I’ve got two ideas regarding the implementation, so i’ll explain both of them.
- Turret force field – 120 or 180 sec. cooldown (depends on the intended duration, as in, the resistance they want to give to the turrets)
Four turrets are placed around the engineer and cover the area around him with a force field. Enemies can’t enter the area or damage the engineer (and eventually, other people inside the field). The turrets can’t attack and can be damaged by enemies.
To get rid of the field, the turrets must be destroyed. After two of them are destroyed, the field is weakened, making the targets vulnerable but still halving the damage received.
Eventually it may be done so that you can’t destroy all of them with a single blow (like, only two of them are vulnerable at a time, and they’ve got a good bit of hp and toughness to resist a bit)
If you’ve got the Elite Supplies trait, the turrets could have some kind of short range attack (like thumper turret) or some buff could be applied inside of the force field.
- “Force field” kit, 180 seconds cooldown
Ok, a better name would be needed. Something like, armored kit. It has got a cooldown because it needs some time to recharge.
Unlike the other kits, this one would have a certain number of charges. Let’s say, 15.
You lose a charge per second. The skills of this kit cost charges to be used.
As long as you’ve got more than half of the charges, you’re invulnerable. If you’ve got less than half, the damage inflicted to you is halved.
Basically, you can choose to either prolong your defense bonuses, or sacrifice them for the skills of the kit.
The skills should be relatively worthwhile to use to spend charges on them, obviously.
Gatling arm (channeled, 1 charge per second): release a burst of bullets from the arm. 1000 range.
Plasma burst – 2 charges: shot a ray of plasma from the other arm in a cone. Average damage and 2 sec. burning to all the targets. 3 seconds cooldown. 600 range.
Shoulder cannon – 2 charges: Shoot with a cannon located above the shoulder. Heavy damage in a small AoE (got to aim manually). Long range (like, 1200 or 1500, too). Maybe 1 second daze, too. 3 seconds cooldown.
Time distortion – 4 charges: area quickness for 3 seconds, 5 seconds cooldown. 900 range.
Overcharge – all the charges: the force field explode in a glorious blast. AoE damage around the engineer (the amount depends on the charges remaining) and knockback. The engineer is stunned for 2 seconds. The range could be,like, 300 or 400. Or even dependant on the charges.
Elite supplies could give this kit 20 charges instead of 15.
Notes: Time Distorsion is basically a reduced Time Warp; you can use it up to two times (since you spend charges with time too) for a total of 6 seconds area quickness; so that it shouldn’t be as powerful as the mesmer one, but still a nice buff for the party.