Elite spec:Technomancer (Staff & Arcane)

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: King Kai.4516

King Kai.4516

The Technomancer
Through a mastery of techno-magic the Technomancer combines elemental and arcane magic for powerful yet explosively unstable results! This is a simple to learn yet hard to master elite specialization which focuses on back line support\healing. I left out recharge times on purpose. If you feel a trait or skill is to strong then suggest a reasonable recharge time. Please rate and improve!

Class Mechanic
Elemental Alchemy-replaces tool belt with Elemento-crown which grants 5 skills: 4 elements instant cast skills (earth, water, lighting, and fire) plus 1 arcane lock skill. Activating an elemental skill grants 4 seconds of that associated aura (fire shield, frost aura, magnetic aura, shocking aura) each on a 10 second cool down. Any time the Technomancer has at least 2 auras of the four above on themselves they can click the arcane lock skill (blast finisher,10 second cool down) to detonate and loose both auras for the below combo effect.

Elemental Alchemy Aura list:
Fire+Frost=smoke blast finisher
Fire+Mag=lighting blast finisher
Fire+Shock= light blast finisher
Frost+Mag= poison blast finisher
Frost+Shock=dark blast finisher
Mag+Sock=ethereal blast finisher

Weapon (Staff)
• Energy surge (auto-attack) – 1200 range Fire a high speed energy ball orb of arcane energy that damages enemies
• Phase advance – 1200 range teleport(leap) forward granting 3 seconds of swiftness
• Disruptor bomb – ground targeted Up to 900 range gather energy into staff and decimate an area. Allies hit gain stability.
• Distortion field – grant blur effect for 2 seconds while granting random aura at end
• Repulse wave – 300 range pulses 3 times damage and pushing enemies away while granting vigor to allies

Utility – Arcane (all count as arcane locks)
• Arcane recovery (Heal Skill) – Heal 300 area on activation, heals even more per aura detonated.
• Arcane flux – Upon activation damage nearby enemies and steal their auras.
• Arcane cleanse – Cleanse conditions then grant buff on to have attacks guarantee 100% critical damage for as many conditions healed
• Arcane impulse – Absorb critical attacks for next 3 seconds then do half that damage in 300 range
• Arcane bounty – Nearby allies next attack will be critical attack (up to 5 allies)
• Arcane reclamation (Elite Skill) – Grant 4 random auras and refresh weapon skill recharge rates

Traits
Traits (Minor)
• Elemental Alchemy -Give engineer staff, arcane traits, and Elemental Alchemy trait line
• Aura Bor Ealis – The 4 elemental Auras grant 2 seconds of fury
• Assembled criticality – Your critical hits heal around you for small amount

Traits (Adept)
• Brilliant detonation -. Any time you detonate 2 auras gain a random boon
• Field trip – When disabled by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, you break out and use Distortion field
• Chaotic magics – Blast finishers also cause bolts effects around allies and enemies effected

Traits (Master)
• Arcane regulations – Gain more Concentration and Expertise for 5 seconds when you use an arcane skill.
• Control rod mastery – Staff skills recharge 20% faster, Immobilize for 2 seconds on hit
• Anticipate anomaly – a random aura is applied to you every 30 seconds for 4 seconds

Traits (Grandmaster)
• Helix healing – heal only allies for every boon you have applied to them
• Arcane shift – Blast finishes now cause damage and random conditions to nearby enemies
• Technoresonance – arcane skills recharge 20% faster, Gain stability on arcane skill use

(edited by King Kai.4516)

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: Arimas.3492

Arimas.3492

The concept is interesting but how is this support/healing? There’s only 2 things listed 1 being your personal heal and the other a trait that will heal allies, and then some small time boons. There isn’t even a water blast finisher. Staff seems more like a utility/movement weapon rather than support and the utilities are pretty weak, like “Arcane flux – Upon activation damage nearby enemies and steal their auras.” What if they don’t have an aura?

Cool idea but I don’t see how it relates to support/healing role.

