New Elite Spec Idea: Priest!

New Elite Spec Idea: Priest!

in Thief

Posted by: Agemnon.4608

Agemnon.4608

I originally thought of survivalist since thief is supposed to be a mundane and his weapon was rifle which would be melee offense (hitting people with the rifle since the “ammo” is for healing) but healing range via skills two, three, and five and two was like druid’s solar beam but with initiative cost (doesn’t heal the caster) but couldn’t find a logical explanation for spraying medicine hurting some people while healing others. It could logically work if it’s a heal only and does no damage (however minor). The traits and utilities are otherwised unchanged except as far as skills related to scepter and thematic naming are concerned. In other words fugu pool (wow I was in Super Adventure Box too long!) becomes reason to faith. Besides it’d be odd for a skill implying poisoning (where the daze and confuse would come from) to not actually inflict the poison status effect.

Anyway, here’s the priest. I changed the name from faith healer.

The thief will lose his steal ability and in its place will be An AoE pulsing heal skill that can be traited to remove conditions as well. Stealth may play a smaller than usual role for thief but is still thematic. Unlike daredevil only gives two endurance bars. This is to ensure daredevil remains competitive and the idea behind this spec is giving thief an option to be a healer. Taking core stuff away like steal also ensures power creep stays in check. Elite specs cannot be stacked.

Traits:

  • Minor adept: Lose steal and gain circle of prayer. Can now equip scepters.
  • Major adept 1: 20% of your precision converts to healing power.
  • Major adept 2: Someone mentioned that the precision stacks like sigil of perception was out of place here. I want to do something with mobility and healing here instead.
  • Major adept 3: Stealth grants a boon (don’t know which one yet I thought vigor but that’d be way OP and we must remember why old feline grace was gutted while regeneration seems OP too and quickness and resistance are certainly out of the question…maybe fury?)
  • Minor master: Grant yourself and nearby allies regeneration whenever you successfully evade an attack. Cooldown 15 seconds.
  • Major master 1: Remove an entire stack of a damage condition for you and one random nearby ally whenever you crit (with players receiving priority so you won’t cleanse a bone fiend if the necro is nearby). Cooldown 30 seconds to avoid condition specced opponents becoming invalidated. Was originally any random condition but would be too OP if it cleanses the really nasty stuff.
  • Major master 2: Gain quickness randomly upon healing. The proc has a 45 second cooldown.
  • Major master 3: Healing skills increased by 15%
  • Grandmaster minor: Gain 1.75 seconds of superspeed upon being revealed.
  • Grandmaster major 1: Stealth improves healing and gain movement speed while in stealth. Does not stack with Shadow Arts.
  • Grandmaster major 2: Circle of Prayer now cleanses conditions once every 1.35 seconds. Circle of Prayer’s cooldown reduced to 40 seconds.
  • Grandmaster major 3: Healing power is now a minor damage modifier where the extra damage is 1/5 of your healing power. So if you have 1,000 healing power it’s as if you have an extra 200 damage power. Does not convert healing power to power but rather adds damage in addition to it.

Scepter abilities:

  • Autoattack: Melee range with the third attack in the chain granting a tiny amount of healing comparable to druid’s staff autoattack (solar beam).
  • Scepter stealth skill: Causes three second reveal and daze to your opponent. Dagger is recommended for offhand if you intend to use this skill as there’s no leap finisher in the weapon set.
  • Scepter 2: A stronger wider version of the druid’s solar beam that costs initiative. The idea is to do it twice or three times which will do some damage to foes (power scaling will be weak-average to avoid it being OP while it scales well with healing power) so it compliments a burst healing roamer well I think. A marauder daredevil would still superior as far as +1 damage and mobility goes.
  • Scepter 3 with dagger: first attack is a dodge while the second cleanses a condition. Initiative cost equivalent to sword/dagger 3.
  • Scepter 3 with pistol: create a light field and fire a confusion shot that heals nearby allies. Was originally daze but if thief is using pistol then pistol 4 is already a daze and two daze skills would be silly. I imagined a 1.5 second charge time for this skill and higher initiative cost than pistol 4 so I thought it was balanced.

Utilities:

*Reason to faith: Creates an AoE field that dazes and confuses whomever crosses it and adds two confusion every second. Three second trap and intended for zoning purposes (creating spaces where it’s unwise for a foe to cross into) such as creating unsafe rez or stomp spots or to discourage people from going up stairs towards a side node in Khylo (making them either wait it out or consume a resource to avoid damage).

