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nomir.4597

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Everything posted by nomir.4597

  1. At the 16s-17s mark, it appears Mesmer/chaos magic leaves behind a Ethereal field. I am excited to have reliable access to this field. The red one would be the Revenant/mist magic. I would guess this will provide some group Fury which is a boon PvE Scrapper doesn't have a good source of. I am curious to try out the shortbow on a supportive Scrapper.
  2. Zaced, I understand. I have been reading the forums for quite a few years. I see many posts complaining and just suggesting removing Anet's attempted fixes. I see fewer ideas for fixing the problems, though I have seem some. I am just trying to encourage a little bit more positive discussions instead of all the negative. Arantheal, I think you make some really good points. For exigency protocols, I don't play the healer mech build myself, but I see where it could be important. I still like moving the boon sharing to the minor traits and exigency protocols seems to make the most sense. I do worry it could overload the exigency protocol trait. Maybe keep regen you apply is stronger and remove the mech under half health part to keep it from getting overloaded. I thought about the shift signet problem after I posted as well. I mentioned earlier with Mechanical Genius can feel like fighting the mech controls. Then I fell into the same trap with my suggested shift signet. Maybe shift signet would have to stay the same and just move the boon sharing part. I still think the J-Drive change would be needed though. The biggest complaint I remember before the Mechanical Genius change was about the specialization dealing the top damage while pushing one button. Some of this was overexaggerated, but there was some truth to it. It felt like Anet was trying to give us something to manage, but what they gave us isn't fun. Giving the passive to yourself and the mech on the minor wouldn't fix anything. We would have the same passive issue. I would hope the flipping signets would not kill the passive playstyle, but lower the damage just enough for the passive playstyle to be in a good place. I do agree J-Drive might need something more though if the passive is removed. Any suggestions? The problems with the burst damage was something I didn't know about, though I am a casual PvE player and have just been getting into WvW this year. I think there is potential for the bonuses to the Engineer's skills. I wouldn't want just a straight increase of damage though. I would like it to create some synergy or feeling of working with your mech. Maybe along the lines of Spark Revolver adding a mark on the enemy. The Engineer's next crit attack would consume the mark and have increased ferocity. For the Rolling Smash, it adds a mark and the next Engineer skill would consume the mark and have increased condition damage. You then wouldn't want to just use the mech skill on autocast, but want to time it a little more.
  3. Issue: Very passive playstyle that can output really good damage. For many people it isn't fun to play nor fun to play against. Part of the Cause: Adding a pet/mech and signets to a specialization encourages a passive playstyle. One Possible Solution: Adjust the signet skills and the pet/mech to be more active. CHANGE SUGGESTIONS BELOW Mechanical Genius: Remove the recharge penalty when mech is too far away. The current recharge penalty fix is not much fun. It can feel frustrating with the mech controls and it can feel like we are fighting the mech's controls instead of our opponents at times. Signets: Change most of the signets' passive affects to flip between you and your mech. The active effects occur around you and the mech. Add ammo to help keep the passive on who you want while still being able to use the active ability. This could create more meaningful and fun choices while helping control some of the passive damage. Rectifier Signet:       Passive: Heal you or your mech every second.       Active: Flip who has the passive effect. Heal yourself and your mech. Lower the healing as you can cast it two times close together.       Maximum Count: 2       Count Recharge: Lower than current recharge       Recharge: Around 5 seconds       Reasoning: The signet change is to match the other signet changes and keep the same overall healing power. Barrier Signet:       Passive: Incoming strike and condition damage is reduced on you or your mech.       Active: Flip who has the passive effects. Create a blocking dome around yourself and your mech. You and allies gain barrier once per second. You and your allies cannot receive more than one barrier from this skill each second. The mech's dome is no longer larger.       