Engineer Idea - Demolitionist
[Weapon Kit] Rocket Launcher
Rocket Blast – Fire a rocket at your foe from long range. Rocket Velocity is increased in stages the further the projectile flies.
Hellfire Rockets – Charge up to fire multiple rockets at once.
Bunker Buster – Fires a projectile that stuns targets on impact, causing a cascading shockwave in all directions applying slow to all foes hit.
Magnetic salvo – Fires a projectile that magnetises the impacted target, apply immobilise if the same target is hit twice. When a different second foe is hit the targets are taunted to one another.
[Toggle] Sunburst / Starstreak
Sunburst – Rockets fired are now loaded with a sunburst shell that burns all targets on impact within the blast radius.
Starstreak – Rockets fired are now loaded with starstreak shells that apply vulnerability.
?? [Tool belt] Rocket fuel – Burn of excess rocket fuel enveloping yourself in a fire shield that burns foes
The rocket launcher is a weapon that excels at control and fire power while the rate of fire is lower than other ranged weapons it makes up for this being a heavy hitting weapon. The rocket launcher weapon kit displays a method in creating an option for the player to focus on highly assessable condition damage through burns or put all emphasis on power through vulnerability stacks opening up different playstyles.
Utility skills
Possible additions to our repertoire of utility skills, I have included these utilities skills and their corresponding tool belt skills to show different ideas however these skills are not necessarily tied to the specialisation.
[Gadget] Quarantine Zone – Deploy a quarantine zone at the target area, any foe suffering from poison, bleeds or burning are trapped and take damage based on the number of conditions. Removes conditions from allies and applies regeneration.
?? [Tool belt] Neutralizer – Use a personal condition neutralizer gaining resistance
[Elixir] Elixir E – Drink Elixir E, gaining resistance. Randomly gain protection or stability after the effect has worn off.
?? [Tool belt] Toss Elixir E – Toss Elixir E stunning all foes within the target area. Randomly apply chill or slow after the effect has worn off.
[Turret] Laser Turret – Build a laser turret that fire a beam that damages and applies cripple to foes and anyone caught in its path.
?? Focused Dissonance - Overcharge your Laser Turret to fire a focused energy beam that applies slow.
Heal
[Heal] Volatile Infusion
Passive – Gain a boon upon reaching a certain health threshold
80% – Vigor
40% – regeneration
20% – protection
Active – Gain a burst of regeneration gaining resistance for the duration.
Engineer – Demolitionist Mechanic
Drone – ‘Orbital Assistance Drone’
The demolitionist now implores the use of a mechanical drone instead of tool belt skills, the drones function is to assist you defensively and offensively when necessary. The drone has two ‘stances’ first of which is safeguard which places the drone beside you, the next is observe which you are able to direct the drone into orbiting an enemy. These stances are controlled by the F1 skill and showcase three different abilities on each of the stances, the concept is similar to the tool belt mechanic however these skills are not determined by your heal and utility skills.
F1- [Toggle]
Observe – Direct your drone to orbit above the target enemy.
Safeguard – Direct your drone to return back to your side.
Safeguard Abilities
Target Acquisition - Acquire a target increasing range from all attacks and making them unblockable.
Chaff Flare - Deploy a flurry of flares in all directions burning nearby enemies and gaining stealth and swiftness
Emergency Countermeasures – Unleash a shockwave of energy stunning all nearby foes and gaining vigor.
Observe Abilities
Orbital Strike - Command the drone to lock onto the target from above releasing a series of airborne bombardments.
Electrical Discharge - Overcharge the drone releasing a storm of electrical currents that damages and cripples targets
Unstable Payload - Releases a fire bomb at your foe scorching the ground and apply burning.
Upgrade Utility Set
The upgrade utility set allows the engineer to make battlefields improvements to certain aspects of his/her equipment, these upgrades work similar to signets granting a passive and an active effect.
[Upgrade] Unstable Turrets
Passive – Upgrade your current turrets granting them additional effects.
Active – Refresh all overcharge turret skill abilities
Rifle Turret – Equips the turret with hollow point ammunition causing it ricochet between foes.
Flame Turret – Upgrades the fuel injection system allowing for a continuous stream of fire.
Thumper Turret – Dual shock systems create a secondary shockwave after every thump.
Rocket Turret – Improves rocket propulsion increasing projectile velocity.
Healing Turret – Healing mist is now concentrated granting vigor to allies.
Net Turret – Phosphorus lined nets now inflict burning when immobilising foes.
Mortar Turret – Introduces Spin-stabilized mortar shells that greatly increases the range.
[Upgrade] Reinforced Plating
Passive – Grants additional toughness to your drone, you gain retaliation when it’s struck.
Active – Pulses stability from your drone to all nearby allies.
[Upgrade] Reactive Armour
Passive – Disabling effects are grounded and transferred to a random enemy every twenty seconds.
Active – Gain protection, Attacks against you emit a small pulse of energy pushing back nearby foes a short distance.
