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what weapon would you wish for the thief next ?


Lucas.3718

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@Lucas.3718 said:I personally wish for a greatsword or a off-hand sword next.

i saw the post tittle and i inmediatly though about these 2 before even watching your comment xD. Greatsword with dual pistols in the second set for a devil may cry-ish style of play would be awesome

Considering how Anet likes odd class/weapon combinations though and since thief allready have 2 dps elites. We might end up getting something like warhorn/torch/focus and a support oriented spec

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Torch: ruin/cave raider style !Warhorn: scout style, alerting the main group of soldiers when you discover something !Greatsword/Hammer: replace stealth with an other effect, so it can deal more damage without breaking PvPScepter: our first non-projectile range weapon (think of a D&D rogue with some levels in wizard)

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Hopefully not another 2h weapon! One of the key things about the thief profession, other than stealing and initiative, was the unique dual wield abilities (weapon skill 3). 2h weapons do not utilise this. And don't say its because they can be bothered to work out how every weapon dual wields with a new 1h...just look at weaver - that elite spec has more 'dual skills' than thief could ever have wished for.

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@"Sir Vincent III.1286" said:"Way of the Empty Palm" specialist. No weapons. Casts shadow magic.

I would like that as well. I was thinking more on the lines of getting dual foci and using them like claws/ brass knuckles.

On the other hand if we ever get a whip in the game I would like thief to get it as a dual wield or at least a main hand weapon.

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Thieves could use some condition focus. That would means torches.But plain old boring offhand torch would not do. Only 3 skills + dual wields. This needs more pizzazz. It would have to be DUAL WIELD torches.

Once you get two torches, the one thing one has to do with them is of course juggling them.So the specialization must be called "Juggler", and it should be all about juggling, performing seemingly impossible juggling tricks done with Manipulation skills.The utility skills would allow Juggling all sorts of things. Boons and conditions, projectiles, themselves when disabled, their own health and enemy health with the healing skill.. And even juggle enemies and allies in the air with the elite Manipulation, that would last 5 seconds, and during that time, as long as they are not interrupted, the thief would be able to flinging allies and enemies within the area around one at a time, allowing the juggle to grab an ally from the grasp of enemy or catch an enemy from between enemy lines back to trouble between your allies.

The torches will of course be medium-long range (900-600 units), and be all about juggling and burning:

  • Autoattack would be a bouncing projectile with a high arc that deals a short burning to enemies and might to allies as it bounces between them.
  • Skill 3 would be of course Fire eating. The thief 'eats' the flame of a torch, gaining might and losing a condition. The skill then flips over to "Fire Breathing", using the second skill breathes a cone of flames.
  • Skill 4 would be a line of coals called Firewalking, that deals extra burning and crippled to anyone walking over it with a speed boost.
  • Skill 5 would be Fire Ring, not to be confused with Ring of Fire, the thief jumps backwards, evading and leaving behind an area that can be entered and left safely if one jumps over the fire, but will burn heavily those who walk over the line, and even more those who stay in the circle after 3 seconds.

Needless to say, one of the Grandmaster traits would be for the Torch, and it would make that last torch thrown bounce indefinitely between enemies and allies for as long as they stay within 360 units from each other.

Their steal skill would be changed to "Get Prop", and F2 would be changed to "Use Prop". Props would be juggling versions of stolen skills, used with slightly different effects. For example, juggling ectoplasm would give boons to allies and conditions to enemies as the glob bounces randomly between them, while juggling an axe obtained from a warrior would create a large swirling arc of several axes that bounce between the juggler and the enemy, causing damage, bleeding and crippled to all enemies hit in their path.

All dual wield skills with the torch in either hand would juggle the weapons.

Dagger : Torch - The thief quickly spins around 6 times for 3 seconds while juggling a dagger and a torch over their head. Each spin has 0.25s of evade and hits with the dagger or torch alternatively, dealing bleeding or burning depending on what hits.Sword : Torch - Throws the torch in the air, the dashes forward as the torch goes down, hitting the torch as it falls in the middle of the dash trajectory and juggling it during the rest of the dash, dealing torment to all enemies hit by the dash before the torch, and burning to enemies hit after the torch. The dash lasts 1s, and it evades for 0.75s, 0.25s after it starts.Pistol : Torch - Throws the torch in the air, raises the gun and fires repeatedly at it, juggling it in the air. Embers fall from the torch in a line in front of the thief as it juggles, dealing burning to enemies below it.Torch : Torch - Throws torches repeatedly at one enemy, setting them and their surrounding area on fire. The more torches hit the enemy, the more pulses the area lasts, and the larger it becomes.Torch : Dagger - Juggles the torch and the dagger by throwing them between several enemies, dealing bleeding and burning alternatively as they are hit.Torch : Pistol - Throws the torch ahead and shots at it, making it explode and dealing burning and blindness in an area.Torch : Sword - There's no torch offhand for core thief. There should be, but there isn't. If there was, the thief would throw the sword at an enemy, immobilizing them, then cartwheel or repeatedly summersault to the sword to grab it while holding torches with both hands, dealing burning in their path.

