New weapon:OFFHAND SWORD
3 skill-> Shadow Reposte: Block. If struck, counter attack cleave with blindness to all those damaged. If not struck, gain stealth.
4 skill-> Ringing Blade: Stun target for 1s
5 skill-> Flourish: Evade in place, Gain Swiftness and Vigor
youtube
(edited by Woaden.9425)
3 skill-> Shadow Reposte: Block that transfers currently applied conditions to target, if struck, and counter attacks. If not struck, gain stealth.
4 skill-> Flick Blood: 1s AoE Blindness cast in a cone
5 skill-> Flourish: Evade in place, Gain Swiftness and Vigor
3 sounds pretty op, not gonna lie XD i think a S/S build would just become meta because of that XD
4 sounds nice, the name needs work though
5 sounds pretty kitten nice, kind of like mesmer sword 2, maybe take off the swiftness and give it like 5s of vigor, with a 1/2 or 1/4 second of evade i assume this would work like pistol whip?
Bedroom Knights. [Sock]
Sea of Sorrows
Yes sorry I edited it to be even more OP since you quoted it!
I’m not doing it in the spirit of balance though, I’m doing it in the spirit of wanting to play it ;p
youtube
(3) Dual skill – Flashing Blades: Repeatedly attack your target by swinging your blades in a circular motion around you blinding all nearby attackers for the duration. Blindness + damage + bleed
(4) Ankle Slice: Spin around and attack your targets ankle. Damage + cripple
(5) Tactical Parry: Block all projectile and deal damage to a random enemy within range for the duration. Block + damage
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Just to put my two cents in:
Damage = 2000(power) * 1000 (weapon str) * skill coefficient / 2597 armor
3.) Screen Divide (4 initiative)
Shadowstep past enemies in the direction of movement, slashing them along the way.
Damage: 192 x2 (.5)
Range: 600
Maximum Hits: 2 per enemy
4.) Javalin (4 initiative)
Throw sword that pierces through enemies and makes enemies vulnerable.
Damage: 308
Vulnerability: x2 (4s)
Range: 900
5.) Blade Dance (5 initiative)
Destroy projectiles and damage nearby enemies.
Damage: 77 x9
Range: 180
Duration: 3 seconds.
Destroy projectiles.
With pistol MH:
Blitz (4 initiative)
Slash enemies around you and then push them away with a burst from your pistol.
Slash damage: 231 (.3)
Radius: 200
Pistol damage: 346 (.45)
Push Range: 300
With dagger MH:
Pull Line (3 initiative)
Throw a dagger and line and pull yourself to your target to stab them with your sword.
Damage: 346 (.45)
Range: 900
Daze: 1/4s
(edited by Zacchary.6183)
Just to put my two cents in:
Damage = 2000(power) * 1000 (weapon str) * skill coefficient / 2597 armor
3.) Screen Divide (4 initiative)
Shadowstep past enemies in the direction of movement, slashing them along the way.
Damage: 192 x2 (.5)
Range: 600
Maximum Hits: 2 per enemy
Oooh, I like this.
5.) Blade Dance (5 initiative)
Destroy projectiles and damage nearby enemies.
Damage: 77 x9
Range: 180
Duration: 3 seconds.
Destroy projectiles.
lol, see my #5 :P
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
in the interest of seeing something like dagger/sword, or even pistol/sword, sorry vincent im gonna use flashing blades :P cause gw1 wooo
d/s 3: Flashing Blades: block the next 3 attacks and teleport to your foe when the last charge is spent. or activate the skill again to blind your foe with a slash.(ment to be a gap closer/block due to dagger specs usually being bursty, just to give it more survivability, and something else besides heartseeker to close gaps.)
[if not activated: block 3 attacks and shadow step to your foe, if activated a second time damage + blind]
P/S 3: Mocking Blow: Block the next attack and teleport to your foe and make them bleed (3 stacks) activate this skill again to cripple your foe and shadow step away from target. (ment to also close gaps, and give pistol a more reliable defense mechanism outside of stealth)
[ment to be a tactical button, choosing between: block + shadow step + bleed, or damage + cripple + shadow step away(like the dagger variant but reducing the “cheesyness”]
S/S 3: Fencers Mark: Block the next attack and stab your foe making them vulnerable (2 stacks) activate this ability again to deal double damage of the stab
[kind of an execute button, block + damage + vulnerability, or double damage]
sword offhand:
4: Shadow Fang: Slice foes in a circle and blind them
[aoe blind + damage]
5: Whirling Skull Strike: Spin evading your foe and dazing them with the pommel of your sword
[evade 1/2 second + daze]
Bedroom Knights. [Sock]
Sea of Sorrows
Awesome ideas!
