My answers to the TO BE DECIDED, and other suggestions!
Explosives Adept: Rocket Belt Thingy.
- Esports Rocket: (Name pending.) Fire an Explosive Rocket after a foe when striking them below the health threshhold and greater than 600 range. Health Threshold: 50%. ((Player, Veteran or stronger.)) 20s ICD. This ability would function similarly to Rocket Turret’s overcharge ability, except dependent on the user’s stats. It’s the Esports Rocket! This trait should provide a well telegraphed stand-alone choice for a non-grenade user.
This might be better as an execution trait:
- Attacks against a target at less than 50% HP build an Esports rocket charge; up to 5 charges. ICD 1 second to prevent Grenades from being OP.
- Triggering the F5 Elite Toolbelt skill fires 1 Esports Rocket per charge. Now you have a dodgeable execute for Power builds.
Explosives Adept: TBD.
- Lethal After-effect: Bombs inflict one second of poison per pulse. Conditions inflicted by Bombs have their duration increased by 33%. This trait will create a way for condition Engineers to recover from the loss of Condition Duration now detached from explosives, and actually replace Grenades as a the main damage kit. Competes with Grenadier.
This isn’t a bad trait, but I think it’s clear that Anet wants to make Explosives the direct damage focus and Firearms the Condi focus. I’m not averse to the Teldo build though; and this iteration definitely gives Rabid Bombs good pressure.
One thing I would like to see is for bombs to be thrown forward as baseline to improve their offensive capability and their telegraph.
Firearms Adept: New Pistol Trait, Condition Focus.
- Potent Coagulants: Reduced recharge on Pistol skills by 20%. Foes entering Glue attacks are inflicted with Slow (4s). Foes may only be affected once. This trait will strengthen Pistol offhand’s Glue Shot utility, as well as promote synergy between Glue Bomb, Glue Trail, and Condition builds, especially in larger fights.
I don’t know about this one. Slow being anti-Quickness is extremely powerful because it also increases cast times. I would rather Immobilise durations be increased for Glue attacks. 1 second is not great; especially now that 30% Condition duration is lost.
Firearms Adept: Crit Chance <600.
- This trait is relatively forgettable. This would be much better served as a Flamethrower trait, which has extremely little backing so far. Fireforged Trigger: Gain might on a critical hit with Flamethrower for 2 seconds. Reduced recharge on Flamethrower skills by 20%. This would further create synergy between Flamethrower and Might stacking builds.
This implementation I have no quibble with. To make it a little more broad base though, I would extend Might on Crit to Pistol and Rifle autoattacks. You need the range to keep the Might stacked when enemies are kiting; otherwise the build lacks pressure against builds with a lot of movement skills.
Inventions Master: TBD.
- Cloaking Device: You become invisible when immobilized. 25s ICD. Deliver a Static Shock to nearby foes when exiting stealth, stunning them and dealing damage. 180 Radius. Similar to the A.E.D Toolbelt ability. This would provide a necessary stand-alone, selfish, defensive trait, that has less build requirements to function.
I do like this one; but would rather it be Adept instead of Master. If it were kept master, then instead make the trigger On-Reveal so it can combo with Smoke Bomb and Elixir S.
Alchemy Minor: TBD.
- Fortified Catalyst: Take 1% less damage for every boon present. Duration of boons you apply increased by 15%. Reclaim some Boon Duration that was severed from the traitline previously.
This is pretty good, actually. A defensive form of Energy Conversion Matrix.
Alchemy Adept: Elixir Gun Trait, TBD.
- Powerful Disinfectants: Reduced recharge on Elixir Gun skills by 20%. Removing a condition with Elixir Gun will grant one second of protection and restore 15 Endurance to nearby allies. (240 Radius). Elixir Gun functions extremely well in solo encounters, but is often too vulnerable to properly use the support abilities as intended.
I’d just make the trait modify the Elixir Gun’s skills instead:
- Fumigate now removes 1 boon every second pulse (3 removed total out of 5). This gives security to FT-EG against Retaliation.
- Elixir F now also restores 10-20 endurance to allies per bounce, and removes 20 endurance on foes.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend