Author Topic: ENGINEER 2.0  (Read 3666 times)

BlooDLotuS

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ENGINEER 2.0
« on: September 25, 2013, 06:24:26 PM »
<<< ENGINEER >>>

Quote
The Main idea behind this is, to group all the true weapon based skills in the Blitz tree.
All summons in the Construction Tree.
Have the Aegis Tree renamed to Technology, and have all the skill whose power originates from the engineer's suit, his technology, be together.

Edit:
In addition, you'll might notice I've kept the skills ratio as far as Fire and Electrical go, 50/50.

Only ultra major changes is the removal of the 3 shield skills, since I feel they'd fit way better with the Paladin or sorts.

Also, introducing a hopefully new mechanic, the ability to HOLD and then RELEASE certain skills, adding or changing their effects.
Especially a unique interaction between Seismic Slam, Overload, Tremor and Stormburst.

You'll notice "Cannons and Mortars".
I'll get to that at a later stage, but is basically an idea to replace the current shotgun style Cannons with REAL cannons and mortars.

I'll add the original skills at a later stage for easier comparison.
I've deliberately used 'X' for numbers that scale with levels especially.
Features marked with bullets '' are Tier bonuses.

And finally, the Engineer probably has the most unique Charge Bar system. 
I felt that this aspect was very underutilized.  Almost all skills affect or are affected by Charges in some way or another now.

None of the figures are set in stone, simply guidelines. 
Constructive criticism, further suggestions, alternate ideas, effects, etc are welcome!
P.S, I did this ALL on my phone; and don't be too harsh :)

NEXT 3 POSTS RESERVED
« Last Edit: September 25, 2013, 06:39:35 PM by BlooDLotuS »

BlooDLotuS

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Re: ENGINEER 2.0
« Reply #1 on: September 25, 2013, 06:27:49 PM »
Quote
*****
<< BLITZ >>
*****

*****
VULCAN HAMMER (Flame Hammer)
Affiliation: Fire
*****
A mighty slam from your weapon blasts the ground with magma.
In addition, flaming splinters are released which home in on nearby enemies.
-75% Charge Build penalty, splinters gain no Charge.

HOLD for 1.75s or more and release when ready in order to add additional Blasts.
Using HOLD builds NO Charge.

For every charge consumed adds +5 mana cost and 1.5s cooldown.

MC: 15
Inflicts 65% of WDPS
Splinters deal X Fire DMG each*
+5% Chance to Burn per Splinter
4 Splinters per Blast, 5m range
Consumes 0 Charge when HELD in order to release 1 additional Blast

T1:
25mp, 85% WDPS, +10% Burn 
Consumes 1 Charge when HELD in order to release 2 additional Blasts (3 Blasts max)
5 Splinters per Blast, 8m, Improved Splinter search

T2:
35, 105% WDPS, +15% Burn
Consumes 2 Charges when HELD in order to release 3 additional Blasts
6, 11m, Significantly improved Splinter search

T3:
45, 125% WDPS, +20% Burn
Consumes 3 Charges when HELD in order to release 4 additional Blasts
7, 14m, Greatly mproved Splinter search

!!Requires any melee weapon other than Claws!!


*****
HEAVY ARTILLARY (Blast Cannon)
Affiliation: Neutral
(Replaces Seismic Slam in the Blitz tree)*****
When using a cannon, this ability lets you fire a straight, long-ranged piercing projectile.
When using a mortar, this ability let's fire a fast-moving, overhead projectile with an increased blast radius.
-85% Charge Build penalty.

HOLD for 1.75s and release when ready in order to add 1 ricochet (cannon), or 1 additional projectile (mortar).
Using HOLD builds NO Charge.

Every charge consumed adds +5 mana cost and +1.5s cooldown.

MC: 10
95% WDPS
5% weakness to Fire/Electrical/Physical DMG for 4s
Consumes 0 Charge when HELD in order to add 1 additional Ricochet/Projectile.

T1:
15mp, 105% WDPS, 10% F/P weakness
Consumes 1 Charge when HELD in order to add 2 additional Ricochets/Projectiles.
25% Blind chance for 4s

T2:
20, 115% WDPS, 15% weakness
Consumes 2 Charges when HELD in order to add 3 additional Ricochets/Projectiles.
50% Blind

T3:
25, 125% WDPS, 20% weakness
Consumes 3 Charges when HELD in order to add 4 additional Ricochets/Projectiles.
75% Blind

!!Requires a Cannon or Mortar!!


*****
ELECTRON SWING (Ember Hammer)
Affiliation: Electrical
*****
Channels electricity though your weapon enabling you to deliver a powerful, sidelong swing in a 270 degree arc.
May occasionally release a second swing which shatters enemy shields.
Successfully shattering shields builds  Charge.
The second swing only deals half damage.

MC: 15
85% WDPS as Elec DMG
30% chance to deliver a Double Swing
Generates 0.75 Charges per Shield Break

T1:
20mp, 95% WDPS
+5% DMG per Charge
45% chance for Double Swing

T2:
25mp, 105% WDPS
+10% DMG per Charge
60% chance for Double Swing

T3:
30mp, 115% WDPS
+15% DMG per Charge
75% chance for Double Swing

Improved Visual:
Standard swing (current version) was from right to left. 
It now alternates between 'left to right' swings and 'right to left' swings. 
Upon a Double Swing, the secondary swing will always be the opposite of the first.

