So thinking about the current situation with Engineer, I figured we could use a DPS power focused weapon. Hammer is decent, but the set is more for playing bunker than a full out DPS set. So after some thinking, I thought of an idea for an elite: Handloader. The idea is since we are pushed into being jack-of-trades, this elite would try to enhance that a bit. Please let me know if this seems too OP or UP or anything; any feedback is appreciated.
The premise of this elite is to set up and hold down points. If they are pulled into a fight, they have more than enough surprises to deal with a target.
Overview
- New Skill Type: Traps
- New weapon: Longbow
- Unique Mechanic: Ammo Belt
Toolbelt is replaced with the Ammo Belt, modifying the damage type of traps (CD shared by all of them – 10 seconds). It kinda works like Elementalist Attunements, so only one ammo type active at a time.
F1 – Fire Powder: Activate the Fire Powder ammo, dealing burning and weakness.
F2 – Ice Crystals: Activate the Ice Crystal ammo, dealing chill.
F3 – Shock Crystals: Activate the Shock Powder ammo, applying blind.
F4 – Rock Powder: Activate the Rock Powder ammo, dealing cripple and vulnerability.
F5 – Experiment TP-000 (40s cooldown): Allows the next trap placed to be filled with an experimental powder. When the trap is detonated, apply an extra random ammo type.
Longbow Skills:
The longbow is slightly AoE focused and does moderate power damage.
1) Bomb Arrow – 1200 range: Damage a target and deal AoE damage around them.
2) Sticky Arrow (6s) – 900 range: Apply a sticky grenade to the target area that explodes after 2 seconds, dealing damage.
3) Powder Arrow (10s) – 900 range: Fire an arrow at the target, evading backwards and briefly dazing the foe.
4) Rocket Arrow (25s)- 900 range: Fire a rocket arrow in a line, launching targets and exploding on each hit. Unblockable.
5) Override Dispensers (30s): For 5 seconds, arrow skills are affected by the Ammo Belt.
Traps:
Unlike other traps, these traps must be manually detonated. They have an arm time of 0.5 seconds. All traps do moderate AoE damage. Other players can see the Handloader throw a package at the ground when throwing a trap.
All traps are ground-targeted – 600 range.
Alchemic Trap: Drop an Alchemic Trap.
-Chains -> Explode Alchemic Trap: Detonate the Alchemic Trap. Heals you for a large amount when detonated, applying Poison to enemies and Regeneration to allies.
Utilities:
Explosive Trap: Place an Explosive Trap.
Chains into -> Explode Trap: Detonate the Explosive Trap, dealing damage. Deals increased damage for every boon on the target.
1 Boon: ~10% damage
2 Boons: ~15% damage
3+ Boons: ~20% damage
Mini-Bomb Trap: Place three Mini-Bomb Traps.
Chains -> Detonate all Mini-Bomb Traps. Deals damage to foes. Each bomb is a Blast finisher.
Reversal Trap: Place a Reversal Trap.
Chains -> Detonate Reversal Trap: Teleport to the Reversal Trap. Any enemies in the area are teleported to your previous location, and steal a boon from each foe. Stunbreak.
Marker Trap: Place a Marker Trap.
Chains -> Detonate Marker Trap: Detonate and deal area damage and mark foes. Marked foes take double effects from the Ammo Belt for 5 seconds.
Elite:
Scarecrow Trap: Place a Scarecrow Trap. (Visible scarecrow before it detonates)
Chains -> Detonate Scarecrow Trap: Pulses Slow (1s) for 3 seconds.