This topic is just for fun, I’m NOT expecting Anet to implement any of this.
Imagined New Engineer Elite Spec: Branded Technician
Technician, or Tech/Tec for short.
Introduction
Rata Sum’s head researchers from the college of Dynamics contacted priory scholars from the Black Citadel who specialized in Branded research. Utilizing Asuran Dynamics theory and extensive branded knowledge of priory scholars of the Black Citadel, Engineers, with the greatest affinity for electronic technology and magnetism can now harness the power of the Branded amplified by electrified basalt commonly found in the sands of Elona without succumbing to the manipulation of Kralkatorrik.
By equipping the Branded Technician Elite Specialization, you gain access to Main Hand Mace, Magnetic Fields, and Glamour utilities.
Themes: Magnetism and Electric Charges
Lore inspired by:
https://forum-en.gw2archive.eu/forum/game/lore/The-Branded-and-Magnetism
and of course, Kralkatorrik. I really wanted to make an elite spec that was relevant to GW2 lore.
Shout out to /r/Tulki and his previous post about the Aetherblade elite spec which inspired this elite spec.
https://www.reddit.com/r/Guildwars2/comments/5gqzei/an_engineer_elite_spec_aetherblade/
I. Objectives:
- To specialize in/enhance combo fields & finishers
- Encourage other classes to utilize combo field and finishers.
- To enhance core engineer gadgets.
- To avoid adding another profession skill (because core engineer already has 5 profession skills which I think no profession should ever exceed)
- To reduce the amount of stability currently being shared in game. (I noticed that there is a surplus of Stability being given by several classes so I introduced skills that prioritize stripping stability.)
- To provide another reliable source of quickness
I. Limitations
While I do consider possible balance implications and counter plays to some of the abilities I add with this elite spec, I will not frequently give specific Cooldowns, ICD, durations, or any specific numerals for damage output. But I hope to hear your input on this.
Secondly, I do not care if Anet will include this into their future expansions or not. I thought of this elite spec simply because it was fun. Although, if Anet decides to include even just ONE idea from this post, I would be extremely happy. They can freely take any ideas from this post.
II. Combo System Rework
- I considered removing light fields from Guardian symbols but then I remembered that they have traits involving keeping uptime of retaliation. Even though traits such as Radiant Retaliation from guardian are relatively unused, I would still like to avoid nerfing core classes for the sake of creating new elite specializations.
- This change has been mentioned several times before and I completely agree with it. A player’s combo finishers should prioritize his or her own combo fields regardless of whomever’s field was laid first. This way you can always blast your water fields even when several fields overlap in boss fights. This makes Engie healing builds more viable.
- Make Whirl finishers reliable. How it works now is that whirl finishers shoot bolts randomly. For the rework, whirl and projectiles should not be too strong but at least reliable, thus I suggest whirl finishers to fire in waves, 5 projectiles in 5 directions (similar to how Cantrip Tornado 4 skill for elementalist works.) with an ICD of 1 or 2 seconds. This is useful for bosses with large hit-boxes; large bosses will be hit by all 5 projectiles if you whirl in their hitbox. In addition, whirl projectiles should be homing up to a 45/60 degree angle from the direction they are fired from. Thus it’s possible to hit an enemy with 3 bolts if they’re close enough.
- The second dilemma is how to reliably cast finishers on other player’s fields that you intend to during a 10 man or 5 man scenario during battle. In other words, if players cast light, fire, then dark field in that order, how would you be able to finish in the fire field since it’s sandwiched in between two finishers? For this, I introduce the Field Conversion utility. See Utilities section.
III. PROFESSION MECHANIC
Magnetic Fields: The Magnetic field is a combo field exclusively produced by the Branded Technician. It slows enemies standing in the field; the technician’s fields produce unique effects when players finish in its area.
Blast – AOE Quickness(2 secs); Whirl/projectile – Quickness (1s); Leap – Knockdown (2 sec)
(Blast skills “excite” electric charges in the magnetic field, thus speeding up allies’ movements. Projectiles are hastened because they pass through magnetic fields which increase their velocity, Yes it’s weird that the character benefits from this but this is also how regeneration works. Leaping propels you through magnetic propulsion then allows you to pummel someone with the heavy gravity of your weapon unto them)