https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Unload (ΒΌ channel per 1 Initiative.)
Blast your foe repeatedly with both pistols.
Damage (x2) 242 (0.12)?
Combo Finisher: Physical Projectile (20% chance)
Range: 1200
Instead of just draining your initiative, you now hold down this ability and every 2 blasts it drains 1 initative for every 2 shots. It is still channeled though.
(edited by Daecollo.9578)
why do you keep trying to change thief mechanics?
why do you keep trying to change thief mechanics?
Not trying to change anything, it is the same spell it just is charged and functions much better.
that kind of change IS a mechanic change.
that kind of change IS a mechanic change.
A fun one
Oh look, another Daecollo suggestion that will never be implemented.
Oh look, another Daecollo suggestion that will never be implemented.
They used my idea to make Laceration Strike. Maybe if you make a good idea your ideas will be implemented as well?
Oh look, another Daecollo suggestion that will never be implemented.
They used my idea to make Laceration Strike. Maybe if you make a good idea your ideas will be implemented as well?
Do you mean Larcenous strike?
I’ve been playing with dual pistols a lot lately and I think its fine the way it is if you’re specced for it. If anything needs to be changed, its Body Shot. Suggest something for that instead.
I kinda agree with Daecollo for the first time ever.
Unloads need to be changed, not as he proposed, but needs a change.
Right now P/P is only Unload, there is no reason at all to use any other skill just because Unload gives the max damage output available.
They should rework unload giving it some utility in order to not completely make P/P only about draining initiative on unload.
I kinda agree with Daecollo for the first time ever.
Unloads need to be changed, not as he proposed, but needs a change.Right now P/P is only Unload, there is no reason at all to use any other skill just because Unload gives the max damage output available.
They should rework unload giving it some utility in order to not completely make P/P only about draining initiative on unload.
Well, if you made it like a channeled ability that lasts forever, you can use it when ya need it instead of just draining all your int for a small attack that could get interrupted.
Well, if you made it like a channeled ability that lasts forever, you can use it when ya need it instead of just draining all your int for a small attack that could get interrupted.
That’s not the point. Every thief will still drain all of its initiative on Unload anyway on P/P with your suggestion. The point is that nobody wants to have only an option to spend initiative on in a weapon set.
Well, if you made it like a channeled ability that lasts forever, you can use it when ya need it instead of just draining all your int for a small attack that could get interrupted.
That’s not the point. Every thief will still drain all of its initiative on Unload anyway on P/P with your suggestion. The point is that nobody wants to have only an option to spend initiative on in a weapon set.
It is basicly how it was before, except it costs 1 less initative (4 for 8 shots instead of 5 for 8 shots.) and the shots do more damage.
Instead of stopping, you hold the button down and it continually fires until you run out of int.
It is so your not completely dedicated to the attack.
You could literally hold down “Unload” for 5 seconds and waste all your initiative, or only fire 2 very quick shots and waste 1.
Of all stupid P/P ideas I’ve seen, I approve this, it will let P/P thieves still be able to use other utilities while being able to deal decent damage. And also it will make it easier
to prevent retaliation from eating us.
If we waste the current initiative for an unload we wanna use it too.
I think you will run into some mechanics problems. At the moment all the dual skills have some unusual properties, possibly tied into the animations.
For pistol mainhand in general I’d like to see the following:
Pistol 1:
Fires a a rate close to that of ranger shortbow. It’s relatively low damage and single target unless traited. It should apply vulnerability instead of bleed at a duration which yields 8 stacks from autoattacking without duration buffs (P/D users please keep reading before saying no).
Pistol 1 stealth attack:
Increase the bleed duration by 1-2 seconds.
Pistol 2:
Put poison on it at 5 seconds base. This would allow for another damaging condition for P/D users as well as the healing reduction it would grant P/P users in fights against high regen classes like rangers and warriors. For power builds traited at least 15 into DA, this would allow for weakness to also be included on the pistol mainhand. (lotus poison should also be reduced to 15 sec ICD per target so at 25 in DA you have a 33% uptime, but that’s a different topic)
P/P 3:
Reduce number of shots by 2 decreasing channel time accordingly. Increase the remaining shots’ power so that the skill maintains the same overall damage but gets slightly more bursty while being slightly less susceptible to retal.
Why I think the above would be a good idea:
Condition builds would get one additional damaging condition without having to bring spider venom. It would help with the bunkering classes that currently exist in either a power build or a condition build.
Autoattack would work with P/P while constantly applying a cover condition for P/D users. To make up for the loss of the number of bleeds, each bleed would last longer from sneak attack. Since P/P rarely utilizes this attack anyway it seems fine to move the condition damage to the build already using it. Best of all, when you run out of initiative from unload spamming you’re still increasing your (and your team’s) direct damage output.
The problem with holding down the button to keep channeling unload is they become somekind of OP against stealthing thief/mesmer. Remember that channeling is bugged (intentionally or not) that it tracks their target even after they are stealthed.
“Remember that channeling is bugged (intentionally or not) that it tracks their target even after they are stealthed.”
It isn’t bugged. That is a feature. The channeled skill still has to have a valid target and needs to be triggered when the thief is out of stealth. That leaves the channeled skill weaker than an instant skill that deals all the damage immediately without the possibility of an interrupt.
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