My weapon of choice for HoT

My weapon of choice for HoT

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Posted by: Bazzoong.7145

Bazzoong.7145

Focus

Because of the key shaped foci in the game, it would be awesome to run our signature set knive/focus as displayed in the proffession icon.

5 skill: combo field dark, size like pistol 5, up to 5 allies inside get reflection, applies weakness to up to 5 emenies upon entering, persits for 4 sec. Name: Point of Refuge. Initative cost: 5.

4 skill: create a duplicate of youself gain stealth for 3 sec, the duplicate uses your weapon set and has your hp at time of creation it attacks your target , only one duplicate may exist at any given time, initiative cost 5. The skill has a 2nd stage swap position with your duplicate and lose 1 condition, range 900, initiative cost 1. Name: Shadow Clone.

3 Dagger: Throw a dagger at your foe range 900, apply weakness and cripple and a marked status for 3 sec, initiative cost 3. 2nd stage pull the marked target to you range 900 in itiative cost 3. Only one target can be marked at any given time. This is a proectile finisher. Name: Shoge.

3 Sword: Thrust at your target and roll backwards for 600, if the skill hits pull your target with you and apply cripple and 5 stacks of vunerability. Initiative cost 4. Name: Controling Strike.

3 Pistol: Fire 2 full mantle projectiles at your target, for each condition present on the target those proectiles ignore 7% of your targets armor, inititive cost 5, the 2nd proectile removes a boon. These shots do not bounce, even if traited. The 1st shot is a projectile finisher. Name: Armor Piercing Rounds.

(edited by Bazzoong.7145)

My weapon of choice for HoT

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Posted by: Ignarel.7916

Ignarel.7916

Yeah, this is bad and you should feel bad. You have more utility in 5 skills than rangers in all their skillset. No way anything even remotely similar to this gets in the game.

My weapon of choice for HoT

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Posted by: Arnei.4501

Arnei.4501

I mean the idea of a focus is awesome for a thief, but there is actually no theme for your abilities that it brings. They are just a collection of pretty powerful stuff that would allow you to outclass many other classes just out of pure utility.

Maybe if you’d think about a theme first and foremost, like f.ex. Shadowcaster you could actually theme those skills lot more efficiently.

Skill 5: Shadow Drop
Create an area that detonates after 3 seconds giving stealth to yourself while blinding and damaging enemies

Skill 4: Shadow Dance
Duration 2 seconds, evade the next attack. If you evade an attack this way you appear behind the target and give 1 stack of confusion

Skill 3:
Pistol: Shadowy Marksman, create a shadow to take aim at your enemy, the next time you attack that enemy the Marksman shoots the target dealing damage and giving 5 stacks of vulnerability

Sword: Shadow Prankster, create a shadow behind your target. If the target attacks you he is blinded and your attacks become unblockable against this target for 1 second

Dagger: Circle Play, create a shadow behind your target while disguising yourself a shadow. If the shadow is hit by the target before you (In cases of aoe, the shadow is counted as the one getting hit first) You shadowstep next to the target, deal damage and daze them. You may reactivate this skill to switch places with your dobbleganger.

Now the skills actually play by role. The two last skills are more of utility skills where Shadow Drop can be dropped before an attack to get an easy escape through its stealth and Shadow Dance is more for brawling where you can spam it a few times to avoid some hits from targets.

All of the weapon skills follow the same mold of “Warning → Stuff” where the enemy is given a chance to avoid getting hit by them. When time correctly though they might be very hard to avoid and provide really cool plays.

And the shadows are btw untargetable things, they are just there as these markers saying: “Hey, you are right now being targeted by a thief, do something about it”