Addapted from a post by TheSweed: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523
The idea is to create a combat form to the engi (similar to the deathsroud or celestial avatar). The transformation is slow moving (no mobility skills) while the weapon of choice gives the engi the mobility he needs to get to the combat. The skills in the transformation (battle suit) have short CD but consume energy. Energy regenerates with time and is kept at 50% out of combat.
Mecha Pilot
Weapon: Sword Main-hand
Skills: Suit Mods (Similar to glyphs)
Prof. Mechanic: Battle-Suit
Mechanic: The MP gets an energy bar that slowly regenerates. It can activate their Battle-suit, creating a mechanical armor filled to the brim with weapons and utility that is specialized by your Grandmaster Traits. Battle suit skills uses energy.
Battle-Suit Skills
- Rail gun – Fire a High caliber burst shot (Similar RoF to Flamethrower) that pierces through enemies, causing an effect depending on Loadout. Acts as a Projectile Finisher.
- Defender’s Loadout – Causes Vulnerability on enemies struck.
- Assaulter’s Loadout – Causes Bleeding on enemies struck.
- Medic’s Loadout – Heals allies it passes through.
- Wrist Launcher – Fire a wrist-mounted missile at your target, causing an effect depending on Loadout. Acts as a Blast Finisher.
- Defender’s Loadout – Fire a concussive missile that Weakens enemies struck. Repair turrets in the area.
- Assaulter’s Loadout – Fire a Explosive missile that deals more damage and Burns enemies struck. Counts as an explosion for traits.
- Medic’s Loadout – Fire an Elixir-infused missile that deals less damage and Heals allies in the blast radius. Counts as an elixir for traits.
- Mecha Slam – Strike down with a heavy overhead blow, creating an effect depending on Loadout.
- Defender’s Loadout – Pull all enemies towards you with a Magnetic shockwave and grant Protection to nearby Allies. Overcharge all your turrets in the area.
- Assaulter’s Loadout – Cause an explosion of static energy that Knockdown enemies and grant Fury to nearby Allies. Counts as an explosion for traits.
- Medic’s Loadout – Create a wave of healing energy, Healing nearby allies and Cleansing a condition. Counts as a elixir for traits.
- Micro Munitions – Unload a volley of miniature missiles at the target area, causing an effect and a Combo Field depending on Loadout.
- Defender’s Loadout – Fire Flashbangs that Blind and Taunt all enemies struck. leaves a light field. Turrets in the light field gain retaliation.
- Assaulter’s Loadout – Fire Napalm that deals increased Damage and Burns enemies struck. Leaves fire field. Counts as an explosion for traits.
- Medic’s Loadout – Fire elixir-infused missiles that Heal allies caught in the blast and grant them Regeneration. Leaves a water field. Counts as an elixir for traits.
- Forcefield – Create a big energy dome that blocks projectiles, along with a secondary effect depending on Loadout.
- Defender’s Loadout – Grants protection and retaliation to allies. Turrets in the dome generate reflective fields (as the trait advanced turrets) after the dome expires.
- Assaulter’s Loadout – The dome reflects projectiles and generates a EMP at the end removing booms from enemies struck.
- Medic’s Loadout – Dome lasts 2x longer and pulse heal allies inside it.
(edited by lLobo.7960)