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Gunslinger - New specialization idea


Chrysaliss.8720

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Hey guys, I got an idea for a new spec in the next potential expansion. Here it is:

 

Disclaimer: I will not consider any numbers for balancing reasons. (ie skill dmg, cds etc., just the overall idea)

 

New weapon: None. Instead it will have new set of skills for pistols. The class itself would be more of a ranged AoE class. Specialization trait: Increased endurance regeneration while using pistols. (or: move faster with pistols.)

 

Pistol abilities:

1) auto attack - this one i would leave pretty much the same except every 10th autoattack grants stealth and instantly trigers Ace in the Hole.

2) Fan the hammer - Quickly shoot 6 bullets hitting up to 6 enemies in 60 degree radius in front of you. If there are 4-6 enemies hit each once. If there are 2-3 enemies hit each twice. If there is only 1 enemy hit it 3 times.

3) Unload - probably like it is now but would need to do less dps since there will be strong aoe posibility from other skills (balancing purposes).

4) Head shot - exactly as it is now. It is actually very good ability.

5) Kill zone - set up a kill zone on a targeted area. Whenever enemy enters or leave the zone they will be shot automatically. Additinaly shoot an enemy for every 2 seconds it remains within the zone.

 

Stealth skill: Ace in the Hole - Shoot with both pistols for high damage (2shots - 1 per each pistol) for guaranteed critical hit. Gain fury and vigor.

 

Class skill (repacing steal): Reload - for 5 seconds after using the ability all shots are guaranteed critical. Gain a random ammunition (incendiary, poisoned, shrapnel, etc.) giving all your attack additinal effects corresponding with the ammo type (burning, poison, bleeding etc.). Gain a lucky bullet. Can be used once per reload (like stolen skill) for increased damage and ammunition type effect for the next shot.

 

Skills:

Dynamite - 5 second fuse. Use once to activate the fuse. Use second time to throw it. If you throw it early. It will still detonate after 5 seconds showing the detonation area on the ground. If you fail to throw it, it will detonate in your hand dealing reduced damage to you as well as all full damage to all nearby enemies.

Poweder keg - Throw a powder keg on the ground with 1000HP. When the keg is destroyed deals high AoE damage. ( Probably either dynamite or the Keg since they fill similar purpose)

Vendetta - Mark an enemy. Increasing all damage vs that enemy by 20%. After the enemy dies refresh Reload ability.

Duel - for the next 10 seconds you and your target can only attack or be attacked by each other. Increase your critical change by 20%. Remove a condition every 3 seconds. Stunbreak

 

Ultimate:

High noon - mark an area on the ground, after channeling for 1,5 seconds deal massive damage to all enemies in the area. (Yes idea taken from Overwatch)

 

Anyway, thats it for now. Let me guys know what you think about this. Or if you have any additional ideas for this concept write it down.

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Why would a gunslinger spec still be focused around stealth? Just look at any old western the final showdown is pretty much always about direct confrontations. Instead of focusing on stealth I'd rather see the spec be focused around revealed with a havily run'n'gun focused playstyle.

 

I'd put unload as skill one as it pretty much perfectly represents the "spirit" of what dual wielding pistols is all about (pumping some lead into your enemy) but I'd also add a 10-20 sec. revealed debuff onto it. As for the other skills I don't have anything specific in mind but I'd like to see some mobility like jumping backwards or rushing towards the enemy (maybe with some swiftness on top of it). Some CC would also be nice, maybe keep headshot as the main problem with the skill on P/P is that it competes with unload for initiative which wouldn't be a problem anymore if you turn unload into an AA (just look at D/P). I don't think the weapon set needs a strong burst oriented skill but I wouldn't mind an AoE (although I'd rather have the ricochet trait back as one of the grandmaster traits).

 

As for the class skill I'd like to see something more focused around "taking your enemies stuff" which means no stollen skills this time as the F2 skill usually doesn't really cut it and feels gimmiy at times. Instead I'd like to see steal being replaced with something like a signet of robbery with a passive that lets you shoot boons and HP "out of the enemy" which then can be picked up by either you or your allies.