!!Requires any melee weapon other than Claws!!


*****
ONSLAUGHT
Affiliation: Electrical
*****
You leap forward into the fray, leaving enemies at the point of impact thunderstruck, reducing their overall speed.
-50% Charge Build penalty

MC: 27
55% WDPS as Elec DMG
-50% AS/MS/CS for 2s
6m Leap range?
3m impact radius?

T1:
24mp, 70% WDPS, 7s duration
MC -20%
6.5m range
3.5m impact radius

T2:
25mp, 85% WDPS, 11s duration
MC -40%
7m range?
4m impact radius?

T3:
26mp, 100% WDPS, 16s duration
MC -60%
7.5 range?
4.5m impact radius?

!!Requires any melee weapon other than Claws!!

Added visual:
a vertical lightning bolt upon impact point)


*****
? ? ?
Affiliation: Fire
*****
Any ideas?


*****
FUSILLADE
Affiliation: Duel
(Replaces Stormburst in the Blitz tree)
*****
Fires off a continuous barrage of long-range, semi-directed flaming and EMP rockets from your cannon or mortar to strike down your foes.

MC: 20mp/s
25% of WDPS as Fire or Electric DMG
2 rockets
2m detonation radius

T1:
30mp/s, 35% WDPS
3 rockets
2.5m detonation radius

T2:
35mp/s, 45% WDPS
3 rockets, 50% chance to release 4 rockets
3m detonation radius

T3:
45mp/s, 55% WDPS
4 rockets
3.5m detonation radius

!!Requires a Cannon or Mortar!!

Added Visual:
Electrical rockets in addition to the fire versions.


*****
CHAOSQUAKE? (Emberquake)
Affiliation: Duel
*****
A huge overhand smash sends out multiple magma fissures and electrical surges outwards to seek and destroy your enemies.
More active Charges will release more fissures and surges, but will increase the cooldown and mana cost.
Builds NO Charge, consumes NO Charge.

No Charges equals 1 of each, 0.5s CD, +0 MC
1 Charge equals 2 of each, 1.5s CD, +5 MC
3 Charges equals 3 of each, 2.5s CD, +15MC
Max Charges equals 4 of each, 3.5s CD, +25 MC

MC: 20mp
+X Fire/Electric DMG*
10% Burn/Shock chance per Fissure/Surge
30% WDPS

T1:
25mp, 20% Burn/Shock, 40% WDPS
Fire/Electric DMG +20%

T2:
30mp, 30% Burn/Shock, 50% WDPS
Fire/Electric DMG +40%

T3:
35mp, 40% Burn/Shock, 60% WDPS
Fire/Electric DMG +60%

!!Requires any melee weapon other that Claws!!

Additional Visuals:
Electrical surges = electric versions of fissures (crystals with lightning)



*****
<< BLITZ PASSIVES >>
*****


*****
HEAVY LIFTING
Affiliation: Neutral/Physical
*****
Training with heavy weaponry enables to fire them off quicker and with more precision.
Only applies to Great axes, -swords, -hammers, polearms, cannons and mortars and skills using %WDPS.

+2% AS, 2% Stun chance for 3s

T1:
+10% AS/Stun chance
+10% CS
+5% DMG

T2:
+20% AS/Stun chance
+20% CS
+10% DMG

T3:
+30% AS/Stun chance
+30% CS
+15% DMG


*****
SUPERCHARGE
Affiliation: Neutral/Physical
*****
Every successful normal attack has a chance to supercharge your weapon, adding extra damage on subsequent attacks for a limited duration.
Only applies to normal attacks.
All %'s are halved for ranged weapons, including those from tier bonuses.

+25% WDMG
+3% Charge gain
2.5% activation chance
10s duration

T1:
+50% WDMG, +15% Charge gain, 4.5% activation chance
1/4 of activation chance is now also applied to skills using %WDPS
1/3 of the bonus DMG is now also applied to skills using %WDPS

T2:
+75% WDMG, +30%, 7% activation chance
Half  of activation chance is now also applied when using %WDPS skills
2/3 of the bonus DMG is now also applied to skills using %WDPS

T3:
+100% WDMG, +45% Charge gain, 9.5% activation chance
3/4 of activation chance is now also applied when using %WDPS skills
Half of the bonus DMG is now also applied to %WDPS

Added Visuals:
Some form of the teal visual is now applied to character's hands when using ranged attacks and skills.


*****
COUP DE GRACE
Affiliation: Duel
*****
Whenever you damage an already stunned target, an additional discharge of either fire or electricity may help finish them off.
Damage is dealt in a small radius around a target and based off of Strength.


