<insert useless opinion bullkitten here>
And now I would like to give my thoughts no how the rifle should work for thieves. If thieves end up getting access to a rifle, I propose that the rifle should be slow, initiative-use-heavy weapon whose effectiveness increases with distance. I shall list my rifle skill ideas now. Feel free to call them OP or w/e. I am not in charge of balancing so idgaf. :P
Damage calculated = 2000 power x 1265 weapon strength)/2597 armor x skill coefficient
1close) Spray and Pray
Blast your enemy with a cloud of Bird Shot that makes them vulnerable. Close range only.
Cooldown: 1/2s
Damage: 146 x2 (.15) (292 max)
Range: 400 Cone
2 Vulnerability: 6s
1mid) Pot Shot
Who cares what happens! As long as it hits them, right? Medium range only.
Cooldown: 3/4s
Damage: 390 (.4)
Range: 401-800
50% chance to bounce.
1long) Cover Fire
Support your team from a distance. Long range only.
Cooldown: 3/4s
Damage: 487 (.5)
Range: 801-1200
1stealth) Bullet to the Knee
End their adventuring days with a high caliber bullet to their kneecap.
Damage: 536 (.55)
Range: 1200
Cripple: 8s
2) Drill Shot (4 initiative)
Shoot a piercing round that punches holes through armor and ignores armor ratings a little.
Charge: 1s
Damage: 649 (.4)
Armor Rating -40%.
Range: 1200
3a) Shadow Retreat (3 initiative)
Shadowstep directly away from target (like a kitten). Turns into Shadow Return.
Range: 600
3b) Shadow Return
Return to the spot where you acted like a bit…. I mean Shadowstepped from. Remove 1 Condition. :D
Range: 1200
4) Ghillie Suit (5 initiative)
Go prone and become one with your environment. Initiative regen stops. Movement and skill activation breaks stance and Camouflage.
Initiative Drain: 1 per second
Camouflage: 2s
Camouflage: 1s per initiative spent while in stance.
5a) Snipe (7 initiative)
Kneel down and line up your shot with your target’s vitals. Initiative regen stops. Movement and skill activation breaks stance. Turns into Fire.
Initiative Drain: 1 per second
5b) Fire
Shoot the bullet that may very well end your target’s life. Gains range and strength the more initiative is spent while Snipe is active. Automatically fires when initiative hits 0.
Damage: 974 (1)
Range: 1200
Bonus Damage: 2% per initiative spent
Bonus Range: 200 per initiative spent
Bonus Crit Chance: 1% per initiative spent(5 max)
5 Bleeding: 10s
TRAIT IDEAS MOVED
Relevant picture is relevant.
(edited by Zacchary.6183)