Showing Posts For Happiethyme.8175:
Origin
In life there is always the Shadow of Death. No one understands this precarious balance more than the Necromancer. Journeying through the Heart of Thorns where the threat of Mordremoth lurks in every shadowy corner has awaken the Necromancers’ mastery of the Shadows. Being the master of Death they are, Necromancers have tapped into the very Shadows themselves to speed up the hour of twilight. These new ushers of Death are known as Shadow Weavers.
A new condition called Shadow Torment (stationary torment ticks/if the affected moves, “the hour of twilight” will speed up his/her clock and make them hit like a granny -10-15% physical and condition damage)
The new weapon will be Rifles with skills that range from 600-1200. 600 or less ranged skills will be more power focused, while 601 or more will be condition focused. As with the current power DH hammer auto attack build, the Rifle’s auto attack will be the main source of Shadow Torment condition application. There is a good balance of both power based and condition based attacks to utilize. I will explain in the individual skills.
Rifle Skills
1- Shadow Volley / Shadow Burst
-SV is used at 601-1200 range, shoots 3 quick bullets 1/2s activation / SB is used at 600 or less range and does a single high damage (not ridonkulous high, balanced high. I’ll let the balance team figure that out, they get paid the big bucks…) burst 1/4s activation. This is designed as a ranged condition weapon but can be utilized also as a close range power bursting option. On a side note…been using P/P Thief since I started playing this game and watching the AA on pistols is like watching paint dry, that goes for Engineers’ rifle AA to. Hopefully this way it’ll be like watching paint dry but at least you’re using a spray gun.
2- Shadow’s Embrace
- 1200 range 5sec cd 2sec channel applies blind after the channel is done also applies 3 stacks of burns that lasts 5secs. The animation should be like the Eles’ lightning whip but with black coloration.
3- Shadow Barrage
- 600 10scd instant cast, Step through the shadows and blink to your target 1/4s evade hit the first target with the butt of your rifle 1s stun and fire your rifle in a cone shaped barrage, hits 3 targets 2 times.
4- Shadow’s Lament/Wail
- 1200/600 15scd Silenced shot that creates a shadow pitch that applies 5 stacks of shadow torment at 601-1200 range. At 0-600 range it is higher pitch wailing sound that ruptures eardrums and does 2x damage.
5- Shadow Falls
- 1200 30scd 1s activation and evade ground targeted 8 hits, fall through the shadows and emerge at the targeted area unloading your clip on your target. Since it is a 1200 range blink with a long evade time but it doesn’t have a second blink like the Thieves Shadow Step/Return I gave it a 30scd. Also the blink or “fall through the shadows” part is a free form ground target blink like Shadow Step. For the actual “unloading your clip on your target” part to activate you will have to blink with 300 degree radius of your target, you can blink to the front, sides or back of your target but you have to be within 300 degree radius of your target for the actual attack to happen. Otherwise it is just a blink, which is also handy for disengaging during a fight.
It’s kind of late now and I’m pretty tired. I’ll post the info on the Shadow Shroud another day. Also the utilities and trait tree when I come up with them.
Shadow Shroud
In this particular Shroud form you would be using Life Force as another health bar but also an Energy bar. The new Life Force bar will be called Shadow Force. The energy aspect takes away the cool downs that are associated with Necromancer skills and allows Shadow Weavers in Shadow Shroud to “speed up the Hour of Twilight” and become the very “Ushers of Death” that they are known for. In other words this would allow a Shadow Weaver to activate his/her Shadow Shroud skills without worrying about CDs but at the cost of using up their Shadow Force bar. Oh yeah your rifle morphs into a giant dark shadowy Charzooka type animation that is phasing in and out of the shadows. Your eyes become dark as night as if they were 2 super massive black holes, near the event horizon you can see light being warped and bended.
1- Shadow Blast
- 1200 5 shadow force (sf for short) 1/2s activation (at for short) 3 quick blasts each bullet / shadow force ball is slightly bigger than the previous, every hit applies Shadow Torment (st for short) that lasts 3s. It pierces hitting the first target 3x, second 2x, third 1×. If it hits an ally applies 1/2s of quickness and a little heal per hit. The ally is factored in the order of the hits. For example if the ally is the first to get hit he/she takes the 3 hits and if a foe is hit second it takes the 2 hits etc…
This is designed again to be the boring AA condition applying or buffing attack similar to DHs’ AA hammer haha. I’m thinking about adding a shorter range version to keep with the Shadow Volley / Shadow Burst attacks but Shadow Blast is already a very useful AA.
