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Giliam.6179

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  1. I would really like Engineers to get Mace´s as well.I always feel a bit reluctant to play Engineer as you are either tied to Pure DPS with something like Holo-smith, or you are forced to use kits.Though I dabble in kits I don't like to stick to them, especially Bomb kit.How about some kind of support Engineer that is forge themed. Engineer is lore-wise invented by the Charr.And even though Scrapper was quite the Charr themed Elite, I think we can do better.So here is my thought, purely PvE: Elite: Forgemaster Main theme: Pressure and industry.My idea is a little bit based on the heat from the Holo-smith, but you are not really forced in switching between modes.As you use your mace A.A., Toolbelt skills, and other abilities through traits, you gain pressure, up to 4 bars. Depending on the skill and the amount of Pressure you built skills will have special effects. When pressure is consumed the player enjoys Pressure Relief, which heals over time, depending on the amount of pressure consumed.Normally when switching to kits, all pressure is lost, though this can be mitigated with traits, if really desired.You also gain acces to Machines, which is the main utility type of the Elite. They function like traps, but have interactions with the pressure mechanic Weapons: Mace ( Main hand/ Off hand)As previously stated, you are either tied to kits, or forced to use Rifle or Holo-Smith. With the maces you get the option of a melee weapon more tied to support with some ranged abilities.Skill 1a: Steaming Smash: Deal cone damage, cause vulnerability to target.Skill 1b: Glowing Bash: Deal cone Damage, grant might to yourself and allies around you.Skill 1c: Melting Crush: Deal AOE Damage, cause weakness to target. Creates 1/4 of max pressure gauge.Skill 2: Furnace Wall [Machine]: Create a wall that blocks projectiles. At max pressure, grant vigor to allies, cause burn and cripple to enemies.Skill 3: Path of least resistance: Smash to the ground, pushing enemies away, dealing damage and leaving a fire field that grants swiftness to allies, at least, in the direction it is cast at. At max pressure, Grand allies stability while on the path, when it ends it explodes dealing damage to enemies, cures 1 condition from allies in the blast, grant protection.Skill 4: Friendly fix [Machine]: Tap allies in a cone clearing 1-3 conditions depending on pressure, grants aegis. Grants allies Pressure Relief. Consumes 1 bar of pressure on cast.Skill 5: Enemy repair [Machine]: Throw mace at an enemy, ripping 1-3 boons, daze them, at max pressure also causes vulnerability. Works as Finisher: Projectile.The Idea is that you want to use specific skills with specific amounts of pressure, the more the better. The weapons need to be integrated with the Elite and the best support comes with higher amounts of pressure. Also, each of the weapons has at least some ranged attack. Utility Heal: Steam vent: Heal yourself. After 1 second you become a walking water field as the Steam cools. The higher the pressure the bigger the area and the longer it lasts.Engineers are kings of fields, but the healing skills are always kind of lame. Integrating with the pressure, you become a mobile water field, just like how a Berserker can be a mobile fire field.Utility 1: Steam Vent [Machine]: Creates vent that deals minor damage, pushes enemies away, Allies in the area are affected by Pressure Relief. After casting creates a smoke field. Push power, Smoke field duration, Pressure relief Duration are all increased with Pressure level when the skill is cast. Consumes all pressure when cast.Utility 2: Crucible [Machine]: Create crucible on the ground that cripples enemies in the area, pulses might to allies. Deals damage. Damage, slow duration and amount of might pulses are increased with pressure level. At max pressure enemies are slowed instead of crippled and allies gain Alacrity when in the area when the ability is cast at max pressure. Consumes all pressure when cast.Utility 3: Coolant injector [Machine]: Create a Elixer station that will steadily cure allies of conditions and grants regeneration in pulsing AoE. Is a Stun break. Speed and amount of condition curing depends on Pressure level. At max pressure Grants healing to allies and pulses stability. Consumes all pressure when cast.Utility 4: Shell Factory [Machine]: Creates a mini mortar factory at a location. Which launches grenades in the area towards enemies. Prioritizes your target, but not always. Amount of damage depents on pressure. At max pressure it creates a shockwave when created, grenades cause vulnerability. The Shockwave acts as a Blast Finisher. The Shells act as explosives, in a similair trend as Grenades and Mortar. Consumes pressure all when cast.Utility 5: Drum Pump [Machine]: Creates a Drum machine at location. Alies in the area who hear the drums will gain stacking might and will periodically gain swiftness. Duration and Area is increased with pressure. At max pressure the drums create tremors that will deal small amounts of damage to enemies and grants vigor to allies. Consumes all pressure when cast.Elite: Furnace Fire [Machine]: Create a furnace at your location. Spitting out fireballs to random locations. Pulses might and protection to allies while enemies in the area take continious burn damage. When enemies are hit by the fireballs they are knocked down, take damage and suffer from more burning. Duration is entirely dependant on Pressure. Consumes all pressure when cast.All of the utility skills build on the pressure mechanic and consume all of it when it is maxed. It gives steady damage, boons and/or conditions depending on the ability and pressure. Forcing the player to prioritize skills. I will still have to think about the traits, but I might edit that later.
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