I came up with this idea after numerous feedback from the community. This skill line aims to do the following:
1. Brings a new Weapon Line to the game.
2. Adds both Magicka and Stamina options.
3. Offers an alternative ranged option for Stamina builds.
4. Adds options for all damage types, Disease and Frost get a few more as they need options.
Finally Heavy Attacks would return resources based on your highest stats, Magicka or Stamina.
So here it is.
Throwing Weapons:
The skill line can be used by equipping a harness. A harness is considered a 2 handed weapon.
(You would need both hands free to access all the weapons/skills in your harness.)
Light Attack: Throw a knife at an enemy.
Heavy Attack: Take aim before throwing a knife with full force.
Ultimate: Fumigate
Throw a bomb that detonates after 1 second, releasing a cloud of noxious fumes in a 10 meter area for 20 seconds, dealing X Poison Damage every second to all enemies in the area. The damage reduces by 1% every second but the area of effect grows by 1 meter every 2 seconds. Enemies hit are afflicted with Major Defile for 10 seconds.
M1: Choking Compound
Enemies in the area of effect are snared by 30% and are afflicted with Minor Vulnerability.
M2: Death Cloud:
The cloud only lasts 10 seconds but it’s damage is increased up to 100% against targets under 100% health.
Triple Throw: (DPS):
Throw three throwing knives at your target at once. Each knife deals X Physical Damage.
M1: Sharpened Blades:
Now deals Bleed Damage and deals a further X Bleed Damage for 2 seconds. While slotted, your Light and Heavy attacks deal Bleed damage and deal a further X Bleed damage every second for 2 seconds.
M2: Vile Blades:
Now deals Disease Damage and deals 15% more damage vs defiled targets.
Plague Mine:
Throw a mine that arms after 2 seconds and detonates when an enemy gets within 4 meters of it. The mine releases a mist of putrescent fumes over 12 seconds in a 12 meter area that deals X Disease Damage every second.
M1: Frost Mine:
Now deals Frost Damage and enemies are Chilled and afflicted with Minor Brittle while in the area.
M2: Lingering Affliction:
Enemies are afflicted with Minor Defile while in the area and for 5 seconds after. Enemies take an additional X Disease Damage every second while in the area and for 5 seconds after.
Fan of Stars:
Throw out a fan of throwing stars in a cone ahead of you dealing X Physical Damage.
M1: Icicles:
Deals Frost Damage. Targets hit take an additional X Frost Damage over 8 seconds.
M2: Death Stars:
Targets hit within 4 meters take an additional X Physical Damage. This bonus damage ignores enemy armor values.
Poisoned Dart:
Throw a poisoned Dart at an enemy dealing X Poison Damage and a further X Poison Damage over 10 seconds.
M1: Electric Dart:
Deals Shock Damage and it deals it’s damage in an 8 meter area.
M2: Lethal Toxins:
The damage over time is done over 5 seconds instead of 10.
Dirty Bombs:
Throw 3 small bombs at the ground that explode on impact. Each Bomb deals X Disease Damage and leaves behind a pool of putrescent material for 8 seconds that deals X Disease Damage every second.
M1: Fire Bombs:
Deals Flame Damage. Upfront damage is increased but no longer leaves behind a damaging area. Enemies hit are afflicted with the Burning status.
M2: Rancid Stench:
Enemies hit immediately start vomiting, stunning them for 5 seconds.
Passives:
Sleight of Hand: Reduces the cost of your Throwing Weapon abilities by 6/12%
Knife Juggler: While using Throwing Weapons. Increases your next Light or Heavy Attack by 6/12% after using a Throwing Weapon ability.
Bombardier: Increase the range of your Throwing Weapon abilities by 2/4 meters.
Ravager: While using Throwing Weapons. Increases the chance to inflict negative status effects by 100/200%.
Malicious: While using Throwing Weapons. Increases the damage of your weapon enchants and alchemical poisons by 10/20%.
Tried to come up with something that would benefit all builds and has a little something for everyone.