Elite spec:Technomancer (Staff & Arcane)

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Posted by: King Kai.4516

King Kai.4516

The concept is interesting but how is this support/healing? There’s only 2 things listed 1 being your personal heal and the other a trait that will heal allies, and then some small time boons. There isn’t even a water blast finisher. Staff seems more like a utility/movement weapon rather than support and the utilities are pretty weak, like “Arcane flux – Upon activation damage nearby enemies and steal their auras.” What if they don’t have an aura?

Cool idea but I don’t see how it relates to support/healing role.

Technomancer is a back line supporter/healer. Think of it as similar to tempest which is front line support(primarily a boon giver) and healing(secondary healing). Druid would be more healing(primary) and support(secondary). Tempest only has Elemental Bastion for healing trait and its healing skill yet does a decent job healing(example, woodenpotatoes raid videos).
Think of the Helix healing trait like the guardians Altruistic Healing but for allies, combine that with constant blast effects and Inventions trait line and the technomancer healing should be as good as the tempest.
Check out the blast finisher effects, that gives group boons hence support, if the utilities are weak give them a shorter recharge.

“Arcane flux – Upon activation damage nearby enemies and steal their auras.” What if they don’t have an aura?"
This is like looking at the hunters skill “Search and Rescue!” and asking “What if none of your allies are down?”
Answer:Then don’t put the skill on your bar if that situation is unlikely to happen
Real Answer: Tempests are pretty popular, it is doubtful that in pvp or wvw you won’t be around enemies that have auras.

Thanks for the input!

(edited by King Kai.4516)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: Xaylin.1860

Xaylin.1860

A very cool concept and I think I’d enjoy it. I don’t see Toolbelts being replaced for anything on Engineer, though. Utilities are balanced around having their secondary effect which would heavily kitten them if they weren’t accessable. That’s probably also one of the reason why the Scrapper mechanic is so boring.

You might need a different trigger for detonating your Auras and simplify the detonation to one element to make it work (e.g. when using a Toolbelt skill). Also, the traits feel somewhat undertuned. But that could be fixed quite easily.

Weapon (Staff)
• Energy surge (auto-attack) – 1200 range Fire a high speed energy ball orb of arcane energy that damages enemies
• Phase advance – 1200 range teleport(leap) forward granting 3 seconds of swiftness
• Disruptor bomb – ground targeted Up to 900 range gather energy into staff and decimate an area. Allies hit gain stability.
• Distortion field – grant blur effect for 2 seconds while granting random aura at end
• Repulse wave – 300 range pulses 3 times damage and pushing enemies away while granting vigor to allies

Distortion field won’t happen. You might get 1s of Aegis for 2s, though. Salt.

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: King Kai.4516

King Kai.4516

A very cool concept and I think I’d enjoy it. I don’t see Toolbelts being replaced for anything on Engineer, though. Utilities are balanced around having their secondary effect which would heavily kitten them if they weren’t accessable. That’s probably also one of the reason why the Scrapper mechanic is so boring.

You might need a different trigger for detonating your Auras and simplify the detonation to one element to make it work (e.g. when using a Toolbelt skill). Also, the traits feel somewhat undertuned. But that could be fixed quite easily.

Weapon (Staff)
• Energy surge (auto-attack) – 1200 range Fire a high speed energy ball orb of arcane energy that damages enemies
• Phase advance – 1200 range teleport(leap) forward granting 3 seconds of swiftness
• Disruptor bomb – ground targeted Up to 900 range gather energy into staff and decimate an area. Allies hit gain stability.
• Distortion field – grant blur effect for 2 seconds while granting random aura at end
• Repulse wave – 300 range pulses 3 times damage and pushing enemies away while granting vigor to allies

Distortion field won’t happen. You might get 1s of Aegis for 2s, though. Salt.

If every future elite spec for engineer must have toolbelt then that will be very sad indeed and engineer is doomed to never quite live up to the promise of elite specs playing different then core specs. They have redesigned entire trait lines before so if it is infact the case that utilities are balanced with their toolbet equivalents I think they have time to decouple and re-balance. If not then the compromise would be rather than replace the toolbelt the above elemento-crown skill effects can be just added to the current toolbelt slots.(example: using elixir R toolbelt skill while the utility is in the first slot would also grant a fire aura, ect….)
That chronomancer nurf was for group distortion so self applied distortion should be ok. Engineers getting a Blurred Frenzy that doesn’t cause damage wont break anything.