Maximum Count: 2       Count Recharge: Keep the same as current recharge.       Recharge: 5 seconds       Reasoning: You control if you are tanking or your mech. Opponents can also react to who has the passive. You also have to actively position yourself to barrier more people. The active should stay relatively the same strength. The 2 ammo should allow you to choose who tanks while still using the active. Force Signet:       Passive: Increase strike damage dealt by you or your mech.       Active: Flip who the passive effect. Knock foes away from yourself and away from your mech. Lower the damage due to being an ammo skill.       Maximum Count: 2       Count Recharge: Lower than current recharge       Recharge: 5 seconds       Reasoning: Control who does the extra damage by flipping the passive. Before activating mech skills, you can switch the power to the mech. Before you use your big damage skills, you flip the power to yourself. A passive playstyle could still work, but you will lose damage by not controlling the passive effect. Superconducting Signet:       Passive: Increase condition damage dealt by you or your mech       Active: Flip who has the passive effect. Create a damaging field around you and your mech. Opponents can receive conditions from you and your mech. Condition durations lowered to 2 seconds.       Maximum Count: 2       Count Recharge: Keep the same as current recharge       Recharge: 5 seconds       Reasoning: You decide if you want to stack the damage in a smaller area or cover more area by moving away from your mech. Also control who does the extra damage from conditions by flipping the passive. Before activating mech skills, you can switch the condition damage to your mech. Before you use your big damage skills, you flip the condition damage to youself. A passive playstyle could still work, but you will lose damage by not controlling the passive effect. Shift Signet: The signet is too overloaded and feels mandatory. Some of the power is moved elsewhere and the shadowstep is reworked to create a more active playstyle with counterplay.       Passive: Increase movement speed of both you and your mech. Remove the passive, boons you gain are copied to your mech.       Active: You shadowstep to your mech's location while your mech shadowsteps to your location. Removes conditions from you and your mech.       Recharge: Same as before       Reasoning: This keeps the speed bonus for both you and your mech to keep movement speed similar, but still has the flipping feel as you flip positions. This could create fun setups as you crash your mech down and flip locations, or flip who your opponent is attacking. It also loses power if you are stacking with your mech. You need to control where you are compared to your mech. It also creates counterplay as the opponent can anticipate where you will shadowstep to and play accordingly. This is not an ammo skill to control its power and make misusing it more impactful. Exigency Protocols: Remove the current effect. New effect, boons you gain are copied to your mech.       Reasoning: Exigency Protocols isn't something I think about much when making my build, but not having my boons copied to my mech feels bad. Moving the boon gain to the minor makes Shift Signet not as mandatory and thus can create more diversity in builds. Overclock Signet:       Passive: Reduce recharge of the other signets.       Active: You and your mech receive the passive effects of all your signets, gain 25 stacks of might, and 2 stacks of stability for 8 seconds. Allies around you or your mech gain 10 stacks of might for 8 seconds. Allies cannot gain more than 10 stacks from this skill. If your mech is not present, your mech is summoned.       Recharge: Same as before.       Reasoning: The summoning your mech is nice, but the mech buster cannon doesn't feel impactful and is just another long range shot from your mech. I want an overcharge that feels impactful if I use it at the right time, but if I misuse it, I lose out on an opportunity. The added might to allies also makes it more helpful on support builds. This is not an ammo skill to control its power and make misusing it more impactful. Mech Core J-Drive: Remove grants passive bonuses while recharging. This is due to the flipping nature of many of the signets and the Overclock Signet's active doing a similar role. Mech Auto Attacks and Skills: Move some of the mech's passive auto attack damage to the mech's active skills. This removes some of the power from a passive playstyle and using your signets properly becomes more impactful. Conclusion: Overall, I am trying to create some more choices for the character which can be fun to play with and against. I also don't want to completely remove the passive playstyle, but add more of a reward when you use your skills well.
