Downed Skill 2 (Grappling Line): Change to Acid Bomb, cooldown 10 sec
Utility Goggles: applies revealed debuff to anyone in a 1000 range of you for 3s
Blunderbuss: Make cast time instant
Throw Junk: Change chance for chill to 1s immobilize, weakness to 2 stack of vuln 4s
Immobilize gives downed state more trait support/benefits condi duration, vuln benefits power/crit
Overcharged Shot: increase the distance you are launched back
Personal Battering Ram: Transfers 2 conditions to enemy and gives 4 sec of stability
Solves lack of gadget condi removal, lack of guaranteed stability for the class outside of Elixir X
Throw Mine: change remove boon to steal boon if you are in the blast radius
Elixir R: Remove cast time
Elixir C: Also gives stealth for 3 sec
Mortar: Change to a kit, remove minimum range, allow it to crit, unreflectable and doesn’t give stability
Solves position issues, survivability, benefits from better traits, 2 turret elites are redundant as supply crate already includes turrets, just add a 45 seccooldown to the 6th superior rune of lyssa, other on-elite runes
Rocket (Rocket Turret Toolbelt) knocksdown for 2 sec
Analyze Also applies haste debuff for 3 sec
Empowering Adrenaline: Gain 2 sec of quickness when you use a gadget
Since all the gadgets seem to have an offensive aspect, gadget traits should support that
Kit Refinement: Remove global cooldown, each has an individual ICD
Rifled Barrel Turrets: Move to Master Tier
Even when turrets come up in survivability I don’t think this trait does enough for 30pt
Performance Enhancement: Gain 35 healing power for each stack of might
You will only get a significant bonus in power if you go for a lot of heal pow, even then it is Diamond Skin bad
Accelerant Packed Turrets: Move to Adept Tier
There are few traits for turrets in the Adept Tier so going 20pts for this seems wasteful
Modified Ammunition: grants a 3% crit chance and 3% dmg per condition
Napalm Specialist: Increase bonus to 50%
Adrenal Implant: No negative effect when you gain quickness
Armor Mods: Gain 3s of prot when you use a toolbelt skill, cooldown 10s
Power Shoes: Makes strafing same speed as forward movement
Static Discharge: The bolt shoots to your target, not where you are facing
Blood Injection: 5% dmg reduction when bleeding or poisoned
Energized Armor: 5 sec of swiftness when critically hit cooldown 5 sec
All of these X% of Y given as a bonus to Z traits don’t seem to do enough, even if you get enough of Y it would be better to just stack Z if thats what you wanted.
Exploit Weakness: Weaken targets for 2 sec when you immobilize them
Mine Field/Reserve Mines: Instead of a random pattern, they deploy in a 180 aoe circle around you
New Traits
Inventions: Grandmaster Tier:
Jaeger: Turrets can move and dodge. Cannot be picked up. Heal/Net Turret follow you within 600 units, Flame/Thumper/Rifle/Rocket Turret defend a 900 aoe area
Alchemy: Grandmaster Tier:
Mutagen Infusion: Gain 3% boon duration for every condition on you
Turret Changes
Flame Turret
-Make Health/Armor equal to that of Drake Pets
Tough enough to survive for the range it fights at
Thumper Turret
-Health/Armor equal to that of Ursine Pets
Very tough, justifies long cooldown
Rifle/Rocket Turret
-Health/Armor equal to that of Cat Pets
Harder to kill but not too hard considering their range/use
Fix innacurate rate of fire for turrets, fix their hit-boxes, make overcharge instant instead of next attack, fix them getting ignored by devs
Fix the bug that causes weapons to be invisible when casting throw mine.
(edited by Super Riceman.8702)