So Holosmith is pretty cool, but In the interest of fun, I thought I’d take a stab at the ever-popular idea of a golemancer elite. Dunno why, but the current elite specs don’t do it for me, as I really like the idea of the engineer building permanent things,like the core spec’s turrets. The Gyros were cool and all, but they felt, a lot of the time, like less impressive turrets, and the holosmith’s set I’m sure appeals to a lot of people as a very high tech device but it lacks the physicality and feel of the bog standard vanilla kit-and-turret engie.
So here’s my golemancer idea, which is probably bad!
Theme
The golemancer’s primary skillset derives from golem-based excavation.Thematically this translates to a combination of protective golem suit and staff-based explosives. The craft of the golemancer is honed best deep underground, whether by the asura, dwarves, or other races, in places to dangerous to travel alone, a combination of a solid blasting staff and hardy golem will get you pretty far.
Weapon Mastry – Staff
The Golemancer’s staff skills are primarily supportive melee ranged abilities, three of which are heals. However, the Golemancer’s minor passive grants increased healing to the golemancer’s golem with all abilities. The Golemancer’s staff is a complex device, containing both mining equipment and basic tools for golem repair.
1 – Salvaging strike – low damage chain that aoe heals on the last strike
2 – Blasting Staff – A cone blind+damage from one end of the staff.
3 – Cave In – Place the blasting staff on the ground, and fire, blasting the user backward and leaving a pulsing field of damage. Enemies that take all three pulses are knocked down on the last pulse.
4 – Staff throw/Staff return – Throw the staff at a target location. The staff lodges in the ground, then dispenses a restorative mist to allies, removing conditions and granting regeneration. Staff return activates a rocket engine on the staff, striking and crippling enemies in a line on its return path. All staff abilities are disabled until the staff is returned.
5 – Emergency repairs – Channel to lock on to friendly targets. Heals each target for a moderate amount, the first target selected is always your golem. The last target (of seven) is always yourself. Release to launch mini-gyros to all targets, healing them.
Central Mechanic – G.O.L.E.M.
Golemancers lack the toolbelt skills used by other engineers, having traded general knowledge of gadgetry for specialized knowledge of golemancy. In stead, these skill are replaced with a set of skills directly related to the Golemancer’s companion golem. In place of toolbelt skills, the G.O.L.E.M. ‘s 1-3 skills are derived from the golemancer’s equipped utilities, and where possible the golem itself has its appearance modified to reflect this. For instance, if your utility skills, in order, are flame turret, flamethrower kit, oil slick, the golem may have a flamethrower right arm, napalm launcher left arm, and high performance wheeled (oiled) leg locomotion.
The golem’s 4 is always bubble, and the 5 is always golem spin, and both of these abilities count as combo fields.
The Golem is, technically, a golem battlesuit, and as a result is not normally autonamous without the user’s control.
The golem can not be healed by any meanswhile under direct control, However, the toolbelt slot skills offer the golemancer a few commands. These skills are disabled while piloting the golem.
Toolbelt 1 – Golem Charge/Summon Golem
This ability calls your golem to your position from wherever it stands, rocketing toward that position and dealing damage to anything in its path. If the golem is destroyed, or you haven’t summoned one yet, this ability flips to “Summon Golem” calling down the golem from the sky and doing AoE knockback. If the golem is destroyed, “Summon Golem” is placed on a lengthy cooldown while another is prepared by…I guess your factory or wherever they come from. Abandoned golems (golems you get too far away from) rather than sticking around like turrets will activate their rocket boosters and fly up in to the sky to despawn, also flipping the skill to “Summon Golem” but skipping the cooldown so you can summon it again in your next fight.
Toolbelt 2 – Restoration Protocol
When Restoration protocol is activated, the golem will gain a shield, becoming invulnerable, and slowly heal its own HP. The first train line choices add additional effects to this ability. Allowing the shield to destroy projectiles (Hard light Shield), grant pulsing heals to nearby allies (Restorative Shield), or randomly taunt nearby enemies (External Loudspeakers).
Protocol skills deactivate any other active protocol.
Toolbelt 3 – Combat Protocol
Combat protocol allows the golem to fire its 1 and 2 skills automatically while it remains in place. The golem can be struck and damaged while in this state. The second trait line choice allows the golem to heal (Internal Gyros), move(Advanced Actuators), or increased rate of fire (Ammo Reserves) in this state. Protocol skills deactivate any other active protocol.
Toolbelt 4 – Omega Protocol
Omega protocol counts down for three seconds before exploding the golem in a wide AOE (and placing summon golem on cooldown) The Final trait line modified this explosion to apply additional torment+cripple(shrapnel), Healing (Ley Battery), or halved cooldown and additional damage(Streamlined Manufacturing) Protocol skills deactivate any other active protocol.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
(edited by PopeUrban.2578)