3x Str as Electric or Fire DMG
1s CD
3m radius
Only triggers with Normal Attacks

T1:
5x Str as Electric or Fire DMG
3.75m radius
CD reduced to 0.95
Triggered by skills using %WDPS

T2:
7.5x as Str Electric or Fire DMG
4.25m radius
CD reduced to 0.85
Triggered by all skills

T3:
10x Str as Electric or Fire DMG
5m radius
CD reduced to 0.75
Triggered by pets and minions

BlooDLotuS

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Re: ENGINEER 2.0
« Reply #2 on: September 25, 2013, 06:32:04 PM »
Quote
*****
>> CONSTRUCTION <<
*****

*****
HEAL BOT (Healing Bot)
Affiliation: Neutral
*****
Deploys a defensive drone which releases pulses to continuously re-energize itself, you and your team.
Pulses also dissuade enemies from attacking the bot further.

MC: 15
CD: 8s
XXX HP* (also increases per Rank)
X HP over 4s*
X MP over 4s*
Pulses every 12.5s
8m radius
30% chance that enemies will change targets after having attacked the Bot

T1:
25mp, 7s CD, pulses every 10s, 10m radius, 45% dissuade chance
+5% All Armour for 4s, Heal Bot gains double the armour bonus

T2:
35mp, 6s CD, pulses every 7.5s, 12.5m radius, 60% dissuade chance
+10% All Armor for 4s, Heal Bot gains triple the armour bonus

T3:
45mp, 5s CD, pulses every 5s, 15m radius, 75% dissuade chance
+15% All Armor for 4s, Heal Bot gains quadruple the armour bonus

Altered Visuals:
Creation/Death animation no longer has the lightning bolt or 'gears' visual.
(See passives as to why)


*****
SPIDER MINES
Affiliation: Fire
(Available 1 Tier earlier, replaces Blast Cannon)
*****
Unleashes a trio of mechanical arachnid drones to hunt down nearby enemies, exploding on contact.
Drones may occasionally explode with increased force dealing extra damage in a larger area.
Maximum of 9 Spider Mines.

MC: 30
CD: 3s
X Fire DMG*
X Fire DMG over 3s
3m radius
Secondary Effect:
5% chance for violent explosion
+35% DMG, 5m, 2s Stun, Generates +0.35 Charges

T1:
30mp, 2.6s CD, 25% chance for violent explosion
-20% MC
Violent Explosion:
+45% DMG, 5.35m, 2.35s Stun, Generates +0.40 Charges

T2:
32mp, 2.1s CD, 50% chance for violent explosion
-40% MC
Violent Explosion:
+55% DMG, 5.65m, 2.65s Stun, Generates +0.45 Charges

T3:
35mp, 1.6s CD 75% chance for violent explosion
-60% MC
Violent Explosion:
+65% DMG, 6m, 3s Stun, Generates +0.5 Charges

Altered Visuals:
Mines no longer has the 'gears' visual upon death


*****
GUN BOT
Affiliation: Neutral
(Moved 1 Tier earlier, replaces Spider Mines)
*****
Constructs a small drone that assaults your enemies with a hail of gunfire, firing 5 rounds per second.
Will retreat if it comes under attack.
 
Available Charges affect the Gun Bot's attack- and movement speed.

0 Charges, +0% AS, +50% MS
1 Charges, +10% AS, +40% MS
2 Charges, +20% AS, +30% MS
3 Charges, +30% AS, +20% MS
4 Charges, +40% AS, +10% MS
5 Charges, +50% AS, +0% MS

MC: 20
CD: 30
XXX HP* (also increases Rank)
X Phys DMG*
+2% all DMG/All Armor
+15% chance to Flee for 5.5s when attacked

T1:
30mp, 25s CD, +10% All DMG/Armour, +30% chance to Flee for 4.5s
Attack range doubled
5% chance to Blind targets

T2:
40mp, 20s CD, +20% All DMG/Armour, +45% chance to flee for 3.5s
Attacks pierce targets
10% chance to Blind targets

T3:
50mp, 15s CD, +30% All DMG/Amrour
Triple-spread shots
15% chance to Blind targets

Altered Visuals:
Creation/Death animation no longer has the lightning bolt or 'gear' visual.


*****
PLASMA GRENADES (Shock Grenades)
Affiliation: Electric
(Available 1 Tier earlier, replaces Gun Bot)
*****
You lob a grenade, which may shock and stun enemies it hits.
After the initial explosion, grenades will turn into stationary mines which detonate a second time at a later stage. 
Consumes one Charge for two additional grenades.
Max 9 Plasma Mines.

HOLD down for 1.75s or more and release when ready, in order to consume a maximum of 3 Charges enabling you to throw/deploy the maximum number of grenades/mines at once
+10 MC per Charge
+2s CD per Charge

MC: 14
45% chance to Shock and Stun target for 4s
X-X Elec DMG over 4s* (also with Rank)
+100% Interrupt chance
4m radius
Secondary detonation after 7.5s

T1:
15mp
55% Shock/Stun
Radius increased to 5m
Secondary detonation after 6.25s

T2:
20mp,
65% Shock/Stun
Shock/Stun/DMG time increased to 5s
Secondary detonation after 5s

T3:
30mp,
75% Shock/Stun
Radius and Shock/Stun/DMG all  increased to 6m/6s
Secondary detonation after 3.75s


*****
SKULL DRONE
Affiliation: Fire
(Replaces Shock Grenades)
*****
You construct a powerful robotic skull drone with a powerful mechanized jaw to attack your adversaries.
It also breathes flaming splinters onto enemies, and upon death, self-destructs causing even more devastation.

