cashew: Minako's transformation pen (SailorMoon // pen is mightier)
a furtive pygmy ([personal profile] cashew) wrote2016-11-03 10:05 pm

DIY new elite specialization

Saw the forum thread and realized that Engineers got no love. ;_; Gonna make my own Elite specialization that would actually be fun to use.

MagiTechnician
Goal of MagiTechnician is to bring Engineers access to what has always been missing from their arsenal, Magic! And something more high tech to match the other engineering race of Tyria - the Asura.

New Weapon: Focus

#4: Plasma Dome Create plasma dome around the user that knocks back enemies and reflects projectiles. Trigger again to drop the plasma dome and set the ground on fire. 4 15
   Duration: 4s
   Radius: 300
   Knockback: 600
#4: Plasma Field Drop the plasma dome and create a burning field of fire.
       Damage: 100
       Burning: 5s, 655 Damage
       5 Targets, 6 Pulses
       Duration: 4s
       Radius: 300
       Combo: Fire Field

#5: Laser Ray Focus light into a beam of blinding and burning laser that harms foes in front of you. Release the energy at once to stun and confuse foes. 3 25
   Damage (15x): 545
   5 Targets, 5 Attacks per second, Unblockable
  8 Burning: 5s, 5246 Damage
   Blind: 4s
   Range: 900
#5: Laser Blast Release laser energy into a concussive blast.
       Damage: 405 Damage
       Stun: 3s
      10 Confusion: 7s, 1965 Damage On Skill Use, 2100 Damage
       5 Targets
       Combo: Blast Finisher
       Radius: 280

Utilities: MagiTech MagiTech allows the Engineer to access even more powerful sources of energy to deal with their foes. Unlike kits, to effectively process all the magic, the MagiTech needs to go into cool down before it can be used again.

Healing
Bioregulator Replaces the MagiTechnician weapon skills with 5 new skills. 15
Biodrain Consume all magic from Bioregulator to heal yourself. Sets Bioregulator into cooldown. 0.25
       Healing: 2105
Toolbelt: Cellular Regeneration Field Pulsing water field that heals allies. 0.25 20
       Healing: 2590, 650 per pulse
       5 Targets, 4 pulses
       Duration: 3s
       Radius: 600
       Combo: Water Field
#1: Bio-realignment Ray Damages enemies and heals allies in a 120 degree cone in front of the MagiTechnician. 1
   Damage: 125
   Healing: 250, 65 per pulse
   5 Targets, 2 Pulses
   Range: 1000
#2: Energizer Shoot out a bouncing ray of magic that grants swiftness to allies and taunts enemies. 0.25 8
   Swiftness: 5s
   Taunt: 3s
   3 Bounces
   Range: 1000
#3: Dura-Cell Generate a globe of pulsing magic from the user that grants protection and regeneration to allies and freezes enemies in their tracks. 0.25 12
   Protection: 5s
   Regeneration: 10s
   Chilled: 5s
   5 Targets, 3 Pulses
   Radius: 400
#4: Teflon Coating Engulf allies at target location with magical coating that repels damage and causes their next attack to knockdown. 0.25 25
   Retaliation: 8s
   Invulnerable: 1s
   5 Targets, 3 Pulses, next attack Knockdown
   Duration: 3s
   Radius: 300
   Range: 1000
#5: Emergency Discharge Release a load of magical energy that heals allies, removes all conditions, and grants invulnerability for a short while. 0.25 30
   Healing: 3100
   5 Targets, all conditions removed
   Invulnerable: 3s
   Radius: 600

Utility

RC Golem Controller Summons 3 Asuran D-series golems and replaces the MagiTechnician's weapon skills with RC Golem Controller's commands. 25
"Leave!" Golems explode in a blast of magical energy that damages and dazes foes. Sets RC Golem Controller into cooldown.
       Damage (3x): 1225
       Combo: Blast Finisher
       Radius: 280
Toolbelt: Summon Golem Summon an Asuran 7-series golem. 0.25 10
#1: "Attack my target!" Order golems to attack your target enemy. Damage you received is redirected to golems.
   Damage (3x): 625
   Incoming damage transfered to golems
#2: "Faster, faster!" Grants golems quickness and user swiftness. 8
   Quickness: 5s
   Swiftness: 8s
#3: "Push!" Order golems to launch enemies in target location. 15
   Launch: 400
   Radius: 180
   Range: 1200
#4: "Pull!" Summon golems to target location and pull enemies to golems. 20
   Pull Radius: 400
   Range: 1200
#5: "Heal up!" Restore health to golems. 30
   Healing: 1950

Elemental Blaster Equip a magical shotgun that shoots elemental magic at the enemies. 25
Meltdown Release all the magic in the Elemental Blaster in a single explosive field of fire. Sets Elemental Blaster into cooldown. 0.25
       Damage (4x): 1225
       5 Targets
       Duration: 10s
       Radius: 280
       Combo: Fire Field
Toolbelt: Chaos Charge Send a blast of aether energy that damages and dazes foes. 0.25 10
       Damage: 3565
       Daze: 1s
       Range: 1200
#1: Bolt Shoot a bolt of bouncing lightning magic at the enemy that applies vulnerability. 0.25
   Damage: 1365
   Vulnerability: 5s
   5 Bounces
   Range: 1200
#2: Sand Blast Blowout a pulse of earth magic that weakens and blinds the enemy. 0.5 8
   Damage: 1512
   Blind: 3s
   Weakness: 5s
   5 Targets
   Range: 1200
#3: Tidal Spray Blast the enemies before you with highly pressurized water magic that knocks them down. 0.75 15
   Damage: 3512
   Knockdown: 1s
   5 Targets
   Range: 1200
#4: Icicle Shot Rapidly fire a string of icicles that chills enemies. 1.25 18
   Damage (10x): 352
   Chilled: 3s
   Combo: Projectile Finisher
  Range: 1200
#5: Fireball Bombardment Release a barrage of fire magic that damages and burns the enemies. 2.5 25
   Damage: 152
   Burning: 5s, 613 damage
   24 Impacts, 5 Targets
   Duration: 5s
   Radius: 340
   Range: 1200