4) – Shadow Riposte (4 initiative)
Block the next attack and retaliate with a weighty slash, weakening foes in front of you. Regain initiative if not attacked.
Damage: ~600
Weakness: 6s
Range: 150
5) – Javelin (3 initiative)
Hurl your sword to the target location with increasing velocity, crippling foes it passes through before it hits the destination. Deals more damage to targets further along the trajectory. Cripples for longer further along the trajectory.
Damage < 300: 400
Damage 300-600: 450
Damage 600-900: 500
Damage > 900: 550
Cripple < 300: 3s
Cripple 300-900: 5s
Cripple > 900: 7s
Combo Finisher: Projectile
Range: 1,200
-> Flashing Blades (4 initiative)
Shadowstep to the thrown sword, blinding foes at the destination.
Blind: 5s
Radius: 120
Range: 1,200
Breaks stun
Sword MH:
Eagle Eye (5 initiative)
Twirl and evade, attacking in rapid succession at foes around you while reflecting projectiles.
Damage (4x): 900
Combo Finisher: Whirl
Evade: 1/2s
Range: 130
Dagger MH:
Float (2 initiative)
Bounce back, evading attacks.
Evade: 1/2s
Combo Finisher: Leap
Range: 300
-> Sting (3 initiative)
Pounce forward, dealing heavy damage with both weapons at once to adjacent foes to your target. Each hit returns some endurance.
Damage (2x): 800
Endurance gain (2x): 10
Combo Finisher: Leap
Range: 450
Pistol MH:
Explosive Powder (5 initiative)
Prep your sword against your pistol. If attacked, block and shoot through the resulting sparks, igniting them and burning foes in front of you. Cancels if Blinding Spark is used. Gain initiative if not attacked.
Damage: 250
Burning: 3s
Block: 1s
Combo Finisher: Blast
Range: 450
-> Blinding Spark (2 initiative) (cancels Explosive Powder)
Drive your sword against the barrel, blinding and lightly burning foes all around you with the resulting bright sparks.
Burn: 1s
Blind: 6s
Combo Field: Light (lingers for 3s)
Radius: 300
Resident Thief
(edited by Auesis.7301)
1 day perhaps, 1 day. My thoughts
(Pistol/sword)#3 Misdirection: Raise your sword in a defensive stance. Counter the next attack by firing a shot that transfers 1 condition you are suffering from to your foe. Stance duration 2 seconds. 4 initiative. Range 900 units.
(Dagger/sword)#3 Dagger wound: Stab your foe with your dagger and evade backwards 300 units. (only evade backwards if you hit a target) 3 initiative →Lunge Attack: Dart forward with your sword, dealing critical damage if your foe is suffering from vulnerability. Rush range 450 units. 2 initiative. 3 seconds before recycle.
(Sword/sword)#3 Duelist strikes: Slash your foe with both swords causing vulnerability. 2 stacks for 8 seconds per hit (if they had aegis, they would block 1 hit and get hit by the 2nd causing 2 stacks). 4 initiative.
Sword #4 Focused Blade: Fuse your sword strength to gain fury. Drain 1 initiative every 2 seconds while active. 2 seconds of fury every 2 seconds it is active. (to prevent abuse, costs 1 initiative to activate, then 1 initiative every 2 seconds afterwards, so people can’t toggle/retoggle to gain fury without the cost).
Sword #5 Berserker Strike: Swing your blade in a forward arc releasing a force, dealing more damage to enemies closer to you. Cleave melee range 130 units, cone range 450 units. 1/2 second wind up, 1/2 second rooted swing. Max targets 5. Initiative 6.
break. I feel like they should be back by now..”
Thief cant have block skill tough,it will be too OP since we use intiative.
My thoughts on sword/sword.
#3
Sword MH:
Riposting Blades (3 initiative)
Cross your swords in front of you, block the next 1/2 attacks.