2- Death’s Embrace
- 1200 15sf 3/4sat fire a ball of shadow force energy that absorbs projectiles if it’s not detonated blinds the target and applies 3 stacks of ST that lasts 2s single target. Detonate the ball consuming the shadow force energy damaging foes while healing allies and applies vigor 240 degree radius around the point of detonation hits 5 targets. If you detonate it on yourself you get regen and 25-30sf.
3- Death’s Barrage
- 300 25-35sf instant 1/2s evade Do a vertical jump yanking at your foes shadows stunning them for 1s, at the height of the jump shoot each target 3 times (3 targets total)
4- Shadow Song
- 600 10sf to activate +7sf for every second it is active absorbs nearby shadows feeding you shadow force and pulses healing in a 240 degree radius near you.
5- Twilight Falls
- 600 30sf to activate ground targeted Leap to the targeted area creating a shadow field that pulses blind and ST.
I know that a Life Force bar is at least 12000 when full and un-traited, so those Shadow Force Energy numbers I threw out are just examples. I’m sure Anet would have to bump those numbers up a bit to balance out the Shadow Force usage.
That’s it for now stay tuned for the Utilities and Trait Tree.
I welcome all opinions and critic.
(edited by Happiethyme.8175)
Here is the Trait Tree
Minors
1-25% movement speed
2-100% endurance regen
3- Reactive Nanos 25-50% chance on critical hit apply stability
Adepts
1- Intelligent Nanos
– Increase critical chance by 7% when hitting foe from the front 13% from the back
2- Bleeding Nanos
– 33% chance on hit or 50% chance on critical hit apply bleed (I’ll let the balance team figure out the stack(s) and duration)
3- Scepter Mastery
– Equipping Scepters increase base initiative by 3
Master
1- Nano Reflexes (passive)
– Being stunned, dazed, etc… activates roll for initiative
2- Durable Nanos (passive)
– Every hit you reduces all (yes condis to) damage by 2% stacks up to 5x
3- Infiltrator Nano Mastery
– self / friendly
– 50% chance on being struck scatter Nanos creating a shadow field (2-3 sec duration, ICD 10-15 secs, might have to play around with this duration and ICD as the shadow field will blind and is another source of stealth…I can hear the crying already)
– foe
– Blink to your target HAHA (same range as steal)
GM
1- Nano Master
– Increase effectiveness of all Nano utility skills by 20% and increase their range to 1200 (could be 1500 but I’ll leave that range for the Rangers, we all want pretty things…) Also applies super speed and regen in a 240 radius at the impact point.
2- Fire Nano Mastery – 20% duration increase
– self / friendly
– Getting hit causes your Nano laced blood to ignite around you poisoning 3 targets and creates a fire field that burns foes standing in it (that’s right we get a fire field, this is in keeping with the condi theme, but also can be useful for power and power / condi hybrid play)
– foe
– Detonate the Nanos on the target causing an explosion that applies 5-15 stacks of vulnerability (again stacks probably needs to be balanced) and 3-5 stacks of burning 3 targets.
3- Electrobe Mastery – 20% CD reduction
– self / friendly
– Stun break and Nanos pulse shocking jolts / spikes (I guess it can be a lightning aura) causing bleed and confusion to the attacker
– foe
– Chain lightning hits 5 times now stunning the first target for 2 secs and blinding the other 4
Well that’s it. These traits were designed In keeping with the theme of GW2 where every class can do everything if specialized correctly. They are designed to synergize with the base trees so Thieves can first of all maintain our reputation as maximum dpsers, while allow us to also be a viable tank, and also do some off healing. It is possible to be a main healer also if other players know how to spec their respective classes for a bit of healing. Examples, if you can’t get a main Druid healer then you can bring a Thief and a Guard, Engi, Ele off healers in. At the most 2 off healers would be enough, maybe 3 if they are also spec for decent dps. It might not be the best or most efficient or most optimal but it probably would be more diverse and fun.
“Inner Eye (Utility skill): —Ct:1 —Cd:25 sec
Blind yourself. Reveal nearby enemies, gain fury, ignore further blind effects, gaining might instead. Blind yourself again on skill end.
[Blind, 10 sec], [revealed, 6 sec], [fury, 6 sec], [Inner Eye, 6 sec], [might,6 sec]
Stealth version: —Ct:1 —Cd:25 sec
Blind yourself. Gain fury ignore further blind effects, gaining might instead. Blind yourself again on skill end. You can now see, target and interact with stealthed targets.
[Blind, 10 sec], [fury, 6 sec], [Inner Eye, 10 sec], [might,6 sec]”
Oh yeah what use is might and fury or being able to target and interact with stealthed targets if you can’t even hit them TWICE?
In response to Asrat.2645, the quotes are taken from his post “Acolyte”. I’m posting it here cause I want to draw attention to my post rather than his LOL.
“The specialization is designed to be viable on both power and condi builds, the condition I focused on is bleeding…The new weapon is a focus, the new skill category is corruption, all added non-weapon skills feature an alternative version when in stealth.”
It looks like you are trying to do everything to… on top of that you want to give Thieves an alternate version of utility skills while in stealth?
“1: Deadly shadow: Remove [revealed] on critical hits (icd:12 sec)
2: One with the night: [Revealed] now decreases the duration of stealth-effects by its remaining duration instead of removing them.
3: Master of hiding: [Revealed] will no longer remove the stealth effect. It will render you visible if within 450 units of an enemy. Stealth augments will not be applied while [Revealed]”
Revealed was implemented so Thieves can’t spam stealth and “weapon stealth” based attacks. You can still chain stealth skills. Which my new heal, the 25% movement speed minor; which will allow you to drop the speed signet and pick up blinding power, SR or the Smoke Screen; the Infiltrator Nano (now that I think of it should be an ELITE utility, since we don’t have an elite that gives stealth) when used together will provide perma stealth instead of stealth spamming. There’s a big difference there…
“3: Lethal opener: Staying in stealth will now grant [Lethality, 1% damage, 1% critical hit chance], all lethality stacks will automatically be removed 3 seconds after leaving stealth. [lethality] application interval: 1s, max stacks: 20”
Not a bad idea but it should be 15 stacks anymore than 15% damage increase would be too much. Just look at the first versions of DHs’ Elite trap… Also you can’t stack more than 15secs of stealth anyways, yes I know you have skills that’ll increase stealth duration but this is an action game after all, if you want to afk in stealth go play wow.
“Grandmaster traits:
1: Dark presence: Apply chill and poison to your targeted foe while in stealth. Range:300, [Chill,0,5 sec], [poison, 2 sec], application interval: 2 sec
2: Bloodline: Whenever you apply [bleeding] to a foe, also apply [bleeding, 4s] to up to three nearby foes. Radius:240, (icd: 2 sec)”
So…like my Fire Nano you want to be a jack of all condis to, chill? Also the aoe bleeding?
“Consume shadow essence (healing skill): —Ct:1/4 —Cd:14 sec
Heal yourself and cleanse conditions. Self inflict yourself with poison afterwards.
Healing: 4400, conditions cleansed:2, [poison,2 stacks, 5 sec]
Stealth version: —Ct:- —Cd:14 sec
Healing:4400, conditions cleansed:3, [poison, 1 stack, 7 sec]
Corrupted teleport (Utility skill): —Ct:- —Cd:30 sec
Bend your body through the very fabric of the world, inflicting yourself with torment, dazing foes at the target location.
Breaks stun, Range:600, [torment, 2 stacks, 4 sec], [Daze, 1/2]
Stealth version: —Ct:- —Cd:10 sec
Breaks stun, Range:600, [torment, 2 stacks, 5 sec]
Call of the dark (Utility skill): —Ct:1/2 —Cd:35 sec
Make yourself vulnerable, taunt your foe. When the taunted foe attacks you, gain stealth.
Breaks stun, [taunt, 2 sec], [vulnerability, 4 stacks, 7 sec], [stealth, 4 sec], Range:350
Stealth version: —Ct:1/2 —Cd:35sec
Breaks stun, [confusion, 5 stacks, 6 sec], [vulnerability, 4 stacks, 7 sec], [stealth, 6 sec], Range:600
Inner Eye (Utility skill): —Ct:1 —Cd:25 sec
Blind yourself. Reveal nearby enemies, gain fury, ignore further blind effects, gaining might instead. Blind yourself again on skill end.