  4. Do you want to mix deadly chemicals, be a controlling mastermind, send your experimented on lab assistances fellow players into battle, and laugh maniacally? Maybe it's time to take the next step in your profession. Don't be just another engineer, become an Ingenious one. Mixing and Shaking Things Up. You will carry spare parts, chemicals, and ingredients in your toolbelt based on your core specializations. Using your skills, you will Mix to create a useful Tools you can use shortly after making them. Mixing is messy though. Mixing leaves behind a field of chemicals your Tools or others can use to combine into other effects. Also, don't forget to laugh maniacally while mixing. EXPLOSIVES Crispy Toes: Create a fire field which cripple and damages foes. -> Fireworks: Place a whirling explosive which damages and dazes foes. Black Ice: Create an ice field which knockdowns foes who enter or leave the field. -> Cold Fusion: Create an explosive blast which chills and damages foes. FIREARMS Gunpowder: Create a smoke field which blinds and torments foes. -> Cannon Ball: Fire a long-range projectile which knockdown a foe and pushes foes away from the target. Fertilizer: Create a poison field which torments foes and provides might to allies. -> Going Green: Whirl around to spray poison bullets at all the foes around you. INVENTIONS Ghostly Snare: Create an ethereal field that reveals foes and applies chill to them. -> Photon Beam: Fire a projectile beam which removes a boon and slows a foe every second. Splash Zone: Create a water field which applies regen to allies and cripple to foes -> Flying Leap Over Obstacles Device: Leap with your water jetpack to a location while healing allies along your path. ALCHEMY Tread Lightly: Create a light field that applies stability and swiftness to allies. -> Lighter than Air: Drink an elixir which leaps you backwards and applies a Light Aura on you. Five Second Rule: Create a dark field which steals life in the area (damages foes and heals allies every pulse). -> Dark Chocolate: Eat an elixir which applies a Dark Aura on you and a blast of Might to allies. TOOLS Tormenting Soil: Create a lightning field which torments and cripple foes. -> Charged Grappling Line: Use your device to fire a line that dazes a foe and leaps you to the foe. Stun if you are a Grandmaster Gadgeteer. Smoke and Mirrors: Create a smoke field which applies confusion and vulnerability -> Smoke Pellets: Place a whirling smoke device which breaks stuns and vanish in stealth. Evade if you are a Grandmaster Gadgeteer. You Will Need to Be Sharper Than the Sharpies. Attack from range while others swing clubs and punish foes who come too close. Strike with a powerful rifle, condition inflicting pistols, or the brand-new chemical controlling scepter. Toss chemicals with this new weapon that weaken, confuse, blind, chill, and vulnerate. 1. Sugar: Throw a chemical projectile which applies weakness -> Spice: Throw a chemical projectile which applies confusion -> Chemical Mix: Throw a chemical projectile which applies weakness and confusion 2. Spinning Gold: Throw a chemical that spins and whirls at a location. The whirl finisher applies vulnerability and blindness. 3. One Small Step: Take a giant leap to a location that sprays chemicals when you land. The leap finisher applies protection to you and chills foes around where you land. Send in the Red Shirts You are the mastermind of the battlefield, so the more allies you have, the stronger you become. Support your allies with conditions and send them in to do the dirty work after applying a few deadly venoms on them. Unlike a thief who steals venoms from creatures, you use your expertise to synthesis your own specialized venoms. Using your knowledge of life and death allows you to heal yourself and then prevent your foes from healing. You have utility venoms which stun break, provide powerful transferring of conditions, a slow bleed that provides consistent damage, and a high risk, high reward skill which can provide a burst of damage through conditions. This burst skill has counter play though which you and your opponents can play around. If used unwisely it has the potential of bursting you and your foe to the grave. For the elitist, you have a kit of venoms you can equip for quick conditional application before switching to your other tools. Basic crossbow bolts do very little damage, but can be fired very quickly until the crossbow must cooldown and be reloaded. Once you are reloading the bolts, your rate of fire will be moderately slow. The power of the crossbow comes from applying venoms to your bolts and then very quickly stacking