Sniper Rifle (Rifle) for thieves. (detailed post.)

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

“1” Rifle Shot. (0 Initiative.)
1200 Range (this is basicly a regular rifle shot.)
Instant Cast Time
Does Damage
Applies x2 Stacks of Vulnerability. (8 Seconds.)

“1” Assassin’s Blast (If stealthed.)
450-1950 Range (Cannot be Fired in Melee Range.)
Does Massive Damage, must be standing still to fire.
3 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x8 Stacks of Vulnerability. (8 Seconds.)


“2” Weakening Shot. (3 Initiative.)
450-1950 Range (Cannot be Fired in Melee Range.)
Does Damage, Must be standing still to fire.
1 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x4 Stacks of Vulnerability. (8 Seconds.)


“3” Sniper Shot. (4 Initiative.)
450-1950 Range (Cannot be Fired in Melee Range.)
2 Second Cast time, if enemy goes into melee range, you are interrupted.
Does Massive Damage, must be standing still to fire.
Applies Weakness (8 Seconds.)


“4” Quick Getaway (5 Initative.)
300 Range
Instant Cast
Does little damage
Gain Swiftness (33% Movement Speed for 20 seconds.)
(You pull out a dagger and stab the target as an animation, if you do not damage the target you do not gain swiftness.)


“5” Mark a Target (6 Initative.)
450-1950 Range (Cannot be Fired in Melee Range.)
Instant Cast, can be used while moving.
Applies x10 Stacks of Vulnerability. (8 Seconds.)
Your next attack does 150% damage. (8 Second boon.)
This attack does not do damage.

This goes very well with traps, especially because they give vulnerability, however the bad thing about it is.

Pros:
- High Vulnerability.
- Massive Damage.

Cons:
- No AOE.
- Cannot be used in melee range.
- long cast times.
- Aegis (because you only fire one shot per blast.)

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(edited by Daecollo.9578)

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Posted by: Mojo.1930

Mojo.1930

I would love a rifle for thieves.
But the whole system is for thieves to dual wield.

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Posted by: Daecollo.9578

Daecollo.9578

The problem is, you have to make it balanced.

The way I did it was they are completely useless if you run up to them, but from a distance they are COMPLETELY dangerous.

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Posted by: DrakeWurrum.6049

DrakeWurrum.6049

Uhhh…. so the entire thing is applying vulnerability and doing burst damage?

That seems a little one-dimensional! You think a sniper would be capable of crippling or immobilizing foes from a distance.
Also, Quick Getaway seems out of place. No other skills cause us to pull out some other random tool and hit them. It should be more like a rifle-butt animation.

I hope you haven’t forgotten my role in this little story. I’m the leading man.
You know what they say about the leading man? He never dies.

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Posted by: Dronin.3957

Dronin.3957

2500 range? are you kidding?

I play a theif, i have also made the post requesting a 1200 range… the most range a weapon should have is 1400… that is the point… sorry but no… change the ranges to 1200 and maybe 1400 on some skills then ill give it a re read

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Posted by: Daecollo.9578

Daecollo.9578

300-2500 Range, meaning YOU CANNOT do damage in melee.

If you want cripple, use traps… this would be AMAZING for traps, especially with the trait that applies 5 stacks of vulnerability when you apply traps.

Its one-dimensional because otherwise it would be overpowered, you have to understand how to balance it.

If a warrior gets up close to you, you can literally do nothing except run or switch weapons.

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Posted by: Daecollo.9578

Daecollo.9578

Want to cripple/immobilize, use poisons and traps, thats what they are for, adding it to the base attacks would make it overpowered, you can’t have the best of both worlds.

If another melee thief decides to attack you, you cannot do anything but run away since you don’t do any melee damage.

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Posted by: bwillb.2165

bwillb.2165

Balanced doesn’t mean one-trick pony. This sounds like a really dull weapon skillset and no one would use it.

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Posted by: DrakeWurrum.6049

DrakeWurrum.6049

300-2500 Range, meaning YOU CANNOT do damage in melee.

Keep in mind this would be the only weapon in the whole game that goes that far.

The max range possible is with a Ranger’s traited Longbow, at 1500.

I hope you haven’t forgotten my role in this little story. I’m the leading man.
You know what they say about the leading man? He never dies.

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Posted by: DrakeWurrum.6049

DrakeWurrum.6049

If another melee thief decides to attack you, you cannot do anything but run away since you don’t do any melee damage.