[Blind, 10 sec], [revealed, 6 sec], [fury, 6 sec], [Inner Eye, 6 sec], [might,6 sec]
Stealth version: —Ct:1 —Cd:25 sec
Blind yourself. Gain fury ignore further blind effects, gaining might instead. Blind yourself again on skill end. You can now see, target and interact with stealthed targets.
[Blind, 10 sec], [fury, 6 sec], [Inner Eye, 10 sec], [might,6 sec]
Displace(Utility skill): —Ct:1,1/2 —Cd:45
Interchange positions with a targeted foe or ally, only works on allies if they are in combat.
Daze yourself.
Range:600, [daze,1/2]
Stealth version: —Ct:1,1/2 —Cd:45
Interchange positions with a targeted foe or ally, only works on allies if they are in combat.
Grant stealth to allies you change position with, daze foes you change positions with.
Range:600, [daze, 1 sec], [stealth, 3 sec], [daze,1/2]
Blood circle (Elite skill): —Ct:- —Cd:35 sec
Continuously bleed yourself, create a circle of blood, the effect will be cancelled if you move.
Enemies cannot see the circle. All allies inside the circle will be stealthed. The stealth is not being applied ‘by yourself’
Radius: 240, number of targets:5, [stealth:1 sec], stealth application interval: 1 sec, [bleeding, 5 stacks, 5 seconds], bleeding application interval: 4 sec
Stealth version —Ct:- —Cd:35 sec
Continuously bleed yourself, create a circle of blood, the effect will be cancelled if you move.
Enemies cannot see the circle. All allies inside the circle will be stealthed. The stealth is not being applied ‘by yourself’ You may move as long as the initial stealth would have lasted without canceling the skill effect.
Radius: 240, number of targets:5, [stealth:1 sec], stealth application interval: 1 sec, [bleeding, 5 stacks, 5 seconds], bleeding application interval: 4 sec"
First of all we don’t have a high base health pool like the Necro, yes we can equip for higher HP but that will affect our damage adversely be it condi or power. Looks like all 5 of your utility skills apply some kind of blind, poison, torment, bleed to yourself…If I choose to use 3-all 5 of them I’d probably be dead if an enemy looks my way…All 3 versions of your stealth are aoe or group stealth mechanics, yes I know it is a stealth based specialization but handing out aoe / group stealth like hot cakes does not make this game more “skill” based or action oriented. We already have Blinding Powder, SR, Smoke Screen and shadow/dark fields. The latter 3/4 can be blasted for longer stealth durations.
My 2 added stealth elements are designed to “Infiltrate/sassin” they are designed to work in conjunction with the already established stealth weapons and utility skills that we have. Here’s an example, in WvW you can have another Thief or the same one drop an SR on one side, what do you do when you see the SR ring animation? I don’t think it’s a big secret by now that you’ll automatically run in there and start hacking away… well, while the enemy does that you can pop the Infiltrator Nano and either sneak past them, or attack them from behind there by “infiltrating”.
What kind of skill does D/P #3 take? You just target and press a button? It’s also blinds shadow steps you to the target AND is unblockable. How about Sw/P which has an aoe daze (not sure if it’s an aoe on the daze) then an aoe cleave and an evade frame? How about P/P Unload which hits like a mack truck? Again the skill level is acquire target press a button…I do agree that it is very similar to rev’s sword #3. Also yes there would be an evade frame. We can tone it down to 1 hit per target when hitting multiple targets and 2-3 hits for a single target or forgo the evade frame but applies an aoe blind instead.
As far as the Nanos goes you either apply them, inject them, shoot them, throw some nano dust on yourself, your allies or the enemies. It could be in the form of traps (which would then morph the current set of traps into these new nano infused traps), marks or I would rather prefer it to be either in melee range or keeping with the mid range theme, a ranged dart shot kind of application.
Nano “Marker” will be an elite utility skill similar to shadow trap but without the 10k range and mapping bugs associated with that trap. Come to think of it, the range should be at least 1500-2000. Once the target is marked either by a trap, mark, injection, a sniper dart or ranged shot of some sort (I prefer the latter 2 forms of application) you will be able to shadow step to them just like shadow trap but without the stealth. The buffing particularly the 10-15 stacks of might is in response to the ridonkulous stacks of might n vulnerability the DH has on its’ ELITE trap lol.