Duration 1-2 sec
Blades of Steel (5 initiative)
Raise your swords above your head and stab foes with both swords for high damage.
Inflicts vulnerability
Thief cant have block skill tough,it will be too OP since we use intiative.
Resident Thief
Thief cant have block skill tough,it will be too OP since we use intiative.
That is why thieves are OP underwater :P
Ok this thread has come up again. It always seems to come back but …
- Block/parry on an initiative skill is a bad idea. The underwater block is sort of broken.
- Most ‘real’ world fighters use off hand long daggers/short swords. GW2 swords are massive. The longer the lever the more power you need when parrying etc. Thrusting is easier with two weapons than swinging in two big arcs, so that means a dagger.
- The body mechanics for off hand swords need muscle and momentum. They would look wrong, REALLY wrong, on a nimble, balanced thief. You’d know it if you saw it.
- The dagger/sword combination is nonsense anyway with the big weapon in the off hand.
I know people who like off hand swords won’t let reason get in the way. They won’t play a warrior who has these skills either, which is really what you should do if you want a muscled weapon swinging machine. I’d really like sword+open hand to be a proper thief weapon pairing, with off-hand stats coming from somewhere. The open hand could offer up some stealing and deception skills and would feel more thief-like than remorselessly chopping people up with swinging swords.
1) Blocks are perfectly fine, the deciding factors are what they cost and what the extra effects are, as well as the context of what other skills are available to the same set and what they cost/do. Blanket “x is bad” or “x is bad because y, always” statements are just unhelpful. You don’t exclude entire elements of a game’s systems to a class because of a blanket assumption. That’s not how game balance works.
2) Trying to apply reality concepts and proper reasoning to a game where Greatswords are used as ranged weapons, Warriors can send other people flying 15-20 feet by jumping up to thigh height and stomping the ground (which would require the lower leg strength and momentum equivalent to a house-sized boulder at terminal velocity), a slow swing of a hammer can launch someone of equal size to the user well over 20 feet, a well-placed arrow from a seemingly ordinary bow and wielder somehow has enough momentum to carry the victim half a football field away, et cetera et cetera. Just don’t bother.
The only legitimate concern is how it looks in-game, animations, idles and so on.
Resident Thief
(edited by Auesis.7301)
1) Blocks are perfectly fine, the deciding factors are what they cost and what the extra effects are, as well as the context of what other skills are available to the same set and what they cost/do. Blanket “x is bad” statements are just unhelpful. You don’t exclude entire elements of a game’s systems to a class because of a blanket assumption. That’s not how game balance works.
2) Trying to apply reality concepts and proper reasoning to a game where Greatswords are used as ranged weapons, Warriors can send other people flying 15-20 feet by jumping up to thigh height and stomping the ground (which would require the lower leg strength and momentum equivalent to a house-sized boulder at terminal velocity), a slow swing of a hammer can launch someone of equal size to the user well over 20 feet, a well-placed arrow from a seemingly ordinary bow and wielder somehow has enough momentum to carry the victim half a football field away, et cetera et cetera. Just don’t bother.
The only legitimate concern is how it looks in-game, animations, idles and so on.
thank you for this….. people dont usderstand this game =/= real logic, how many people do you know that can wear heavy kitten PLATE armor and still outrun anyone….how many people do you know that can stand still pistol whip a foe, and then swing their sword and evade fire? ….pff
Bedroom Knights. [Sock]
Sea of Sorrows
Ok this thread has come up again. It always seems to come back but …
- Block/parry on an initiative skill is a bad idea. The underwater block is sort of broken.
- Most ‘real’ world fighters use off hand long daggers/short swords. GW2 swords are massive. The longer the lever the more power you need when parrying etc. Thrusting is easier with two weapons than swinging in two big arcs, so that means a dagger.
- The body mechanics for off hand swords need muscle and momentum. They would look wrong, REALLY wrong, on a nimble, balanced thief. You’d know it if you saw it.
- The dagger/sword combination is nonsense anyway with the big weapon in the off hand.I know people who like off hand swords won’t let reason get in the way. They won’t play a warrior who has these skills either, which is really what you should do if you want a muscled weapon swinging machine. I’d really like sword+open hand to be a proper thief weapon pairing, with off-hand stats coming from somewhere. The open hand could offer up some stealing and deception skills and would feel more thief-like than remorselessly chopping people up with swinging swords.