You can swap to a weapon that’s actually useful.

One-trick ponies do not make for good weapon design.

I hope you haven’t forgotten my role in this little story. I’m the leading man.
You know what they say about the leading man? He never dies.

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Posted by: Dronin.3957

Dronin.3957

Daecollo if you get attacked in melee you switch weps….

2500 range would allow theifs to attack constantly from range in WvW and events outside the range of mob attacks or player attacks… sorry…

knock it down to 1400 and it would still be fine

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Posted by: Daecollo.9578

Daecollo.9578

Depends on how you use it, you could be a trap sniper that sets up the area with traps so your hard to find.

Or you could apply poisons to your rifle so your shots do massive damage, since its slow attacks, your poisons/venom ticks longer.

The Spec would be great in WvWvW/PvE for taking out people with low health or downing people.

One-Trick pony does not mean one-dimensional, you also have to look at our traits and realize how well in syncs up with them.

The problem with switching weapons is, would your secondary weapon be a short bow so you can get away, since you obviously specced for it, you probably would not have that much defense or HP to survive a melee encounter.

The problem with the sniper, is you pretty much have to spec for
Power/Precision <— Otherwise it would not be worth using it at all, you would only have 10k HP using it, so when another thief comes by and back stabs you, your probably dead if you don’t run away… switching weapons would be a death sentence if your fighting a warrior or thief.

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(edited by Daecollo.9578)

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Posted by: metaphorm.6904

metaphorm.6904

i like where you’re coming from with this idea, but i don’t like your particular suggested skills.

the best idea in your post is the 300 minimum range deadzone though. that seems like a really interesting, flavorful, and fun balance mechanism for a long range weapon for the Thief.

I don’t generally like to speculatively suggest skills but this idea is interesting enough that i’ll suggest a couple of details for the idea that would, in my opinion, be good ways to implement this.

All Rifle Skills range 300-1500, automatically interrupted (with loss of initiative) if the targeted enemy is below 300 range when the cast bar finishes filling up. That would make the Sniper Rifle way too risky to use even at medium range.

The Stealth Skill is the real opportunity for the one-shot kill thing that you associate with Sniper Rifles. however… thats really unfun to play against in a game like this and even though its what we traditionally expect from a Sniper Rifle I don’t think we should have big burst damage from super long range. Just unfun.

I’d still like to see a very effective long range Stealth shot though. instead of huge burst damage (which would inevitably lead to 1-shot kill crits) it might be a good idea to implement this as a really harsh debuff, like 5 stacks of bleeding, and a 4 second daze and cripple, so getting Sniper Shotted would really put you in alot of trouble (particularly if another enemy was nearby, he would just eat you before the daze wore off) but wouldn’t be so unfun as just instant death with no risk to the Sniper.

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Posted by: Daecollo.9578

Daecollo.9578

The problem with it, is you probably HAVE to spec for all damage to make it work, and that means.

10k Health, YOU ARE A GLASS CANNON, if someone gets up in your face your DEAD, you have to be smart and keep away from people, thats why a 1200 range DOES not work for thief like it does for warrior, they have armor and high criticals and critical damage and vulnerability just from traits.

You use initative before you fire, so if someone comes in melee range, you just wasted your initative on an attack, another thief with blink will ruin your day.

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Posted by: DrakeWurrum.6049

DrakeWurrum.6049

Other weapons avoid being one-dimensional within their kit specifically, without having to fall back on traits/utility skills to fix that problem.

The main issue I have with this kit is that, if you think people are crying about super-burst glass cannon dagger thieves now, who have to get into melee range to pull off that kind of burst, how much crying would people do about the sniper rifle?

In that case, they’d have every reason to complain, as it’s ridiculously OP to be able to quickly burst down somebody from a safe distance without any real threat to your person, let alone with the possibility that you’re so far away they don’t even notice you.

I hope you haven’t forgotten my role in this little story. I’m the leading man.
You know what they say about the leading man? He never dies.

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Posted by: Daecollo.9578

Daecollo.9578

Thats kind of the point, but I get it.

My point is, I was trying to make something unique and fun, if your going to make it just like a rifle, you might as well just go warrior, because they will have more survivability and more critical chance.

Perhaps lowering the range to 2000, and making the penalty for melee 500.

I mean, you have to stand still while using the weapon, the idea was to be a mobile ballista.