Fire Nano is keeping with the theme of nanos being a group buffing set of utility skills. Since this game is about variety of builds this and the Electrobes will provide some variety in builds. “Why should we take a Thief?” Well first of all, we can knock a mother kittener out in less than 1 minute no matter your shape or size. But now, we can do it while carrying our moms on one shoulder.
Infiltrator Nano, yes it’s not an elite but SR isn’t either. We can reduce the duration to maybe 3-5 secs and set the CD at 45-60 secs. Or to appease the clueless that don’t know how to counter a Thief in stealth put it in the ELITE spot and move the Nano Marker, to base utility since it is similar to shadow trap. Oh the Nanos will be like a suit of see through mirrors hence the stealth element.
Also instead of the first minor providing 25% movement speed increase and 100% endurance regen. It can be more vitality or armor and perma health regen, but this would make the Thief too much of a tank type, so I’d prefer the former minors.
The Nano utility skills, the first minor and the Nano heals are where the Nanos are implemented. The weapon skills are design as stated many times another ranged aoe heavy option, but can be used on the pve raiding side as a single target power weapon. Yes I know I’m trying to have my cake and eat it to. But, if you run full zerk power builds you’ll see that your condi ticks do anywhere from 50-150 per tick max no matter the duration or stacks. I play my DH and Rev/Herald without the elite specs’ weapons. The Nano minor trait and utilities is designed to work with any weapon set, ranged or melee, zerk or stealth.
The compound on the chain lightning is again for a pve raiding single target boss. It doesn’t have to compound it can still do a chain bounce effect but it should hit a single target 3 times if there are no other targets around.
The auto stealth skill Death Strike does seem out of place and a bit OP, feel free to come up with something else.
Anyways thanks for your critic, it allowed me to clarify a lot of things on paper and in my head. Can’t wait to pick you apart lol.
“3-5 stacks of poison, vulnerability and bleed on one autoattack intervall. Just look at what pistol does and tell me if you still think its appropiate
stealth: no 1200 range, not on this, not on any weapon skill. If we cant fire a bow on that range, we arent gonna throw a mace on it either. Also there is no reason why we should throw weapons further than ranger does."
It’s called an ELITE specialization. Revs’ mace applies 2 condis I’m pretty sure there are other examples but I don’t know on the top of my head. I put the vulnerability in there for the pve raiding side of things. Also I stated that the weapon can be a pure power, pure condi or power and condi hybrid. At the very least it should apply vulnerability and either poison or bleed. The stacks and duration can be balanced out, it doesn’t have to be 3-5 I was just throwing out some examples.
Last I checked there was only 2 skills that involved stealth none of which were on a weapon. The 2 STEALTH skills are the heal as yet unnamed and the Infiltrator Nano the mobile SR.
As far as throwing 1200 range, look at the Shaolin monks and Japanese Samurais and Ninjas, the Highland Games, the Viking Berserkers, the list goes on and on…If you spend your waking and for some sleeping hours (In the QnA section of Popular Science they stated that if you think and visualize an action while at rest without actually and physically doing said action you will learn and preform the action faster and better when you actually preform the action) throwing a rock, I’m sure you’ll eventually be able to throw it 1200 range.
Anyways, it’s called MULTITAP. So you throw the main hand weapon first then you shoot i.e. TAP that weapon with the 8 bullets (if we wanna be real then I’d go with a what is it 16 in the clip, 1 in the chamber? or even a 25 clip mag, but since it’s a FANTASY GAME I’ll stick with the 8 bullet revolver). Since you’re using the entire clip I was being conservative with the 1200 range it should go 1500+.
…it is kinda hard to take your concept serious if you try to implement nanotechnology into a fantasy game, without explaining what you are doing and why you are doing it.
Engineers? Mesmers using GS as a ranged weapon? Revs with ranged hammers? …IT’S A FANTASY GAME???
Anyways The Order of Whispers while whispering in their sleep receives a vision from Tybolt giving them plans on how to come up with nanotech. Or one of the orders either Whispers or Priory finds the tech in the some ruined city, maybe that Asura one in HOT.
Did you not see the OR in the general weapon description? In what Tyria AND/OR HOT does it makes sense to do 3 weapons that attacks the same but with just different animations?
