piatok 29. apríla 2016

GOLEMANCER - engineer elite specialization

Disclaimer: This is the wall of text that shall represent my idea of a possible engi elite spec. I know that it's very possibly unbalanced, OP or the opposite. The goal of this blogpost is to present a IMO very good idea of an elite mechanic for engineer. The Scrapper IMO lacked an elite mechanics that would change its way of playing. My idea is a Golemancer.


Lore Background

In this desperate times, Asura have let other races learn a lower form of golemancy. These new golemancers are unable to create golems, the secret of AI remains Asura’s knowledge but engis have learnt to use the circuitry and staff together with a pilotable golem suit.

Note: I chose the name Golemancer because if Charr lore-bound title Scrapper can be used by other races, then in my opinion, golemancy and Golemancer, or at least its lower form can be used by other races.


Elite Mechanics 

Engi gets a charging bar (0-100) on the left side of skillbar where the weapon swap is. Each used skill provides a certain one time charge percent to the charging bar. The higher cooldown of the skill – the bigger charge provided.

Kits are a special example here, since they don’t have cooldown and have 5 skills - a uniform lower charge percent is given from using one skill in a kit. After using one skill in a kit, other 4 kit skills don’t contribute charge. This way we can incentivize the use of other skills and skills with with higher cooldowns.


Once the charge reaches 100, engi is able to summon golem suit that functions as a deathshroud – it gives player 5 new skills and a second healthpool for a limited time. 

Golem suit has 3 variants according to the chosen T1 trait: 
  • Offensive – suit skills deal increased damage and give additional conditions, however player's movement is slowed down all the time while using the suit and gets increased damage from the back.
  • Defensive – suit has doubled healthpool and it removes each 3. received Condition however its skills have lower dmg
  • CC suit – suit skills get access to boon corrupt and soft CC together with one skill being a knockback, however its health is lower

Golem suit skills:

  1. Rapid fire: quick cone aoe attack, applies bleed
  2. Grenade launcher: aoe attack that explodes after impact, deals burn and blind
  3. Jetpack jump: jumps to a location and explodes dealing damage and stunning opponents
  4. Helicopter: whirl attack that reflects the projectiles and does a little damage
  5. Stasis: become invincible for a short time, applied regeneration

Skills: 

Engi gets the Circuits a signet like skills.

Healing skill: Regen circuit Passive - applies stacking regen 
                Active – minor heal player and remove one applied cc
Utility skills: Might circuit Passive – applies stacking power
                Active – double the might but shorten its duration in 2/3
        Purge circuit Passive – remove a condition each 5 seconds
                Active – give yourself a condi immunity for a time
        Protection circuit Passive – apply 3s protection each 10 seconds
                Active – aoe blind
Elite skill: Enhancement circuit Passive – each 15 seconds gives a percentage to the charge bar and 1 stack of Enhancement, after 10 stacks it halves the recharge of the next used skill
                                Active – recharge the next used skill instantly


Weapon – Staff

Staff is a medium range weapon that offers utility with solid damage. Each staff skill builds additional Charge.

Skills:

  1. Zap                 electrocute enemy, dealing damage
  2. Snap         aoe attack around you, damages 5 enemies near
  3. Shortcircuit pulsing aoe that removes 5 boons from 5 enemies and does little damage
  4. Charger         envelop you and allies around you in shocking aura, give them fury for 2 seconds
  5. Coil explosion set a remotely detonated  mine that gives vulnerability to 5 enemies and roots them for a short time

Traits

Minor 1 – staff unlocked
Minor 2 – dodge builds charge
Minor 3- golem suit removes stun when activated

Major traits:
T1 – 1: Offensive – suit skills deal increased damage and gives additional conditions, however player is crippled all the time and gets increased damage from the back.

T1 – 2: Defensive – suit has double its normal healthpool and it removes each 3. Condition however its skills have lower dmg

T1 - 3: CC suit – suit skills get access to boon corrupt and soft CC together with one skill being a CC, however its health is lower

**********

T2 – 1: Using utility skill damages an opponent 

T2 - 2: Using utility skill heals you

T2 – 3: Using utility skill blinds an opponent

**********

T3 – 1: entering the suit halves your boon duration but shares them with your allies

T3 – 2: entering the suit heals all party conditions

T3 – 3: entering the suit removes stun in your party



In conclusion

This elite specialization could be very interesting to play. It would offer a very different approach for playing an engineer and that's what I think we need now.

Also it offers at least some mostly non-painful attempt on motivating engineers to use kits less. Also IMO we need a two handed weapon because to create a good skills that would work with pistol or shield will be in my opinion much more difficult than creating skills for two handed weapon - hence the Staff.

Anyway, that one person that endured the boredom and wall of text and got here, congrats! You are the most patient person in the world. Cheers! :)

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