Thief Overhaul - Deadeye

Mechanics

Deadeye's Mark
Deadeye's Mark marks a target and grants you a single Hex based on the profession it was used on, or randomly in the case of NPCs. While your target is marked, Malice generates slowly over time and conditionally gained through combat. Your Basic Gambit is also changed to a Malicious Gambit for the duration of the mark. This skill is activated using F2 while having a target selected. Should the marked target die, Malice and Hexes are reset while Malicious Gambits return to normal.

Malice
Malice is a Initiative-based resource indicated by Initiative Diamonds becoming crimson red. Malice is built up differently from Initiative and is capped by your current initiative level. It is expended through the use of Deadeye Cantrips and Malicious Gambits which become more powerful when the malice cost is fully paid. The mechanics are as follows:

  • Gain 1 Malice: Taking 10% of your Max Health's worth of damage. (resets out of combat)
  • Gain 1 Malice: Land a critical hit on your marked target. (2s CD)
  • Gain 1 Malice: Marked target takes condition damage for 3 seconds.
  • Minimum Malice cost (Universal): 2
  • Maximum Malice cost (Cantrips): 5
  • Maximum Malice cost (M. Gambits): Initiative cost x2

Hex
Hexes replace the stolen skills normally gotten through Deadeye's Mark and will function the same way as Gambits. But they do not Stealth at 5 or more Malice. Instead, their effects will be more effective. All hexes are part of the Gambit pool as long as Deadeye's Mark is active. Stocked Hexes disappear when Deadeye's Mark disappears and you're out of combat.

--> Steal Defenses
(Hex) Grant aegis to allies around you and poison your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Aegis (5s): Block the next incoming attack.
      2 Poison (8s): 536 Damage, -33% Heal Effectiveness
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Resistance
(Hex) Grant resistance to allies around you and inflict torment on your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Resistance (5s): Nondamaging conditions currently on you are ineffective.
      3 Torment (8s): 528 Damage, 763 Damage if Foe Is Stationary
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Strength
(Hex) Grant might to allies around you and weaken your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      5 Might (12s): 150 Condition Damage, 150 Power
      Weakness (8s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Durability
(Hex) Grant protection to allies around you and inflict vulnerability on your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Protection (5s): -33% Incoming Damage
      10 Vulnerability (5s): +10% Incoming Damage, +10% Incoming Condition Damage
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Mobility
(Hex) Grant superspeed to allies around you and immobilize your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Superspeed (3s): Movement speed is greatly increased. Maximum duration: 10s
      Immobilize (1½s): Unable to move.
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Precision
(Hex) Grant fury to allies around you and blind your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Fury (8s): +25% Critical Chance
      Blindness (6s): Next outgoing attack misses.
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Warmth
(Hex) Grant vigor to allies around you and chill your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Vigor (10s): +50% Endurance Regeneration
      Chilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Time
(Hex) Grant quickness to allies around you and slow your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Quickness (5s): Skills and actions are faster.
      Slow (3s): Skills and actions are slower.
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

--> Steal Health
(Hex) Heal allies around you and inflict bleeding on your marked target. Becomes more effective at or above the Malice threshold.
      Damage: 133 (0.5)
      Healing: 1,290 (0.1)
      5 Bleeding (8s): 880 Damage
      Maximum Count: 2
      Number of Allied Targets: 5
      Range: 1,500
      Malice Threshold: 6
      Effectiveness Increased: 50%

Malicious Gambit
Malicious Gambits are Basic Gambits that lean heavily towards damage and therefore benefit from traits that affect them. They replace Basic Gambits use initiative AND Malice as part of their costs but only Initiative is required to use them. Malice is used for each Gambit's "Malice Bonus", which scale based on Malice spent. Every Malicious Gambit deals damage.

Dagger
Malicious Parry (¾s) (2 Ini)
(Malicious Gambit) Slash your dagger to the side, briefly blocking attacks in front of you. Enemies you block are dazed and projectiles are destroyed. Successfully blocking attacks also returns Initiative back to you. Consumes malice when striking your mark to deal bonus damage.
      Block: ½s
      Damage: 294 (0.8)
      Bonus Damage per Malice: 25%
      Maximum Malice: 4
      Daze on Block: 2½s
      Initiative: 1
      Range: 130

      

Pistol
Malicious Shot (¼s) (1 Ini)
(Malicious Gambit) Fire a shot from your offhand pistol. Consume malice when striking your mark to deal bonus damage.
      Damage: 367 (.75)
      Bonus Damage per Malice: 25%
      Maximum Malice: 2
      Combo Finisher: Physical Projectile
      Range: 900
      