effects before stowing it. To also help, you can mark your target to make them vulnerable to your venoms or blast them to make your mutated guinea pigs allies mighty. HEALING SKILL Biotech Venom: Heal yourself and apply poison to your and allies next attacks. UTILITY SKILLS Equilibrium Venom: Stun break yourself and apply vulnerability on your and allies next attacks. Transmogrification Venom: Transfer conditions on your and allies next attacks. Hemoglobin Venom: Let them bleed out slowly. Apply long lasting bleeds on your and allies next attacks. Nociception Venom: Apply bursts of confusion and a small amount of quickness to foes on your and allies next attacks. ELITE SKILL Custom Crossbow Kit 1. Simple Bolt: Very low damaging ammo skill with a very fast activation. 2. Paint Your Target: Place a fire field that stacks vulnerability on your foes. 3. Sanitizing Tip Venom: Remove a boon from your foe on your and allies next attacks. 4. Magnesium Tip Venom: Apply burn on your and allies next attacks. 5. Black Powder Tip Venom: Your and your allies next attacks are blast finishers. The More You Know... This isn't a specialty for Bookahs. You are an expert in conditions both damaging and controlling. Expertise thus is an important stat. Your basic schooling will increase your condition duration, apply vulnerability, and enhance the vulnerability condition. MINOR TRAITS Bachelor of Science: You gain a mutation which builds Toxins slowly while in battle. When the Toxins fill you can use your F5 skill to apply Exposed Venom. -> Exposed Venom: Your and allies next attacks apply vulnerability. Master Degree: Vulnerability you inflict lasts 33% longer. Gain condition duration for each stack of vulnerability on a foe. Specialized PhD: Gain boons based on core specializations when striking a foe with vulnerability over the threshold. EXPLOSIVES: Swiftness FIREARMS: Fury INVENTIONS: Regeneration ALCHEMY: Might TOOLS: Vigor Play Your Way Customize your profession with traits. Go with a traditional condition damage layout, control your foes damage, control their movement while dealing damage, or mix the traits for something unique. Can I... NOPE! Everyone wants to do more damage, so control your foes damage while focusing on combo finishers. Apply slow, weakness, and taunt. Goes well with a Scepter and a Shield. Mad Mixing: Fields created from Mixing last longer and apply slow. Test Subject: Gain more Toxins when you are hit. Exposed Venom becomes Impaired Venom. -> Impaired Venom: Your and allies next attacks apply vulnerability and weakness. Finish Me: Leap finishers apply taunt to foes. While you have an aura, you release a small burst of healing around you when struck. This is Guild Wars 2. Only Your Damage Matters. You are an expert in conditions, so let’s enhance condition damage. Poisoning foes becomes critical while you improve your Venoms. Goes well with dual pistols. Toxic Waste: Poison you apply lasts 33% longer and fields created from Mixing apply poison. Precise Ph: Gain Toxins when you critical hit a foe. Exposed Venom becomes Acidic Venom. -> Acidic Venom: Your and allies next attacks apply vulnerability and poison. Critical Production: Your Venom skills apply an extra Venom stack for you. Your hits that apply a Venom have an increase chance to critical hit. And They Said My Dance Degree Wouldn't Amount to Anything Learn to move and groove. Take the lead by controlling your foes movement while continually moving yourself. Goes well with a rifle. Slippery When Wet: Mixing creates larger fields and chills foes. Major in Dance: Gain Toxins based on how far you move. Exposed Venom becomes Adhesive Venom. -> Adhesive Venom: Your and allies next attacks apply vulnerability and cripple. Sedation Mutation: Attacking a foe with cripple and chill on them creates a mutation at the foe’s location. The mutation attacks all foes in the area a few times before immobilizing them. Frequent Posted Comments What are you calling this special Look up Abbott and Costello's "Who's on First?" then come back. I want a mechanical Tesla staff, personalized power armor, a crazed dagger surgeon, charge up skills, and/or an army of mutated underlings. Me too! I just haven't been able to work out yet all the details to include them all in one specialization without causing a complete collapse of the multiserver. Keyword being yet. TLDR All Bookah are welcome to visit the toddler section of the library. I would recommend the board book "That's Not My Golem." Notes: This post has been created for fun with a small hope of providing some inspiration for developers and other fans. I hope you enjoyed my Ingenious idea.
  5. I like to play tanks in other games, and I was excited when I first unlocked my scrapper to make a tank build with support as well. It has gone through revisions. Damage is on the low side, but I still enjoy it as I can face tank most things. Note: I am a casual player and almost just play in the PvE open world were anything can really work. Here is my Shocksmith: http://gw2skills.net/editor/?PeQAIlRwWYNMHWJeqSmNdA-zRRYnRBXNcQKnR2SgwVAacAA-e You have strong control with: -Thunderclap stun -Blast Gyro stun -Supply Crate stun -Function Gyro daze -Thumper turret knockdowns -Three lighting fields with Rocket Charge (Two leap finishers) to apply two stacks of daze (Personally I love to go Thunderclap into Rocket Charge) System Shocker trait and Expert Examination trait improve your control and tankiness with Barriers, Weakness, and Vulnerability. Protection is great with this build. You take less damage, removes/converts conditions, and gain regeneration. Most of the skills also apply protection to others also and thus remove conditions from others. The following apply protection. -Reconstruction Field -Medic Gyro with Reconstruction Encloser trait -Thumper Turret with Experimental Turret trait -Superior Rune of Durability -Protection Injection trait I also have very high might generation. -Auto attack -Blast Gryo -Fire field from Blast Gryo with multiple blast finishers (end of Blast Gyro, Thump when placing Thumper Turret, detonating Thumper Turret, and Rumble) -Superior Sigil of Ruthlessness when interrupting -Hidden Flask trait Applied Force trait also increases your power to increase your damage. You can also deal with CC. You have a high amount of stability and two stun breaks. -Bypass Coating stun break -Rumble stun break and small amount of stability -Defense Field stability -Applied Force trait stability Other notes: -Supply Crate will supply some boons as well when out -Bulwark Gyro is nice to take some of the damage from others -Shock Shield can block and provide barrier -Elctro-whirl deals decent damage -Wanderer stats provide Power for some damage, Vitality and Toughness for survivability, and Concentration for all your boons and support Alternatives: -Iron Blood trait can provide even more survivability to you, but I like the support and extra boons Purity of Purpose brings when I condition cleanse. -Gyroscopic Accelerator and Kinetic Accelerator traits will provide group quickness and superspeed that can feel really good. You do lose a major source of barrier, some stability, and your might isn't as strong on you. -Adaptive Armor trait can improve your tankiness, but you will lose some of the little damage you have. (I feel Applied Force is the middle of the road in the Grandmaster traits. It provides some survivability with the stability and damage with improved might.) -Diviner stats will increase you boon duration even more and you will deal more damage. You will have lower health and toughness, and thus less tanking. -Shredder Gyro can be fun. The toolbelt skill provides lightening field and a daze. The Shredder Gyro also deals some good damage. I have used this in the past. -Personal Battering Ram can be good. The toolbelt provides a ranged daze and the Battering Ram is a knockback on a short cooldown. The knockback isn't great though as you have little range and need to run to the enemy afterwards. Weaknesses: The main weakness is going to be your damage. You are not taking very many damaging traits and your crit chance and ferocity are basically 0. You also have almost no range attacks. Basically the same weaknesses of most tanks in many games.
  6. I think the charging mechanic could be really fun. I think a power resource mechanic fits well with the idea as well. To mix things up, the toolbelt skills could be based on the weapon you choose. These would be your charge skills. Your hands could transform into a large Megaman/Samus blaster while firing, rocket boots could form on your feet for movement, or a shoulder mount could form to fire a swarm of missiles. I was also thinking some rerouting skills could fit the theme. They would be flip over skills. When above around 50% power they are more offensive and use power. When below 50% they flip to increase your power and are defensive when used. I could even see something like the Armorer taking 10% less damage and dealing 10% less damage when at full power. Then when power is empty you deal 10% more damage and take 10% more damage. You could then try to juggle your survivability and your damage. There would be a column that deals with the resource and charge shots. One could make you charge faster, but you still use the same amount of power to fully charge, A player would be playing more aggressive and be on the lower side of power using this trait. Another would increase the speed your power increases, so you are playing with more power and thus more defensive. One boon I would like to see on the Armorer is some more access to stability. Stability would be very important to be able to get off your charge shots without be interrupted every time.
  7. I had a crazy idea for a minion for the Harbinger and just wanted to share it. Soul of the Harbinger When consumed, part of the Harbinger's soul becomes a spirit. The Harbinger gains 5 Blight. The spirit has 7000 health plus 5 percent of the Harbinger's health. The spirit does little damage and has slow attacks, but provides Protection to the Harbinger with every attack. It provides Protection to nearby allies if Twisted Medicine is traited. The spirit expires after 25 seconds. It has a 30 second cooldown. My thoughts: I thought it would be fun to have the Harbinger have a new minion and give more options for a Harbinger minion master. With blight and elixirs, I liked the idea of the character ripping part of their soul out and the health they lose is the minions health. The character then consumes the spirit (the minion dies) when the Harbinger gets their health back from Blight. I thought Protection would synergize with the Death Magic trait line and provide some more decision making in the line as well. The Protection boon would also work with the other Elixir traits. What are your thought about a Harbinger minion master? What crazy ideas do you think would be fun with Necromancer's elixirs?