Thanks for the input!

(edited by King Kai.4516)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Very thougrough desciption, but sounds very boring. Seems to be ele stuck in water attunement. No new interesting mechanics, just staff ele with arcane utilities. Might as well go play ele and do it all better.
Hands down for making skills reasonable in terms of balance

Elite spec:Technomancer (Staff & Arcane)

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Posted by: King Kai.4516

King Kai.4516

Very thougrough desciption, but sounds very boring. Seems to be ele stuck in water attunement. No new interesting mechanics, just staff ele with arcane utilities. Might as well go play ele and do it all better.
Hands down for making skills reasonable in terms of balance

I disagree. While there will off course be overlap with these elite specs, staff ele doesn’t have on demand access to: area stealth, area retaliation, area chaos armor, area blind, ect…. In fact as has been pointed out in a response above the technomancer doesn’t rely on regeneration or water blast finishes for healing so it isn’t like water staff ele at all in that regard but a technomancer would work well in conjunction with one(since it has many blast finishers). I wanted to give it a risk/reward game play of selfishness(keeping the aura) vs selflessness(detonating that aura early) which I don’t see in other classes yet and it would be the only class that can access blast finishers without fields. Any tweaks you guys could recommend would be appreciated.
Thanks for the input!

(edited by King Kai.4516)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: The V.8759

The V.8759

Hey! You have got some cool ideas! However a spec like this doesnt seem to touch in engineer identity (technical) and misses lore in my opinion. I mean how do they suddenly know to use magic? Also it touches too much on ele. Arcane and auras really seems to be theirs. Rather cantrips could be shared skills, like shouts and traps are. I made the following suggestion myself:

The Technomancer

Class: Engineer
Weapon: Axe (Main Hand)

Description

Technomancers are the pioneers when it comes to using magic in the world of engineers. They still cannot summon magic out of nowhere, unlike a lot of other classes. However they smart engineering brains made them able to understand magic and learnt how to drain it from their environniment to power up their attacks. This is done through appying a capacitor to their toolbelt skills. This will allow them, when enough magic is stored in it, to press F6 and and gain access to capacitor skills. This will flip over their toolbelt skills into new magical skills.

Weapon skills

The axe is a mid ranged power weapon. The axe is attached to a chain making you able to swing it with force, hit your enemy with it and make it return in your hand.

  • Auto attack
  • Piercing slash : Throw your axe straight in front of you, piercing up to three targets and pull it back with the chain. (600 range)
  • Finishing blast : As you pulled your axe back, you swing it around your back with a circle in the air to smash the ground in front of you with explosive force hitting up to three targets. Gain one stack of Slashing Precision (5s) for each enemy struck (Grants 1% extra critical chance per stack) (600 range).
    Chain sequense would take 1.8 seconds.
  • Slashing Charge : Slash your axe in a cone up to 300 range in front of you, quickly striking foes while charging forward. Hits 8 times. Duration: 1.75s. Cooldown: 6s. (5 targets)
  • Lashing Vengeance : Throw your axe on your foe, attaching the chain to them. Then pull your foe to yourself, throw them in the air and smack them on the ground with huge force dealing high damage. Cast time: 1.25s. Cooldown: 20s. (One target)

Traits

Minors

  • Capacitor: Gain access to the capacitor. This will charge by 1% every 2 seconds in combat.
  • Energetic Force: Activating your capacitor will release a burst of energy, applying Kinetic Barrier for 3 seconds on you an up to 5 nearby allies.
  • Kintetic Barrier: Explodes damaging nearby foes after being hit 5 times.
  • Quickened Launch: Gain 3 seconds of quickness whenever you launch a foe. (12 seconds cooldown)

Adept traits

  • Furious Energy: Fury regenerates 0.5% extra energy every 3 seconds.
  • Collectional Energy: Collector skills recharge 20% and apply weakness for 5 seconds on foes hit.
  • Firm Grip: Any autoattack will apply one stack apply one stack of Slashing Precision for 7s when used in combat.