Shield
Malicious Deflection (¾s) (3 Ini)
(Malicious Gambit) Swipe your shield to the side, briefly blocking attacks and reflecting projectiles. Enemies you block are stunned and heavily debilitated. Successfully blocking attacks also returns Initiative back to you. Consume malice to increase damage and condition durations.
      Block: ½s
      Damage: 294 (0.8)
      Stun on Block: 1s
      10 Vulnerability (7s): +10% Incoming Damage, +10% Incoming Condition Damage
      Weakened (4s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)
      Bonus Damage per Malice: 10%
      Bonus Duration per Malice: 15%
      Maximum Malice: 6
      Initiative: 1
      Range: 130
      

Focus
Malicious Geyser (¾s) (3 Ini) (Ground Targeted)
(Malicious Gambit) Cast a lingering pillar of darkness onto a target location that steals health from enemies each pulse. Changes to Shadowstep. Consumes malice to increase the number of pulses.
      Initial Damage: 220 (.6)
      Siphon Damage: 238 (.016)
      Siphon Healing: 186 (.08)
      Pulses: 5
      Bonus Pulses per Malice: 1
      Maximum Malice: 6
      Radius: 180
      Combo Field: Dark
      Number of Targets: 3
      Range: 1200

--> Shadowstep (¼s) (2 Ini)
Shadowstep to your fountain and steal the boons of enemies in it. If you cannot shadowstep to your fountain, you consume it. Enemies inside will have even more life and boons stolen. Consume malice to increase siphoning effectiveness.
      Siphon Damage: 1028 (.3)
      Siphon Healing: 837 (.2)
      Additional Siphon on Consume: +20%
      Bonus Effectiveness per Malice: 10%
      Maximum Malice: 2
      Boons Stolen: 2
      Additional Boons: 1
      Number of Targets: 3
      Range: 1800
      

Shortbow
Malicious Miasma (½s) (6 Ini) (2s CD) (Ground Targeted)
(Malicious Gambit) Shoot an unblockable arrow that detonates into a caustic smokescreen. Consume malice to gain additional effects per threshold on impact.
      Impact Damage: 330 (.9)
      Pulse Damage: 110 (0.3)
      Blindness 1s: Next outgoing attack misses.
      2 Malice - Damage Increased: 15%
      4 Malice - 3 Vulnerability (6s): +3% Incoming Damage, +3% Incoming Condition Damage
      6 Malice - Cripple (3s): -50% Movement Speed
      8 Malice - Boons Removed: 2
      10 Malice - Slow (3s): Skills and actions are slower.
      12 Malice - Fear (2s): Involuntary retreat; unable to act; stacks duration.
      Maximum Malice: 12
      Duration: 5s
      Radius: 240
      Combo Field: Smoke
      Unblockable
      

Spear
Malicious Nine-Tailed Strike (1½s) (3 Ini)
(Malicious Gambit) Block your foe and counterattack with a series of strikes. Initiative is refunded if you are not attacked. Consume malice to deal additional attacks.
      Damage (8x): 736 (2.0)
      Final Strike Damage: 183 (.5)
      Vulnerability (9s): +1% Incoming Damage, +1% Incoming Condition Damage
      Additional Impacts per Malice: 1
      Impact Damage: 110 (0.2)
      Maximum Malice: 6
      Number of Targets: 3
      Initiative Gained: 3
      Block: 2s
      Range: 150

--> Break Stance (2 Ini)
Spend initiative to break stance and initiate Nine-Tailed Strike.
      
*Note: Does not consume malice nor enhance Malicious Nine-Tailed Strike in any way.

Harpoon Gun
Malicious Trail (½s) (4 Ini)
(Malicious Gambit) Shoot a harpoon that leaves a trail of toxin. Consume Malice to increase the duration of the fields.
      Missile Damage: 488 (1.33)
      Damage: 121 (0.33)
      Poison (4s): 134 Damage, -33% Heal Effectiveness
      Number of Targets: 3
      Duration: 4s
      Interval: 1s
      Duration Increase per Malice: ½s
      Maximum Malice: 8
      Radius: 120
      Combo Field: Poison
      Combo Finisher: Physical Projectile
      Range: 1,200
      

Rifle
Malicious Retreat (¼s) (5 Ini) (2s CD)
(Malicious Gambit) Drop a gas bomb and shadowstep away from your target, cleansing a condition. Gain the Gambit Malicious Death's Judgement, which benefits from malice used by this skill.
      Damage: 645 (1.6)
      3 Poison (8s): 804 Damage, -33% Heal Effectiveness
      Effectiveness per Malice: 10%
      Maximum Malice: 10
      Combo Finisher: Leap
      Radius: 180
      Range: 600

Malicious Death's Judgement (½s)
Reveal yourself and fire a powerful shot at your target that pierces but deals less damage to unmarked foes. If this attack hits your mark, it consumes all malice and deals increased damage for each malice consumed.