Also, you have to deal with retaliation, anyone good would just run up to you with reflects up and hit you with your own damage.

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Posted by: Daecollo.9578

Daecollo.9578

You could also have the attacks take away endurance, and do less damage the less endurance you have. (this would be balanced, because if someone found you and ran up to you, it would be harder to get away from them.)

The main things you have to fight with are retaliation and aegis… but a sniper type character would make WvWvW a bit more fun, because you become a threat as soon as your firing from a safe distance at targets.

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Posted by: Garenthal.1480

Garenthal.1480

It’s a nice idea. We’re definitely in need of something that gives us reliable rather than situation 1200 range, after all. It also fits in very well with the whole ‘dirty fighter’ theme we have going for the profession. Plus there’s snipers in the game already in Caudecus’ Manor!

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Posted by: Skorpio.3571

Skorpio.3571

In my opinion, this would be a good kit for Engineers since they already use rifle and ranged kiting is their MO.

I think thieves are best kept at medium to short range.

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Posted by: Daecollo.9578

Daecollo.9578

Then you might as well just be a warrior if you want a short ranged rifle, and engineers arn’t sneaky at all, they’re TOOL kit is all about turrets and blowing things up, Sniper Rifle FITs perfectly with thief.

Engineer – Shot Gun Rifle.
Warrior – Soldier with a Gun.
Thief – Sniper.

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Posted by: bwillb.2165

bwillb.2165

How about this:

1 – Rifle Shot – does medium damage, causes vulnerability if hit from the back or side., 20% projectile combo finisher, 1200 range

1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

2 – Weakening Shot – does medium damage. Places a 2 second mark that causes target weakness and vulnerability on their next attack. 1200 range. 3 initiative

3 – Exploding Shot – Does low damage and places an explosive trap at target’s location. Trap explodes after 3 seconds with a small blast radius which does high damage and 3xbleeds. Blast combo finisher. 800 range. 4 initiative

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 5 initiative.

5. Mark Target – No damage. Causes 10x vulnerability on target, and your next attack within 3 seconds will crit if you have at least 6 initiative. 1400 range. 6 initiative.

(edited by bwillb.2165)

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Posted by: Daecollo.9578

Daecollo.9578

How about this:

1 – Rifle Shot – does medium damage, causes vulnerability if hit from the back or side., 20% projectile combo finisher, 1200 range

1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

2 – Weakening Shot – does medium damage. Places a 2 second mark that causes target weakness and vulnerability on their next attack. 1200 range. 3 initiative

3 – Exploding Shot – Does low damage and places an explosive trap at target’s location. Trap explodes after 3 seconds with a small blast radius which does high damage and 3xbleeds. Blast combo finisher. 800 range. 4 initiative

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 5 initiative.

5. Mark Target – No damage. Causes 10x vulnerability on target, and your next attack within 3 seconds will crit if you have at least 6 initiative. 1400 range. 6 initiative.

So basicly engineer with stealth, that does not sound thiefish at all.

Your placing explosives on the ground like an engineer does? (why does a thief have explosives?)

Warrior Rifle skills are 10 times better, there AUTOattack does the same thin as 1/2 and they ALWAYS critical pretty much everything anyways, so they pretty much have “5” up all the time, it even has a strong melee attack that knocks melee back far.

You might as well just be a warrior or engineer.

Sorry, I play a high level warrior as well and with that build its not unique, I would rather just go warrior and have high built in critical chance and high rifle damage along with good survivability.

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(edited by Daecollo.9578)

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Posted by: bwillb.2165

bwillb.2165

How about this:

1 – Rifle Shot – does medium damage, causes vulnerability if hit from the back or side., 20% projectile combo finisher, 1200 range

1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

2 – Weakening Shot – does medium damage. Places a 2 second mark that causes target weakness and vulnerability on their next attack. 1200 range. 3 initiative

3 – Exploding Shot – Does low damage and places an explosive trap at target’s location. Trap explodes after 3 seconds with a small blast radius which does high damage and 3xbleeds. Blast combo finisher. 800 range. 4 initiative

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 5 initiative.

5. Mark Target – No damage. Causes 10x vulnerability on target, and your next attack within 3 seconds will crit if you have at least 6 initiative. 1400 range. 6 initiative.

So basicly engineer with stealth, that does not sound thiefish at all.

Your placing explosives on the ground like an engineer does? (why does a thief have explosives?)