Master traits

  • Furious Capacitor: Using a capacitor skill will give you and nearby allies 4 seconds of fury.
  • Power Saving Mode: Capacitor cost 25% less magical energy.
  • Sharpened Blades: Slashing precision also grants 10 ferocity for each stack.

Grandmaster traits

  • Furious Barrier: Apply a Kinetic Barrier to you and allies whenever you gain fury. 15s cooldown.
  • Energy Drainage: Hitting a foe will drain magic from them. 0.2% for each hit.
  • Quikened Axes: Execute Slashing Charge 50% faster. Gain quickness for 3 seconds after successfully landing a Lashing Vengeance.

New Skills
With Technomancer you get access to collector skills. These skills generate extra magic and apply AoE effects.

  • Healing skill: Magical Drainage: Drain magic from each foe around you. Gain 3% charge for each foe hit. Heal shortly afterwards gaining extra health based on your stored magic.
  • Toolbelt: Gain 1s of resistance for each 20% of magic you have stored.
  • Kinetic Barrier: Apply Kinetic Barrier to yourself and up to 5 allies. Gain 3% charge for each ally given Barrier.
  • Toolbelt: Kinetic Blast: Instantly blast foes near to you.
    Out of ideas atm…

Capacitor skills
You can use your capacitor by clicking F6. This has a 20s cooldown. Your capacitor skills itself do not have cooldowns but rather use the stored magic as a source. While using your capacitor it will lose 1% magic each second. Detonate skills will pull enemies to where the turret was at a cost of 30%. Some of these skills are upkeep skills.

F1 capacitor skills

  • Toss Elixir H -> Toss Gunk: Throw gunk on the ground appying one random condition for each tick. Ethreal Field. Cost: 15%
  • Regenerating Mist -> Degenerating Mist: Siphon life from foes in the area. Cost: 20%
  • Bandage Self -> Healing Infusion (Upkeep): Heal for 350*(0.1) for every half second. This will make you unable to attack, but can be used for a long duration. Can be canceled whenever you want by clicking it again. Cost: 8% per second used.
  • Static Shock -> Floating Force: Make your enemy Float.(Same range and cast time as original skill) Cost: 30%

Utility Capacitor Skills

  • Toss Elixir B -> Stabilizing Ground: Throw your elixir on the ground ticking 2 stacks of stability in a small radius (200) for 8 seconds. Cost: 35%
  • Toss Elixir C -> Negativity Field: Throw you elixir on the ground to create a field that rips 1 boon off every second. Lasts 5 seconds. 200 radius.
  • Toss Elixir R -> Finishing Field: Throw you Elixir on the ground that defeats a downed enemy after it has ticked 3 times. Duration: 3 seconds. Radius: 200. Cost: 80%
  • Toss Elixir S -> Targeted Shrink: Shrink allies in the targeted area to reduce their incoming damage by 33%. Radius: 180. Cost: 50%
  • Launch PBR -> Mystical Ram: Summon a mystical ram that runs straight forward, trampling and knocking down foes. Disappears at the end of it’s charge. Cost: 40%.
  • Rocket Kick -> Fiery Ground (Upkeep): Create a burning field around yourself that moves with you and applies 2s of burning for each tick.. Radius: 200. Cost: 10% per second.
  • Super Speed -> Teleport Charge: Charge into one direction almost instantly teleporting you there. Works with a ground marker similar to whirlwind ground marker. Cost: 20%.
  • Throw Napalm -> Hellish Flames: Make the ground burst open on targeted area, applying 3 stacks of burning for 5s after 0.75s in the targeted area. Radius: 180. Cost: 20%.
  • Net attack -> Low Grounded Blast: Blast foes around you knocking them down. Blast Finisher. Radius: 240. Cost: 60%.
  • Surprise Shot -> Energy Burst: Instantly cast a magical bolt on your foe. Cost: 20%.
  • Rocket -> Magical Orb: A magical orb slowly comes down from the sky exploding when it touches the targeted ground after 2s, dealing massive damage in a 240 radius. Cost: 40%.
  • Rumble -> Rumbling Ground: Immobilize up to 5 targets around you. Radius: 240. Cost: 35%.
  • Big Ol’ Bomb: Magical Wave: Create a slowly expanding wave that pushes back enemies as it grows. Starting radius: 40. Finishing Radius: 360. Cost: 40%.
  • Grenade Barrage -> Astroid strike: Rain down multiple astroids at the same time hitting enemies in the marked area. Astroid Radius: 60. Target radius: 240. Cost: 50%.
  • Healing Mist -> Energetic Release: Break stun. Cost 15%.
  • Incendiary Ammo -> Slowed infusion (Upkeep): Slow your enemy for 1s (1sCD) when you hit your enemy. Cost: 15% per second.
  • Throw Wrench -> Healing Fix: Throw a magical Wrench that heals allies as it passes through. Heal yourself when it returns in your hand. Range: 1200. Cost: 15%.

