, refreshes up to 6seconds);
    Black Widow’s Bite – Grants might x5 stack.
  • Disease – Grandmaster – Power Sap also applies a condition to the target while giving one extra boon to the Assassin. Reduces Power Sap’s cooldown by 10%.
    Thief gets poisoned 3 seconds;
    Mesmer gets slowed 2seconds;
    Elementalist gets chilled 2seconds;
    Warrior gets 4x bleed 4seconds;
    Ranger gets immobilized 1.5 seconds;
    Guardian gets burning 2seconds;
    Engineer gets 2x confusion 6seconds;
    Necromancer gets single target fear for 4seconds;

The elite skill – Envenom
The Assassins’ ultimate move
Drops several vials into target area creating a huge epidemic explosion causing all the effects of its venoms (that are not on cooldown) to target area (putting those venoms on cooldown). Also causes some damage and 0.5sec Daze. 100 second cooldown, 1.5second cast.

This elite offers a complex type of gameplay, for the player has to make the right choices all the time to take into account his elite; one could use the elite and just do minor damage and a slight daze without proper cooldown managing and planning.
-Save the venoms for a big team fight?
-Use just a specific venom on a specific high priority target?
-Pop 2 venoms on myself and use the elite with just one of them?
Decisions, decisions, decisions…

The dynamic of this class specialization would be around a hybrid playtyle, with both conditions of control and of damage (although fewer).
For those familiar with the current thief builds, this specialization offers the possibility of both roaming 1v1, 1vX capabilities that work with basically any weapon set in any game mode.
It can also be played as a team-centered character by using “venomshare”. Although it would have to be reworked to grant a lesser version of the venom to allies to prevent being overpowered.

Anyways, here’s something I thought about and put to paper while being bored at work. I know it’s very incomplete so get those suggestions rolling boysz!

(edited by Tonikor.5637)

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Kronos.2560

Kronos.2560

It would be fun yes, but extremely overpowered as well.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Tonikor.5637

Tonikor.5637

Would be helpful if you elaborated a little bit more than that, friend.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: CambrianExplosion.6394

CambrianExplosion.6394

I like the idea. But it seems it seems it could use some number tweaking. The condi pressure seems like it’d just be too massive.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Merchant Of Shadows.1526

Merchant Of Shadows.1526

Ok as an assassin main from gw1 I have to nitpick this a bit.

Assassin. You define it as: “The Assassin is meant to be played as a hybrid, focusing on condition damage and control while also being able to deal damage to its foes.”

When I think assassin I think super quick kill speed whilst being squishy as all hell. The definition of glass cannon. So yes that bugs me a bit, although it’s not that important.

The skills seem to be…Slow… Why would I want to run as this guy over a normal thief? I can probably do more damage as a thief and the range isn’t that big of a deal because with shadow steps and F1 skill(steal) I can close almost any gap very quickly.

The #3 and 4 skills seem to be close range. While I understand that the “assassin” would need some kind of way to deal with close ranged opponents I don’t think teleporting behind them or pulling yourself to them is a great idea. F1 skill as well. I don’t see why you’d want to teleport to the enemy..

I ABSOLUTELY LOVE your F2-4 skills. They don’t really scream Assassin! but they work well with the other parts of the kit.

Onto traits. I run a venom thief quite often. I love running venomshare in dungeons and world bosses. Your traits don’t really make it seem like you play thief with venoms..

“1point – Venoms also apply poison to the enemy (3sec poison duration 5sec internal cooldown).” I always run the poisoning venom with my build…sooo…yeah…Also I usually stack all my venoms at once so that I get the might stacks from activation, then I use Unload with dual pistols and apply all my venoms at once. With Reduced cooldowns from traits they are up very often. With this trait I’d just get an extra 3 seconds of venom.

“3point – Power Sap blinds the enemy.” Earlier I said I didn’t like the teleporting. This helps!

“5point – Increases damage by 10% while using a venom.” Makes no sense. Does this mean when you have one on your skill bar? When you have one activated? When you hit someone while it’s activated?

“Dry Ice – Adept – When applying, causes aoe chill to enemies within range (2sec duration).” When applying what? Dry Ice? What is that?..

“Venomous Wounds – Adept – Each venom hit does extra amount of damage, can crit).” I assume this means the base damage you deal is increased while a venom is active?

“Pocket Vial Bomb – Master –” Not going to copy it all, It’s a little lengthy. Considering how long the CD is on dodging already I don’t think it needs an internal cooldown, otherwise it’s not bad.

“Bountiful Toxins – Master " I love the F2-4 skills so this is nice!

“Disease – Grandmaster " I find this to be a bit weak but it seems fine!

The elite skill doesn’t seem that fun for me. Yeah maybe it’s got strategic value and makes you think a bit more but it doesn’t seem -fun-.

