The rifle is an underused weapon and can be crafted by “huntsmen.” Due to the nature of the ranger being the master of ranged, I wanted to build a concept for the ranger to use this weapon.
Ranger rifle specialization mechanics:
Rangers gain access to the rifle and 1 skill from each weapon set becomes a charge skill. Charge skills allow the button to be held down to charge an attack for an additional effect. Rangers taking this specialization gain access to preparations. Preparations are toggled skills that add new effects to all ranger attacks that build stacks when the ranger hits with attacks then can be activated to consume stacks and cause a unique effect.
Rifle skills:
All rifle skills have 1500 range and pierce by default. Rifle projectiles move faster by default but fire slower than arrows:
1.) Predator’s shot. Deals damage. Gain fury for 3s if hitting a vulnerable target.
2.) Snipe. Fire a high damage shot. Charge skill. When held down your train your sights on the target, stacking vulnerability on them before releasing your shot. Move slower when charging.
3.) Warning shot. Deal damage to the enemy. If you hit, all nearby allies become aware and gain 1 bar of endurance. Your pet dodges the next attack against it.
4.) Preying shot. Cripple the enemy. If they move more than 900m from your active pet they stumble, are knocked down, and your pet gains an attack of opportunity.
5.) intentional misfire: blind enemies around you and evade backwards
Preparations:
Prepared Suvival (heal): Gain passive healing per second and gain stacks as you hit with attacks when used. Passive healing increases with stacks. When activated, consume all stacks and gain healing per stack.
Explosive Shots: When active you place a stack on each target hit. Placed stacks can be spread or all placed on one. Activate to detonate all stacks, causing aoe. If all 5 stacks are placed on a single target, that target is knocked down on detonation.
Jagged Edges: Gain stacks when striking a target (max 10). When activated, all bleeds you have on targets are refreshed with the number of stacks you have (1 second added per stack)
Nature’s Balance: Remove a condition and gain a stack while active (3 max). Remove conditions from nearby allies for each stack when activated.
Mage hunter: interrupt foes with each attack and place a stack on them if interrupting a skill. When activated all stacks turn into pulmonary impacts. (Elite)
Charge skills:
Longbow: hold down point blank shot to turn it into a launch instead. Launches further the longer it is charged.
Greatsword: hold maul to unleash a powerful aoe in front of you. Charging increases aoe radius. Gain might while charging. downed hit by the center of a fully charged attack are finished.
Shortbow: charge distracting shot to allow it to stack confusion when it hits based on the time spent charging.
Dagger: Charge the dagger throw to allow it to bounce between targets while stacking poison.
Offhand Axe: Charge whirling defense to add stability to it and increase its radius.
Torch: Charge bonfire to turn it blue and grant healing to allies in it. Stays in play longer and heals more on charge.
War horn: charge birds to have them blind. longer charges call down more birds that blind and hit enemies around your target. The aoe stays on the target and follows them around.
note that mainhand weapons don’t have charges.
(edited by lordhelmos.7623)