Elite Capacitor Skills

  • Toss Elixir X -> Liquify: Turn yourself to liquid form becoming invulnerable for 4s. Cost: 60%.
  • Med Pack Drop -> Erupting Fonts: Create several water fonts around yourself that heal for a small around when standing in them. Duration: 6s. Number of Fonts: 5. Cost: 60%.
  • Orbital Strike: Breathe from the Skies: Call down a massive wave from the skies that knocks down enemies and damage them. Radius: 240. Cost: 60%.

Okay that has been a long post, out of ideas at utlity skills but it’s in the middle of the night here. Might edit tomorrow. Special thanks to Kratos (God of War) for the Axe ideas.

One of the Firstborn Channel of Fvux

Elite spec:Technomancer (Staff & Arcane)

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Posted by: Gatvin.6510

Gatvin.6510

I do like this, but it DOES seem mostly like you wanted an elementalist with engineer flavor. One of the cool things about the armor customizations available is that it WOULD allow you to have an elementalist that has the appearance of an engi.

Mechanics wise, I feel like engineer has a lot of underused abilities right now that should be polished before they add new things.

Elite spec:Technomancer (Staff & Arcane)

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Posted by: King Kai.4516

King Kai.4516

Hey! You have got some cool ideas! However a spec like this doesnt seem to touch in engineer identity (technical) and misses lore in my opinion. I mean how do they suddenly know to use magic? Also it touches too much on ele. Arcane and auras really seems to be theirs. Rather cantrips could be shared skills, like shouts and traps are. I made the following suggestion myself:

My response would be that engineer as it is now seems more a Char flavor of a technology while my Technomancer design would be more the asura flavor. Asura have been mixing technology and magic for some time now. Check out the flavor description for HOPE III: Prototype:
“As the hylek are masters of alchemy, so too are the asura the wizards of technomagical research. They understand the forces in play in their Eternal Alchemy and how to apply them to the greater world. Uncover their secrets in your work to attain Prototype, the next step in your legendary for attaining HOPE.”
https://wiki.guildwars2.com/wiki/HOPE_III:_Prototype

And arcane is definitely not just an ele thing, the governing body of the Asura is called the Arcane Council.
https://wiki.guildwars2.com/wiki/Arcane_Council

I also tried to keep the instability and randomness that is core to engineer. Mixing these magics isn’t a natural state of things to that is why there is a detonation, the technomancer is just using that apparent flaw to their advantage.

Your Techonmancer design:
I like the charge/burst concept behind your capacitor, especially if there is a tell on the technomancer so that there is some counter play to it. Your overall design seems to be an engineer twist on a berserking axe weilding warrior but dependant on revenant energy/necromancer life force mechanic. The only thing I would say is that engineer is already one of the more complex classes to play so adding a lifeforce/energy resource in addition to flip over/upkeep skills for every toolbelt skill seems like like hell to balance for the designers and manage for players in-game.
I would suggest narrowing down the scope so that so many skills don’t have be involved and make it a backline skermisher that focuses on crowd control and aoe damage. You have a minor trait called Quickened Launch but I don’t see any skills that actually launch enemies. So I would make the capacitor have a theme of push back/interrupting enemies provides allies offensive boons like fury and quickness.