Availability of Charges, or lack thereof, improves the Skull Drone's shell's ability to reflect melee and projectile attacks.

0 Charges, Reflects 0% melee DMG, 50% chance to Reflect Projectiles
1 Charges, Reflects 20% melee DMG, +40% chance to Reflect Projectiles.
2 Charges, Reflects 40% melee DMG, +30% chance to Reflect Projectiles
3 Charges, Reflects 60% melee DMG, +20% chance to Reflect Projectiles
4 Charges, Reflects 80% melee DMG, +10% chance to Reflect Projectiles
5 Charges, Reflects 100% melee DMG, +0% chance to Reflect Projectiles

MC: 30
CD: 45s
HP: XXX*
+2% All DMG/Armour
X Physical DMG per Bite*
X Fire DMG per Splinter*
X Fire DMG upon death in a 4m radius*
4 Splinters every 13.5s, 5m range

T1:
45mp, 40s CD, +10% All DMG/Armour
5 Splinters every 11.5s, 6m range
5m self-destruct radius

T2:
60mp, 35s CD, +20% All DMG/Armour
6 Splinters every 9.5s, 7m range
6m self-destruct radius

T3:
75mp, 30s CD, +30% All DMG/Armour
7 Splinters every 7.5s, 8m range
7m self-destruct radius

Visuals:
Looks like a larger scaled version of the mines used by Ezrohir Sharpshooters/Slaughter Drones seen in the vaults.


*****
INHIBITOR COPTER (Immobilizing Copter)
Affiliation: Electric
(Available 1 Tier earlier, replaces Fussilade)
*****
You deploy an inhibitor copter which slows down and electrocutes multiple enemies with its beam attack.   
Upon death, it too self-destructs, immobilizing nearby enemies.

MC: 25
CD: 40s
HP: XXX*
-30% MS/AS/CS for .2s
X Electric DMG over .2s*
3 targets max
100% chance to Immobilize all enemies for 3s in a 4m radius upon death

T1:
30mp, 35s CD, -35% MS/AS/CS
4 Targets max
Immobilizes upon death for 4s in 5m
Enemies are intermittently interrupted,+5% chance

T2:
35mp, 30s CD, -40% MS/AS/CS
5 Targets max
Immobilizes upon death for 5s in 6m
Enemies are intermittently interrupted,+15% chance

T3:
40mp, 25s CD, -45% MS/AS/CS
6 Targets max
Immobilizes upon death for 6s in 7m
Enemies are intermittently interrupted,+25% chance

Altered Visual:
Copter is summoned the way Heal Bot was; circle visual plus lightning bolt, without 'gears'.


*****
SLEDGEBOT
Affiliation: Neutral/Duel
*****
Activates a powerful robotic mech to dish out and absorb immense punishment.
It may learn advanced abilities at later stages to pulverize your foes.

Availability of Charges, or the lack thereof, will affect the Sledgebot's combat capabilities.

0 Charges, +0% DMG, +50% Armour
1 Charges, +10% DMG, +40% Armour
2 Charges, +20% DMG, +30% Armour
3 Charges, +30% DMG, +20% Armour
4 Charges, +40% DMG, +10% Armour
5 Charges, +50% DMG, +0% Armour

MC: 55
CD: 80s
HP: XXXX*
X-X Phys DMG*
+5% all DMG/Armor

T1:
65mp, 65s CD, +25% All DMG/Armour
Gains a Physical DMG Dash Attack
X PhysicalDMG*, +30 KB, 6.5m range every 12.5s

T2:
75mp, 50s CD, +50% All DMG/Armour
Gains a  Double Sweep Attack, alternating once with Fire and one with Electricity
X Fire/ElectricDMG in a 200 degree arc every 15s

T3:
85mp, 35s CD, +75% All DMG/Armour
Gains a duel projectile in the form of a volley of Flaming- and Emp rockets
X Fire/ElecDMG per Rocket every 25s


*****
>CONSTRUCTION PASSIVES<
*****
FIRE & SPARK
Affiliation: Duel
(Available earlier, replaces Sword and Board)
*****
Spark to make things work...and fire to make things die.

Only affects skills with raw fire or electric damage or component.
Will only increase damage of %WDPS based skills if the weapon used has a fire/electrical damage component.

+5% Fire/Electrical DMG

T1:
+20% Fire/ElecDMG
Burn/Shock duration +1s
-1s Burn/Shock duration

T2:
+50% Fire/ElecDMG
Burn/Shock duration +3s
-2s Burn/Shock duration

T3:
+75% Fire/ElecDMG
Burn/Shock duration +5s
-3s Burn/Shock duration


*****
GEAR SHRAPNEL
Affiliation: Physical
(Replaces Fire and Spark)
*****
Intricate knowledge of construction, allows the Engineer to rig his creations letting them shred enemies with razor sharp gears upon death.
Also grants them improved HP.