That'll do it.

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@supa suop.8026 said:

@"Sir Vincent III.1286" said:"Way of the Empty Palm" specialist. No weapons. Casts shadow magic.

I would like that as well. I was thinking more on the lines of getting dual foci and using them like claws/ brass knuckles.

On the other hand if we ever get a whip in the game I would like thief to get it as a dual wield or at least a main hand weapon.

It doesn't matter what weapon really, as long as it is a Shadow Mage.

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  • 4 weeks later...

Greatsword would be nice. But not Necromancer style of greatsword. I want thief's greatsword moves to be fast and whirly, like Artorias' sword moveset from Dark Souls. Or maybe precise strikes, like jumping on 1 enemy and dealing heavy damage with multiple vertical strikes.

Or maybe a shield that would allow parrying and blocking.

Or maybe a spec for already existing weapons that would change up their set/do something with initiative.

Just not the torch. I don't like torches.

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@altermaven.7385 said:

@ParanoidKami.2867 said:Probably a greatsword so we can get katanas in Cantha

I was explicitly going to say that. Thank you, we're on similar ground. A greatsword would be
great
excellent and the next theme for the theif should definitely be ninja or similar aesthetic.

I got the feeling that Daredevil was already supposed to be the ninja archetype.Lots of martial arts utility skills, a bo as a weapon and the headpiece gave me some serious ninja vibes, too.

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Torch: Arsonist generates fields to fuel combos and causes burn damageFocus: Shadowmaster holds a focus to channel chakra used to summon shadow clonesSword off-hand: Martial Artist when sword is equipred in offhand, it combines with main hand weapon into nunchuku-like weapon, which changes main hand skills. (Ex. Sword/sword gets 5 new skills)

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Anything besides a 2 hand weapon. Last two expacs have already done that. Thief was introduced with a unique dual skill mechanic, would like it if anet wasn't lazy and thought out some more dual skills across the one handed weapons. Weavers got all that attention to detail, thief could too.

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People keep mentioning torch as if it's a good idea. If torch gives us burn condi dmg.. it would be pretty isolated and useless as none of our core traits in any line would synergize well with it. Guardian has burn enhancing traits built in to core so burning makes sense for them. I'd probably want to see sword OH... or greatsword i guess.. none of the remaining weapons are too appealing at this point

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I honestly think for all classes, rather than a new elite spec, a clean-up pass on all specs (core and non-core) would be much preferred. They've been doing some work on this of late, but pretty much every class has chunks of underused/unsynergistic stuff that's quite cool, but are mostly not as good as even the tier 2.5 meta choices. When has it ever been correct to have off-hand empty on thief for example? We've got special dual-wielding skills for it, but its basically never correct to do so.

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@Kodama.6453 said:

@"ParanoidKami.2867" said:Probably a greatsword so we can get katanas in Cantha

I was explicitly going to say that. Thank you, we're on similar ground. A greatsword would be
great
excellent and the next theme for the theif should definitely be ninja or similar aesthetic.

I got the feeling that Daredevil was already supposed to be the ninja archetype.Lots of martial arts utility skills, a bo as a weapon and the headpiece gave me some serious ninja vibes, too.

Don't get me wrong, Daredevil is a real good build in how it plays, and being able to play one smoothly makes you feel like a real good kitten. Though it's more of a bo-staff martial arts (heck, Daredevil's noted ascended weapon is called "Bo") and you use the environment to your advantage (how you can kick up dust to blind your enemy with your staff). But DD is not exactly focused on the stealthy archetype, but more of an "in your face" bruiser that involves tact. However, we have Deadeye that now really uses Stealth to advantage. I was thinking Greatsword for the (hopefully not wishful thinking) time we might hit Cantha, as I feel a ninja would be a fresh blend between the two.

(And if you didn't get it, the skin Belinda's Greatsword is a freakin' katana or similar oriental weapon. What better use for that?)

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I'm just going to mention this in hope it gets to an arenanet dev's eyes.

Last time we had posts like these, pre-pof, people were roleplaying, just like in this post, saying "I want an awesome sniper !!!". Arenanet listened and we got deadeye which is the worst class in terms of mechanics anyone could think of after mirage. Ask wvwers and pvpers how fun it is to play or play against a deadeye...0 fun.

