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.