Warp Drive Replace weapon skills with Warp Drive skills that allows the MagiTechnician to manipulate the space-time continuum. 25
Blackhole Implode the magic from Warp Drive to create a blackhole at your location that pulls in enemies and damages them. 0.25
       Damage: 2145
       Knockdown: 1s
       Pull Radius: 240
       5 Targets
Toolbelt: Spacial Rift Create a rift in space that allows you to teleport to the targeted location. 25
       Range: 1200
#1: Phaser Shoot packets of condensed energy to damage and bleed the enemy.
   Damage: 352
   Bleeding: 6s, 213 damage
   Range: 1200
#2: Overdrive Twist the space-time continuum to grant yourself and allies quickness and slow down enemies in the affected area. 0.25 8
   Quickness: 3s
   Slow: 4s
   5 Targets
   Radius: 500
#3: Reverse Flow Turn back time to rid you and your allies of conditions. Return to current time to reduce skill cooldown. 0.25 12
   Alacrity: 3s
   5 Targets, 1 condition removed
   Radius: 500
#4: Time Stop Solidify time and stop your enemies in their tracks for a short duration, then restart time to launch your enemies through space. 2.25 20
   Damage: 1152 on impact
   Stun: 3s
   Launch: 500
   Radius: 180
#5: Teleportation Pad Create a teleportation pad at your location and target location that can transport allies. 40
   Range: 2600
   Duration: 15s

Elite Skill

T.R.O.L.L. Try Reversing Our Life Limitations, interrupts and replaces your opponents weapon skills with your weapon skills for a short period of time. 45
   Morphed: 5s, your current weapon skills
   Unblockable
   Range: 900
Toolbelt: J.F.C. Just For Cackles, turns your opponent into an ambient creature for a short period of time. 90
       Morphed: 3s, ambient creature
       Unblockable
       Range: 900

Oh geebus, coding that killed my eyes a bit. Okay, now onto the Traits.

Minor Traits
Tier 1 MagiTechnician: Allows the Engineer to harness magical energy and access to magitech.
Tier 2 MagiExpert: Toolbelt skills of MagiTech utility cool down reduced by 15%. Stacks with Mechanized Deployment.
Tier 3 MagiSavant: Increase duration of boons by 20%. Stacks with Alchemical Tinctures.

Major Traits - Tier 1
Tinkerer Supreme - Reduce recharge on Focus skills by 20%.
Pyromaniac - Burning duration is increased by 15%. Stacks with other traits.
Here, There, Everywhere - Gain an additional 15% movement speed increase when holding a bundle.

Major Traits - Tier 2
RC Specialist - RC Golem Controller skills cooldown reduced by 20%. Golems deal 30% more damage.
It's Elemental - Elemental Blaster skills cooldown reduced by 20%. Gain Might (10s) and Fury (10s) when using Elemental Blaster. (7s)
4D Traveller - Warp Drive skills cooldown reduced by 20%. Gain Stability (5s) when using Warp Drive. (5s)

Major Traits - Tier 3
Magical Mayhem - MagiTech cooldown reduced by 5% for each MagiTech equipped.
Condition Chaos - Conditions you apply last an additional 15% longer.
Rejuvenating Respite - Healing Power scaling increased by 200%. You gain Concentration based on Toughness (7%).

Design Decisions
So, the idea behind the design is to make Engineers actual Jack of All Trades by mimicing the core abilities/roles of the other magically based classes.

Bioregulator - a combination of Druid constant healing and Guardian Protection.

RC Golem Controller - an engineer themed Minion Master, plus a Shroud mechanic that uses Golems as the secondary HP bar.

Elemental Blaster - A power focused pseudo-elementalist that have a grab-bag of popular elementalist skills, with some utility modifications. Balanced by the fact that Engineers running power will pigeon hole themselves with very little build diversity.

Warp Drive - Taking inspiration from Mesmer mobility skills and WvW utility. Also designed to be focused on control.

T.R.O.L.L. - Can't lose the humor when it comes to Engineers. Given how terrible Engineer weapon skills are, making other professions have to deal with it for a little while might get some community sympathy towards how badly Engineers have been balanced.

MagiTechnician is a PvE focused specialization, as the Scrapper and core Engineer are both reasonably good in sPvP. By placing the cooldown reduction skills all in Tier 2, the design is to encourage bringing at least one MagiTech. It also forces to the user to choose one MagiTech to use as the main alternative. MagiTech cooldown prevents rapid rotation, thus encouraging the MT to settle into one weapon, rather than swapping constantly with rapid rotations, thus changing the pace of how an Engineer would usually play.

The healing utility also opens up a lot more support availability for Engineers that synergizes with the weapon kits and provide Engineers with more water fields, something Engineers severely lacks. It also is essentially a better MedKit, which isn't going to get fixed any time soon.

Focus weapon skills are mostly inspired by how lasers are created using crystals to refract and focus light in just the right way, so...yeah. And also, pew pew. It's also a condition weapon to discourage combining with Elemental Blaster (power focused) for too much overpowered synergy. /end