I’ve tried to compare the current thief venom build in my head to the one you’ve created and I see no upside. The current one does more dmg and applies more conditions than yours does and in a much quicker way. It also allows you to have your same skills as now to get in and out of combat easier. Some of your new profession sounds interesting and some of it is quite entertaining! Overall though I think it’s lacking that specific thing that a lass brings to the table. Thief already has venoms.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: GideonAI.5341

GideonAI.5341

One thought I had was that if Thieves get Rifles, all the weapon abilities could have infinite range (of course, only out to max targeting range). They’d have a high chance to miss unless you hold down the ability button to line up your shot. Maybe the bullets would be a bit heavier and travel a bit slower than normal, so that you can see them coming if you’re looking for them in order to dodge.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

My one concern is that it seems both the shortbow and the pistol are fairly bleed oriented. I’d like to have a flat damage range weapon..

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Tonikor.5637

Tonikor.5637

Thanks for the feedback everyone!

@CambrianExplosion
Of course they do! I’m terrible at math and the suggestion is obviously subject to change. Anything can be balanced with the right tweaking :^)
But I don’t see high condi damage pressure here, it’s all fairly low “uptime”, just requires the player to decide which ones he wants to apply.

@Merchant of Shadows
I see the Assassin as being a master of killing, it doesn’t have to necessarily be lightning-fast or agile. Assassination utilizes subterfuge, poisoning, etc.
And you’re right, I don’t play my Thief with venoms other than basilisk because they suck.

  • Pocket Vial Bomb. I gave it an internal cooldown because it feels too strong, nothing some tweaking can’t fix.
  • Venomous Wounds. Exactly, and also gives it a chance to crit. This opens the choice of whether you play condi or crit/power.
  • Dry Ice. Yeah there was a mistype problem here, this one casts aoe chill (like hydromancy but without the damage) when you cast a venom.
  • 5point. When you have one (or more) venom(s) active on yourself. (casted but not depleted of charges)

@Crey
I don’t see how the shortbow/pistol mainhand applying bleeds can be a concern here. These traits and abilities don’t apply high condi pressure, more around the lines of continuous application of low/moderate condition damage and control conditions.
As for a “flat damage ranged weapon”, you have dual pistols… Or play warrior/ranger? ;<

The intent here is to morph the Thief class into a powerful venom-using Assassin, that also has the ability to control its’ opponents with the possibility to be a team support powerhouse, without disregarding some of the Thiefs’ base mechanics; stealthy and deadly.

(edited by Tonikor.5637)

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Merchant Of Shadows.1526

Merchant Of Shadows.1526

I disagree about Venom Thief sucking! It’s actually quite good with traits. Reduced CD, heals per venom stack used, extra venom stacks, life steal per stack used, SHARING venoms with the entire team and having them get all the extra benefits as well!! It’s a blast just not “meta” for pvp or wvw.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Nephrite.6954

Nephrite.6954

I wouldn’t really like skill 4. I think something like dazing your opponent with your rifle butt or something like holding on the key to charge up initiative and fire, dealing more damage the longer the key is hold.As for gunpowder I guess it’s fine but the fact that pistol skill’s 5 has Black Powder but doesn’t grant stealth unless blasted or leaped over I think those 2 ideas would collide as a result for being dull & lazy. For skill 5 it shouldn’t be too over powered yet versatile during combat. I would recommend something like camouflage calling it Relocate or something as this would be a tactical shot. The rest seems nice other than the stealth attack. I think we need something more interesting with it.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Tonikor.5637

Tonikor.5637

Thanks for the feedback Nephrite.

I don’t quite agree on you with the Rifle #4, seeing as that would just mimic the other existing classes on their rifles. The other suggestion is interesting, but it seems to be a power-based only attack, which is not quite what I’m looking for here.
The idea is to make something unique that offers mobility and a blast finisher.

As for Rifle #5 I have to give it to you, the idea is good, it had crossed my mind.
But camouflage would ultimately be stealth, you can’t just make it a permanent stationary stealth – it would be too strong in every game mode.
That’s why I preferred for a simpler approach to it, making it have a HUGE initiative cost (I even thought about it being 10 initiative).

As for the stealth attack, feel free to suggest something :P.
My explanation on it, I guess would be that it’s a hybrid attack with both condition damage and physical that requires a small stationary cast in order or it to have a counter (target circling around you) while offering a condition that cannot be accessed anywhere else on attack for a thief, exclusive to this weaponset.

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: oscuro.9720

oscuro.9720

I was thinking that rifle for thief would be a non-Condi weapon. What I was kind of thinking was it would have 1500-2000 range (maybe traitable higher). The attack functions on a unique system, where at longer range, it has reduced damage, but increased crit chance, and at close range, it has higher damage, reduced crit chance, and a chance to knock back enemies on a critical hit.
The stealth skill would be something like a 3000 range (max targeting range I think) shot that glows bright yellow with sparks and moves at ballista speed. It’s base damage is at 4-5k but is very obvious and makes a loud noise on firing. Increases Damage with range.
For class mechanic, maybe something like:

F1: Spike your enemy with your off hand weapon. Deals damage every second for 12 seconds or until retrieved. Resets if your target downs with the weapon inside of them. If you get into melee range, it chains into:
Retrieve weapon:
Does heavy damage and allows you to swap weapons again

This idea is just off of the top of my head, and while f1 is active, you cannot weapons swap.