[Concept Specialization] The Saboteur
For the F3 (New Class Mechanic) I chose – Decoy
Once pressed the next time you take a direct hit you will go into stealth and teleport behind your foe (not directly behind but at a decent range that way Backstab won’t be broken), and leaving a decoy where you stood.
Utilities and Elite:
Heal – Guerrilla tactic – First Aid Syringe
Heal for a % (percent) of the damage you took in the last 3 (or X) seconds, and 1 gain boons for each 25% max health damage you took in the last 3 sec. (if you took 50% damage of your max health in the last 3 (or x) second you gain 2 boons).
If you didn’t take any damage in the last 3 (or X) seconds you will heal for a low flat amount.
Utility – Guerrilla tacit – Espionage
2 parted skill
First use – You attack your target with a well timed strike (like spock’s vulcan nerve pinch) that at the moment it hits it takes one of your foes skills (utilities on an enemy Player and main skill/fixed skill (becuase it will take ages to code) on an NPC) and make the foe skill (or utility) go on cd.
Second use – You use the skill/utility.
Utility – Guerrilla tactic – Hit and Run
You call down one thief from your thief guild that wait in the nearby in the shadows (not in stealth). The first time you attack a foe he perform 1 range attack (with a rifle becuase it in 2 expansions) that stuns and deals damage and bleed (don’t have to bleed can do and other condition) form a distance (You can see the thief form the distance that way it’s counterable) then he is dismissed.
Utility – Guerrilla tactit – Ambush Assault
Targeted skill that mark an area on the ground, after a brief delay any foe that is in that targeted area is marked by the Thief Guild. Every marked foe is revealed (don’t have to be) and get attacked from range thief from the thief guild.
Utility – Guerrilla tactic – Sticky Booms
You throw a mini boom (that has tree sap all over it) at your target and stick to it. After x sec it explode dealing damage to the target and to the near by foes, also causes bleed.
Elite – Guerrilla tacit – Sabotage
After 2 sec cast time (or balanced number) you summon a thief from your thief guild and teleport to you enemy from the sky knocking them down for 1.5 sec and disarming them for 4 (or X) seconds and doing damage.
New mecanic disarm – disarm your enemy, taking his weapon (and ONLY the weapon skills, not the utilities) giving them new set of skills
Traits
Saboteur
Minor Adept – Heart of the Guerrilla
Gain access to the Saboteur Specialization, unlocks the Scepter Weapon, gain access to the Utility Skill Category “Guerrilla Tactics” and gain the ability to use Decoy (F3).
Major Adepts:
- Scope Strike – Gain 3 Initiative for every 2 ranged skilled used in the last 3 secs
- Explosives Mastery – Grants the player bonus damage to enemies with Aoe.
- Master tactician – Reduce the CD of Decoy when you first activate a Guerrilla Tactics skill. Guerrilla Tactics skills have reduced cooldowns.
Minor Master – Agile Recovery
Gain swiftness and Regeneration whenever you use Steal or Decoy.
Minor Master:
- War Bat Master – While wielding a Sceptor, if you hit 2 or more foes with an AoE (Area of Effect) attack you will gain 3 Initiative and reduce the CD of Decoy by X seconds.
- Eye for an Eye – remove 1 condition whenever you inflict a condition. (3 sec cd)
- Open Wound – You mark a foe when you first attack him for 3 seconds. The Mark stores a percentage (like 12%) of all the damage you deal while the foe is marked. After the mark has ended deal that stored percentage damage. (CD 15 -30 seconds).
Minor Grandmaster – Camouflaged Burglary
When you use Decoy reduce the CD of steal and utility skills.
Minor Grandmaster:
- Unseen Spark – Your Decoy ability is replaced by Flash bombs, instead of a Decoy you leave behind 3 flash bombs that explode instantly, dealing damage, giving Blindness and Bleeding and Confusion to the foe, and giving 5 Might stacks for 10 seconds.
- Mirror figure – Your Decoy is replaced by a Target Dummy with a picture of you (but looks like target dummy the someone glued a picture of you on it), the foe that hit you is Taunted to dummy and gets 10 stacks of Vulnerability for the next 10 seconds, and giving you 3 Stability stacks for the next 10 seconds.
