With Classic World, it needs to address the problem of the past of only have 1 support job (Cleric line) with introducing never before seen new jobs that are dedicated supports of different class types and playstyles. This will open up variety and options for players to pick a playstyle and theme that better suits them, deepens the support pool to play with, and with more kinds of supports will allow other jobs to shine by embracing job uniqueness without changing damage dealer jobs directly.
Supports increase the social aspect to the game with party play - which increases player engagement and cosmetic purchases for the business side of things - and allow jobs that normally would not be very good to now become good when paired with new supports that have different playstyles to serve certain damage dealing jobs better than others.
The concept of Poison Thief is be a type of debuffer that hides in the shadows (Dark Sight) and lays down things like poison clouds everywhere, but these poison clouds will not deal damage directly but rather whenever a monster is attacked by the user and party members, will deal additional damage based on the caster's stats. This will have a natural synergy of being stronger partying with fast attacking jobs and not be very good with slow, hard hitting attacking jobs, i.e. Hurricane type of attacks be an ideal pairing with something like this.
Weapon: Dagger
Damage Type: Poison-Attribute Damage for All Skills.
CONCEPT KIT BELOW:
Job 1:
Poison-Tipped Blade:
Stab your dagger forward, dealing half of your damage right away and the other half as poison damage over 6 seconds, this poison can stack up to 3 times.
Poisoned enemies take 5% increased Final Damage by party members per poison stack, up to 15% Final Damage.
Mark of Death:
Leap up and lunge forward, stabbing your dagger downward, dealing damage to 1 monster and marking it for 60 seconds, only one monster can be marked at a time.
The monster marked for death will take massive damage, based on self's stats, for every 66 combined attacks by self and party members the target receives.
This can only be used while on the ground.
Cooldown: 1 second.
Job 2:
Into the Shadows:
Toggle: Enter into Dark Sight and gain 40% increased movement speed, this can exceed the Speed limit.
Blood Trail:
Toggle: Consume MP every second while moving around to lay behind a blood trail that remains for up to 30 seconds, healing self and party members while standing on it for 20% Recovery every second.
Passive: Every monster that is currently inflicted by your poison or within Poisoned Smoke will increase Blood Trail's healing by 10%, up to 200% increased healing. Boss monsters count as 10 monsters.
CLARITY: Multiplicative healing increase, i.e. 100% increased healing of 20% is 40% Recovery per second.
Poisoned Blood:
Infuse blood enhancement into self and party members standing on Blood Trails for 15 seconds, granting +30 Evasion and +30 Accuracy.
Infuse blood corruption into monsters that are inflicted by your poison or within Poisoned Smoke for 15 seconds, granting -30 Avoid and -30 Accuracy.
Cooldown: 12 seconds.
Job 3:
Poisoned Smoke:
Leave behind a cloud of poisonous gases for 180 seconds that slows monsters by 30% and reduces their accuracy by -30.
Monsters inside of this poisonous gas take additional damage whenever they are attacked by self and party members, based on self's stats.
Poisoned Smoke can be used while Into the Shadows is active without exiting Dark Sight state.
CLARITY: Multiple clouds can be in play at one time. Effect does not stack with overlapping clouds.
Toxic Fumes:
Toss a dagger forward, dealing damage to up to 12 monsters as poison damage over 6 seconds and creating a trail of golden toxic fumes for 15 seconds.
Poison from Toxic Fumes applies as if it was a poison stack from Poison-Tipped Blade.
Regular monsters inside of these Toxic Fumes will deal 100% more damage and take 50% less damage by self and party members, and then offer 50% increased EXP and drop rate chance to the killer. If a party member kills a steroid monster, then self gains 100% increased EXP.
Boss monsters inside of these Toxic Fumes will have their defense reduced by 30% and deal 30% less damage.
Cooldown: 5 seconds.
Cleansing Blood:
Toggle: Reduce the duration of all abnormal status effects on self and party members by 90%, but reduce self Final Damage by 50% and party members Final Damage by 20%.
CLARITY: Mark of Death and Poisoned Smoke damage is based on self's damage, making 50% Final Damage reduction to cut this damage in half as well.
Job 4:
Poison-Tipped Flurry:
Hold: Rapidly attack your dagger forward, dealing half of your damage immediately and the other half as poison damage over 10 seconds, stacking up to 10 times.
Poisoned enemies take 3% increased Final Damage by party members per poison stack, up to 30% Final Damage. This overrides Poison-Tipped Blade.
While using Poison-Tipped Flurry and for 2 seconds afterwards, your Final Damage is decreased by 50%.
You can freely move and jump while using Poison-Tipped Flurry.
Passive: Toxic Fumes tosses two daggers simultaneously instead of only one.
Lethal Toxin:
Consume all of your MP to shroud the entire map in a deadly toxin for 18 seconds, causing monsters to take 2% and deal 1% increased Final Damage for every 500-200 MP [based on skill rank] that was consumed.
Additionally, all fire-attribute attacks from party members will damage all monsters on the map, based on self's stats.
Cooldown: 30 seconds.
Poisoned Traversal:
Instantly teleport a long distance in one of four directions, leaving behind Poisoned Smoke at the starting location and ending location.
This can be used while in the air and on ropes/ladders.
Passive: Poisoned Smoke's damage is increased [based on skill rank].
Cooldown: 2 seconds.