      Damage: 1,126 (2.67)
      Damage to Unmarked Foes: 557 (1.32)
      Revealed (3s): You cannot stealth.
      Number of Targets: 5
      Combo Finisher: Physical Projectile
      Range: 1,500
      Pierces
      

Staff
Malicious Iron Mountain (1s) (4 Ini) (2s CD)
(Malicious Gambit) Block the next incoming attack. Immediately shadowstep and counterattack with powerful shove if an attack was blocked. Consume malice to deal a more powerful blow and cause skills interrupted by this attack to have longer cooldowns.
      Block: 1s
      Damage: 298 (1.0)
      Knockback: 300
      Additional Damage per Malice: 5%
      Cooldown Increased per Malice: 1s
      Maximum Malice: 8
      Defiance Break: 150
      Number of Targets: 3
      Radius: 130
      Range: 300
      

Axe
Malicious Recall
(Malicious Gambit) Command all axes on standby to strike your target and then reduce the recharge of all axe skills. Axes gain additional effects depending on your offhand weapon and Immobilize if enough hit. Overrides the Basic Gambits of offhand weapons.
      Dagger
            2 Torment (6s): 264 Damage, 384 Damage if Foe is Stationary
      Pistol
            +33% Strike Damage
      Shield
            +15% Strike Damage
            +45% Strike Damage vs Barrier
            Damage converted to Self Barrier: 10%
      Focus
            +20% Base Condition Duration
            Conditions on Axe Secondary Effect: 2 Burning (2s): 542 Damage
            Number of Targets: 5
      Effectiveness per Malice: 5%
      Maximum Malice: 2
      


Weapon

Rifle

Death's Retreat (¼s) (5 Ini) (2s CD)
(Basic Gambit) Drop a gas bomb and shadowstep away from your target, cleansing a condition. Gain the powerful Gambit Death's Judgement.
      Damage: 645 (1.6)
      3 Poison (8s): 804 Damage, -33% Heal Effectiveness
      Combo Finisher: Leap
      Radius: 180
      Range: 600
      Gambit: Death's Judgement

Death's Judgement
Reveal yourself and fire a powerful shot at your target.
      Damage: 1,126 (2.67)
      Revealed (3s): You cannot stealth
      Combo Finisher: Physical Projectile
      Range: 1,500
      

1.) Deadly Aim (¾s)
Fire a shot that inflicts vulnerability on your target. Applies additional vulnerability against your marked target. Condition duration increased while kneeling.
      Damage: 464 (1.1)
      2 Vulnerability (6s): +2% Incoming Damage, +2% Incoming Condition Damage
      Additional Vulnerability (6s): +1% Incoming Damage, +1% Incoming Condition Damage
      Combo Finisher: Physical Projectile (20% chance)
      Range: 1,200
      While Kneeling:
            Damage Increased: 33%
            Condition Duration Increased: 33%
            Range Increased: 300
      

2.) Spotter's Shot (½s)
Fire a bullet that grants you boons and inflicts conditions on your target. Immobilize your target and grant yourself fury while kneeling.
      Damage: 548 (1.3)
      Cripple (4s): -50% Movement Speed
      Vigor (3s): +50% Endurance Regeneration
      Number of Targets: 5
      Pierces
      Maximum Count: 3
      Count Recharge: 5s
      Combo Finisher: Physical Projectile
      Range: 1,200
      While Kneeling:
            Damage Increased: 33%
            Immobilize (1s): Unable to move.
            Fury (3s): +25% Critical Chance
            Range Increased: 300
      

3.) Suppressive Fire (1¼s)
Fire a burst of bullets that grant might if they hit your target. While kneeling, fire more rounds and gain extra initiative if enough hit.
      Damage (3x): 1,014 (2.4)
      3 Might (6s): 90 Condition Damage, 90 Power
      Maximum Count: 2
      Count Recharge: 9s
      Combo Finisher: Physical Projectile (20% chance)
      Range: 1,200
      While Kneeling:
            Damage Increased: 33%
            Additional Shots: 2
            Initiative Gained: 2
            Range Increased: 300
      