Warrior Rifle skills are 10 times better, there AUTOattack does the same thin as 1/2 and they ALWAYS critical pretty much everything anyways, so they pretty much have “5” up all the time, it even has a strong melee attack that knocks melee back far.

You might as well just be a warrior or engineer.

Not really. I’ve combined some aspects of pistols with some aspects of the shortbow, and added a focus on flanking. The explosive is because I see this weaponset as a sort of guerrilla fighter, attacking from a hidden position and using whatever they have available to take out the enemy. That would include stuffing a bundle with explosive powder and giving it a fuse.

(edited by bwillb.2165)

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Posted by: Daecollo.9578

Daecollo.9578

How about this:

1 – Rifle Shot – does medium damage, causes vulnerability if hit from the back or side., 20% projectile combo finisher, 1200 range

1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

2 – Weakening Shot – does medium damage. Places a 2 second mark that causes target weakness and vulnerability on their next attack. 1200 range. 3 initiative

3 – Exploding Shot – Does low damage and places an explosive trap at target’s location. Trap explodes after 3 seconds with a small blast radius which does high damage and 3xbleeds. Blast combo finisher. 800 range. 4 initiative

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 5 initiative.

5. Mark Target – No damage. Causes 10x vulnerability on target, and your next attack within 3 seconds will crit if you have at least 6 initiative. 1400 range. 6 initiative.

So basicly engineer with stealth, that does not sound thiefish at all.

Your placing explosives on the ground like an engineer does? (why does a thief have explosives?)

Warrior Rifle skills are 10 times better, there AUTOattack does the same thin as 1/2 and they ALWAYS critical pretty much everything anyways, so they pretty much have “5” up all the time, it even has a strong melee attack that knocks melee back far.

You might as well just be a warrior or engineer.

Not really. I’ve combined some aspects of pistols with some aspects of the shortbow, and added a focus on flanking.

With “4” I could remain in stealth forever if I keep using it… due to traits.

So basicly you just press “4” and “1”… and get 3 initative CRITTING attacks and kite someone forever? AND 100% Perma Stealth?

How is this balanced?

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(edited by Daecollo.9578)

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Posted by: jalikar.1385

jalikar.1385

I would love to play a sniper rifle thief. But with all of our existing movement bonuses, it would be imbalanced — very easy to maintain range. The only way you could make this work would be to remove the initiative system for the rifle.

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Posted by: bwillb.2165

bwillb.2165

How about this:

1 – Rifle Shot – does medium damage, causes vulnerability if hit from the back or side., 20% projectile combo finisher, 1200 range

1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

2 – Weakening Shot – does medium damage. Places a 2 second mark that causes target weakness and vulnerability on their next attack. 1200 range. 3 initiative

3 – Exploding Shot – Does low damage and places an explosive trap at target’s location. Trap explodes after 3 seconds with a small blast radius which does high damage and 3xbleeds. Blast combo finisher. 800 range. 4 initiative

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 5 initiative.

5. Mark Target – No damage. Causes 10x vulnerability on target, and your next attack within 3 seconds will crit if you have at least 6 initiative. 1400 range. 6 initiative.

So basicly engineer with stealth, that does not sound thiefish at all.

Your placing explosives on the ground like an engineer does? (why does a thief have explosives?)

Warrior Rifle skills are 10 times better, there AUTOattack does the same thin as 1/2 and they ALWAYS critical pretty much everything anyways, so they pretty much have “5” up all the time, it even has a strong melee attack that knocks melee back far.

You might as well just be a warrior or engineer.

Not really. I’ve combined some aspects of pistols with some aspects of the shortbow, and added a focus on flanking.

Yeah, but if your too much all around then your useless at something else, HOW DO You kill something with that build?

It seems all situation, it would be a REALLY nice weapon to switch to if I need to get away.

So basicly your build is good for D/D and getting away? How is that fun?

With “4” I could remain in stealth forever if I keep using it.

It’s meant as a hidden sniper, a guerrilla fighter that takes enemies by surprise. In a PvP situation, imagine them as the type of class that would hide above a capture point ready to strike at anything that tries to steal it.

How is your idea fun? It’s just spamming vulnerability until they get in melee range and then being useless.

And no you wouldn’t have permanent stealth, because it would give the same “revealed” debuff that cloak and dagger gives.