X Physical DMG + 20% of max HP from minions dealt as Physical DMG upon death
+X Physical DMG added to Spider Mines and Plasma Mines/Grenades*
+5% minion HP
3m explosion radius

T1:
X Physical DMG + 25% of max HP from minions dealt as Physical DMG upon death
+X Physcial DMG added to Spider Mines, Plasma Mines/Grenades*
+15% minion HP
4m radius

T2:
X Physical DMG +30% of max HP from minions dealt as Physical DMG upon death
+X Physical DMG added to Spider Mines, Plasma Mines and -Grenades*
+25% HP
5m radius

T3:
X Physical DMG + 35% of max HP from minions dealt as Physical DMG upon death
+X Physical DMG added to Spider Mines, Plasma Mines and -Grenades*
+35% HP
6m radius

Visual:
NOW adds the 'gear' visual to all minions' death animation.


*****
CHARGE DOMINATION
Affiliation: Neutral
*****
Whenever you slay an enemy with an attack, there's a chance that you may absorb energy to instantly regain some or all of your Charges.
When effect triggers, cooldown for all 3 components also trigger.

3% chance to gain 1 Charges, 1s CD
2% chance to gain 3 Charges, 2s CD
1% chance to gain 5 Charges, 3s CD
Applied to Normal Attacks only

T1:
5%, 4%, 3%
Is now applied to % WDPS skills too
CD reduced to 0.95s, 1.85s, 2.75s

T2:
8%, 7%, 6%
Is now applied to minions also
CD reduced to 0.9s, 1.70s, 2.5s

T3:
10%, 9%, 8%
Is now applied to pets and pet summons too
CD reduced to 0.85s, 1.55s, 2.25s
« Last Edit: September 25, 2013, 06:41:49 PM by BlooDLotuS »

BlooDLotuS

  • Jr. Member
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  • Posts: 54
Re: ENGINEER 2.0
« Reply #3 on: September 25, 2013, 06:36:29 PM »
Quote
******
>TECHNOLOGY<
*****


*****
FORCEFIELD
Affiliation: Neutral
(Replaces Shield Bash, and is available 1 Tier earlier)
*****
Your armor projects energy, creating a forcefield around you, and your allies. 
Once the forcefield absorbs its maximum damage it dissipates, removing all benefits.

Forcefield uses all available Charges to increase damage absorption by 50% per Charge.

MC: 30
CD: 10
30s duration
X All DMG absorbtion*
Half Strength Shield for Allies and Pets
Third Strength Shield for Minions
+5% Knock Back Resistance

T1:
30mp, 25% KBR
-20% MC/CT
Three-Quarter Strength Shield for Allies/Pets
Half Strength Shield for Minions

T2:
40mp, 50% KBR
-35% MC/CT
Full Strength Shield for Allies/Pets
Three-Quarter Strength Shield for Minions

T3:
50mp, 75% KBR
-50% MC/CT
Full Strength Shield for Allies/Pets/Minions.

Visuals:
Full Strength Shields are more opulent than other shields.
Not applied on Spider Mines/Grenades


*****
HYDRAULIC STOMP (Seismic Slam)
Affiliation: Fire
*****
A complex system of hydraulics aids in the use of a mechanically-assisted stomp to disorientate nearby enemies, while at the same time burning them by spilling fuel on the ground.

HOLD down button for 1.75s or more and RELEASE when ready in order to add: +100% initial Fire DMG
+30% MS slow to the Burning Fields
+2.5m radius
+50% MC when used
+5s CD when used
Builds Charge (initial damage only)
Consumes NO Charge.

MC: 10
60% chance Stun for 2s
+100% Interrupt chance
+X Fire DMG*^
X Fire DMG over 5s*^
5s Burning Field duration
4m radius

T1:
15mp, 70% Stun 
6m radius
+0.25s Stun time
+ further 25% to Initial FireDMG (HOLD only)

T2:
25mp, 80% Stun
8m radius
+0.5s Stun time
+ further 50% to Initial FireDMG (HOLD only)

T3:
35mp, 90% Stun chance
10m radius
+0.75s Stun time
+further 75% to Initial FireDMG (HOLD only)

Altered Visual:
Whilst HOLD, the Engineer is suspended in midair.
Seismic Slam's Lvl1 - 4 visual has a fiery rings animation, that gets removed once you reach Lvl5+, they shouldn't.


*****
OVERLOAD
Affiliation: Electric
*****
You overload your armor's circuits to project a nova of Ember energy, electrocuting up to 5 foes in a 6 meter radius around you. 
Overload uses all available Charges to increase its damage and improve its knockback.

HOLD down button for 1.75s or more and RELEASE when ready in order to add:
+ 3m range
+ 1 Target
+ 1% Mana Recharge per enemy Struck
+5s CD when used
Consumes NO Charge.

+50% DMG per Charge
50 Knock Back, +10 KB per Charge

MC: 25
CD: 1.3s
20% WDPS
X-X Elec DMG*
5% Stun chance for 2s
5 targets
6m radius

T1:
35mp, 1.2s CD, 30% WDPS, 25% Stun chance
7 targets
8m radius

T2:
45mp, 1.1s CD, 40% WDPS, 50% Stun chance
9 targets
10m radius

T3:
55mp, 1s CD, 50% WDPS, 75% Stun chance
11 targets
12m radius

Added Visual:
During HOLD, the Engineer will suspended above the ground.


