Updated Covid-19 apocalypse 2020
Here's what it would take to create near perfect build diversity across Core Engineer, Scrapper, and Holosmith in PvP primarily, but also keeping other game modes in mind. Strap in, have fun imagining all these new toys and builds to play with.
Disclaimer, these are the changes I think are necessary to individually bring each dead skill or trait into a balanced side-grade, or part of a brand new build, and do this with the least amount of functionality changes.
This thread is a no power creep zone, that specifically means not raising the current strongest PvP builds past their current limit.
General Changes: Friendly Projectile changes: Thrown Elixirs, Med Kits, these are now ALL unblockable.
1.) Pistol #1: Fragmentation shot: Is now an explosion. Fragmentation Shot now also applies bleeds on the 120 radius explosion in addition to the projectile. Decreased aftercasts so an attack roughly fires every .5s.
2.) Pistol #2: Poison Dart Volley Is now piercing. Now applies .75s of weakness per dart, in addition to its previous effects.
1.) Toolkit #2. Box of Nails increased Radius from 240 to 300. Cripple increases from 2s to 3s per pulse. Cast time reduced from 3/4s to 1/2s
2.) Toolkit #3: Pry Bar Damage increased by 15%.
3.) Elixir Gun #1: Tranquilizer Dart Bleeding removed and bleeding damage re-added to the base damage. PuRiTy of PuRpOsE
4.) Elixir Gun #3: Poison duration increased from 2 to 4 seconds. No longer tracks targets, rather fires in a frontal cone.
5.) Flamethrower #1: Reduced amount of strikes from 10 to 3. Each strike causes burning, like how the 10th hit previously did.
6.) Flamethrower #4: Napalm, this skill now destroys enemy projectiles.
7.) Flamethrower toolbelt: Skills used while under the effects of Incendiary Ammunition are unblockable. OR In Pvp/WvW, Incendiary Ammo cooldown decreased from 50s to 30s to be more in line with push toward slow, ramping damage changes.
8.) Flamethrower #5: Smoke vent, this skill has two ammunition. (2s ICD between charges.)
9.) Med Kit #2: Bandage blast, reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.**
10.) Bomb Kit #2: Fire Bomb's pulses apply 2 burning instead of one, but burning duration reduced from 4s to 3s in PvP and WvW
11.) Bomb Kit #5: All Glue Bomb pulses will immobilize enemies, not just the initial pulse - however, each target may only be affected by the immobilize once. Puddle duration increased to 5 seconds.
12.) Bomb Kit Toolbelt: Big Ol' Bomb now unblockable, suggestion by Zex Anthon.8673.
13.) Mortar Toolbelt: Orbital strike Toolbelt skill damage increased by 40%.
Turret Related Changes:
1.) General Turret changes:
2.) Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current effects, if a turret reaches the end of its 10s lifespan, the turret performs a second overcharged attack as a parting gift. Reflective shields activate simultaneously with the turret being placed, but are reduced to 2s duration.
1.) Personal Battering Ram: Currently: Launches foe, 130 range. New: Target limit increased to 5, and range of Ram attack extended to 450. No longer tracks targets, rather fires in a frontal cone.
2.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Each use of Slick Shoes still only affects an enemy once.)
3.) Mine Field: Currently: Plant 5 mines around yourself. New: Instead, place a 300 radius field on the ground that lasts for 5 seconds. At every 1 second interval where a foe within the field is moving, a mine explodes on their position. Maximum 2 explosions per second. (Note: The mine's damage, radius, and boon remove effects are the same as the current Mine Field mines.)
5.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced from 90s to 75s, now actually removes one condition per pulse.
1.) Elixir X: New: Drink Elixir X to become a monstrous alchemical being. (Bar icon mouseover: Test Subject X). Transform looks like a potion/alchemy re-skinned version of: https://wiki.guildwars2.com/wiki/File:Subject_Alpha.jpg . Engineers while transformed into Test Subject X gain 2,000 toughness and vitality, a similar durability compared to Rampage. Stability x2, 3s, boon interval: 3s.
1.) Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.
Core Engineer Traits
1.) Shrapnel: Increased bleeding from one stack to two, increased cripple from one second to two.
2.) Big Boomer: Removed PvP/WvW split to allow 200 healing per second across the board.
1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.
2.) Serrated Steel: Currently: Bleeding duration increased by 15%. New: In addition to its previous effects, inflicting Bleeding on a Target will also inflict torment (2s) (1s ICD per target)
3.) Incendiary Powder: Cooldown decreased from 10s to 5s to be more in line with push toward ramping condition damage over time.
1.) Automated Medical Response: Currently: Heal skills recharged when you're struck below 25% health. New: When reviving an ally, pulse protection nearby for 3 seconds. 180 radius. 5s ICD. Affects allies in the downed state.
2.) Autodefense Bomb Dispenser: Currently: Drop a smoke bomb when disabled. In addition to its previous effects, all Smoke Bomb effects empowered to grant 3 seconds of stealth to up to 5 allies on the first pulse.
3.) Soothing Detonation: Currently: Blast combo finishers heal nearby allies for a small amount. New: In addition to its current effects, applies regeneration for 3 seconds
4.) Energy Amplifier: Currently: When you are under the effects of Regeneration, gain +250 healing. New: In addition to its previous effects, your healing to allies is increased by 5/10/15% for each 25/50/75% target's health missing.
5.) Bunker down removed, now Bionic throwing-arm New: Bombs can now be placed up to 300 distance units away as projectiles. Increased the range of Grenades, mines, and thrown Elixirs by 300.
1.) Backpack Regenerator: Currently: Recover health each second while in an Engineering kit. New: Healing reduced to 80 per second, down from 117. Using a skill in a kit grants the stacking buff for 5 seconds, one stack per unique kit. Regeneration effect stacks up to 3 times.
1.) Takedown Round: Currently: Striking a target above the health threshold places a delayed explosive charge on them. New: Instead of it's previous effects, all knockbacks and launch effects apply knockdown instead. (Magnetic Inversion, Air Blast, Throw Mine, Overcharged Shot, Personal Battering Ram, Thump, Blast Gyro, Prime Light Beam, Tornado, Holographic Shockwave, Booby Trap.)
1.) Medic Gyro: Reconstruction Field instant to return to consistency with Defense Field.
2.) Shredder Gyro: No longer creates whirl finishers. Now, each strike from shredder gyro rends the protection boon from enemies, and applies 2 vulnerability for 6s
3.) **Spare Capacitor: Dazes over the 4 pulses, daze duration reduced from 2s to .5s.
1.) System Shocker - No longer increases the effectiveness of finishers in lightning fields - now adds 2 more pulses to the Scrapper's lightning fields.
2.) Damage Dampener - Currently: Delays 20% incoming damage by 2 seconds. New: Instead of its current effects, Scrapper's Gyro effects reduce damage taken by 10% on those affected.
3.) Expert Examination - Your lightning fields daze foes at or above the vulnerability threshold. 1/2s daze, threshold: 10. Interval: 1s.
Corona Burst: No longer "charges up" and detonates faster when used with Quickness. Quickness still properly affects the initial cast time.
1.) Coolant Blast - Always grants additional small heal over time. New above high heat threshold effect: Vents 25 heat. No longer chills or applies frost aura.
2.) Hard Light Arena - Skill is now instant.
3.) Flash Spark - Instead of granting light aura when over the heat threshold, grant stability for 3s.
4.) Laser Disk - Reduced base duration from 6s to 4s. Now removes a boon from enemies affected on a 1s interval.
5.) Blade Burst - Reduced cooldown from 30s to 15s.
1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. New: In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)
2.) New Suggestion for Crystal Configuration: Storm:
**Crystal Configuration: Storm: - Photon Forge skill #1 deals 10% increased damage, is an explosion, and increases range by 60, to 300.
4.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed in place of swiftness, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade to Holo Leap. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.
5) Photonic Blasting Module: New: In addition to its current effects, PBM allows use of Toolbelt skills while overheated - while overheated, all heat % bonuses are energized to the highest tier available.
Immediately vent at 10 heat per second.
Forum Lord Chaith