- Booby Trap – Your Decoy ability can be used once again, once press you teleport back to your decoy and activating it in the process. once activated, the decoy shoots a powerful arrow that deals a large amount of damage to the foe that attacked you. you gain Protection for 5 seconds.
Let me know what you guys think, I have put alot of work into this and I would really appreciate good/bad feedback.
@ Kingsdavid
Ya, a Saboteur works with a Weapon like Mace or Torch, because that would be weapons that would suit to a Thief thematically who’s about to destroy or to manipulate something by force to weaken his foes or to cause malfulctions of something they want to sabotage.
But it doesn’t work with Scepters. Scepters aren’t designed to deal with them physical attacks, unlike a Mace, which is much more destined by design to do that.
Your concept with Scepter makes no sense.
Only because anet made Staffs for Thieves into melee weapons, doesn#t mean, that the same principle of that move works with absolutely all weapons the same way, nor does doing so against logic everytime sense, nor is it always realistic – so that it must be excused by the end with the ultimate excuse formula that is called “its magic/ a fantasy game”This might work as natural excuse by design for any kind of Magic Weapon, like Scepters and Staffs, or Foci, but for realistic conventional weapons, that exist as well in real life (or existed in the past), this doesn’t work without automatically coming into the hardship of having to explain, how this or that can work in the game, like its the case with the Hammer of the Retualist – the only excuse you can say here to explain how that weapon can work in the game how it works is by saying – due to magic…
Thieves aren’t well known classes for their “magic” – so are Infiltrators, Saboteurs ect. however you want to call your concept now. You may not forget, that the basics of the elite spec is still the Thief and as that a Thief will always prefer using conventional melee orientated weapons which underline their swift and agile combat styles, over those, that are by design made for magicians.
Thats how I do see that – brief said, I think your concept should rather work with Maces, than with Scepters. Would fit imo alot better.If anet will ever add any time soon new weapon types, I think also more common known missing weapons are more senseful and easier to design also for other upcoming Elite Specs, than to add some kind of ultra exotic nearly unknown tribal weapons, which in my opinion don’t fit into the game compared to Pistols, Rifles and more common known classical conventional weapons like Bows, Axes, Swords ect.
Missing Weapons Types like Greataxes, Polearms, Whips, Claws, Chakrams, or Crossbows have significant bigger chances to find somewhen into the game, than said exotic tribal weapons, which not many people even know exist.
Anet doesn’t design new weapon types, just to give them then only for 1 single Elite Specialization of the whole game.The weapon of choice must fit by design to multiple different Classes, at least 2.
A task that is easier done with more common known weapons.
And we can be happy, if we see anytime soon at all – maybe with the next expasion – hopefully some new weapon types to bring some fresh air into the game.If you take a look by what people are commonly wishing for, when it goes about new weapons, then there are currently Greataxes and Polearms the two best options that have best chances to find maybe next into the game, because these are the two weapon types that are basically wished the most by people when you look into the forums.
Brief said, I give no single Class Concept here ever any big chance to see ever somehow the day of light, if it uses some kind of over exotic weapon that has in itself no chance to get ever used, when there are easier to design alternatives, which are also wished more by players aready or doesn’t use an already existing weapon type, like Mace.
Now that you realized, that your concept wasn’t enough, I hope to see the missing half
I made a new topic due to your feedback.
First of all to be frank, there is almost 99% chance that Anet won’t use any of the suggested elite specs that are offered here, or any other place. These concepts (at least for me) are just for fun. So the point you make about the viability that a weapon like this will ever see any daylight (tho true) is irrelevant.
To the subject, tho you offer some fair points. A scepter when you don’t have any magic infused into it is just a club, just like a wand with no magic is just a stick. So it’s highly possible (IMO at list) that a thief that has not magic abilities could have picked up a scepter and used it as a club, or as a throwing weapon. And when he threw it, he realized that if he put a small knife at the end of it, the weapon will do more damage.
I linked a picture of a scepter from GW2 wiki and you can see that it’s just piece of wood.