(edited by King Kai.4516)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: Gatvin.6510

Gatvin.6510

Minor flavor point: Remember, Alchemy and Science work because they ARE a part of nature. The randomness comes because people don’t understand the underlying principles as much as they think they do. Its fun because at least the people doing science are OK with that. =)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: The V.8759

The V.8759

@King Kai,
I understand that you are combining Charrs to the current engineers. It is direct, explosive and effective. However I do not think that what you are giving by defenition is asuran magic. My first reasoning why it doesn’t feel like asuran magic is because Asura’s don’t use their magic directly, but rather implement it in items to work for them. This concludes my following perspective:
When speaking of Asura Engineers, they rather know how to inbue things with magic, but do not know the ‘summoning’ part of it.

Magic can summon things. For example mesmers can create clones, elementalists can summon fireballs and meteorshowers, but engineers can do none of that. In Asuran culture we actually see that none of the asura summon things with it, but rather imbue mechanical objects with it, like golems. They have to build golems themselfves and then place magic in them.

Now you could say that Rytlock also suddenly learnt magic, so engineers could also have learnt it. However -and this is completely opinionbased, so not a strong arguement- it just doesn’t seem to fit to me that engineers can cast it. In my opinion there should be a mechanical reason where in they figured out how to work with magic. In my case the capacitor would do the work for them. Which would be an Asuran piece of engineering to translate magic into summoning magical spells.

One of the Firstborn Channel of Fvux

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: King Kai.4516

King Kai.4516

@King Kai,
Now you could say that Rytlock also suddenly learnt magic, so engineers could also have learnt it. However -and this is completely opinionbased, so not a strong arguement- it just doesn’t seem to fit to me that engineers can cast it. In my opinion there should be a mechanical reason where in they figured out how to work with magic. In my case the capacitor would do the work for them. Which would be an Asuran piece of engineering to translate magic into summoning magical spells.

Take a look at my mechanics paragraph. I replaced the toolbelt with a Elemento-crown, which in my head lorewise is explained by a psionic controller that goes on the characters head to harness magical energy so they are technically not casting magic like the other classes. Technomancers control magic similar to how golemancers control golems through a mind/interface.
https://wiki.guildwars2.com/wiki/Golem

Elite spec:Technomancer (Staff & Arcane)

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Posted by: insanemaniac.2456

insanemaniac.2456

hmm… if engi got staff… it would be ironic that warriors, the profession with the theme of “can pick up just about any weapon”, would then be the only profession that cant use a staff.

JQ: Rikkity
head here to discuss wvw without fear of infractions

Elite spec:Technomancer (Staff & Arcane)

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Posted by: zHellish.2036

zHellish.2036

I would suggest to use the energy shield that will be imposed as a supplementary health over conventional health (with a maximum stacking of course). Just use the magic appeal for protection. For example: Encourage the bunker, which falls to the ground after three seconds had pitched enemies. Bunker blocks all damage if it is between you and your foes

Elite spec:Technomancer (Staff & Arcane)

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Posted by: DGraves.3720

DGraves.3720

This is a MezzEle.

It feels completely unnatural as a direction imo.

Elite spec:Technomancer (Staff & Arcane)

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Posted by: Yashuoa.9527

Yashuoa.9527

Getting a ranged dmg + support spec is cool.
I dont think that the idea of auras, like magnetic and shock aura is right though.
Those are for the Tempest ele to keep them unique in that aspect
We should have something else that distinquishes us.

Also I think it would be better if we get a new 1h weapon, that can be in the mainhand and the offhand.

This weapon could than also be used in combination with shield.
Which only has pistol, (condi weapon), as a possible pair.
Just as offhand pistol has only mainhand pistol as a possible pair.

The shield cooldowns should get significantly reduced by default though (regardless of spec.), because they are to high.

Than we could do new weapon mainhand and new weapon offhand,
new weapon mainhand and shield offhand,
or Pistol mainhand and new weapon offhand.