4.) Sniper's Cover (¾s) (12s CD)
Cover the area around you in a smoke screen that grants boons to nearby allies upon creation and upon entering it. Kneeling lets you shadowstep first.
      Blocks Missiles
      Resistance (5s): Nondamaging conditions currently on you are ineffective.
      Regen (5s): 650 Heal
      Vigor (5s): +50% Endurance Regeneration
      Duration: 5 seconds
      Combo Field: Dark
      Radius: 240
      While Kneeling:
            Ground Targeted
            Additional Shots: 2
            Initiative Gained: 2
            Range Increased: 300
            Range: 900
      

5.) Kneel
Your base and maximum movement speed is reduced but endurance regeneration increases while stationary. Rifle skills are enhanced and projectiles gain increased velocity. You can still dodge roll while kneeling. Kneeling is canceled if you swap weapons or use Free Action. Killing foes while kneeling grants extra initiative.
      Base Movement Speed: −75%
      Maximum Movement Speed: −75%
      Endurance Regeneration while Stationary: 15%
      Initiative on Kill: 3
      Velocity Increase: 50%
      Range: 1,500
      

--> Free Action
Stand up and move freely.


Healing, Utilities and Elite

      Like core utilities, Cantrips will have a channel mechanic that consumes malice for extra effects. Most cantrips in their current state are in a good spot, but there are some necessary tweaks to put them inline with the others. Mainly, making ranged ones 1,500 range like Malicious Restoration.

Healing

Malicious Restoration (¾s) (25s CD)
(Cantrip) Transfer your conditions to your marked target and then heal yourself. Channel to consume Malice and heal yourself for each malice consumed.
      Conditions Transferred: 3
      Healing: 7,200 (0.7)
      Healing per Malice: 120 (0.012)
      Maximum Malice: 6
      Range: 1,500
      

Utilities

Binding Shadow (¾s) (20s CD)
(Cantrip) Reveal yourself if you are stealthed and remove boons from your target after a short delay. If the foe is your marked target, they are also immobilized. Channel to consume Malice and make it unblockable.
      Damage: 266 (1.0)
      Immobilize (2s): Unable to move.
      Revealed (3s): You cannot stealth
      2 Poison (10s): 670 Damage, -33% Heal Effectiveness
      15 Vulnerability (10s): +15% Incoming Damage, +15% Incoming Condition Damage
      Boons Removed: 2
      Knockdown: 3 seconds
      Malice consumed: 4
      Defiance Break: 300
      Range: 1,500
      

Mercy
(Cantrip) Consume all malice and instantly refresh Deadeye's Mark. Gain initiative for each stack of malice you had prior to using this skill.
      Initiative per Malice: 1
      Maximum Count: 2
      Count Recharge: 30s
      Stun Break
      

Shadow Flare (¾s) (20s CD)
(Cantrip) Throw an orb of shadow magic that damages nearby foes at your targeted location. Channel to consume Malice and increase the duration of the orb. You may reactivate this skill to swap places with the orb as long as the orb remains. Deals increased damage to your marked target.
      Damage: 266 (1.0)
      Damage Increase against Mark: 33%
      Number of Targets: 5
      Duration: 4 seconds
      Duration per Malice: 1s
      Maximum Malice: 5
      Radius: 240
      Range: 1,500
      

--> Shadow Swap (2s CD)
Swap places with your shadow flare, causing it to detonate and deal damage to enemies at your original location. Deals increased damage to your marked target.
      Range: 1,200

Shadow Gust (½s) (30s CD)
(Cantrip) Knock away nearby foes with a burst of shadow magic, then stealth yourself. If this skill hits your marked target, they'll be launched instead. Consume Malice to deal more damage per malice spent.
      Damage: 106 (0.4)
      Stealth (3s): Invisible to foes. +20% Critical chance next outgoing strike.
      Launch: 450
      Knockback: 450
      Number of Targets: 5
      Additional damage per Malice: 25%
      Maximum Malice: 4
      Defiance Break: 382
      Radius: 240
      

Elite

      Stealth is fairly useless in PvE while it is potent against inexperienced players in competitive modes. Currently, Shadowmeld's main use in WvW was to counter Revealed until anet removed that ability in competitive. Since then, its been another stealth utility which serves better as a way to reset malice and M7. As this overhaul seeks to minimize stealth spam, and deadeye currently is stealth heavy, Shadowmeld will provide self-alacrity rather than remove Revealed. This will give its use a little more incentive beyond resetting the rotation.

