Recently came back to the game from a break and had some fun rehashing an elite spec that I posted posted a while back. I know it’s probably moot after seeing the leaks but whatever I had a good time putting it together. I hope you enjoy reading it and let me know what you think.
The Dart is a rifle user that is elusive though speed and has an very indirect attack style. It uses stolen “technology” from all of the player races of the game (gadgets loosely). The rifle technique was lifted from the order of whispers the rest should be obvious.
The first three rifle skills say ‘shoot into the shadows.’ That’s my way of describing shooting a bullet into ‘somewhere’ and it come out ‘somewhere’ else. You can think of it as shadow stepping a bullet if it helps. The activation range for all of these skill are 900 units but the bullets themselves can travel 1200 units.
New mechanic – Hook and Reel
When you steal you drop a reel at your old location and attach a hook to your target at your new location. There is a visible chain between the two. The reel will start pulling your target slowly at first then more quickly the closer it gets to the reel. Your target can escape the hook by dodging off, destroying the reel or having other protection against pulls.
Rifle:
0. Departing Shot – (Stealth Attack) Shadow step in a line though your target chilling and dazing any foes you pass though.
1. Distraction Shot – Your shoot into the shadows and your bullets advance toward your target from random locations. Has a chance to cause confusion. You shoot at the target standing in front of you but the bullet comes from behind or from the side of your target
2. Delayed Shot – You shoot into the shadows and the bullet emerges 1.5 later. Applies a .5 slow. You shoot and move but the bullet come from where you were not from where you are
3. Double Shot – You shoot a piercing shot that travel and additional 300 units after it strikes its primary target then it enters the shadows returning to the to the point where it started and travel the same path again.
4. Detonation Shot – You shoot an explosive round that sticks to you target and explodes after a short delay / Discharge (flip over skill) send a second explosive round that will immediately detonate the first causing a larger explosion that damages foes near your target. Blast finisher.
5. Debilitating Shot – You shot a bullet that adds to the duration of up to three conditions on the target (prioritizes conditions with the least amount of time) Range finisher
Utilities:
Plead the sixth (Heal) – Heal yourself by rolling a small six sided human relic with the images of the human gods on each side. Gain swiftness and one of the following effects depending on which side lands face up.
Dwayna – Gain regeneration
Balthazar – Next few attacks cause burning
Melandru – Summon an oakheart that entangles nearby foes
Lyssa – Convert conditions to boons
Grenth – gain frost aura
Komir – Gain resistance
Asura Evasion Device – Your next three dodges causes you to teleport instead of roll. Gain blur at the end of each teleport
Cragstead Ale – Cures fear, chilled and weakness. Gain eight seconds of might each second for the next seven seconds
Charr Karka Mech – Release three mechanical karaka hatchlings that inflect blind, cripple and bleeding. Create lightning field when destroyed
Waterberry Seeds – Toss three seeds on the ground that quickly grow and fill with liquid. Allies that step on them create a water field that extends the duration of currently active buffs.
Toxic dart (elite) – Target takes 100 damage for each stack of poison and 50 damage for each stack of bleeding immediately (damage capped at 25 stacks). In addition the target begins to hallucinating (see toxic pollen). The hallucinations do heavy damage but your target recovers from hallucinated damage if not defeated before the hallucination ends. Blowgun animation
Traits:
Minor – T1
Shifting Shots – Gain Access to gadget skill category and rifle weapon type. Stealing triggers hook and reel.
Major – T1
Forceful Flanking – Gain might when you strike from behind or the side
Hurried Inspiration – Nearby allies lose movement impairing conditions when you crit
Fleeting Confusion – You gain swiftness when attacking confused foes and increase the duration of the confusion you inflict
Minor- T2
Dizzying Speed – Gain super speed (short duration) when you gain swiftness
Major – T2
Frenzied Firing – When wielding a rifle, successfully attacking from behind or the side has a chance to increase initiative regeneration
Rapid Ricochet – Ranged critical strikes trigger distraction shots that hit foes near your target
Muscle Memory – Reduces the cooldown on gadgets. Your movements are so smooth when using a gadget nearby opponents lose confidence becoming slow to react or confused about how to respond.
Minor – T3
Dig Deep – You have a chance to gain quickness (short duration) when you attack while moving
Major – T3
Tactical Superiority – Your attacks have the chance to inflict slow when you are under the effects of quickness
Viscous Shadows – Your critical attacks cause shadows to congeal on your target. Each critical strike increases the likelihood of spawning a tiny black ooze. (Tiny black ooze: attacks cause torment and can create a chilling dark field)
Punishing Pace – Gain one second of swiftness, quickness or vigor each time you use initiative
(edited by nopoet.2960)