Hello everyone! It’s been a long time since I posted one of my brainstorming sessions here. I felt inspired though, so I thought I would share my latest rendition of ideas with everyone. Feel free to contribute, or criticize, or flame/bash/what have you.
If you have trouble getting what I wrote here, look at the attached .RTF or ask me for clarification! Thanks ahead of time for reading, it’s quite a lot.
The premise behind these changes is solve multiple issues people have with Engineer;
1. Engineers are unpopular, these changes may result in a short flavor-of-the-month feel at first, but should bring them to standard popularity with other classes.
2. It will resolve some of the image issues behind engineers being non-engineerish
3. It will simplify, yet make more attractive, one of the more underpopular skill trees in game
These changes are designed specifically for turret engineers, to bring about a new class mechanic that is both fun, unique, and intuitive, while iconifying the class as a whole.
Turrets currently exist in the following form;
Healing: Healing Turret
Utility: Rifle, Rocket, Thumper, Net, Flame
Elite: None
By consolidating all turrets into one turret-based class mechanic (inevitibly replacing the tool belt skills), there can be one overall turret available to the engineer at all times, with different customizations (performed at the Turret Workshop, detailed below).
Turrets will be given independant stats from their owner, also customizable in the same manner. The below stat tables indicate level 80 values (scale appropriately for lower levels).
Rules of Turrets:
-They will have a static 25% chance to crit for 10% crit damage by default.
-They will have 0 natural condition damage by default.
-They will have 5000 HP by default.
-They will have 2000 armor by default.
-Their attack speed, movement speed & cooldown reduction is static, and determined by their configuration.
-The look of the turret is determined by the race of the Engineer. It cannot be changed unless the race of the engineer is changed.
-Turrets will follow the engineer unless directed to a specific location or they are out of range
Look and feel:
The turret will resemble a design similar to it’s race of creation. Asuran turrets will be similar to floating golem construction, whereas charr turrets will be closer to a harrier-jet with a rifle mounted on it. Human would resemble a small propeller-driven wind-ship, and I’m not sure about Sylvari or Norn, but they might have designs with borrowed assistance from one of the other races. This is an attempt at making the player relate more to their Engi and their racial choice, which currently only reflects in that all turrets appear to be of Charr design regardless of race.
Turret Interface:
F1 = Attack my target. The turret does not automatically attack a target, you must tell it when to start combat. Alternatively, you can press F1 again to tell it to stop attacking.
F2 = Defensive Skill. This skill is chosen in the turret workshop and consists of both a passive effect as well as an active one.
F3 = Offensive Skill. This skill is chosen in the turret workshop and consists of both a passive effect as well as an active one.
F4 = Assign Turret. This skill will set your turret to stand in a designated area (ground targetting) with a range of 1200. Using it again will recall your turret to your position. Assign turret is on a 30s cooldown.
Healing a turret:
-Your turrets primary source of healing will be out of combat where it will regenerate health in the same manner as a player, ranger pet, or NPC.
-If your turret dies and you are still in combat, you can [F] interact with it to regen it the same way you would a player, ranger pet, or NPC. This will take a shorter amount of time due to significantly decreased turret health as opposed to any of the above examples.
-If your turret dies and you are out of combat, you can either [F] interact as stated above, or it will slowly regenerate over a period of 20 seconds (unless combat starts in which it will stop)
Turret Workshop:
The user will be able to go to a turret workshop, and customize the turret to fit their playstyle. The turret workshop is located in every capital city including Lions Arch, and has a theme designed to it it’s designated city/race. Configuration is done through an intuitive user interface window which is only available at the workshop itself, and allows the user to create what should usually result in a balanced turret situation at all times. The first two parameters listed below are adjusted with sliders that go toward/away from one of the titles or another. The second 3 are selected either via Radio button or Drop-down. The parameters are as follows:
Attachments:
(edited by LoreChief.8391)