 

And for the ultimate, I'd have the player mount a horse similar to the regular mounts but you'll still be able to use your AA while mounted. I can't imagine this being too efficient during the fight since you won't have any dodges and stuff but it would be the perfect skill to disengage or chase down a fleeing oponent.

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the big issue i see is that it's designed without the thiefs other weapons in mind (which you ought to do, elite spec weapons should be the prefered weapon, not their exclusive weapon)

 

also the theme is just kinda boring tbh, adds nothing to PP thief outside of some engi stuff and "it's an elite spec now"

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> @"derd.6413" said:

> also the theme is just kinda boring tbh, adds nothing to PP thief

I'd be fine with them removing the ability to dual wield pistols outside of this e-spec if we get a properly working version of it in return, it's not like as if this would be much of a loss anyways.

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> @"Tails.9372" said:

> > @"derd.6413" said:

> > also the theme is just kinda boring tbh, adds nothing to PP thief

> I'd be fine with them removing the ability to dual wield pistols outside of this e-spec if we get a properly working version of it in return, it's not like as if this would be much of a loss anyways.

 

i doubt anet is going to cut up the core classes and repackage them as elite specs unless they've ran out of ideas, and even then i find it more likely they'll just not add an elite spec. and besides they can just fix dual pistols without putting it behind a dedicated elite spec

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> @"derd.6413" said:

> > @"Tails.9372" said:

> > > @"derd.6413" said:

> > > also the theme is just kinda boring tbh, adds nothing to PP thief

> > I'd be fine with them removing the ability to dual wield pistols outside of this e-spec if we get a properly working version of it in return, it's not like as if this would be much of a loss anyways.

>

> i doubt anet is going to cut up the core classes and repackage them as elite specs unless they've ran out of ideas, and even then i find it more likely they'll just not add an elite spec. and besides they can just fix dual pistols without putting it behind a dedicated elite spec

I know but P/P is (thematically and gameplaywise) different enough from the rest of the theme "core" is focused around that you could actually justify it being an "e-spec". If you look at what an e-spec actually is that it becomes apparent that it's just a specialisation geared towards a certain style of gameplay with a weapon and a skill type associated to it. For pistols I guess that would be critical strikes and signets but that spec is somewhat of a mess rn (the two stealth treats have no business being in there and it doesn't even have an elite).

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> @"Tails.9372" said:

> > @"derd.6413" said:

> > > @"Tails.9372" said:

> > > > @"derd.6413" said:

> > > > also the theme is just kinda boring tbh, adds nothing to PP thief

> > > I'd be fine with them removing the ability to dual wield pistols outside of this e-spec if we get a properly working version of it in return, it's not like as if this would be much of a loss anyways.

> >

> > i doubt anet is going to cut up the core classes and repackage them as elite specs unless they've ran out of ideas, and even then i find it more likely they'll just not add an elite spec. and besides they can just fix dual pistols without putting it behind a dedicated elite spec

> I know but P/P is (thematically and gameplaywise) different enough from the rest of the theme "core" is focused around that you could actually justify it being an "e-spec". If you look at what an e-spec actually is that it becomes apparent that it's just a specialisation geared towards a specific weapon set and if it were up to me than every weapon would have one.

 

that's not entirely true,

first of in most cases it's obvious that the weapon is geared towards the spec and not the other way around.

secondly thief already has spec that's geared towards pistols in Critical Strikes (or at least it has as much interactions as most elite specs do with their weapon.)

and thirdly, gunslinger as a theme is just to bare bones, if you really boil it down then the central theme is just is guns and i gotta disappoint you there but engi already has the firearms spec.

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> @"derd.6413" said:

> thief already has spec that's geared towards pistols in Critical Strikes

Pistol doesn't seem to be geared towards anything, the skills are kind of all over the place with little to no synergy between them. Unload is just the only one which is capable of standing on its own while also being power focused so off course it can make use of some of the stuff offered in critical strikes but similar things can be said about DA and trickery. If you look at how much synergy rifle has with deadeye then there's just no comparison.

 

> @"derd.6413" said:

> gunslinger as a theme is just to bare bones, if you really boil it down then the central theme is just is guns and i gotta disappoint you there but engi already has the firearms spec

But that's beside the point, the theme and its application still doesn't fit with the other core stuff (or anything any other profession has to offer).

 

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