G’day all,
Phyrak here, how is everyone?
now, I have read through the forums on a multitude of topics ranging from trait/ weapon specializations to new abilities (relating to engi and warrior for reference sake).
for traits.
In general – as trait lines go, there should be some sort of specialization.
ie. if we look at the warriors trait line of GS, spread along the power and precision lines – we get extra dmg (5%), reduced CD and might on hit.
The way my idea works for traits is that we gain the passive 5/15/25 as normal but the 10/20/30 have a much larger impact.
ie. the GS warrior rather then gaining a standard 5% dmg from one tree would go down one specific tree.
the select-able traits in preference to weapon would go as the traits do.
minor/moderate/major
so, to put this into perspective
at trait 10 gain: 1% GS dmg, 5% CD, 5% chance to gain might
20: 3% GS dmg, 10% CD and 15% chance to gain might
30: 5% GS dmg, 20% CD, 20-30% chance to gain might on crit
The aim is that this would work along side all weapon types and kits for engineers.
now, engineers…
three new weapon kits:
power fists
focus rifle
the mister
both are used in the explosives line (but use CD increase)
power fists focus on stun/ confusion with chance to inflict bleeding or vuln
focus rifle focuses on (pardon the pun) high dmg, high vuln stacks and low movement
the mister aims for suitability, healing and poison dmg
I would also change the rifle (actual rifle not weapon kit) and move it to explosives for these traits.
tier 1: increase dmg/ CD 5% ect – the basic stuff
tier 2: add dragons breath (% chance to add fire dmg to all attacks – except blunderbuss – 100% chance – higher damage = closer target)
tier 3: increases dmg based on distance close to target – increases vit/ tough by 100 each
I would also change how the FT works
tier 1: on each at tier gain X% chance to inflict burning/ blindness
ie burning 25/30/35
ie blind 10/15/20
tier 2: dmg increase when attacking burning target 5/10/15
tier 3: gain toughness/ higher might (depending on stims – look a bit further down)
since weapons kits are considered “unarmed”
the only use of “weapons” is for the sigil
why not increase power/precision/condition dmg by a certain % to balance this out due to the factor of weapon stats having little effect.
just before I move onto stims, here’s an idea for pistols (graphically add shooting two at the same time for more effect)
tier 1: pistol dmg increase/ CD
tier 2: “Neo-system” can shoot whilst dodging (for all the Matrix fans out there )
their 3: increased dmg based on endurance lost/ % chance to gain vigor.
finally…STIMS!
they act like a combo b/w warrior and mesmer.
healing stim – gives regen with 5/10/15 chance every 10 seconds in combat to give regen buff
aggressive stim – acts as signet of inspiration but only for might,fury,protenction and vigor
defensive stim – gives regen, swiftness, blindness immunty once every 10 second
all work as SOI with % chance of giving one or the other with certain increases based on alchemy trait list.
Elixirs will still be kept but made slightly more powerful as stims can give what they give as a passive.
ie. EB would give 3 stacks of might for 15 sec rather then 1 stack for 10
thus increasing burst/ hopefully balancing it out.
thanks for reading.
if you like, give it a bump :P
-Phyrak