Thief Overhaul - Daredevil

Mechanics

Increased Endurance
Max Endurance increased by 50.

Dodge Attacks
Dodging is replaced with an evasion attack.

--> Impaling Lotus (¾s)
(Lotus Training) Evade attacks and hurl damaging daggers, dealing multiple conditions to enemies.
      Damage: 50 (0.1875)
      Bleeding (10s): 220 Damage
      Torment (6s): 132 Damage, 191 Damage if Foe Is Stationary
      Cripple (3s): -50% Movement Speed
      Number of Impacts: 3
      Number of Targets: 3
      Missile Radius: 360
      Distance Traveled: 300
      Combat Only
      Evade: 3/4s
      Combo Finisher: Whirl

--> Dash (¾s)
(Unhindered Combatant) Remove conditions and gain swiftness, then rush forward and evade attacks.
      Swiftness (10s): +33% Movement Speed
      Condition Removed
      Condition Removed
      Condition Removed
      Evade: 3/4s
      Distance Traveled: 450

Bound is a forced movement dodge with a small AoE, making it prone to missing. While not much has changed with it, pretend its a vindicator dodge.

--> Bound (¾s)
(Bounding Dodger) Leap and deliver a massive blow to enemies.
      Damage: 931 (3.5)
      Number of Targets: 5
      Radius: 180
      Evade: 3/4s
      Combo Finisher: Leap

Physical Gambit
      A physical Gambit is a type Basic Gambit that replaces your original Basic Gambit while the Physical is in use. And because it is a Basic Gambit in itself, it also benefits from traits that affect them. These gambits offer more utility and offense at the cost of some defense and can be switched back by using the Physical Skill again at any time. For full mechanics:

  • Using a Physical Skill will execute the skill and then change your Basic Gambit to a Physical Gambit.
    • Physical Gambits benefit from traits that affect both Physical Skills and Basic Gambits.
    • As they are Basic Gambits, they do not go in the gambit pool for random selection.
  • Physical Skills that are "in use" will change to End Skill for 30 seconds.
    • Physical Skills that are "in use" do not go on cooldown.
  • Using End Skill will flip the skill back to the physical and start the cooldown. Its associated gambit will be removed.
  • Using another Physical Skill while one is "in use" will end the prior Physical Skill and replace its Physical Gambit with another.
    • The prior Physical Skill will flip back and go on cooldown as though you hit End Skill.

      


Staff

      Staff is in a pretty good place outside of Daredevil for power builds. It does offer more utility than most of thief's weapon sets and can take advantage of most of thief's stronger traits, however its numerous damage nerfs have made it mostly viable with Deadeye only. With weapon sets having their skill going on individual CD, some of its previous nerfs will have to be removed and other changes to skills will have to be made for it to level out with the rest of the profession. For staff mechanics, letting the autoattack play out gives you a buff that enhances the other attacks.

Iron Mountain Lean (Tetsuzankou) is a Bajiquan technique where you apply an explosive shove into your opponent which I felt was an appropriate skill that a CC heavy weapon could use. To simulate it, it does a short shadowstep to close the gap and then initiates the weak knockback attack, making it great against multi-hit attacks.

Basic Gambit
Iron Mountain (1s) (4 Ini) (2s CD)
(Basic Gambit) Block the next incoming attack. Immediately shadowstep and counterattack with powerful shove if an attack was blocked.
      Block: 1s
      Damage: 298 (1.0)
      Knockback: 300
      Defiance Break: 150
      Number of Targets: 3
      Radius: 130
      Range: 300
      

1.) Staff Strike (½s)
Strike your enemies with your staff.
      Damage: 343 (0.85)
      Number of Targets: 3
      Range: 130

--> Staff Bash (½s)
Swing your staff a second time, striking multiple enemies.
      Damage: 363 (0.9)
      Number of Targets: 3
      Range: 130

--> Whirlwind Strike (¾s)
Whirl your staff around, striking nearby enemies. Your next staff skill is enhanced.
      Whirlwind Strike (2s): Your next staff skill deals 5% more damage.
      Damage (4x): 848 (2.1)
      4 Vulnerability (8s): +4% Incoming Damage, +4% Incoming Condition Damage
      Number of Targets: 3
      Combo Finisher: Whirl
      Range: 130
      