I disagree Anet could disallow dagger/offhand sword combo.
And “offhand” you speak of is another arm what is the problem if a sword would be on right hand or left?
and 1h swords are mostly small(ofc it is small relatively to the character who wield it)
on asura it is almost look like dagger.
Although I’m not a Thief player, I would really like to see something like “timed block”
Put it on Sword #4. Let it be 5 initiative. You raise a block which lasts for about 3/4 second. It blocks single attack, either melee or ranged/projectile. Requires facing.
If the attack is blocked, you get 2-3 initiative back and if the attacker was in melee range, he loses X endurance.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Pistol and Dagger main hand are silly. :P
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
4 and 5 don’t do dmg?
I can’t say I’m honestly satisfied with all the ideas you guys propose :-)
But it’s only natural it’s going to require thorough work. And I think that off-hand sword is an AWESOME idea.
While I’m certainly not closed-minded to getting new weapon options, despite what WoW has led people to believe, using two swords at the same time is not very thematically appropriate for a thief class. Actually, dual-wielding period is not very ‘thiefy’.
I really wish I could play a viable single-dagger or single-sword thief, personally.
What thieves lack is a core weapon-based defense, so I’d say that sword, being the largest implement a thief could reasonably wield, would be used in the offhand a lot like a shield, and place the dual skills as heavy AoE damage spenders to supplement where thieves generally lack in that area.
Note that mainhand/offhand assignments are conventions of gameplay, so I don’t see much of a problem with it as an offhand to the smaller weapons thematically as it would look no less “wrong” than the current pairings.
4: Focused Defense – 5 init channel
For up to 4 seconds, deflect all projectiles back at their attackers and deal minor damage and bleeds to nearby enemies. Focused defense ends if you use another skill or dodge. You may move while channeling this skill.
5: Sword Sweep – 6 Init Melee AoE
Do a low spin with your sword, inflicting moderate damage, cripple, and weakness on all nearby enemies. Enemies already suffering from cripple or weakness are knocked down.
D/S 3: Distract – 4 init
Twirl in place with your sword, dazing nearby enemies for 1 second, and stab your target with your dagger for moderate damage.
P/S 3: Deadeye’s Defense – 4 init channel
Fire a volley of five bleeding and burning shots from your pistol while deflecting projectile attacks with your sword. (This is a more defensive, condition-based version or unload.)
S/S 3: Focused Assault – 4 Init channel
Swing both of your swords in an impressive display of acrobatics, dealing moderate damage to (up to 5) nearby enemies (for up to 4 strikes) and shortening cooldown of a random recharging utility skill by .3 seconds for each enemy hit. Focused Assault ends if you use another skill or dodge. You may move while channeling this skill.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
(edited by PopeUrban.2578)
Block on initiative can be possible, just got to limit it in some way, semi high initiative cost is one (5+ Is going to be expensive if you plan on block most attacks), other could be high cast or animation time. Most block skills a " block one attack and do X" for example;
Shadowy Riposte channel to block one attack for 1 to 2 sec, if an attack is blocked this way, teleport behind your attacker preform a 3/4 to 1s attack based on your main hand. 5 initiative.
Wouldn’t be the most spammable thing compared to anything else the thief could do.
And for those saying main hand pistol or dagger with a sword looks weird, I say
I reject your immersion and substitute my own,
While I’m certainly not closed-minded to getting new weapon options, despite what WoW has led people to believe, using two swords at the same time is not very thematically appropriate for a thief class. Actually, dual-wielding period is not very ‘thiefy’.
I really wish I could play a viable single-dagger or single-sword thief, personally.
Unlikely they would ever dump an entire system to make 1 1h weapon cover up 5 slots. WAAY more effort needed but also why fix what ain’t broke?
break. I feel like they should be back by now..”
3. Critical Blades = Hunker down and charge your enemy dealing X damage and applying 5 stacks of Vulnerability. When charging you have 35% chance to avoid Ranged attacks.
4. Augary of Death = Shadowstep to targetted enemy dealing X damage. If target is moving, they are crippled. If target is stationary they are immobilized.
5. Shadow Strike = Block for 3 seconds. If you block an attack, you enter stealth and shadowstep to target gaining fury (3 sec?) and impaling them for X damage and inflicting weakness. If no attack is blocked, you recover 3 initiative.