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Posted by: Nefarious.2014

Nefarious.2014

Good discussion, excellent ideas, implementation plz

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Posted by: Daecollo.9578

Daecollo.9578

@bwillb.2165
Your idea is nice, but sorry that is way overpowered, due to traits I could press “4” and get 2 initative back/regeneration/100% critical chance and 5 seconds of STEALTH

With 30% BOON duration (Vitality Tree.), I could make that 7 seconds of stealth, that means every 7 seconds I lose 3 initative, THIS MEANS permament stealth.

Since “1” is free, I can constantly use “4” to go into stealth just to use 1, which means I can be up forever and stealthed forever.

AKA: Not Balanced, overpowered.


1 Stealth – Hidden Sniper – does slightly higher damage and bleeds, causes cripple if hit from the back or side, projectile combo finisher, 1400 range

4. Quick Getaway – Very low damage. Evade backwards and gain stealth, leaving behind a smoke cloud that has a 20% chance to block projectiles for 5 seconds. Combo-field smoke. Melee range. 3 initiative.
100% Critical Chance on Next attack.
Gives the Caster 5 seconds of regeneration. (1700 Heal.)
(With traits.)
____

Oh look, I can spam 1, keep someone perma crippled and bled, and spam 4 to be inside stealth forever whilst healing myself forever!

Nice idea on paper, but you did not look at current traits.

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(edited by Daecollo.9578)

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Posted by: bwillb.2165

bwillb.2165

You do realize that attacking breaks stealth and gives you the revealed debuff, right? Nothing in the weaponset or traits will change that. If it ends up being overpowered, increase the initiative cost of 4 a bit to bring it in line with Cloak and Dagger. No big deal. No idea is perfectly balanced right in the conception phase, it requires testing to see how it works.

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Posted by: Daecollo.9578

Daecollo.9578

With food/Mellandu Rune Bonus I can get -65% Condition Duration, it applies to the stealth debuff.

Cloak And Dagger ONLY stealths you if you hit the target if your attacking nothing it does not stealth you, therefore you cannot get perma stealth with it.

And even without it.. Oh YOU HAVE A 3 second window to kill me before I can get away!

How is that even fair?

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Posted by: bwillb.2165

bwillb.2165

Ah, yes, I intended it to only stealth if you hit but didn’t specifically state that. It won’t do anything if you miss except waste initiative.

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Posted by: Daecollo.9578

Daecollo.9578

Ah, yes, I intended it to only stealth if you hit but didn’t specifically state that. It won’t do anything if you miss except waste initiative.

um.. you might as well just play D/D, its basicly the same thing as D/D except range, which makes it stupid, because you basicly do the same thing you do as D/D, except you can do it from range and don’t have to worry about not being in melee range to hit.

um.. you might as well just play D/D, its basicly the same thing as D/D except range, which makes it stupid, because you basicly do the same thing you do as D/D, except you can do it from range and don’t have to worry about not being in melee range to hit.The developers won’t implement it if its almost the exact same thing as another spec.

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Posted by: Chronologist.9782

Chronologist.9782

“1” Rifle Shot. (0 Initiative.)
1200 Range (this is basicly a regular rifle shot.)
Instant Cast Time
Does Damage
Applies x1 Stacks of Vulnerability. (8 Seconds.)

“1” Assassin’s Blast (If stealthed.)
300-2500 Range (Cannot be Fired in Melee Range.)
Does Massive Damage.
3 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x8 Stacks of Vulnerability. (8 Seconds.)


“2” Weakening Shot. (3 Initiative.)
300-2500 Range (Cannot be Fired in Melee Range.)
Does Damage.
1 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x4 Stacks of Vulnerability. (8 Seconds.)


“3” Sniper Shot. (4 Initiative.)
300-2500 Range (Cannot be Fired in Melee Range.)
2 Second Cast time, if enemy goes into melee range, you are interrupted.
Does Massive Damage.


“4” Quick Getaway (5 Initative.)
300 Range
Instant Cast
Does little damage
Gain Swiftness (33% Movement Speed for 20 seconds.)
(You pull out a dagger and stab the target as an animation, if you do not damage the target you do not gain swiftness.)


“5” Mark a Target (6 Initative.)
300-2500 Range (Cannot be Fired in Melee Range.)
Instant Cast.
Applies x10 Stacks of Vulnerability. (8 Seconds.)
Your next attack does 150% damage. (8 Second boon.)
This attack does not do damage.

This goes very well with traps, especially because they give vulnerability, however the bad thing about it is.

