My redesigned trait lines

My redesigned trait lines

in Engineer

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

My thoughts on Elementalist trait lines met with good reception, so I thought I’d give my thoughts on my other favorite profession, the Engineer. I’ll address the lines one by one, giving my thoughts on each.

I’ll just start with Tools for now, and will add the others later.

With your feedback, I may change and/or shift traits around.

Tools

As the Engineers unique line, Tools comes across as situational, albeit strong with certain builds. The goal here is to fix bugged traits, move traits around, and create more universal traits.

Minor Traits

Adept – Adrenaline Pump
(Unchanged.)

Master – Inertial Converter
(Unchanged.)

Grandmaster – Static Discharge
(Moved from Adept Minor.)
Mechanics reworked / bug fixed. All skills now launch the static shock directly at your target (or straight ahead of your character without a target). With this, all utilities should be useful with Static Discharge themed builds.
Damage possibly buffed to compensate for the move.

Adept Majors

Static Discharge and Kit Refinement reworked and moved to grandmaster tier traits (minor and major respectively). Deployable Turrets has been combined into an inventions trait, as it just doesn’t warrant placement in this line or its state as an individual trait.

Speedy Kits
(Unchanged.)

Always Prepared
(Unchanged.)

Adrenal Implant
(Moved and Reworked.)
When you dodge, restore 10% endurance and deal 10% more damage with your next attack.

Gadget Mastery
(Buffed.)
Gadget Utilities trigger Tool Belt benefits (ie: Static Discharge, Adrenaline Pump, and the new Armor Mods). Gadgets recharge 20% faster.

Kit Master
(New.)
Gain bonus power and precision while wielding a kit.

Weapon Master
(New)
Weapon skills recharge 10% faster. Stacks with specific skill recharge traits (ie: Hair Trigger).
Note – Only effects Rifle, MH/OH Pistol, Shield, and future weapon choices. Does not effect kits.

Master Majors

Power Wrench
(Unchanged.)

Packaged Stimulants
(Unchanged)

Leg Mods
(Unchanged)

Scope
(Unchanged)

Grandmaster Majors

Kit Refinement
(Moved from Adept Major and reworked/buffed.)
Internal cd is now individual rather than global. Effects rescaled or entirely reworked around the reworked cooldowns and new trait status as a 30 point trait.

Armor Mods
(Reworked.)
Gain Aegis for 5 seconds when you use a Tool Belt skill. (10s cooldown)

(edited by Duke Blackrose.4981)

My redesigned trait lines

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Posted by: Rozbuska.5263

Rozbuska.5263

ldowns and new trait status as a 30 point trait.
Armor Mods
(Reworked.)
Gain Aegis for 5 seconds when you use a Tool Belt skill. (10s cooldown)

This one isnt bad idea.

Tekkit Mojo – Engineer
Tekkit’s Workshop

My redesigned trait lines

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Posted by: MonMalthias.4763

MonMalthias.4763

ldowns and new trait status as a 30 point trait.
Armor Mods
(Reworked.)
Gain Aegis for 5 seconds when you use a Tool Belt skill. (10s cooldown)

This one isnt bad idea.

Yeah, this one’s pretty good actually. Engineer currently suffers from too few traits actually exploiting the Profession skill mechanic – Tool Belt skill use. This would be a good change to help bring that back instead of one entirely driven by RNG

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

My redesigned trait lines

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

With my Firearms rework, I’m aiming towards build diversity. A combination of trait compression and reworks allows for more traits to be added. Most of the changes will have little effect in boosting the engineer’s tangible performance with any given weapon, but will diversify the weapon types used. Boosting the Elixir Gun’s performance through traits was a particular goal of this rework.

Firearms

Minor Traits

No changes.

Adept Majors

Torment the Weak
(New)
Apply 1 stack of Torment (3 seconds) when you hit a foe who is below 50% health.

Rifled Barrels
(Buffed)
Now effects Flamethrowers as well.

Hair Trigger
(Combined with Fireforged Trigger.)
Rifle, Pistol, Flamethrower, Elixir Gun, and Harpoon Gun skills recharge 20% faster.

Sitting Duck
(Unchanged)

Infused Precision
(Unchanged)

Precise Sights
(Unchanged)

Master Majors

Improved Ammunition
(Reworked from Coated Ammo.)
Pistol and Elixir Gun shots pierce targets. Rifles, Pistols, Elixir Guns, and Flamethrowers deal 10% extra damage to targets behind the first.

Rifle Mod
Unchanged.

Juggernaut
Unchanged.

Go For The Eyes
Unchanged.

Grandmaster Majors

Modified Weapons
(Buffed from Modified Ammunition)
Now applies to all weapons and kits.

Condition Specialist
(New)
Inflicting bleeding also inflicts one second of burning. Inflicting burning also inflicts 3 seconds of bleeding (1 stack).
Notes – This applies once per skill. IE: triggering crit bleed procs on a pistol shot will only burn the foe for one second, not two or more.

(edited by Duke Blackrose.4981)

My redesigned trait lines

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Posted by: Direksone.3867

Direksone.3867

Some good, some bad.

I would not do Rifled Barrels like that as the Elixirs trait also gives +20% damage to Elixir Gun and FT. Think 30% would be quite much, but that’s my view.

Also isn’t a 10 sec CD on Armor Mods quite short? Don’t know how it is with other classes though.

Also Improved Ammunition is a bit OP.

It would mean a 50% damage increase from traits on the FT. That’s a lot.

Also not sure if we need Torment as that is the only way of dealing it right now, whereas other classes can deal Torment multiple ways. Would make it a bit redundant.

Overall the rest seems nice. Keep it up.

Blood And Metal is a guild on Gunnars Hold that is all about metal, punk,hard rock etc.. Join us!

My redesigned trait lines

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Some good, some bad.

I would not do Rifled Barrels like that as the Elixirs trait also gives +20% damage to Elixir Gun and FT. Think 30% would be quite much, but that’s my view.

Also isn’t a 10 sec CD on Armor Mods quite short? Don’t know how it is with other classes though.

Rifled Barrels is a range bonus, not a damage bonus.

I thought the 10s cd was actually pushing it as a tad too long, but I don’t know. I view the current 25s cd armor mods trait as useless because it’s only one random, uncontrollable block every 25 seconds.

My redesigned trait lines

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Posted by: Direksone.3867

Direksone.3867

Ah of course! Range seems cool indeed, would love my Flame Blast to go further. 10seconds might be a bit short as you have 4 toolbelt utilities. Obviously varies per person, but you wanna use short CD toolbelt abilities in PvP (where the balance would matter the most) anyway.

Blood And Metal is a guild on Gunnars Hold that is all about metal, punk,hard rock etc.. Join us!

My redesigned trait lines

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Posted by: Tobey.4836

Tobey.4836

Condition Specialist
(New)
Inflicting bleeding also inflicts one second of burning. Inflicting burning also inflicts 3 seconds of bleeding (1 stack).
Notes – This applies once per skill. IE: triggering crit bleed procs on a pistol shot will only burn the foe for one second, not two or more.

I like your changes. However, the one postet above would be extremly op. 1 sec of burning added to the auto attck ? Thats just too strong.
Why not something along the lines of:

Condition Specialist
Pistol 1 now applies 2 stacks of bleed for 2 s (or 1 stack for 4s).

This change would make our outo attck worthwile.