Ever since that Cross Impact thread in Community Chat I've been thinking about what kind of skills we could have had. Here are some things I'd love to see instead of Cross Impact or Meteor Assault (theoretically, of course). Also wouldn't be sad to see Hiding Exceed go. So yeah. Comments? More ideas? Free booze?
Backslide
Description: Dash backward 7 meters (because this is definitely the correct distance to backslide). If the user ends outside the range of a monster that is targeting them then that monster will immediately select a new target.
Cooldown: 30/20/10 seconds
Comments: If this proves to difficult to aim by spinning the camera to advance then we probably shouldn't go with this. I like the idea of forcing bosses to re-select targets. It's a very thief-y defense mechanism. The cooldown is painfully long but theoretically this is replacing a useless skill so I guess it would be better than nothing.
Escape Artist
Description: Remove debuffs affecting the user and increases movement speed by 40% for 10 seconds.
Cooldown: 80/60/40 seconds
Comments: Like recovery. But for us. And it gives additional utility for reaching targets. Unless backslide turned out really really cool I think I'd want this. Of course it might be OP compared to backslide.
Feint
Description: For three seconds dodge rate becomes 100%. The next attack received in that time cancels this buff and grants an immediate combo point (as combo training).
Cooldown: 80/60/40 seconds
Comments: Lets us avoid an extra hit in a pinch and rewards good use. Special detail, it can be cast while in other animations. Not sure if overpowered for the super-dodge, or underpowered due to short window, long cooldown, and single attack limit.
Pack Hunting
Description: For 30 seconds increase party's Hit Rate by 5% and Haste/Vigor Rate by 10%
Cooldown: 240/180/120
Comments: Could throw in/substitute out a dodge or even move speed buff in place of something. I was thinking of something to complement MoD from sins. Maybe too blatant a copy. Numbers would probably need a lot of work.
Enchant Deadly Poison
Description: Call shadows to infuse one enemy afflicted with Poisoning Weapon debuff to change that debuff to deadly poison instead, dealing 6%/12%/18% damage every 2 seconds for 10 seconds.
Range: 10 meters
Cooldown: 60 seconds
Comments: Makes having multiple thief characters less redundant by making poison application come up more. Buffs our PvE contribution without adding a ton to PvP. The numbers are very fiddly on this one. Could make it a full 5 level skill. Could make it a weaker poison over a longer time (The problem with that is I still want people to say "Oh noes it's deadly poison!!!1!"). Could make it consume/not consume the Poison Weapon debuff. Could make the cooldown really long/negligibly short. Overall it would really depend on how big a buff any theoretical skill swap to this would be. I think there's room for sins to be buffed a but and this is an awesome way to do it. Other less fiddly option is if it should be melee/short range/long range. I like the idea of being able to use this at times when we have to run away for a bit.
edit: Oh yeah, I was thinking that maybe sins should have some other use of combo points. Rogues have so many. Maybe EDP could use combo points. Yeah... That's cool.
Edited by SparklingLimeade, 02 September 2013 - 03:49 AM.