(edited by Yashuoa.9527)

Elite spec:Technomancer (Staff & Arcane)

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Posted by: King Kai.4516

King Kai.4516

Getting a ranged dmg + support spec is cool.
I dont think that the idea of auras, like magnetic and shock aura is right though.
Those are for the Tempest ele to keep them unique in that aspect
We should have something else that distinquishes us.

Tempest is about giving auras to allies, the elite spec proposed above is about sacrificing self auras for blast effects so there is a big difference between the two. Since this keeps coming up walk through the following thought process with me. Let’s just assume at a minimum we only get 2 more elite specs for each class. that would be 3 elite specs per class for a total of 27 elite specs to create. Do you guys honestly think that there will be 27 elite specs that don’t overlap in any way with any other? The current elite specs counter that notion by specifically borrowing from the rather classes. Dragon hunter could be belittled to just be a guardian ranger(long bow and traps) but the entire point was that giving guardian the flavor of another class changed how it was played. Druid can be said to just be Ranger with a necromancer death shroud that focuses on healing instead of damage. Wells were only a Necromancer skill now mesmers get there own spin on it with chronomancer(which really doesn’t play that different from mesmers in the first place). The next elite spec may not be what I proposed above, but you are setting yourself up for consistent disappointment if you think it won’t have aspects similar or tweaked from other classes.

Elite spec:Technomancer (Staff & Arcane)

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Posted by: Yashuoa.9527

Yashuoa.9527

Getting a ranged dmg + support spec is cool.
I dont think that the idea of auras, like magnetic and shock aura is right though.
Those are for the Tempest ele to keep them unique in that aspect
We should have something else that distinquishes us.

Tempest is about giving auras to allies, the elite spec proposed above is about sacrificing self auras for blast effects so there is a big difference between the two. Since this keeps coming up walk through the following thought process with me. Let’s just assume at a minimum we only get 2 more elite specs for each class. that would be 3 elite specs per class for a total of 27 elite specs to create. Do you guys honestly think that there will be 27 elite specs that don’t overlap in any way with any other? The current elite specs counter that notion by specifically borrowing from the rather classes. Dragon hunter could be belittled to just be a guardian ranger(long bow and traps) but the entire point was that giving guardian the flavor of another class changed how it was played. Druid can be said to just be Ranger with a necromancer death shroud that focuses on healing instead of damage. Wells were only a Necromancer skill now mesmers get there own spin on it with chronomancer(which really doesn’t play that different from mesmers in the first place). The next elite spec may not be what I proposed above, but you are setting yourself up for consistent disappointment if you think it won’t have aspects similar or tweaked from other classes.

What do you think of the rest of the post? As you quoted ony half of it.

What would happen if an ele shared auras to you?
Could you use those too?

I find there to be a difference between a ranger and a dragonhunter using a bow and traps (which both function differently apart from being bow and traps), compared to both this technomancer and tempest using the same auras.
Even though the technomancer wont share them.

Also if ele can share his auras to us and we can use them for blast finishers than we might need to be balanced around being able to receive auras from ele.
Whereas if we got different auras, that wouldnt be needed.

Elite spec:Technomancer (Staff & Arcane)

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Posted by: brandname.4736

brandname.4736

The Bunker
weapon: main hand shield

Engineers have developed new powerful battle magic that made them masters of forification

toolbelt is replaced with f1: upgrade tier I, f2: upgrade tier II, f3: upgrade tier III f4: detonate turrets & shockwave “with taunt”

all three can be cast at a single time but only one per target on yourself, target friendly, group member, or turret
f1 upgrade, =+3 all stats, regeneration
f2 upgrade, +5 all stats, regeneration, a random boon
f3 upgrade, +10 all stats, regeneration, two random boons
“or something along those lines”

upgrade is a new boon that effects turrets, depending on the tier the turret will gain proportional power changing thumper into a slow moving thumper golem that has an aoe bull, or turns rifle turret into machine gun or rocket turret into one of those mortars you see at the shatterer

kits have added abilities to their attacks “flamethrower 1 abilities has a target that paints a target onto the enemy making the flame turret target that enemy exclusively”

the classes healing ability is like a combination of healing turret combined with healing kit, minus the ability to splash/explode combo

If you have ever played a flash game called Dofus or they are similar to the Foggernaught with a support flair

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: King Kai.4516

King Kai.4516

What do you think of the rest of the post? As you quoted ony half of it.