  8. Thanks for all the comments. Everyone has some good points. Samug, I do hope ANet can come up with a better trade-off. Mine is a little different, but I don't know if it is any better. I could have clarified better you don't lock out your F5. Kodama, the auto attacking might not be the best way. I think it would need to be tested to see how it feels and how other ways feel as well. Maybe the Toolbelt skills could add the stacks instead by default. I did like the stacks though with a Chemist. I think the idea of some kind of chemical reaction would be fun. With the elite I probably went too far. I wanted to give individuals different tools and flavors (minions, another type of transform), but not force it on anyone. I know not everyone wants minions or another transform, but others do. This did turn the specialization's mechanic into an elite you choose through the Grandmaster trait. Alain, I understand your feelings. I like the steam and mechanical side more, but reading the forums I do agree with many that the chemical side is lacking on the Engineer. Hugo, I think a bow with a crossbow skin would be the coolest. I think a mechanical staff has some fun flair as well. What sold me on the maces was when someone on the forums mentioned how we get more weapon combinations with dual weapons. With the Engineer having so few options for weapons, the build possibilities won over the flavor for me. I did pick traps to give Engineers a different playstyle than we already have. I would be open to other playstlyes and tools we don't already use, so it doesn't feel the same. Do you have any suggestions?
  9. ABSOLUTEName comes from https://wiki.guildwars.com/wiki/For_the_Future_of_Cantha! SummaryAbsolutes work with the Ministry of Purity. Over the centuries these scientists have studied the Afflicted plague and mastered their art with chemicals. With further specialization they defeat powerful infected foes, control large outbreaks, or support those who are afflicted by disease. They purify by death from range with their maces. These unique maces' heads are a collection of bubbling chemical vials strapped together. In addition they apply Elixir Coatings on their weapons to enhance their next attacks with new Toolbelt skills. For safety reasons, only one Coating can be active at a time. Absolutes also use Preparation skills to set up traps and sterilize areas with their healing and utility skills. As masters of chemicals, Absolutes apply Toxic Residue on foes on their third auto attacks. They then create a chemical reaction when using any other weapon skill to consume a stack of Toxic Residue to apply poison. Toxic Residue within an Absolute's range increases their Toxicity Level. When an Absolute's Toxicity Level is high enough they can purify and consume all Toxic Residue in a large area with their Elite, Toxic Purification. The purification is their equipped elite which is greatly modified by their Grandmaster trait. Though the Elite cannot be switched out, changing to a different Elite does change the associated Toolbelt skill. TraitsEach level of traits focuses on an aspect of Toxic Residue. The Adept traits add another way of applying Toxic Residue, the Master traits add effects when consuming Toxic Residue, and the Grandmaster traits greatly empower and modify Toxic Purification. The top route focuses on Coating skills and single target damage, the middle focuses on Preparation skills and area damage, and the bottom focuses on Engineer Kits and support. MinorsToxic Residue: Able to use Preparation and Coating skills. The third auto attack in a row applies Toxic Residue to foes, up to X stacks. Non-auto attacks consume Toxic Residue stacks and apply Poison to the foe.Knowledge is Power: Poison deals increased damage. Take less damage from Poisoned foes.Master of Chemicals: Gain Expertise based on your Toxicity Level. Applying Toxicity Residue decreases the cooldown on Toxic Purification. AdeptOverdose: Increases Coating stacks. The first attack after using a Coating skill or hitting a foe with a Toolbelt skill applies Toxic Residue.Lingering Chemicals: Preparation skills leave combo fields and apply stacks of Toxic Residue.Sterile Tools: Switching weapons or kits applies Resistance on you and nearby allies and applies Toxic Residue on your next attack. Internal cooldown. MasterAcidic Reaction: Consuming Toxic Residue applies Vulnerability. Vulnerability increases