2.) Weakening Charge (6s CD)
Deliver multiple strikes, weakening foes. Increase area of attack when affected by Whirlwind Strike.
      Damage (3x): 1,332 (3.3)
      Weakness (2s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
      Number of Targets: 3
      Combo Finisher: Whirl
      Range: 450
   Whirlwind Bonus -
      Radius: 240
      Number of Targets: 5
      

Recently, this skill has received a follow up skills that has turned this into one of the best CCs thief has available. With Deadeye, your entire rotation can become hard CC. This is excellent for depleting a break bar when resetting with Hook Strike. However, Hook Strike is clunky and Debilitating Arc needed a bonus from Punishing Strikes. So I made a more powerful version of Helmet Breaker that does the same thing as Hook Strike.

3.) Debilitating Arc (½s) (11s CD)
Strike enemies in front of you and roll backward, breaking immobilizing effects. Gain the Gambit Helmet Breaker. Get Helmet Splitter instead when under the effects of Whirlwind Strike.
      Damage: 606 (1.5)
      Cripple (6s): -50% Movement Speed
      Immobilized Removed
      Number of Targets: 3
      Distance: 400
      Evade: 1/2s
      Gambit: Helmet Breaker
   Whirlwind Bonus -
      Gambit: Helmet Splitter

Helmet Breaker (½s) (4 Ini)
(Gambit) Leap at your target with an overhead strike that dazes them. You can use Helmet Breaker again if you strike your enemy with this attack and are over the initiative threshold.
      Damage: 504 (1.25)
      Daze: 2s
      Threshold: 3 Initiative
      Defiance Break: 200
      Range: 450
      

Helmet Splitter (½s)
(Gambit) Leap at your target with an overhead strike that knocks them down. You can use Helmet Breaker if you strike your enemy with this attack and are over the initiative threshold.
      Damage: 806 (2.0)
      Knockdown: 4s
      Threshold: 3 Initiative
      Defiance Break: 400
      Range: 450
      

Along with Debilitating Arc, Dust Strike turned into an on-point projectile reflect. And in spite of its short reflect window, it can still be spammed. The overhaul version, instead, extends the reflect window to give it more coverage. It also has a followup attack that turns it into a stationary whirl finisher that destroys projectiles. This can be useful for taking advantage of combo fields and creating area denial. Having the Whirlwind buff extends the duration of these vortices by one second.

4.) Dust Strike (¾s) (15s CD)
Spin your staff in the air, creating a vortex of dust around you that blinds enemies and reflects projectiles for a short time. Changes to Tornado Strike.
      Damage: 726 (1.8)
      Blindness (1s): Next outgoing attack misses.
      Number of Hits: 3
      Number of Targets: 5
      Vortex Duration: 3s
      Reflect Missiles
      Radius: 180
   Whirlwind Bonus -
      Duration Increase: 33%

--> Tornado Strike (¾s)
Swing your staff in a circle and empower the vortex into a stationary whirlwind that blinds enemies and absorbs projectiles. This whirlwind is a whirl finisher.
      Damage: 479 (1.2)
      Vortex Damage (6x): 1,437 (3.6)
      Blindness (1s): Next outgoing attack misses.
      Additional Duration: 3s
      Radius: 240
      Block Missles
      Combo Finisher: Whirl
      

Vault hasn't seen much change since it was added to the game and it is a fairly powerful AoE skill. Though without the ability to spam it its utility goes out the window. It is also a bit too strong to really add a significant Whirlwind bonus to it. So instead it will be able to take advantage of knockdowns. The Leap Finisher was also changed to a Blast Finisher for more utility.

5.) Vault (15s CD)
Leap toward your destination, damaging foes upon impact. Deal increased damage to foes that are knocked down.
      Damage: 908 (2.25)
      Damage vs Knockdown: 1,211 (3.0)
      Number of Targets: 5
      Radius: 180
      Evade: ½s
      Combo Finisher: Blast
      Range: 600

      


Healing, Utilities and Elite

      Most of Daredevil's utilities skills are fine, but only as a supplement to thief's original initiative system. To make up for any gaps in disparity, using a Physical Skill will perform an action and and then flip it to "End Skill". Your Basic Gambit will change to one that is more utility or offensive and it will remain as such until 30 seconds have passed. You can also end it early by hitting End Skill or by using another Physical. The Physical that was in use will then go on cooldown to represent a recovery phase.

