Hmm, I should have double posted so I could reserve space for notable quotes. Oh well, too late now.
Inventions snip
Traits that I feel would be appropriate in this line: Protection Injection, Invigorating Speed, Reinforced Shield, Backpack Regenerator, Experimental Turrets, ROBO LEGS, Bunker Down, Automated Response, Fortified Turrets + Metal Plating
Alchemy snip
Traits that I think belong in this line: Blast On Heal Skill, Elixir Gun Trait, Heal-Splosion, Med Kit Trait, Self Regulating Defenses, HGH + Fast Acting Elixirs, Incoming heals heal allies for a %, Cleansing Formula 409 + Fast Acting Elixirs
Hmm, your revised Inventions trait structure still leaves the possibility of running 2-3 turrets (Healing Turret, Rifle Turret, X) and coupling that to Heal-SPLOSION. This would leave a healy bunker build to look like:
- Invigorating Speed/Reinforced Shield. ROBO LEGS. Fortified Turrets + Metal Plating
- Blast on Heal. Heal-SPLOSION. HGH+Fast Acting Elixirs for use with Elixir S; or the Cascade % incoming heal to allies.
- Option of running 409 in Tools to eke out a bit more cleanse, or for more endurance regen through Adrenal Implant. Explosives for the EPK Blast Finisher would also work.
A build like this essentially treats Turrets like short term Blast Finishers for excellent spike healing and projectile mitigation (just blow them up after 3 seconds).
This is not to say that a sustain bunker shouldn’t work; just to emphasise that you don’t really have many gains or opportunity costs either by shuffling things between Inventions and Alchemy. After all, people who are bunkering are probably going to take them both anyway. The theme may or may not matter; but if the builds are the same, then you haven’t really accomplished much. As a result, the only significant change here is moving ROBO LEGS down from Firearms to Inventions.
Tools – This line is tied to gadgets, but the rest of the tree is essentially open to all kinds of fun stuff. I’d say that this tree has the most potential for crazy, random and fun ideas of any trait line in the game. Unfortunately, there is virtually no identity to the line. It is basically Speedy Kits and Static discharge. Cleansing formula 409 feels out of place here and half of the traits are placeholders.
snip
I agree with this. Anet needs to make a decision; just as they did with Elementalist Elemental Attunement, whether something that is potentially so powerful should or should not be Master or Grandmaster. If they make it GM, then the caveats such as lack of control should be taken away. If they make it Master and leave it unchanged, it will still be picked, but for the Speedy Kits consolidation rather than actual usefulness of the Kit Refinement procs. As for the TBDs, we can only speculate.
I would say that the Tools line needs the most work. Not because it is inherently bad, but because in those 9 traits Anet somehow has to get stuff that works for nearly all builds. This is probably the reason behind all the TBDs.
I would start with the Minors and work from there. The previous incarnation of Tools had an emphasis on the interaction of Toolbelt skills; but only insofar as the Minors. Unfortunately the Minors have little synergy. So an improved version could look like:
Minor Traits
- Adrenaline Pump: Restore 10 Endurance when using a Toolbelt skill.
- Nothing really needs to be changed here.
- Inertial Converter: Reduce the cooldown of Recharging Toolbelt skills by 10% for every successfully evaded attack.
- The previous 25% HP threshold full recharge is super clutch, but runs counter to the developers wanting to eliminate passive play. It also buffs Toolbelt centric Static Discharge builds more than other builds that may wish to with-hold their Toolbelts.
- TBD: Current proposal is to add back 20% Toolbelt recharge, everything else up in the air. I would propose:
- 20% Toolbelt recharge. When a Toolbelt skill is used, gain 50-100 Ferocity for 10 seconds.
- This returns some lost Ferocity due to the Specialisations changes. Again though, it requires active play.
- For a more build agnostic implementation, instead make the next attack a Critical Hit. (Essentially an Intelligence Sigil proc). This buffs Crit-proc conditions and Zerker builds equally; but is significantly harder to balance.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend