My concept for the Thief staff places it in a unique role among their weapons. Though staves are magic weapons, the more mundane Thief class is not well versed in their nuances,. They can, however, still gain magic benefits in the form of kinetic feedback – magic received from the staff in response to movement and collision. This manifests itself in the form of Boons and Healing, solidifying the Staff as a powerful means of alternative survivability and self-utility. Furthermore, the nature of the Staff as a boon, utility, and mobility weapon gives it heavy synergy with the Acrobatics line, creating some new build diversity for Thieves.
Without further ado, here’s my concept for the staff. Let’s consider all skill names and any example numbers placeholder, as they are not important here.
Chain Skill 1 – Swing
Swing your staff, damaging up to 3 foes.
Chain Skill 2 – Prod
Jab forward with your staff to quickly damage a single target. Gain 1 second of Regeneration.
Chain Skill 3 – Radial Vengeance
Swing your staff once in a 360 degree radius, damaging up to 5 adjacent foes. Magical feedback from the blow grants you 2 seconds of Retaliation on a successful hit.
*Retaliation triggers if the skill hits. It does not trigger multiple times for multiple hits.
*All three hits are weaker than standard attack chain skills. DPS is pretty comparable to Ranger GS chain skills.
Slot 2 – Invigorating Strike (3 Initiative)
Swing in a wide cone, damaging up to 5 enemies. Gain health on a successful hit.
*Heals a set amount. No multi-hit bonus.
*Has slightly longer reach than a standard melee attack.
Slot 3 – Vault (4 Initiative)
Plant your staff into the ground and use its momentum to quickly leap forward – foot outstretched. Kick the first foe in your path, dealing heavy damage.
Range – 600
Combo Finisher – Leap
*This is a skill-shot, not an enemy-targeted leap.
Slot 4 – Kinetic Blocks (5 Initiative)
Channel to block attacks, gaining 1 second of Protection and Regeneration for each successful block.
Channel duration – 2 seconds.
Subskill – Kinetic Slam (1 Initiative)
End the stance early with a heavy staff slam that damages foes in the area and grants 2 seconds of Fury.
Slot 5 – Kinetic Spiral (6 Initiative)
Channel to whirl your staff in front of you, damaging adjacent foes and gaining Swiftness and Vigor. You can move while channeling.
*Combo Finisher – Whirl (constant)
*Hits 8 times over 2 seconds, resulting in up to 4 seconds of base Swiftness and Vigor.
*Boons are gained via feedback by the whirling movement of the staff. No hits are necessary.
*Very short reach, due to the nature of the staff’s movement.
Stealth Skill – Sudden Gale
After a wind-up, unleash a powerful radial sweep that deals heavy damage to (up to 5) foes in a large point blank radius. Gain 3 stacks of Might (5 seconds) on a successful hit.
Activation Time – 2 ¼ seconds (2 second windup, ¼ second swing)
Radius – 200
Combo Finisher – Whirl (once)
*Stealth ends on a successful hit, as with any other stealth skill.
*The skill can be canceled by any movement or non-instant skill. This does count as a missed stealth skill, and thus allows a second attempt.
*Use Shadowstep or Steal to close the gap right before your swing.
*In comparison to Churning Earth – higher damage, faster windup, whirl instead of blast, no conditions, smaller radius, grants Might.
Weapon Overview
Pros
Wider array of boons than any other non-Elementalist weapon.
Versatile utility – every skill serves a purpose.
Capable of significant burst under the right circumstances.
Good sustain.
Highly mobile.
Cons
Below average dps barring PvE content or special circumstances in PvP.
Weak attack chain leaves the Thief highly reliant on initiative.
Like the Shortbow, S/P, and P/P, this has no built-in stealth source.
All utility (whirls aside) is selfish, rendering it inferior to Shortbow as a utility weapon in some group setups.
All high-damage skills are countered through good positioning and movement.
No built-in conditions.
Traiting for this weapon.
This staff concept is highly versatile in its trait synergies.
Despite a low average dps, it can benefit from traditional Power Builds because of its large spike potential (particularly with Sudden Gale).
That said, a minimum of 2 in Acrobatics (for Expeditious Dodger and Power of Inertia) is always recommended for getting the most of this weapon. With 3 in Acrobatics (Feline Grace), the Thief becomes the most dodge-happy class in the game if they manage their Vigor well. Consider taking Fleet of Foot or Pain Response for 4 points. Fluid Strikes is useful for obvious reasons, making 5 points in the line highly viable, given the aforementioned useful traits.
This weapon synergizes well with Assassin’s Reward and Invigorating Precision.
(edited by Duke Blackrose.4981)