condition damage and decreases physical damage you apply to a target.Almost Only Counts: Consuming Toxic Residue applies Poison to nearby foes around the effected target.Chemical Feedback: Consuming Toxic Residue grants you Swiftness and Regen. GrandmasterPurify by Death: Increases the maximum stacks of Toxic Residue on a target. Toxic Purification applies Burn, Chill, and Bleed on a foe for each stack of Toxic Residue consumed on a foe above X stacks. After killing a foe, your next attack applies Toxic Residue. Cooldown for Toxic Purification is X.Cybernetic Epidemic: Toxic Purification creates an Cybernetic Afflicted at the location of foes affected by Toxic Residue. Cybernetic Afflicted attack up X times dealing minor damage. After X attacks, a set time, or taking lethal damage they explode. Each explosion applies Torment based on the number attacks the Cybernetic Afflicted made. Cooldown for Toxic Purification is X.Mad Science: Toxic Purification equips the Absolute with a M.O.P. 428 mech suit. Duration is based on the number of Toxic Residues consumed. Killing a foe while using the kit increases M.O.P. 428's duration. See weapons for more information. Cooldown for Toxic Purification is X. SkillsHealing SkillDoctor's Orders Preparation: Heal when you place the Preparation. Applies Bleed and Weakness when activated.Toolbelt - Prescribed Medicine Coating: Next X attacks are Unblockable. Utility SkillsFirework Show Preparation: Applies Blind and Burn. Counts as an Explosive.Toolbelt - Black Powder Coating: Next X attacks are Explosives. Acidic Chemicals Preparation: Apply Vulnerability and Poisoned.Toolbelt - Acid Burn Coating: Next X attacks are Piercing. Debilitating Fumes Preparation Applies Confusion and Torment.Toolbelt - Drugged Coating: Next X attacks transfer a condition to foes. Impactful Surprise Preparation: Applies Knockdown and Slow.Toolbelt - Coating with a Kick: Next X attacks are Critical Hits. Elite SkillThe Elite skill does not change when selecting an Elite Skill, but the Toolbelt skill does change. Toxic Purification: Activate and consume all Toxic Residue in a large area around you. Cannot be unequipped. Cannot reapply Toxic Residue when activated.Toolbelt - Toxic Coating: Next X attacks apply Toxic Residue. WeaponsMainhand Mace: Throws chemicals at RangeChemical Reactant: Applies Bleed. > Chemical Reactant: Applies Bleed. > Chemical Reaction: Applies Poison and Toxic Residue.Endothermic Reaction: Throw chemicals that apply Chill. Consuming a Toxic Residue applies Confusion in addition. Uses ammo.Exothermic Reaction: Throw chemicals that apply Burn. Consuming a Toxic Residue applies Weakness in addition. Uses ammo. Offhand Mace:Hallucinating Powder: Fear foes in front of you. Consuming a Toxic Residue applies Torment in addition. This is melee range.Chemical Preparation: Spin the mace to create a smoke field that destroys projectiles. Gain Alacrity while channeling. Other weapon adjustment examples:Pistol Auto: Fragmentation Shot > Fragmentation Shot > Chemical Fragmentation Shot: Applies Toxic Residue.Bomb Kit Auto: Bomb > Bomb > Chemical Bomb: Applies Toxic Residue.Med Kit Auto: Med Blast > Med Blast > Chemical Med Blast: Applies Chemical Residue on foes on the first pulse. M.O.P. 428: Gain Stability every few seconds. An Engineer Kit. Melee range.Infectious Treatment: Transfer a condition to foe. > Infectious Treatment: Transfer a condition to foe. > Infectious Corruption: Applies Poison and Toxic Residue. Extra damage for each condition on the foe.Blood Transfusion: Fire multiple piercing needles that bleed foes they pass through and apply Regen to allies. Self Bleed.Embrace Death: Hug a foe to apply Immobilize and Confuse. Self Torment.Immunity: Gain Resistance and transfer conditions from allies to you.First Responder: (Leap to a target location. Daze nearby foes and partially revive nearby allies. Self Cripple. Recharge when you revive an ally. Note: M.O.P. 428 stands for Ministry of Purity. The 428 references when Factions was released on April 28, 2006. Story IncorporationTaimi hears rumors the Ministry of Purity's scientists have mastered the art of curing diseases. As her condition worsens to critical, she rushes to the ministry. The Absolutes promise they can cure her condition, but they don't see her disease as the only condition. They look to purify her of her Asuran genes as well.
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