Shadow Meld
(Cantrip) Vanish into stealth and supercharge your skills.
      Stealth (3s): Invisible to foes. +20% Critical chance next outgoing strike.
      Alacrity (5s): Skills recharge faster.
      Maximum Count: 2
      Count Recharge: 45 seconds

      


Traitline

      

Rifle Proficiency
You can wield a rifle.

Adept

Minor - Deadeye's Gaze
Gain the Deadeye's Mark profession skill, which unlocks Hexes and Malice generation. Gain access to malice-consuming Cantrips and Malicious Gambits, which replace Basic Gambits. Marking a target grants you a Hex.
      

--> Deadeye's Mark (½s) (25s CD)
Mark a target and gain a Hex. Generate Malice whenever you take enough damage, strike your mark with a critical hit, or every interval while your mark suffers from damaging conditions. Maximum Malice is determined by your current Initiative level. Lose all malice when the mark ends or when this skill is recast on a new target.
      Hexes Gained: 1
      Malice Gained every 10% total incoming damage: 1
      Malice Gained upon Critical Hit: 1
      Malice Gained every interval: 1
      Critical Hit Interval: ¾s
      Condition Interval: 3s
      Duration: 30 seconds
      Range: 1,500
      

Malicious Intent
You will always have at least two points of Malice available. Hexes grant Malice.
      Minimum Malice: 2
      Malice Gained: 1
      

Collateral Damage
Trigger Burst of Shadows at your target's location if it dies while marked.

--> Burst of Shadows
Invoke an explosion of shadows at your marked target's location that blinds nearby foes.
      Damage: 399 (1.5)
      Blindness (2s): Next outgoing attack misses.
      Number of Targets: 5
      Radius: 240
      Range: 2,500
      

One in the Chamber
When you cast a cantrip, gain a random Hex. Hexes deal more damage.
(Requires a marked target. Overwrites existing Gambits.)
      Damage Increase: 20%
      Stolen Skill Uses: 1

      

Master

Minor - Renewing Gaze
Deadeye's Mark recharges if your mark is defeated. Gain boons when this recharge occurs.
      Regen (5s): 650 Heal
      Vigor (5s): +50% Endurance Regeneration
      

Silent Scope
Gain precision. Gain additional precision while wielding a rifle. Kneeling increases the recharge rate of Rifle skills while you have swiftness.
      Rifle Recharge Rate: 10%
      Precision: +120
      Additional Precision: +120
      

Payback
When Renewing Gaze triggers, this trait restores a portion of the recharge time needed by your healing, utility, and elite skills.
Excludes racial skills.
      Recharge Reduced: 20%
      

Premeditation
Deal increased strike damage and more for each unique boon you have; concentration is increased.
      Damage Increased: 2%
      Bonus Damage per boon: 1½%
      Concentration: +180

      

Grandmaster

Minor - Iron Sight
Strike damage dealt to your marked target is increased, and strike damage taken from your marked target is reduced.
      Damage Increase: 10%
      Damage Reduced: 15%
      

Maleficent Seven
Increase maximum malice costs. Gain boons upon reaching the threshold of malice stacks. Initiative gained while initiative is full gives Malice instead.
      Increased Malice Costs: 1
      10 Might (10s): 300 Condition Damage, 300 Power
      Fury (10s): +25% Critical Chance
      Protection (5s): -33% Incoming Damage
      Regen (10s): 1,300 Heal
      Swiftness (10s): +33% Movement Speed
      Vigor (10s): +50% Endurance Regeneration
      Resolution (10s): Incoming condition damage decreased by 33%.
      Malice Threshold: 7
      

Be Quick or Be Killed
Gain quickness when marking a foe. Your power and precision are increased while under this effect.
      Quickness (4s): Skills and actions are faster.
      Power: +200
      Precision: +200
      

Fire for Effect
Using a Hex grants additional boons to allies around you. Hexes gained will always be Steal Time, regardless of the target's profession or your Gambit Pool.
      8 Might (12s): 240 Condition Damage, 240 Power
      Fury (12s): +25% Critical Chance
      Number of Allied Targets: 5
      Radius: 360


Core Changes
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Pub: 09 Jan 2024 01:10 UTC

Edit: 17 May 2024 05:35 UTC

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