Q:
Surprise
So if you play a Thief you’ve probably come to terms with a lack of a reliable max range weapon, spamming our Cluster Bomb Arrows and crying while you bleed your initiative until the enemy’s dead.
Well I’m not for laying back and just spamming my shortbow like a sap. I mean, why should a warrior, an Elementalist, an Engineer, a Mesmer, and really every other class have a weapon capable of combat at 1200 Range? Warriors are capable of extreme amounts of damage in melee, so that justification is out. Thieves need to be stealthy; Can’t stealth really after you blast someone in the face with a blackpowder pistol. Its a stealth class; more like its an elusive misdirection class. How does it even justify in the class; how does a mesmer justify a greatsword, the idea is the thief takes on the role of a sniper or an elusive guerrilla fighter who takes pot shots and a barrage of fire before slipping away and striking from a new angle.
Weapon Focus
The Focus of the weapon is not so much the power of the weapon but how precisely the shots can be delivered, so the weapon would lean more towards a critical build. The Idea of course is to be the Guerrilla fighter, attacking fast and staying on the move, with high mobility and rapid attack.
Weapon Skills
1. Burst Fire
1 second channeling
Fire series of quick shots that deal an average amount of damage.
Damage falls just above Short bow, x 3
Range: 1200
Animation would be close to the warriors where the Thief shoulders the rifle and fires.
1S. Ambush 2 second cast
Unleash a powerful shot from stealth dealing high damage and penetrating the target’s armor and unbalancing them.
High Damage, Akin to Tactical Strike
Stun 1/2(s)h
10 stacks of Vulnerability
Thief Fires from a kneeling position as stealth breaks, reuse Kill shot without charge up.
2.; Shadow Volley
1 second Channel
8 Initiative
Shadowstep in rapid succession to fire a barrage of shots from different locations.
About the same damage as Burst Fire, x15
Range: 1200
Animation would be something akin to Thief shouldering rifle and 4 shadowy clouds liken to shadowstepping fire 3 rounds each at the target. Thief does not actually shadow step.
3. Stalking Bayonette
4 Initiative
Shadowstep to your target, thrusting with your rifle’s bayonette.
Deals damage nominally higher than Rapid Shot.
Range: 600
Animation: Thief Shadowsteps to target and thrusts with rifle
3. Blasting Retreat
3 Initiative
Blast your target and return to the place you shadowstepped from.
Deals relatively high damage, slightly higher than Stalking Bayonette
Shadow Return
Range: 600
Thief fires from the hip and shadow returns.
4. Wild Stock Strike
5 Initiative
Execute a series of wild strikes to overwhelm your target. Gain Endurance with final strike.
Deals low very low damage x3
25% of Endurance generated
Knockdown
Range: 150
Thief swings rifle back and forth. Swing across body hitting with Stock, Thrust from over shoulder with Stock, then savage kick.
5. Slip Away
6 Initiative
Fire a distracting shot and slip into the shadows, leaving target dazed.
Very low damage once.
Stealth 3(s)
Daze 2(s)
Range: 1200
Thief shoulders rifle and fires a shot at head of enemy hit box and enters stealth.
Ending Words
I typed this up with minimal sleep, if you see some illogical mistakes or grammatical errors please ignore them unless they are completely bothersome then alert me. If you have a criticism speak it, if you have a complaint make it, but if you have a flame stuff it back down your throat and attempt to post with civility.
Night
UPDATE
Readjusted Initiative costs
Changed #1 Ability to the one suggested earlier
Increased cast time of Stealth Skill
(edited by Myxam.2790)