The Agent
Controlling the organizations from the shadows and taking out their targets from afar, the Agent isn’t well known amongst the populace of Tyria and that is by design. The agent uses long range planning and weaponry to punish their enemies while providing vital intel and support to their allies on the battle field. The agent is a backline damage dealer/support character. If you feel a trait or skill is to strong then suggest a reasonable recharge time or initiative cost. Please rate and improve!
Class Mechanic: Retreat replaces steal
Retreat-(range 1,000) choose a target and teleport behind your current position by 1000
Weapon (Rifle) (all rifle abilities have 1 second activation time) range 1200
Legshot- single shoot, 1 second cripple, Combo Finisher: Physical Projectile 20%
(stealth attack) Deadshot- hold down for 3 second activation time, 1 second stun, always crits, finishes downed players, drains all initiative) Combo Finisher: Physical Projectile 20%
Bodyshot- 2 second immobilize, 3 second confusion, Combo Finisher: Physical Projectile 20%
Heartshot- 1 second weakness, 6 second bleed, steal a boon, Combo Finisher: Physical Projectile 20%
Multishot- shoot in a circle around you, whirl finisher
Reload- costs 4 initiative, and then can be stationary channeled for up to four seconds: restoring 2 initiation per second, 2 seconds of vigor per seconds, and granting 5 seconds of stealth
Utility – Gadgets
Impact pack-Heal for 3000, next attack also heals for that amount of damage
Smoke grenade- range 900, throw out a grenade that causes Blind (3s), Number of Targets: 5, Pulses: 3, Duration: 4s, Interval: 2s, Radius: 240, Combo Field: Smoke
Shadow matrix- damages, knocks back, and steal a boon from nearby foes
Surprise rockets- next 5 evades send out rockets that hit nearby enemies
Assassin goggles- Break out of stun, gaining vigor and immunity to blindness for 10 seconds
Reinitiate drive(Elite skill)-activate a device that grants max initiative for 5 seconds
Traits (Minor)
• Long-range training- become a sniper that can use a rifle, gadgets, retreat
• Strategic groundwork- Gain pulsing might while under stealth. Each stack of might lasts 15 seconds and the stacks are applied every 3 seconds, this amount of might will peak at 5 stacks.
• Dead eye- gain opening strike whenever you gain stealth, damage increased 1% for every 100 you are away from target (up to 12%)
Traits (Adept)
• Advanced weaponry-Player shots pierces with a rifle or harpoon gun(those skills have reduced recharge) and rifle attacks heal allies on hit(example: if an attack would deal 10,000 damage it also heals any allies in the shots trajectory by 10,000).
• Tactical retreat-When the player retreats, apply your boons at half their current duration to nearby allies at current and target destination
• Shadow unbind-Trigger "shadow matrix” when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch
Traits (Master)
• Tinkerer-Build charge each time player critical hits, At maximum charge level (3), your next gadget skill gives 1 initiative on use and recharges faster.
• Brother’s keeper-Outgoing boon and condition duration increased 1% per current initiative point total.
• Intel advantage-Opening strike attacks heal and grant vigor to allies around player
Traits (Grandmaster)
• Initial Craftiness- when the player initiative is full, stealth gained lasts 1 second longer
• Master Planer- Add one more to any ability or trait that has an effect on next attacks or steals a boon (example, venoms now impact next 4 attacks not just 3)
• Undercover benefactor-when player is in stealth surrounding allies gain whatever stealth trait benefits(not the stealth itself!) currently given to player(examples include: Strategic groundwork, Resilience of Shadows, Hidden Killer, others)
(edited by King Kai.4516)