You said you “love nanotech, even considered studying nanosciences” but you fail to see the concept that nanotech at it’s core is used to enhance the individual that it was injected into? The 25% speed increase and 100% endurance regen are the enhancements the nanobots floating around in your blood stream provide. I wanted to keep the mobility that Thieves are known for. Also since Daredevil is the master of agility and dodges I wanted to keep some of the agility and dodging but not have it be comparable or even better than Daredevil. Since the new elite weapon that is unlocked is a mid to long range (this is a stretch seeing that there is only 1 weapon skill and 1 ELITE utility skill that is 1200 ranged) weapon. I was also thinking about implementing an F3 n F4 but I scrapped that idea. Here’s why, the F3 was going to be super speed and a minor heal like an Engineer’s tool belt heal and the F4 was going to be an instant stealth button…so…you can see why I scrapped that idea HAHA. Instead I opted for the speed increase which frees up a utility slot that is currently taken by the speed signet can’t think of the name at the moment. That endurance regen or Vigor percentage can be balanced to allow more dodges than the base Thief (this is an ELITE specialization after all) but at the same time should not be equal or surpass the Daredevils’.
Oh yeah it’s designed for both pve, pvp, self buffing, and group buffing mechanics due to the applications of the nanos.
Also I forgot to mention the new healing ability, don’t have a name for it yet but here it is.
Instant stealth (lol) upon activation of the heal, also applies super speed and regen to you and 2 other party members. I’ll let Anet mess around with the amount of healing, and the duration of SS and the regen.
Nanobots
-Once unlocked allows the use of nanotech. Giving you base 25% movement speed, 100% endurance regeneration and the use of main hand Scepter, Axe or Mace (600-1200 ranges depended on skills)
Scepter (whip type animation) / Axe (throwing animation) / Mace (morning star whip type animation) Power and condition hybrid damage. All skills are 900 ranged unless otherwise stated.
-1A -Throw scp/axe/mace causing 3-5 stacks of vulnerability single target (wired animations for scepters and maces, don’t have an animation for axes yet…)
B – 3-5 stacks of poison hits 3 targets whipping / faleling action (I know it’s spelled wrong)
C – Yanks and tighten wires, 3-5 stacks of bleed
S – Death Strike 2x damage, 2.5-3x from side or behind basically a ranged backstab 1200 range (LOL I can hear the wah wahs already)
-2 – Throw weapon creating a poison field where it lands lasts 6 secs or detonate it before it lands shooting darts that applies 5 stacks of vul and bleeds 3 targets
-3P – Multitap 1200 range throw main hander and unloads the clip on it and a single target
– Blows up on first target applying 1-3 stacks of burning and bleeding hits 9x first hit is the main hander then 8 bullets
– Bullets/Shrapnels pierces first target in a cone shape or 180 aoe arc behind the main target hitting, blinding and poisons 2-3 targets
-3D – Shadow Assault 600 range throw main hander hitting the first target and dazing it for 1 sec, shadow step to it stabbing it 5x for a total of 6 hits
– Hit 1-2 other targets in a 240 radius, 2-3 hits per target
– Applies 3 stacks of bleeds to a single target, 2 stacks each if hitting multiple targets
Utility Skills – Nanos
– Nano Marker (Elite, 1200, stun breaker and blink, 60 sec cd)
– Mark self / friendly
– Aoe heal and cures 3 condis (3-5 friendlies and condis total)
– Mark foe
– High single target damage and medium aoe damage, also aoe might buff 5-10 stacks 10-15 secs
- Fire nanos (300-600 single target)
– Self / Friendly
– Fire aura and 3 stacks of might
– Foe
– Pulses aoe fire bursts (2-3 secs) hitting the affected and 2 others
- Electrobes
– Self / Friendly
– Resistance and Improved condi duration
– Foe
– Chain lightning hits 3 targets if there are no other targets near the first target the damage is compounded on the single target doing 2.5-3x damage, 2nd target is dazed, 3rd is blinded
- Infiltrator’s nano
– Self / Friendly
– Mobile aoe stealth a la stealth gyro without the gyro, basically a mobile SR (wah wah wah)
– Foe
– Ranged steal without the blink hence a shorter cd of 12-15 secs
This is basically another ranged aoe weapon option for the thief in response to the removal of ricochet. It is designed for either single target power, or aoe power condi hybrid play. Well that’s it for now. I’ll work on the trait tree another time.
