Engineer elite specialization – The Techmaster
New weapon: Mace
New profession mechanic: Superweapons, Core energy
New utilities: Device skills
Description: Techmaster is master of technology. After a long time, hard work, many successes and failures, techmaster managed to build a set of weapons and devices that ordinary engineer can only dream about. Equipped with these modern miracles of engineering, techmaster will shine in any battle. A vacuum device that can literally suck his enemies, famous teleportation machine, and many others… But the real giant in techmaster’s equipment, that can shake the whole battle, are the Superweapons. Extremely powerful devices that, when activated in battle, can wreak havoc. From creating enormous barriers that can stop any enemy’s attack, covering whole armies in flammable cloud of poison, to launching them into the air and letting them helplessly fly. Techmaster is very dangerous force that his enemies need to be aware of. If they are not watchful, they’ll end up in a very painful way. And those (un)lucky to survive, will be finished with techmaster’s fellow mace.
Core energy:
The core energy is a new mechanic that allows techmaster to use Superweapons and enhance Device skills. It is represented as a bar above tool belt skills. Core energy is acquired by using tool belt skills. Core energy is reset by using Superweapons or by entering downed state.
Superweapons:
Superweapons are new powerful skills techmaster can use. There are total 5 superweapons, but techmaster can only carry 2 of them into fight (2 skill slots above tool belt skills and next to Core energy bar). Superweapons are super powerful, and thus have long cd (80 or 90 sec maybe?) and require full Core energy bar to be used. Both superweapons you have equipped have shared cd, that means you have to choose wisely in middle of fight, which one is better to use right now. Because superweapons are hard to control, when you deploy them, your tool belt skills become disabled for a while.
- Healing Nanoswarm (healing) – Release a swarm of miniature droids in targeted area that rapidly heals allies for a while (in pulses). Healing is doubled to allies under 30% health. Before the swarm is deactivated, it grants swiftness and regeneration to nearby allies. (water field)
- All-killing KO device (offensive) – Place a device in targeted area. This device is equipped with 5 mini-turrets that will rapidly shoot nearby foes (much faster than normal turrets). Damage is increased against foes under 50% health. After some time, mini-turrets retract and second later, the device explodes, damaging and crippling nearby foes. The closest foes to the device are launched. (no field type, blast finisher when explodes)
- Compound Decimator (condition offensive) – Place a device in targeted area. The device releases a toxic vapor that causes poison and randomly weakness, bleeding or torment to nearby foes. After a while, the device ignites the vapor, burning and blinding foes. (poison field)
- Digital Curtain (defensive) – Project a digital shield in targeted area (looks similar to that shield from Advanced turrets). The shield blocks projectiles and grants protection and stability to allies inside. After a while, the shield deactivates, granting aegis to allies. (light field)
- Gravity Manipulator (utility) – Place a device in targeted area that manipulate gravity, weakening and crippling foes and removing boons from them. At the end before it’s deactivated, it causes nearby foes to float. (no field type)
- All superweapons have 360 radius, except for All-killing KO device’s launching effect, that is only 240.
- All superweapons last for 9 seconds before their final effect, but that can be activated prematurely.
Mace skills:
AA: 1. Smash your foe. 2. Smash your foe again and gain retaliation. 3. Smash your foe and magnetize your mace, giving you additional critical chance with your next mace attack.
Skill 2: Strike your foe with electrified mace, damaging him and leaving him vulnerable. Deals additional damage per each boon on your target (up to threshold of 5 boons).
Skill 3: Leap with your mace to targeted area, smashing it to the ground to create explosion that damages nearby foes. (blast finisher)
New utilities – Device skills:
Device skills are similar to Gadgets, but unlike them they can be improved by your Core energy. The higher Core energy, the more effective Device skills are.
Heal skill – Cell repairing drones: Inject microscopic drones into your blood to regenerate health (works like Troll Unguent, but with less pulses, 6 maybe?). Gain more health based on your amount of Core energy.
—> tool belt – Inject drones: Inject smaller amount of drones into your blood, cleaning conditions and gain health per condition removed. (max 3 condis removed)
Utility 1 (any good name idea): – Place copies of your boons into this device and throw it to targeted area. Copy those boons to affected allies and their converted versions (conditions) to affected foes. Affected area becomes larger with more Core energy. (180 to 240 radius, 900 range)
--> tool belt – Personal converter: Copy converted conditions (boons) from targeted enemy to you. (900 range)
Utility 2 – Ground bender: Stab this device into the ground. When you activate it (instant cast), it will immobilize and causes bleeding to foes in large area. You can activate it twice before it is disabled (1 sec cd between each activation). Causes more bleeding with higher Core energy. (320 range, 1 sec immobilize, 1-4 stacks of bleed)
—> tool belt – Spike mines: Throw spike mines to targeted area. When triggered by a foe, they will apply bleeding, torment and cripple to nearby foes. (600 range, 180 radius)
Utility 3 – Vacuum destroyer: Release a floating device in targeted area. When you activate it (instant cast), this device pulls nearby foes to it, then explodes and deals huge damage and chills them. If you have enough Core energy, device will pulse fury to nearby allies before it’s activated (threshold 75%). (900 range, 600 radius for pull, 240 for explosion)
--> tool belt – Sonic blast: Release a wave of sonic energy that destroys all projectiles in area and weakens foes. (320 radius)
Utility 4 – Static shield: Electrify your armor, periodically damaging foes around you. Your attacks have a chance to send an electric shot that bounces between foes (similar in appearance to Static shot, but only deals pure damage, max 3 bounces). Duration is increased with higher Core energy.
—> tool belt – Electric charge: Release few electric shots (max 5) to strike nearby enemies (max 3 bounces per shot, 240 range)
Elite skill – Experimental Matter Relocator: Place a teleportation pad at your location. When you activate this skill again, you dematerialize at your location and rematerialize at the warp pad. If you teleport successfully, teleportation device detonates and stuns nearby foes. If teleportation pad gets destroyed prematurely, it also explodes and stuns nearby foes. Grants stability if used with high Core energy (not sure about range… , lasts for 60 sec, then it gets destroyed automatically, deploying device grants 10 sec of stability if Core energy is more than 50%, grants another 10 sec of stability when teleported if Core energy is 100%)
—> tool belt – Failed Experiment: It took many tries to perfect the EMR. Throw one of these failed teleportation pads to slow an area. (4 pulses, 240 radius, 1200 range)
- For this elite skill I used the idea from ellesee.8297, because I think it’s perfect.
Traits will come soon…
What do you think?