The rifleman/marksman/musketeer/sniper
I imagine this being a new class for Guild Wars 2, where since the first Guild Wars development has been made into gunpowder (or some magical alternative) and firearms.
General
The rifleman uses a different weapon from all other classes with different advantages and disadvantages. The rifleman relies on being able to stay in one spot for some time, staying concealed from enemy aggro for as long as possible and giving support to the rest of the party. The rifleman’s biggest weakness is having low armour and melee classes.
Explanation
The rifleman/marksman/musketeer/sniper is a long-range class used to pin down, cripple, disable and interrupt as well as causing such affects as bleeding and deep wound.
Weapons would be confined to those that take several seconds to reload such as a musket and a single-action revolver. Firearms in Guild Wars would be at the very early stages of development so no machine guns, shotguns or rocket launchers.
Shooting at distance requires direct line of sight, more so than that of a ranger but as an added benefit the greater distance and the relevant attribute gives the rifleman the chance of being concealed from enemy aggro and avoidance from attack would be much easier. This enables the rifleman to fire multiple times at distance, at different targets, disabling and interrupting while the rest of the party runs into combat.
The rifleman would have a low armour rating being a class that is able to attack out of the range of enemy attack and aggro. The rifleman’s biggest threat would be the assassin who can shadow step into melee range without detection. At close quarters the rifleman’s only line of defence is a bayonet or switching to a pistol. The rifleman’s ability to reload larger weapons when in melee range will be disabled or significantly hindered.
The rifleman would have the ability to increase the damage each shot does by taking aim and waiting for the opportune moment. To balance this, the more damage the shot can do the more time it takes to set the shot up. Success could be increased with various preparation skills such as focus and take aim as well as crippling which would slow the enemy’s movement and improve the rifleman’s ability to aim.
Disabler and supporter role: They are the first line of offence being able to disable the enemy before the rest of the party enters combat. At which point the enemy will be much easier to handle.
Spiker role: The rifleman could have the ability to deal a great amount of damage in a single shot. When used with other skills such as bleeding, the rifleman has the possibility of killing a single enemy quickly. This would be balanced by the time taken to shoot as the rifleman could be discovered and made to flee or engage combat or a wrongly chosen target could move out of sight or be killed before the shot is made and consequently wasted.
Caster or lower armour
Medium Energy
Long-Ranged
L