Healing

Channeled Vigor
(Physical) Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full. Gain the Physical Gambit Refresh.
      Heal if Endurance is Full: 7,320 (1.5)
      Healing: 5,520 (1.123)
      Endurance Gained: 25
      Pulses: 3
      

Refresh (¾s) (5s CD)
(Physical Gambit) Consume remaining initiative to heal and regain endurance for each point consumed.
      Heal per Initiative: 314 (.05)
      Endurance Per Initiative: 4

--> End Skill
Remove your Physical Gambit and put this skill on cooldown.

      

Utilities

Bandit's Defense (1½s)
(Physical) Briefly block incoming attacks and then execute a whirling retaliatory kick. Gain the Physical Gambit Pecking Moa.
      Block: ¾s
      Damage (x2): 403 (1.5)
      Combo Finisher: Whirl
      Range: 240
      Stun Break

Pecking Moa (¾s) (4 Ini)
(Physical Gambit) Briefly block and then throw a straight into your target. Deal more damage and Stun if you block an attack.
      Block: ½s
      Damage: 199 (0.75)
      Damage if Blocked: 330 (1.25)
      Stun: ½s
      Defiance Break: 100
      Range: 130

--> End Skill
Remove your Physical Gambit and put this skill on cooldown.
      

Distracting Daggers Disrupting Daggers
(Physical) Fire three dazing daggers at your enemy. If this ability interrupts a skill, that skill's recharge is increased.
      Damage: 146 (0.55)
      Daze: ¼ seconds
      Skill cooldown increase: 15 seconds
      Defiance Break: 100
      Range: 900

Disrupting Dagger
(Physical Gambit) Fire a dazing dagger at your target. If this ability interrupts a skill, that skill's recharge is increased.
      Damage: 146 (0.55)
      Daze: ¼s
      Skill cooldown increase: 5 seconds
      Defiance Break: 100
      Range: 900

--> End Skill
Remove your Physical Gambit and put this skill on cooldown.
      

Since Fist Flurry is a multi stage attack, Palm Strike has been converted into a Gambit instead. It will still give its Physical Gambit like its supposed to and it will function like Channeled Vigor's, except it will deal damage rather than heal.

Fist Flurry (1s) (16s)
(Physical) Strike your enemy multiple times. Gain Palm Strike if all strikes hit. Gain the Physical Gambit Wyvern Strike.
      Damage (5x): 995 (3.75)
      Vulnerability (5s): +1% Incoming Damage, +1% Incoming Condition Damage
      Range: 130
      Gambit: Palm Strike

Palm Strike (¼s)
Strike your foe once to deal massive damage and stun them, marking your target with a Pulmonary Impact.
      Damage: 465 (1.75)
      Second Strike Damage: 872 (3.28)
      2 Pulmonary Impact (2s): Explosively damaging attack.
      Stun: 2 seconds
      Defiance Break: 200
      Range: 130

Wyvern Strike (¾s)
(Physical Gambit) Expend remaining initiative and lunge forward, delivering a strike to your target that increases in power based on initiative spent.
      Damage: 465 (1.75)
      Damage Increase Per Initiative: 10%
      Range: 300

--> End Skill
Remove your Physical Gambit and put this skill on cooldown.
      

Impairing Daggers
(Physical) Fling multiple daggers at a single enemy, inflicting conditions.
      Damage (3x): 597 (2.25)
      3 Poison (10s): 1,005 Damage, -33% Heal Effectiveness
      Slow (5s): Skills and actions are slower.
      Immobilize (2s): Unable to move.
      Combo Finisher: Physical Projectile
      Range: 900

Impairing Dagger (3 Ini)
(Physical Gambit) Fling a dagger at a single enemy, inflicting conditions.
      Damage: 199 (0.75)
      2 Poison (8s): 536 Damage, -33% Heal Effectiveness
      Slow (2s): Skills and actions are slower.
      Combo Finisher: Physical Projectile
      Range: 900

      

Elite

As a chained skill, it will function exactly the same as it does except that it will switch your gambit once the the chain ends either through completion or time out. The Gambit it gives is a weak attack with a high cost that puts a debuff on the target that acts like Pulmonary Impact, but will defeat downed opponents. "Deathblow" has been made a tooltip to show the skill ignores downed state.