[Upgrade] Prototype Munitions
Passive – Improved condition and power damage
Active – Reduces recharge on weapon skills
Elite
[Weapon Kit] Experimental Prototype
Charged beam – Charge up the cannon releasing a burst of energy that explodes on impact hitting multiple targets.
Disintegrate – Fires a continuous cone of electricity that damages and inflicts weakness
Volatile bulwark – Construct a shield to absorb projectiles in front of you, if the shield reaches its maximum protection it burst forward dazing foes.
Flux shift – Teleport to a target location if an enemy is selected swap positions with that target and apply confusion
Electromagnetic shot – Fires an unblockable electromagnetic shot that applies vulnerability and slowly pulls nearby enemies to the centre
The Experimental Prototype weapon kit elite works slightly different compared to the utility counterparts because of its inherent power this kits has a short cooldown however when using the ability you are free to move between the your different kits and weapons as you please. While the kit is active the UI will gain a flurry of sparks and energy which slowly dissipates showcasing the duration left visually.
Attachments Trait Line Example
Attachments is a trait line for the engineer that focuses on improving your Drones functions and replaces the tools trait line.
Per point:
Ferocity +50
Attachment Recharge Rate +5%
[Adept] Adapting Beacon – Converts conditions on yourself to boons granted to your drone.
[Master] Prototype Movement – Your Drone now teleports to your target instantly when commanded to attach to an enemy.
[Grandmaster] Danger Close – Your Drone skills deal more damage and abilities have a larger radius.
[Adept] Self-Destruct – Gain the ability to self-destruct your drone when downed. Deal more damage while downed.
[Adept] Recovery System – Healing yourself causes your drone to grant regeneration to nearby allies.
[Adept] Mechanical Dominance – Upgrades last longer. Reduces recharge on Upgrade skills
[Adept] Safeguard Systems – Take reduced damage while your drone at your side.
[Adept] Adjustment Phase – Greatly reduces recharge on turret skills when picking them up
[Adept] Rangefinder - Increased Ferocity while wielding a Longbow. Reduces the recharge on Longbow skills.
[Master] Stealth Reconnaissance – Your drone gains stealth and swiftness when orbiting an enemy.
[Master] Experimental Balance – Grants stability to Your Experimental Prototype weapon kit.
[Master] Forward Observer - Chance to gain quickness when hitting an enemy with your drone orbiting.
[Master] Reactor Booster - Critical hits have a chance to reduce the recharge of your drone skills.
[Grandmaster] Emergency Response – When struck below the health threshold you’re drone returns to your aid breaking stuns and granting protection, vigor and regeneration.
[Grandmaster] Calibrating Sights – when one of your attacks is evaded, your next attack will be critical.
[Grandmaster] High Priority Target - Gain bonus critical-hit chance against the target your drone is orbiting.
Thanks for anyone who actually read all of my ideas, any criticism or if you have any better ideas are all welcome and appreciated.
I like the amount of detail the abilities sound really engineerish except for the longbow atm still nice ideas I like the proc effects on some of the abilities.
calibrating sights is awesome.
overall a very nice idea, even if some stuff sounds horribly OP^^
just out of curiosity what do you think is overpowered i know some trait ideas might need moving about, with one or two moving to grandmaster.
Also giving the engineer the longbow was a slightly difficult choice make originally i thought about a main hand mace however because of the skills making the engineer attach his explosives to the end of an arrow seemed more feasible.
the turret passives for one.
adjustment phase (since all cd-reductions are 20% in the game) would give us 2 condi-clears and a large waterfield every 9.5 seconds. also thumper would become a cc-spam beacon (keep in mind that you get 2 knockbacks out of every overcharge if you place and overcharge it right away, and now the turret itself would be available every 24 seconds.)
Chaff Flare / Emergency Countermeasures + high priority target would make rabid condi-engis incredibly powerful (not only do you focus on condis, you now can stack burn and stealth away until your target ticks to death)
also magnetic salvo is breaking the concept of taunt, giving engineers too much power in 1vx situations.
basically adjustment phase is the biggest no-go, since you now have a viable option to move and set up shop on new nodes rather quickly in PvP conquest mode. and there are only little counter-measures to traditional turret bunkers, except zerker eles and general outrotating.
if you take out the out-rotating part of their list of weaknesses you create a horrible meta of fast-moving turret-forests.
(edited by Arantheal.7396)
The turret passive skills i designed to be somewhat more powerful than usual because your giving up a utility slot, i wanted to a give a impactful choice but i do agree some would need working on. A simpler idea would to swap the active and passive effect making recharge overcharge slightly reduced thats passive and a 8 second active for all the addition effects another idea to have trade of would be to weaken your turrets health in favor of damage to give a more counter measure to turret engis. Now for adjustment phase it was mainly created because of the drone mechanic you would not be able to blast your turrets as your f1-4 doesn’t change based on your utilities but as you said i might need to rethink that how it interacts with overcharge.
Magnetic salvo is balanced around having twice as much chance to miss, for the taunt to occur you would have to time it well enough because if you miss your second shot with skill would go on cooldown without any effect taking place.
Thanks for your input help me a great deal when coming up with ideas