I hope arenanet doesn't take your ideas seriously and actually thinks about what gameplay they're creating before releasing a spec to satisfy a handful of forum roleplaying fanbois.

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I present the Assassin from Cantha as the next elite specialisation. Inspired From Guild Wars 1 this will bring back weapon combos with a new mechanic for thieves called combos. Lead attacks, off-hand attacks and dual attacks will come with the new weapon set dual swords. Focused around knocking down the target with the lead attack leading into more powerful attacks with the off-hand like dealing extra damage when the enemy is knocked down and finally finishing off with a dual attack to deal more damage if all other combos have landed. Changes steal into a lead attack teleport which can be followed up with off-hand attacks and finally dual attacks. Utilities focus on weapon combos and conditions. These dual swords replace existing weapons as a stand-alone weapon set.

Dual swords:

1: (A) Autoattack begins with a lead attack called Leaping Mantis Sting (Range: 130). Hit target foe to cripple them.

(B) 2nd part of autoattack is an off-hand attack called Trampling Ox (Range: 130). If target foe is crippled knock them down (1 second).

© 3rd part of autoattack is a dual attack called Impale (Range: 130). If target foe is in down state stomp them (similiar to https://wiki.guildwars2.com/wiki/Finishing_Blow).

2: Teleport to target foe (Range: 900). Temple Strike: Inflicts Daze for 3 seconds (Costs 4 initiative). This counts as an off-hand attack.

3: Dual attack Combo skill. Starburst Stream: 16 hits: Horizontal slash, Uppercut slash and full circle spin, horizontal slash continuing spin, horizontal slash with both swords, downward X-slash, upward X-slash, 2 opposite direction diagonal slashes, lift swords up and turn away reversing grip, reverse grip downward X-slash, Corkscrew attack and shift swords into forward grip, downward X-slash, upward X-slash, Diagonal slash and spin, horizontal slash, uppercut slash with both swords, downwards vertical slash, downward diagonal slash and spin, downward diagonal slash, forward thrust and forward lunge. (Costs 10 initiative; Open to balance by Arenanet.)

4: Shroud of Distress: You have 75% chance to block but no effect unless your health is below 50%. (Lasts 3 seconds and costs 5 initiative).

5: Flashing Blades: For 5 seconds while attacking you have a 75% chance to block. (Costs 8 initiative).

Heal: Dark Escape: Take 50% less damage as long as you're not attacking for 5 seconds and heal over time.

Utility skills:

Iron Palm: (Range:130) Causes knockdown (3 seconds) if target has a condition. This skill counts as a lead attack and off-hand attack. (20 second cooldown).

Shroud of Silence: For 5 seconds your critical hits remove boons. (50 second cooldown).

Moebius Strike: (Range: 130) Gives you 6 initiative back If you have just used a dual attack skill. This skill counts as a lead and off-hand attack. (30 second cooldown).

Way of the Master: For 10 seconds you cause a new type of condition called Deep Wound (This lowers the person's health by 20%) for 3 seconds with your attacks. (40 second cooldown).

Elite skill:

Shadow Form: For 5 seconds Hostile spells targeting you fail and attacks against you miss. (60 second cooldown).

Traits:

Adept:

Minor: Steal becomes Wastrel's collapse: Teleport skill (1200 range) If target is not using any skill then target is knocked down. This skill counts as a lead attack. (Same cooldown as Steal affected by Trickery traits). Access to Dual swords and combo skills. Lead attacks must be followed by off-hand and then dual attacks.

Critical Hits: For each autoattack chain you finish you gain 1 initiative.

Sword Mastery: There is a chance that your autoattacks will gain quickness.

Assassin's Promise: Your utility skills cooldown is reduced by 20%. (This does not affect Shadow Form).

Master:

Minor: Starburst Stream now has a 20% increased chance to critically hit.

Critical Defenses: You gain Dark Escape on being affected by any crowd control (60 second cooldown).

Aura of Displacement: Wastrel's collapse has a shorter cooldown by 20% which stacks with trickery traits.

Assassin's Remedy: Your next 10 attacks you use remove 1 condition (30 second cooldown).

Grandmaster:

Minor: Gain Flashing blades for 5 seconds when your health drops belows 50% health (40 second cooldown).

Way of the assassin: Shadow form can be shared to allies for 5 seconds. (60 second cooldown).

Critical Agility: Shroud of Distress now triggers when your health drops below 50% health (30 second cooldown).

Way of Perfection: You are healed for every critical hit and remove a condition.

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