About another off or main 1 hand weapon? Sure that would be nice, I think staff fits the support flavor of my technomancer spec. If you wanted to still use my technomancer template I guess the best 1 hand to replace staff would be mace(but in this case mace isn’t melee).

What would happen if an ele shared auras to you?
Could you use those too?

Sure technomancer and tempest would be best bros for life.

I find there to be a difference between a ranger and a dragonhunter using a bow and traps (which both function differently apart from being bow and traps), compared to both this technomancer and tempest using the same auras.
Even though the technomancer wont share them.

Also if ele can share his auras to us and we can use them for blast finishers than we might need to be balanced around being able to receive auras from ele.
Whereas if we got different auras, that wouldnt be needed.

So Guardian and Ranger can use the same weapon, utilities, and game play(range attacking with traps to control spacing) yet still be different, but another class using certain auras differently then tempest is to much to imagine? I don’t have an actual technomancer to show you to display how it would play differently all I can do is tell you how it would play differently. I don’t think certain auras are hands off and other classes do use those auras(ex. Reaper>frost aura), but if you feel it should use different auras the overall elite spec works all the same.

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

What do you think of the rest of the post? As you quoted ony half of it.

About another off or main 1 hand weapon? Sure that would be nice, I think staff fits the support flavor of my technomancer spec. If you wanted to still use my technomancer template I guess the best 1 hand to replace staff would be mace(but in this case mace isn’t melee).

What would happen if an ele shared auras to you?
Could you use those too?

Sure technomancer and tempest would be best bros for life.

I find there to be a difference between a ranger and a dragonhunter using a bow and traps (which both function differently apart from being bow and traps), compared to both this technomancer and tempest using the same auras.
Even though the technomancer wont share them.

Also if ele can share his auras to us and we can use them for blast finishers than we might need to be balanced around being able to receive auras from ele.
Whereas if we got different auras, that wouldnt be needed.

So Guardian and Ranger can use the same weapon, utilities, and game play(range attacking with traps to control spacing) yet still be different, but another class using certain auras differently then tempest is to much to imagine? I don’t have an actual technomancer to show you to display how it would play differently all I can do is tell you how it would play differently. I don’t think certain auras are hands off and other classes do use those auras(ex. Reaper>frost aura), but if you feel it should use different auras the overall elite spec works all the same.

Yeah mace/other 1h weap but ranged (maybe a 1h that can be in both the main and offhand). Could be nice to pair up with shield as well.

Yeah I think it would be better if technomancer has unique personal auras.
Otherwise the Technomancer may need to be balanced around being able to receive auras from Ele too, on top of Technomancer their own ones.
Which could make things unnecessarily difficult.

Elite spec:Technomancer (Staff & Arcane)

in Engineer

Posted by: gannondorf.7628

gannondorf.7628

Engineer is designed by the charrs for the charrs. They actually contribute by 70% of the pact technology and they make the better warriors (norns are better in pure strenght but the charrs are more numerous, disciplined and prepared for the battle) when asura actually don’t create new things (and they have not battle enginery, that charrs have created) they only enhance things with magic for plasma use or ray shoot. Even if technology seems to have a place in asura civilization, actually there is more place for magic and enhancement to technologies, than created new one or battle technology. I think engineer theme will remain charr. And, with it, you have actually more choices of specializations. Look at the weapons that the charrs made (vapor, machined) you actually could make them more warrior like (thing that is justified coz iron legion have a lot of heavy armor warriors/engineer (like smodur himself coz engineer was first designed to be heavy armor class). Charr’s theme are make for battle enginery and i think it will remain with other specialization that can wear… all weapons actually mixing them with a battle enginery theme that the engineer actually is.