Thought it might be fun and possibly even helpful to Anet to come up with a few ideas for possible future specializations. I tried to keep my idea in flavor of thieves as a profession and Anets desire to use existing utility groups (and tried not to make them too OP) It’s probably a useless post but i wanted to get the ideas out of my head anyway :P
The trait lines i wanted to give a definate flavor for each like Anet has been doing with the trait overhall, the top line is about tanking, the middle is stealth and bottom is dps.
So here is
Dirty Fighter!
Mace/Mace – Physical Utilities
stealth attack
Blackjack – (from behind/side) knockdown – 1 sec
Sap – (from front – daze 3 secs – 0 dmg – does not break stealth)
1) Slug 1/2 sec (dmg your foe) -Slam 1/2 sec (dmg your foe and cripple 1 secs) – Smash 1 sec – Dmg your foe and gain 1 initiative
2) Enfeeble – Weakness – 2s – 2 ini (short duration low cost weakness to help tanking)
3) Payback – Block and return the incoming damage from the next attack – 5 ini
4) Lobber – Throw mace knocking down and immobilizing your foe
5) Clobber – Stun (2 secs) and blind (5 secs) your foe – 6 ini
Traits GM:
Bare Knuckle Fighter – Brass Knuckles deal 10% more damage and skills cost less initiative (- 1 ini)
Skulk in shadows – gain resistance while in stealth – drains 1 ini every second (this could synergise with ’Shadow rejuvenation, nullifying the ini gain from that trait)
Physical fitness – Physical skills deal more damage (1% per initiative) and effects last longer (10% per initiative)
GM Minor:
Sneak attack -When blocked you have a 25% chance to activate a free ‘suckerpunch’ (unblockable)
Traits Master:
Take reduced damage per initiative (1 ini = (-) 1% dmg)
Slip away – Gain stealth and superspeed (2 secs) when you stun a foe
Armor Breaker – deal more damage to heavily armored foes +1% dmg per every 100 armor over 2500 armor
Master Minor:
Quickital Wits – Critical hits reduce weapon swap (by 1 sec – 1 sec cool down)
Traits Adept:
Clobber Long – Gain a stacking toughness buff while wielding a mace (400 toughness) resets on gaining stealth or swapping weapons
Elusive – Stealth removes cripple, immobilize, chill and slow.
Street Smarts – Physical Skills recharge 20% faster, deal 5% extra dmg to stunned foes
Adept Minor:
Gravel – Blinding a foe applies vulnerability (3 stacks) and torment (2 stacks)
Physical Skills:
Jewel Heist – a swift kick between your opponents legs – stun 1 sec – cripple 5 secs
Throw Dirt – Throw dirt in a ‘aoe cone’ blinding up to 5 foes, you gain 1 initiative for each foe blinded
Roundhouse kick – Knock back and Daze (1s) all foes in 240 radius
Flying fist – Leap at your foe crippling them (3s) – 900m
Elite (Physical) – Brass Knuckles – channeled – drains initiative (1 ini per sec)
Replaces 5 weapon skills with new skills (much like rampage)
Gain revealed debuff for duration of channel
(this would synergize with ’revealed training)
‘White’ hits apply bleeding and critical hits apply confusion while Brass Knuckles is channeled.
1) One -Two – a series of quick jabs (grants 1 ini if either critically hit (1 sec cooldown)
2) Lefthook – a quick lefthook that has a 50% chance to daze your foe – 4 ini
3) Blindside – a blow to the side of the head blinding your foe – 3 secs – 4 ini
4) Suckerpunch – an unblockable right hook – always critically hits against targets that are blocking. – 4 ini
5) Haymaker – 8 ini – Launch your foe
Due to the way initiative works i tried to have fun with how traits and skills could behave, such as channeled skills that drain ini, taking less dmg per initiative and conditions lasting longer per initiative. Anyway hope you like and would love to hear other ideas people may have
(edited by Fade.5904)