My thoughts.
S/S : Rush Of Resilience. 7 initiative
Dash towards your foe with tremendous speed reflecting projectiles and dealing massive damage to crippled foes along the way. With 4k attack it would have an attack damage of around 4k. It can hit as many foes as it hits along the way.
D/S : Strategic Blows. 5 initiative.
Weaken your foe with a strike to the arm and slice your foe with a blow to the knees causing a 1 second knockdown. Transfers 3 conditions to your opponent. Attack does not have and block or evade attached.
P/S: Point Blank. 6 initiative. Stab your foe in the back stunning them. Shoot bullets into
The edge of your sword causing sparks that inflict burning.
Sword 4: Sword Juggle. 6 initiative.
Throw your sword and shadowstep to your foe To retrieve it.
If you retrieve the blade it chains into “Furyous Return.” Gaining fury and the initiative you just spent from sword juggle and causing your next juggle to deal double damage. Double damage buff lasts 5 seconds and if activated again can stack if the attack is successful yet again. Durations are refreshed is successful.
Sword 5: Execution: All initiative remaining.
Deals increased damage the more initiative you have. Super obvious cast.
My point with most if these changes is to make thief with offhanda high risk reward play that in the right situations is capable of insane dps.
Yaks Bend
LocknDog- level 80 thief
Skills i’d love to see:
Sword/ Sword
3) Dance of Death
You leap forward with a spinning animation of your swords, dealing multiple hits to all your enemies that were in your way. You also reflect damage of projectiles while using it and dodge melee hits.
Deals not high damage, but has very low Initiative Cost (becomes just costy when you spam it) together with a similar Mechanic like the Warriors Whirlwind Attack, allowing it the Thief to make some quick direction changes like for example a Z-style of move with it.
4) Fatal Blades
You perform a strong dual strike with your swords, that will be guaranteed critical hits.
Each hit will cause Torment to your target ,that will be of higher stacks, so more health the foe has. Example: Health >75% = 2x 3 Stacks, Health >50% =2×2 Stacks, >25% = 2×1 Stack
5) Shadow Ripper/ Shadowflare
Perform a Shadow Step backwards after hitting the foe and going with that hit into Stealth. The Skill changes then into Shadowflare, letting you Shadowstep back to the foe you hitted and you ram both of your swords into your foe, causing the foe to burn.
An unblockable attack, which also can be used as a stun breaker.
—-
Dagger/ Sword
3) Deadly Riposte
You block the next incoming Hit and shadow step into the back of your target.
Pistol/ Sword
3) Smoke Cloud/ Venomous Blade
You create a big Smoke Cloud, that stealths you and your nearby allies as also blinding foes that stand inside it. Changes under Stealth to Venomous Blade, by attacking a target with Venomous Blade, you will hit it and cause a randomous Venom Effect, except of Basilisk Venom to happen.
(edited by Orpheal.8263)
Dual skills:
S/S: Flying tiger/mantis strike : Leap towards the target stabbing your sword inside your target (7 stacks vurnability for 3 seconds. (2 iniative) 2nd: jump over your target and evade (2/4) slicing him with your offhand sword causing cripple and pulling out your mean sword dealing x amount of damage.
P/S Bulls strike: Strike your foe with your sword and shoot gunpowder in his find causing confusion and knocking yourself back. dealing x amount of damage. (6iniative)
D/S : Lotus dance: Slash the foe with the hilt of the sword. Stunning him for X 1/2 sec. Stab him couple of times dealing x damage. inflicting bleeding. ( 4 iniative)
4 and 5 skills:
4 Blinding flashes: Flash around blinding power around you (blast finisher) Blinding the enemy and granting you stealth (2 secs). 3 iniative
5. Heavy Blow: Dodge and leap. Dealing X amound of damage in AoE inflicting torment(2 stacks for 2,5 secs?) (3 iniative)
I could legitimately see the dual skill for swords being the first ever skill to GIVE endurance back. Like, it does some cool evading ability and recharges 25% endurance or soemthing
I could legitimately see the dual skill for swords being the first ever skill to GIVE endurance back. Like, it does some cool evading ability and recharges 25% endurance or soemthing
S/D dodging meta evolved into S/S dodging meta!
<3
But honestly, anything for dual swords. It sounds awesome ^^