  • Chest slam: Slam a book of Lyssa onto your foe’s chest knocking them down. Lasts 1.75 seconds in PvP and four seconds in PvE to account for how veteran and especially elite creeps have way more HP than players. More of a placeholder skill as too many sustain abilities would require the quantity of them to be taken into account when balancing.
  • Witch’s bane: Creates a trap that grants condition immunity for three seconds for the thief while the victim is immobilized. Like shadow trap but with the resistance boon. The resistance I feel is thematic to the class’s theme because necromancers who excel in condition damage are basically witches.
  • Basket toss: Summon two NPC’s of random races and genders to immediately rally a downed player by tossing them in the air granting the rallied player (not the thief) one second of stability the whole time. The toss animation is very short yet clear as the formerly downed player is performing a stunt and flipping forward. Has a 120 second cooldown and can only be used within 50 units of a downed player so 1/6th the range of search and rescue. Does a standard rally so they’ll be only half health or in PvE their health will correlate to their downed penalty as usual.
  • Elite skill- Chant and cheer: grants pulsing quickness, fury, regeneration, and resistance (though that one stops pulsing before the others) to nearby allies while curing one condition on them. Basically strength of the pack with different boons. Be ready for an influx of female Asura thieves because of this skill as they do peppy and cheery very well! :D

Bonus: Dove themed legendary scepter to compliment the theme like Nevermore compliments Druid but that’s a whole other post.

I originally posted this on Reddit and decided to make some changes based off some feedback.

New Elite Spec Idea: Priest!

in Thief

Posted by: TerminalMontage.5693

TerminalMontage.5693

Ehhhhhhhhh I’m not really feelin the idea of Thief having an elite spec that’s a faith healer or priest.

New Elite Spec Idea: Priest!

in Thief

Posted by: Ghotistyx.6942

Ghotistyx.6942

There is no synergy in concept or mechanics.

Fishsticks

New Elite Spec Idea: Priest!

in Thief

Posted by: Agemnon.4608

Agemnon.4608

There is no synergy in concept or mechanics.

In the rough draft I had survivalist as it’s closer to the thief concept for a healing spec but ultimately changed it to priest. Apart from weapon skills is similar. In hindsight a priest sneaking around for assassination (even if it’s a secondary role behind healer) does sound silly but mechanically in SWtOR Scrapper works very well as an energy based healer (energy is basically initiative) and is basically a WoW rogue with a blaster and heal spec. On the other hand a tough and rugged survivalist used to exploring tough environments like the Outback, Siberia, or Amazon aren’t known for using scepters.

Maybe a mobility based initiative healer with decent burst damage is better off as a whole new class? Then they could spec for healing, burst damage, mobility, or cleanse. But the problem there is it adds a whole new level of powercreep and messes with the armor weight distribution symmetry. Then again somethings have so many tools we may as well break some current classes down and create three new ones. Then that creates new problems with potential homogenization.

In some fighting games you’d have like 40 characters but different stats and movesets to avoid redundancy and even if movesets are identical stats can be different like Ken being a more mobile and less tanky version of Ryu. The idea behind such a breaking up of classes and creating more wouldn’t be to make everyone good at everything but to make everyone able to do everything, but in varying degrees and frequency. One will have more and/or better CC while another has that with cleansing or conditions, but in varying degrees. This creates a sense of adaptability for content by not being locked too hard into a specific role. One should typically stay with their role but dish out a decent heal in a pinch if the dedicated healer needs some help.

(edited by Agemnon.4608)

New Elite Spec Idea: Priest!

in Thief

Posted by: Yannir.4132

Yannir.4132

The name would fit a guardian much better than a thief, I think you still need to rethink the name. Explaining the name doesn’t help, it needs to fit.

Yannir for males. (guard,thief,war,ele)
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.

New Elite Spec Idea: Priest!

in Thief

Posted by: Agemnon.4608

Agemnon.4608

The name would fit a guardian much better than a thief, I think you still need to rethink the name. Explaining the name doesn’t help, it needs to fit.

Guardian already has some good healing options but they need tweaking to be competitive against Tempest. Elementalist already being a class that’s versatile enough to do everything is hard to add to so on that front it’s best to take something away but make another aspect superior to its base form. Dragonhunter replaces virtues so maybe something can be done there.

Maybe rifle survivalist would be a better thief healing spec after all since it’ll keep thief a mundane (no magic theme) and not every skill has to do some kind of damage. Number 2 could be a cone AoE burst heal that costs enough initiative to balance it. Rifle as a melee weapon but ranged heal in any event has interesting potential.

Or if we’re keeping to the holy magic theme then inquisitor since that sounds like something with thief like traits of cunning and stealth while still being connected to an order and the name itself screams hard counter to condi magical based specs.

New Elite Spec Idea: Priest!

in Thief

Posted by: Kaishina.6584

Kaishina.6584

I’m sorry but i completely dislike the idea of thief getting such improvements.
We already have a great kitten nal to survive and hit hard such as mobility stealth and high critical and i believe the thief should stay in this spirit. Not to mention that the thief already has healing abilities and your team mates should be more than enough to supply the boons and healing ( guardian, ele, engineer, revenant) needed to perform well. Adding priest specialization to thief would totally erase it’s storyline and class design.

- Kaishina

New Elite Spec Idea: Priest!

in Thief

Posted by: brandname.4736

brandname.4736

if by support thief you mean “Bard” then yes I agree