*****
DYNAMO FIELD
Affiliation: Electric
*****
You tap into your armor's energy reserves to project an electrical field in an area around you. 
This electrical field generates Charge for each enemy that is struck, up to five per field.

MC: 15
X Elec DMG over 2s*
+50% Interruption chance
0.15 Charges/unit hit
5m radius

T1:
20mp, 0.25 Charges
7m radius
70% Interruption chance
+15% ElectricDMG over 3s

T2:
25mp, 0.35 Charges
9m radius
90% Interruption chance
+25% ElectricDMG over 4s

T3:
30mp, 0.45 Charges
11m radius
110% Interruption chance
+35% ElectricDMG over5s

Improved Visual:
Higher Tier bonuses provides larger AoE, but the visual does not reflect that


*****
ELECTRO-MAGNETIC HEAT BEAM (Ember Reach)
Affiliation:[/I] Duel
*****
A focused surge of energy draws a foe into striking range. 
You gain a 20% chance to stun the target for 3 seconds for every Charge you have.
Does NOT consume/build Charge.

MC: 14
12.5m Range
25% of WDPS as ElecDMG to target
Secondary Effects:
15% of WDPS as FireDMG dealt to all enemies the main target is pulled near.
All DMG taken +2% for 3s (applied to all enemies)
All enemies in a 3.5m radius around you also suffer the effects.

T1:
12mp, 15m range, +10% All DMG Taken
-20% MC
5s duration

T2:
12mp, 17.5m range, +15% All DMG Taken
-40% MC
7s

T3:
12mp, 20m range, +20% All DMG Taken
-60% MC
9s

Added Visual:
The blue beam now has a faint red interior beam, and blue 'orb' has a red 'shine' to it.


*****
JETPACK (Stormburst)
Affiliation: Fire
*****
A blast from your jetpack rockets you swiftly forward, whilst your engine's exhaust emits fiery missiles  as you fly, striking enemies in your wake causing panic.
 
MC: 15
75% WDPS as Fire DMG
3 Missiles, 5m search Range
5m dash Range
15% chance enemies Flee and Burn for 2s

T1:
20mp, 100% WDPS
4 Missiles
30% chance enemies Flee for 3s
6m range (missiles and dash distance)

T2:
25mp, 125%,
5 Missiles
45% chance enemies Flee for 4s
7m range (missiles and dash distance)

T3:
30mp, 150% WDPS
6 Missiles
60% chance enemies Flee for 5s
8m range (missiles and dash distance)

Improved Visuals:
Blue effect changed to red.
Character is now suspended MUCH higher in the air.


*****
TREMOR
Affiliation: Duel
*****
A gigantic stomp releases one of two waves of energy rippling outwards knocking back enemies as it travels.   
Either a wave of super heated air or an
Higher ranks increases the likelihood of releasing both simultaneously.

Available Charges determines MC and CD.
0 Charges = +25 MC, 20s CD
1 Charge = +20 MC, 18s CD
2 Charges = +15 MC, 16s CD
3 Charges = +10 MC, 14s CD
4 Charges = +5 MC, 12s CD
5 Charges = +0 MC, 10s CD

MC: 5
50% WDPS
All DMG Taken +5% for 10s
All DMG Dealt -5% for 10s
35% Interrupt chance
Secondary Effect:
X FireDMG or ElecDMG every 4m
+10 Knockback every 4m
25% chance to release the alternate wave also

T1:
10mp, 75% WDPS, 55% Interruption, +15 KB
All DMG Taken to +10%
All DMG Dealt to -10%
50% chance to release the alternate wave also

T2:
15mp, 100% WDPS, 75% Interruption, +20 KB
All DMG Taken to +15%
All DMG Taken to -15%
75% chance to release the alternate wave also

T3:
20mp, 125% WDPS, 95% Interruption, +25 KB
All DMG Taken to +20%
All DMG Dealt to -20%
100% chance to release the alternate wave also

New Visual:
%WDPS, Iterruption and Damage buffs are applied to enemies with the initial earthquake animation (same as current Tremor minus the 'fire ring').
The elemental damage and knockback is applied to the new Fire/EMP Ripple visuals.
A ripple like when you drop a pebble into a pond.


*****
> TECHNOLOGY PASSIVES <
*****


****
BULWARK
Affiliation: Neutral
(Could possibly even be used for a different class)
*****
An advanced metallic alloy add increased protection from physical attacks.

+2% Physical Armour
Physical DMG Taken reduced by 2%

T1:
+10% Phys Armor, 7% PhysDMG reduction
+5% to Team Max Phys Resistance

T2:
+20% Phys Armor, 12% PhysDMG reduction
+7.5% to Team Max Phys Resistance

T3:
+30% Phys Armor, 16% PhysDMG reduction
+10% to Team Max Phys Resistance


*****
PERSONAL SHIELD (Aegis of Fate)
Affiliation: Neutral
(Would actually be more useful on a different class)
*****
When foes attack you, your armor has a chance to generate a defensive "bubble" around you that prevents further damage.  The amount of damage this shield can absorb is equal to 200% of your Armor plus 100. (Shield's armor also, physical armor only?) 

