TBD - fill in the blank spots

TBD - fill in the blank spots

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Welp, as you can see here , there are many blank spots in our trait-lines, currently filled with plain “To be discussed” or half-cooked traits.

So I think it would be a good idea to throw in some of our own suggestion at this point.

Explosives:
- Adept – Blast-finishers rip boons (as compensation for acidic elixirs)
- Grandmaster – You really should decide to go for the barrage. A blast-finisher on skill 1 that could (potentially) boon-rip and (affirmative) heal is too powerful. Give us the current barrage of mortar #5 on a reasonable cd and most will be happy.

Rifle-Arms:
- Robo-Legs – Please just give us the former 25% movement speed increase of Power-Shoes instead of a swiftness-duration increase.
- Rifle/speargun trait – still should get a +dmg% modifier instead of increased crit-chance, so maybe up it to 15% or 20% instead of the former 10%?

Inventions:
- Master TBD – Elixir Infused Bombs, please keep it in the game.
- Bunker down gives med-kits – where is bunker down to begin with?
- Incomming heals heal allies for x% – how does that interact with 2 engis running the same trait close to each other? Maybe change the trait-concept so it actually heals for 50%, but only of what the engi has as passive/active self-heals (regeneration, backpack regenerator, elixir-infused bombs, healsplosion…)

Alchemy:
- Minor TBD – 10% more dmg when endurance is full, or put elixir-infused bombs into this. By allowing elixir Infused bombs to trigger for all explosions (mines / pistol AA / rifle #5) most builds would gain some great synergy from this.
- Elixir Gun TBD – reduce recharge by 20% + cleanse 2 conditions by switching into EG (20sec cd)
- Med Kit TBD – reduce cd by 20% + increase outgoing heal to allies by 15%
- Grandmaster TBD – Deadly Mixtures. Unless you plan to make this baseline, it’s too good to give up. Maybe merge it with 20% cd reduction for FT, so we get a proper compensation for fireforged trigger.

Tools:
- Master TBD – “Cryo Shield” Gain regeneration each time you block and apply chill to all targets which attacks you block
- Grandmaster Gadget-trait TBD – reduce cd by 20% + gadgets off cd provide frequently applied boons (googles: fury / mines: might / PBR: protection / A.E.D.: regeneration / rocket-boots: swiftness / slick-shoes: vigor)
- Grandmaster TBD #2 – Armor Mods, would be awesome to still have that aegis access.

That’s it from me.
What ideas do you have for the TBD spots?

Engineer is love, Engineer is life.

TBD - fill in the blank spots

in Engineer

Posted by: Kande.1930

Kande.1930

Med Kit TBD (Field Medic) – 20% reduced CD, med kit skills are 20% more effective (antidote now removes 2 condis instead of just 1). You revive allies faster while you are in med kit.

Alchemy GM TBD (Deadly Mixture) – basically what you suggested. 20% CD reduction and +20% dmg to EG and FT.

Elixir gun TBD (Volatile Concoctions) – Condition durations of all EG skills are increased by 20%. Acid bomb lasts longer and super elixir heals for an increased amount.

Tools Master (Quick Thinking) – all gadgets remove a boon when they hit. Gadgets grant quickness when activated.

Tools GM (Empowered Armor) – Gain aegis when struck (15 sec CD). While you have aegis, all of your attacks deal 30% more damage.

^(Alternative) Tools GM (Force Field) – You take X% less damage when you have a boon on you (Synergy with speedy kits).

GM Gadget trait (Stroke of Genius) – gadgets have reduced cooldowns. Gadgets off CD now passively apply boons at set intervals (basically what you suggested).

Sorry if this looks a bit sloppy xD