Pros:
- High Vulnerability.
- Massive Damage.

Cons:
- No AOE.
- Cannot be used in melee range.
- long cast times.
- Aegis (because you only fire one shot per blast.)

2500 range
Does Massive Damage

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Posted by: Daecollo.9578

Daecollo.9578

I love jacki chan, lemme fix it up a bit…
450-1950 range, this is a work in progress, and several attacks have been made to not beable able to move.

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(edited by Daecollo.9578)

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: bwillb.2165

bwillb.2165

It’s not the same thing at all. The stealth skill only does slightly higher damage than autoattack, not the massive damage that backstab does. It’s a debuffing tactic, not a kill move. This isn’t really a big damage set at all but a control/debuff/distraction set. The biggest damage would come from Explosive Shot, but that would be fairly easy to avoid.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

Whats stopping another thief from killing you, I could just roll for the blast, anyone with a brain can just roll for it, that is NOT a good way to deal damage.

The Vulnerability applies utility that some classes can do but others cannot, it offsets the damage lost.

Also, “LINE OF SIGHT”.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

When your marketed, you automaticly have a target on your character and a red beam comes from the sniper as an animation, so you know your being targeted by one.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: bwillb.2165

bwillb.2165

Whats stopping another thief from killing you, I could just roll for the blast, anyone with a brain can just roll for it, that is NOT a good way to deal damage.

The Vulnerability applies utility that some classes can do but others cannot, it offsets the damage lost.

Also, “LINE OF SIGHT”.

Of course you can. I even said myself that it would be easy to avoid. The point of it is to force the enemy to move, or take huge damage if they don’t. It’s support and control. You know, those things that you’re supposed to be able to do in addition to damage? Those things that help your team do more or take less damage? Yeah, those. The thief already has good damage and condition damage sets, so why not something a bit more supportive? A good sniper is 1000x better with a good team on the ground.

What about “LINE OF SIGHT”? Was that just some Tourette outburst?

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

Pardon that, I started drinking. lol.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Vexus.5423

Vexus.5423

Some fixes:

“1” Exploding Rifle Shot. (0 Initiative.)
1500 Range (this is basicly a regular rifle shot, which explodes hitting all targets around the same AOE range as Shortbow’s Cluster Bomb.)
Instant Cast Time
Does Damage with Blast Combo Finisher
Applies x5 Stacks of Vulnerability. (10 Seconds.)

“1” Assassin’s Blast (If stealthed.)
450-1950 Range (Cannot be Fired in Melee Range.)
Instantly downs the target, must be standing still to fire.
3 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x10 Stacks of Vulnerability to the downed target. (8 Seconds.)

“2” Weakening Shot. (3 Initiative.)
450-1950 Range (Cannot be Fired in Melee Range.)
Does Damage, cripples the target, and applies 1 stack of bleed. Must be standing still to fire.
1 Second Cast time, if enemy goes into melee range, you are interrupted.
Applies x10 Stacks of Vulnerability. (12 Seconds.)

“3” Sniper Shot. (4 Initiative.)
450-2500 Range (Cannot be Fired in Melee Range.)
2 Second Cast time, if enemy goes into melee range, you are interrupted.
AOE killshot, kills every player at impact, must be standing still to fire. One shots Trebuchets. 10 shots kill a wall.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Vexus.5423

Vexus.5423

“4” Quick Getaway (5 Initative.)
300 Range
Instant Cast
Does little damage, applies 10 stacks of bleed and cripples for 10 seconds.
Gain Swiftness (33% Movement Speed for 60 seconds.)
(You pull out a dagger and stab the target as an animation, if you do not damage the target you only gain 30 seconds of swiftness.)

“5” Mark a Target (6 Initative.)
450-1950 Range (Cannot be Fired in Melee Range.)
Instant Cast, can be used while moving. Applies a vertical beam on the target that the target can see to know he’s about to die.
Applies x10 Stacks of Vulnerability. (15 Seconds.)
Your next attack does 250% damage. (15 Second boon.)
This attack does not do damage unless you mark a Wall, in which case the entire Keep/Tower/Castle’s defenses implode in a rain of fire. Your character’s profile will pop up on everyone’s screen showing everyone who is the kitten who just imploded the tower. Forum trolls gather at your feet and bow down to you with shiny grins. Elitist jerks praise you for coming up with the most overpowered weapon suggestions to date. You gain 100% critical chance for the next 10 attacks. Any critical hit after the effect adds one more attack. Removes enemy zerg phasing in/out. Increases range to infinite. Your next jump kills a random enemy player who is doing PvE in another world not in your server group. Any magic find you have is increased by 10% per second, up to 1000% magic find. All drops are exotic drops after using this ability. An ‘iwin’ button pops up at the bottom right of your screen. Clicking it wins the game, gain 1 mystic coin. Makes Heartseeker cost zero initiative. Turns Death Blossom into an Elite skill which is an infinite duration Dagger Storm but uses the Rifle Stealth Assassin’s Blast as projectiles which gains Fire Combo Field because you’re spinning so fast, upside down, and instantly shadowsteps you to any target alive within 2500 range instant killing them and causing their entire group to die instantly regardless of where they are in the game. Causes 100% durability loss to all players killed. Steals gold from all players killed, sent to your mailbox. Gold in mailbox automatically gets read/collected and added to your character screen. Killing Asura with this skill yields Gems instead of gold. All human NPCs wear no clothes and are seen in their birthday suits. Players who /bow while targeting you are saved from death for 2 seconds, interrupted upon death. Fire bellows from your mouth as you grow dragon wings and fly around the game. Removes all zone loading and all zone loading becomes seemless. Your computer turns into a Core-i7, GTX 690 powerhouse with a 50" LED screen. Upon creating a Panda in WoW’s next expansion, players are met with your likeness in game in the starter zone and are instantly killed. Steal all their WoW gold. Hot maids will bring you martini glasses filled with the frozen tears of gamers for you to feast on. Instantly become the MMA world champion. Tito Ortiz instantly appears at your doorstep and asks for lessons. Chuck Norris’s chin winks at you. Have intercourse in space with your favorite model, instantly. Your name is drawn on the moon in bright red and glow-paint so your name is shown to the world 24/7. Times Square becomes renamed to <Your Name> Square. Your secret admirer reveals themselves, instantly. Your bones turn to Adamantite Steel, you gain regeneration and everlasting life, you have Magneto’s power, and gain Jean Grey’s power, but stable. Can turn into a phoenix at any time. Mr. Manhattan appears before you and asks to be trained in your ways. You kill the Hulk, instantly. Batman does not return. The Joker does not laugh. FBI documents are released showing you stopped the alien invasion before it got off the ground. You survive the swirling vortex in the mayan temple and gain all knowledge of the universe. You stare at the ghosts coming out of the lost ark and they die, not you. Gain one free game of pool with God. Presidential votes are determined by you alone. Three thousand engineers work for 5 years to build you to fastest, most awesome car ever built. Gain a time machine to speed ahead 5 years. Get your car instantly. Gain 6 initiative.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: bwillb.2165

bwillb.2165

Sounds a little underpowered, Vexus.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

Whatever he said, I like it.
Except after that I drive back to the WvWvW in a Limousine and instantly win GW2 and Life itself.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Humorless.1573

Humorless.1573

Just let us use Torch/Sword offhand and fix the current specs, IMO. Rifle/Longbow are meh. We fire too slow; it wouldn’t come close to shortbow in mobility/AOE/con dmg, P/P is the spec meant for single target, P/D for kiting/con dmg/stealth. We don’t need 1200 range.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

Read the first post, sniper rifle has 450-1950 Range, meaning unlike a normal rifle, you cannot shoot point blank, but you can shoot further, you give up mid range to gain longer range.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Humorless.1573

Humorless.1573

Doesn’t matter, ArenaNet isn’t stupid enough to give someone 1950 range.

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

Some WvWvW artillery has more then 1950 range.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: bwillb.2165

bwillb.2165

Some WvWvW artillery has more then 1950 range.

Yes… artillery. That you have to pay for and use supplies on. That can’t move at all once you place it down. That once it gets destroyed, it’s gone for good until you buy more. That can actually be destroyed before it’s usable. That, of course, can’t be used at all outside of WvW. And that any class has access to.

(edited by bwillb.2165)

Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: Daecollo.9578

Daecollo.9578

You pay for repair costs and armor from your character, no?

Golems can move.

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Sniper Rifle (Rifle) for thieves. (detailed post.)

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Posted by: bwillb.2165

bwillb.2165

You pay for repair costs and armor from your character, no?

Golems can move.

Golems don’t have 1950 range abilities, and they move quite slow. They also cost a gold and 100 supply to deploy, and are immobile and defenseless while building.