200% of Armour +100
+50% KB resists
4% chance to Cast when hit

T1:
8% chance to Cast
Applies 35% of Shield to Allies

T2:
12% chance to Cast
Applies 65% of Shield to Allies

T3:
16% chance to Cast
Applies 100% of Shield to Allies


*****
CHARGE RECONSTITUTION
Affiliation: Neutral
*****
Your suit allows you to regenerate health by absorbing energy whenever you consume charges while using skills.

10% Max HP, X HP over 1s, 1 Charge consumed*
9% Max HP, +X HP over 2s, 2 Charges consumed*
8% Max HP, ++HP over 3s, 3 Charges consumed*
7% Max HP, +++HP over 4s, 4 Charges consumed*
6% Max HP, ++++HP over 5s, 5 Charges consumed*

T1:
15% of HP healed also applied to Allies

T2:
25% of HP healed also applied to Allies

T3:
35% of HP healed also applied to Allies

New Visual:
Teal flash


Done, for now :)
« Last Edit: September 25, 2013, 06:44:24 PM by BlooDLotuS »

Miothan

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Re: ENGINEER 2.0
« Reply #4 on: September 25, 2013, 09:37:01 PM »
What exactly is this for? re-vamped Engineer? asking since you supply no information of what its for O_o

Currently i think the Engineer plays well, a very well-rounded character that has multiple viable builds (have done 3 different builds, and feelt they were all viable for end-game in Synergies), ultimately i choose to stick with a one-handed+shield build with elemental damage for the great damage output and at the same time great survivability.

The one thing i feel is lacking, is things to spend charges on, the only viable end-game charge spender to me, is the shield, atleast for hardcore, dont think that will ever change even if others introduce other charge spenders (For hardcore atleast).

Currently tho Hardcore is plagued by the one-hit kill, so i dont play Hardcore, just let my lvl 86 Hardcore Engineer wait for better days while i play Softcore ^^
What was once dead, can be made into servants of death and destruction. Feast on the innocent, slaughter the weak and punish those who would stand in your way!

RaymondLi

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Re: ENGINEER 2.0
« Reply #5 on: September 25, 2013, 09:46:52 PM »
What is a mortar? A new style of weapon? 
So you are gonna make a new Mod? 

I like Ember reach BTW. It's a good skill for shield bash build :). However you take it away.  >:(
Anu belore dela'na

Craftea

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Re: ENGINEER 2.0
« Reply #6 on: September 26, 2013, 06:57:40 AM »
>< Waaaaaaaay too many skills being discussed in a single topic...... perhaps you should re-post this with few skills per topic (preferably collected by topic e.g. Summons discussing Spider Mines, Gun Bot, Sledgebot, Mobility discussing Onslaught, Stormburst etc.)

Also, I don't think the 3 Shield Skills (Shield Bash, Fire Bash, and....?) should be removed.

Shield Bash is a defensive CC skill that generates charge; I know it may not fit thematically, but it is a useful skill and provides the Engineer with a lot of utility. I think it should stay.

Fire Bash has a fire resistance debuff, and I think that has potential. I don't think this should go.

(I have no idea what the last shield skill could be.)


P.S.: I'm pretty sure HOLD and RELEASE skills are mechanically impossible, since the only way to detect buttons presses would be via the usage of any skill. (A press, and then press again later could work though)

BlooDLotuS

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Re: ENGINEER 2.0
« Reply #7 on: September 26, 2013, 07:38:16 AM »
Quote
>< Waaaaaaaay too many skills being discussed in a single topic...... perhaps you should re-post this with few skills per topic (preferably collected by topic e.g. Summons discussing Spider Mines, Gun Bot, Sledgebot, Mobility discussing Onslaught, Stormburst etc.)
I'm pretty sure I'd have been bashed for spamming multiple threads.
But group discussions might work.

Also, I don't think the 3 Shield Skills (Shield Bash, Fire Bash, and....?) should be removed.

Shield Bash is a defensive CC skill that generates charge; I know it may not fit thematically, but it is a useful skill and provides the Engineer with a lo]

Fire Bash has a fire resistance debuff, and I think that has potential. I don't think this should go.

(I have no idea what the last shield skill could be.)
t of utility. I think it should stay.
As you've noticed, there's still and empty skill slot left in the Blitz tree.  A skill combining Shield Bash and Fire Bash could be used there, or their effects transfered to other skills perhaps.
Also, Fire Bash + Emberquake is rediculously powerful, if not downright OP build.
The last Shield skill is Sword and Board


P.S.: I'm pretty sure HOLD and RELEASE skills are mechanically impossible, since the only way to detect buttons presses would be via the usage of any skill. (A press, and then press again later could work though)
If true, then that's really, REALLY sad then...here I thought GUTS made everything possible :(

Craftea

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Re: ENGINEER 2.0
« Reply #8 on: September 26, 2013, 08:04:00 AM »
I think it is better to have a few focused discussions at once, rather than multiple light discussions.

Having 2-3 active focused discussions, then waiting till the changes are implemented, before starting another set of discussions, I think would be the most ideal.

Generally with balance, changes should be slowly introduced, so as to allow the community to evaluate one change before another one hits. This allows us to separate which changes have improved the class, and which aspects still need more work.

Shield Bash does too many things at once, and I don't think it should be combined with any other skill for that reason. I could go either way with Fire Bash though.

Never tried EQ + Fire Bash, although, I think FH + Fire Bash would be better, since I've heard stuff about FH scaling better into the end game compared to EQ. (regardless, I think there's a lot to discuss on Fire Bash alone)

I think Sword and Board could be tweaked until it is useful; I don't think the Paladin has the same provisions for +% physical armor, that the Engineer has (Aegis of Fate, Heal Bot, Bulwark).

Ghostblade4802

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Re: ENGINEER 2.0
« Reply #9 on: September 26, 2013, 09:51:53 AM »
GUTS does open a lot of doors, to an extent. You still have to work inside a few lines, and the Hold/Release idea, I think, is outside of them. You would have to mess with the engine to get something like that to work.

BlooDLotuS

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Re: ENGINEER 2.0
« Reply #10 on: September 26, 2013, 02:18:36 PM »
Regarding skill balance it's better to do a thread per skills or X skills I agree.

BUT, this thread mainly hits with ideas and theme, which otherwise would not come across as clear compared if they'd been all sepperate.

I dunno about end game, but EQ gets way more damage from focus and FireSpark, than FH does.  FH's main hits scale with STR and physical damage weapons only; and only its splinters component gains bonus from Focus/FireSpark.

Personally, I think EQ is a bloody OP skill.

@ Ghostblade
I get that.
It just seems like HOLD/Release skills fit so naturally in Torchlight.
I'm actually surprised they never even considered adding something like it.



***
On a different note:
I've been having a very radical idea, that even I have problems with, but again, just an idea:

Custom Classes.
Skills of similar aspects, say, %WDPS, raw DMG, Defensive, etc skills get grouped together.
And you're able to choose 10 skills from ANY class, only a limited number from each group, to prevent overlapping skills like Ice Shield/Shadow Veil. 

Cons:
Will require immense balancing, to prevent extreme stacking of some effects.
Eliminates unique classes.
Will never happen, unless made as a mod completely on its own.

Pros:
Specialist builds are easier, e.g summoner, defender, etc
Easier to introduce new builds.
Creativity and customisability of your class goes through the roof.
Only thing you'll have to choose is your Charge Bar System.

But I'll leave that for another day

Craftea

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Re: ENGINEER 2.0
« Reply #11 on: September 27, 2013, 07:03:42 AM »
I dunno about end game, but EQ gets way more damage from focus and FireSpark, than FH does.  FH's main hits scale with STR and physical damage weapons only; and only its splinters component gains bonus from Focus/FireSpark.

Personally, I think EQ is a bloody OP skill.

You could get as much STR to boost FH, as you could FOC to boost EQ. Fire & Spark is a factor, but it is possible to simply wield Fire/Electric weapons to benefit fully from them. The % increase to damage is the same for FOC and STR, although STR also increases %Crit Damage, which FOC doesn't.

Mechanically, STR is the stronger damage stat, but FOC is the more versatile one. (basically affects all skills, which every character will end up using)

I'm not very familiar with FH and EQ, but there are people looking into it.

http://forums.runicgames.com/viewtopic.php?f=45&t=44579 <-- EQ research
http://forums.runicgames.com/viewtopic.php?f=45&t=45844 <-- side by side comparison of FH and EQ

On a different note:
I've been having a very radical idea, that even I have problems with, but again, just an idea:

Custom Classes.
Skills of similar aspects, say, %WDPS, raw DMG, Defensive, etc skills get grouped together.
And you're able to choose 10 skills from ANY class, only a limited number from each group, to prevent overlapping skills like Ice Shield/Shadow Veil. 

Cons:
Will require immense balancing, to prevent extreme stacking of some effects.
Eliminates unique classes.
Will never happen, unless made as a mod completely on its own.

Pros:
Specialist builds are easier, e.g summoner, defender, etc
Easier to introduce new builds.
Creativity and customisability of your class goes through the roof.
Only thing you'll have to choose is your Charge Bar System.

But I'll leave that for another day

There is still some room for creativity and flexibility within a well designed character set; one that allows the player to decide between similar groups of skills (e.g. FH vs EQ, FF vs AoF vs Charge Recon etc.), while leaving some wriggle room (i.e. giving players the opportunity to min max as many skills as possible).

Technically each class is already something similar to what you've suggested, except that there are fewer options. (as opposed to 10 skills from each pool, you have maybe 2-4 skills)

As for specialist builds, most classes are designed to be specialists in some way, although there are provisions for creative/flexible players who want to play outside of those specialist classes.

I think the current class system works well, and there isn't a need to essentially change the way everything works.

(It might even be mechanically possible, though would require a ton of work)
« Last Edit: September 27, 2013, 07:14:32 AM by Craftea »

Thatmg7

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Re: ENGINEER 2.0
« Reply #12 on: February 26, 2015, 10:21:24 AM »
Do not like these changes

potterman28wxcv

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Re: ENGINEER 2.0
« Reply #13 on: February 26, 2015, 02:44:09 PM »
Do not like these changes
That's a very old topic dude. And you don't give any precision about what exactly you don't like.