True Fist (½s)
(Physical) Dash to a foe and deliver a stunning strike.
      Damage: 465 (1.75)
      Daze: 2s
      Evade: ½s
      Defiance Break: 200
      Range: 450

--> Uppercut (½s)
Deal a heavy blow with your fist, sending enemies flying.
      Damage: 598 (2.25)
      Launch: 0
      Defiance Break: 232
      Range: 130

--> Deathblow (1s)
Deal a downward strike on your foe. Downed enemies struck with this ability are defeated.
      Damage: 1,064 (4.0)
      Range: 130
      Deathblow: Foes that are downed or would be downed through damage are immediately defeated.

Five Finger Heart Exploding Strike (½s) (12 Ini)
(Physical Gambit) Strike five pressure points around the heart of your target and daze them. Downed targets are defeated.
      Damage (2x): 131 (0.5)
      Dazed: 1s
      Range: 130
      Deathblow: Foes that are downed or would be downed through damage are immediately defeated.

      


Traitline

      The Daredevil traitline has been considered Acrobatics 2.0 and also the better of the two. In an attempt to give Daredevil it's own flavor, I geared it more towards damage and interruption rather than support considering that's one of the main strengths of Daredevil. And while it still has an effect on dodges, it has more effects that return endurance than revolving around swiftness and vigor. The synergy with Acro is apparent and combined should allow thief to be tanky, especially with a shield.

Staff Proficiency
You can wield a staff.

Adept

Minor - Physical Supremacy
Gain access to Physical skills. Your maximum endurance is increased. Gain Power.
      Endurance Increased: +50
      Power: +180

Marauder's Resilience
Gain vitality based on a portion of your power. Damage is decreased from foes within the range threshold.
      Damage Reduced: 10%
      Gain Vitality Based on a Percentage of Power: 7%
      Radius: 360

Staggering Initiative
Control effects you inflict last longer. Gain Initiative when you interrupt enemies.
      Duration Increased: 33%
      Initiative Gained: 2

Brawler's Tenacity
Physical skills and Physical Gambits grant endurance.
      Endurance Gained: 4
      

Master

Minor - Breathing Techniques
Initiative gained while initiative is full gives Endurance instead. Using Gambits grants endurance.
      Endurance Gained: 2
      

Weakening Strikes
Your next attack after dodging or evading an attack causes weakness to foes struck. Weakened enemies deal less damage to you, and you deal increased strike damage to them.
      Damage Increase: 10%
      Damage Reduced: 10%
      Weakening Strikes (4s): Next attack weakens enemies.
      Weakness (3s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
      

Havoc Specialist
Strike damage increased when Endurance is not full.
      Damage Increased: 15%
      

Hard to Catch
Shadowstepping returns initiative. Very briefly evade when shadowstepping.
      Evade: 1/4s
      Initiative Gained: 1
      

Grandmaster

Minor - Impacting Disruption
Enemies that you interrupt suffer a Pulmonary Impact.
This trait can only affect enemies with defiance bars once per interval.
      Interval: 3s

--> Pulmonary Impact
(Physical) Cause a rupture that deals massive damage when this skill ends.
      Damage: 398 (1.5)
      Unblockable

--> Pulmonary Impact (PvP)
(Physical) Cause a rupture that deals damage when this skill ends. This skill cannot critically hit.
      Damage: 237 (.9)
      Can't critically hit
      Unblockable
      

Lotus Training
Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time when dodging.
      Lotus Training (8s): +15% Condition Damage
      

Unhindered Combatant
Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness and damage reduction. Removing conditions in this way temporarily reduces endurance gain.
      Crippled - Exhaustion (2s): -90% Endurance Regeneration
      Chilled - Exhaustion (3s): -90% Endurance Regeneration
      Immobilized - Exhaustion (4s): -90% Endurance Regeneration
      Unhindered Combatant (6s): -10% Incoming Condition Damage, -10% Incoming Damage
      

Bounding Dodger
Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Gain increased strike damage for a period of time after you dodge.
      Bounding Dodger (8s): +15% Damage


Core Changes
Core Skills
Core Traits
Deadeye
Specter
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Pub: 24 Dec 2023 06:27 UTC

Edit: 17 May 2024 05:12 UTC

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