“Please stop complaining about stuff you don’t even know about.” ~Nocta
(edited by yolo swaggins.2570)
Theme: Specialists are Soldiers practiced in the art of sabotage and CQC, who picks off enemies from afar with their high-powered rifle. They use Gadgets to disrupt enemy tactics and turn the tables for their team. (thief/engineer abomination)
Elite Spec Weapon: Rifle (Weapon skills courtesy of Zacchary.6183, modified by your’s truely)
Mechanic: Initiative is now per weaponset instead of global. Initiative regen is increased to 1 initiative per 1.5s. Weapon swap CD removed. Swap effect CDs still apply.
1) Cover Fire
Fire in a narrow cone.
Cooldown: 1/4s
Damage: 430 (.4)
Range: 1200
Cone Width: 300
Projectile Finisher (20% chance)
1stealth) Takedown (6 initiative)
Throw your target to the ground, knocking them out. Stun them longer if you attack from behind
Damage: 158 (.5)
Range: 130
Front Knockdown: 2s (target will be on their back)
Rear Knockdown: 5s (target will be on their face)
Unblockable
2a) Parry (2 initiative)
Use your rifle to block an attack, sheathing your rifle and dazing the target with a throat punch if successful. Becomes Kidney.
Damage: 189 (.25)
Block: 1/4s
Daze: 1/2s
Push: 40 (aesthetic non-CC effect)
Weapon is sheathed.
2b.) Kidney (2 initiative)
Punch the kidney hard, further dazing the target. Becomes Knee.
Damage: 201 (.25)
Daze: 1/2s
Push: 40 (aesthetic non-CC effect)
2c.) Knee (2 initiative)
Knee the rib cage from the other side causing more pain. Turns into Solar Plexus.
Damage: 429 (.35)
Daze: 1/2s
Push: 40 (aesthetic non-CC effect)
2d.) Solar Plexus (2 initiative)
Strike dead center to set your target up for a final blow. Turns into Corkscrew.
Damage: 189 (.35)
Daze: 1/2s
Push: 40 (aesthetic non-CC effect)
2e.) Corkscrew (5 initiative)
Finish your target with a powerful punch to the face.
Damage: 842 (.65)
Push: 70
Knockdown: 6s
Unblockable
(Inspiration)
CC stops the combo
3) Drill Shot (4 initiative)
Shoot a piercing round that punches holes through armor and ignores armor ratings a little.
Charge: 1s
Damage: 589 (.4)
Armor Rating Ignored 25%.
Range: 1200
4) Ghillie Suit (5 initiative)
Go prone and become one with your environment. Initiative regen stops. Movement and skill activation breaks stance and Camouflage.
Initiative Drain: 1 per second
Camouflage: 2s
Camouflage: 1s per initiative spent while in stance.
5a) Snipe (7 initiative)
Kneel down and line up your shot with your target’s vitals. Gain Sniping each second. Turns into Fire. Automatically fires when initiative is empty.
Initiative regen is frozen.
Initiative Drain: 1 per second.
Sniping: 1 stack per second.
5b) Fire
Potentially kill the target. Effectiveness increases with stacks of Sniping.
Damage: 974 (1)
Range: 1200
Bonus Damage: 2% per stack of Sniping
Bonus Range: 200 per stack of Sniping
Bonus Crit Chance: 1% per stack of sniping
Bleeding: 2 stacks (10s) per stack of sniping
(edited by yolo swaggins.2570)
Utilities
Heal) Stim Pack 1/4s (20s CD)
Gadget
Reinvigorate yourself with an emergency medical ration.
Healing: 4860
Regen: 15s
Swiftness: 15s
Flashbang 1/4s (15s CD)
Gadget
Throw a grenade that blinds nearby enemies.
Blind: 8s
Stealth: 1s per enemy struck.
Radius: 200
Blast Finisher
Makes a deafened ringing sound for those affected
Sonar (30s CD)
Shows the locations of nearby enemies by painting them in a visible green aura. Even through walls!
Aura Duration: 10s
Microwave Node (60s CD)
Plant a machine that cooks anything within range.
Burning: 1 Stack 10s
Pulse: Every 3 seconds.
Duration: 30s
Radius: 200
Elite) Hacking Interface 7s (180s CD)
Take control of hostile items on the field. Items break after a set amount of time.
Control Duration: 60s
Traits
Adept
Minor) Tactical Evasion: Dodging gives 1/4s of stealth. (To simply drop target and temporarily gain stealth goodies)
- Armor Piercing Rounds: Rifle and Pistol criticals ignore 10% of armor ratings.
- Hollow Points: Rifle and Pistol criticals cause 2 Bleeding.
- Air Rounds: Rifle and pistol attacks deal 50% less damage and condition damage but ranged attacks do not reveal you.
Master
Minor) On The Back Burner: Initiative regen increases to 1 initiative per 1.25s when weaponset is not in use.
-Stack on me!: Nearby Allies benefit from gadgets you use near them. Microwave Node gains a fire field. Range 300. Reduce Gadget CD by 20%.
-Steady Breathing: Projectiles deal 10% more damage. Cover Fire’s cone reduced by 100. Ghillie Suit and Snipe have a 20% chance to not drain initiative each second.
- Sprinting: Run 20% faster when you equip a ranged weapon.
Grandmaster
Minor) Severe Injuries: Damaging conditions you apply count as Crowd Control. (To assist in breaking and prematurely pop On-CC traits with easily applicable conditions)
- Adjustable Stock: Skills no longer root you. Skills that would root you instead reduce your movement to 50%.
- Chameleon Camo: Evading during a dodge adds 2s of stealth.
- In Plain Sight: Revealed acts as though you have Stealth. Stealth skills are not accessible when revealed.
Yay boredom! You may now post.
I rly want thief with melee scepter and shadow/vampiric skill kit. And give him Wells cuz aoe is fun.
I rly want thief with melee scepter and shadow/vampiric skill kit. And give him Wells cuz aoe is fun.
Dual Foci for double Minstrels.
I rly want thief with melee scepter and shadow/vampiric skill kit. And give him Wells cuz aoe is fun.
So what you want is a necro?
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