Edit!: Please use this thread in the Engineer forums to discuss the document from here on. Cheers. =)
Alright guys, you've been waiting for this one for a while now, so without any further ado I present... The (first draft) Engineer Nano Document!
Let's get the big one out of the way first:
Tradeskills: Engineer nanos will now require tradeskills to cast instead of nanoskills. This allows Engineers to be able to focus their IP better, as well as freeing up IP expenditures in the future. It's important to note that as the itemization parts of the rebalancing work have not been detailed/released yet, we will be accommodating this new method of casting nanos in the Engineer's toolset beyond just nanoprograms.
Tradeskills needed to cast nanos are as follows: Quantum Physics, Weapon Smithing, Electrical Engineering, Mechanical Engineering, and Chemistry. You may notice Tutoring listed in the nano document, but this will not be utilized for nanocasting going forward.
Aura Changes: All aura sub-nanos (IE: on target) now require 0 NCU, as well as emergency nanos (such as the emergency blockers). This is a general design change which is being applied to all professions. All "auras" are now team-based, meaning that the nanos will only effect players within your team.
Engineer Defensive and Offensive Auras: These aura liness have been altered. Engineers now have access to two lines, one Defensive and one Offensive, and may have one aura from each line running at any given moment. The Defensive line will also run on the Engineer's pets.
Reflect Buffs: Reflect buffs for Engineers now give the same beneficial amount as Soldier reflect buffs. Duration has been increased to 4h to be in line with improvements to other professions. Due to the changes in the reflect auras, Engineers no longer have a seperated pet reflect buff line. Also, the stacking order for these buffs has been adjusted to fit with the amount buffed; the higher the buffed amount, the higher the stacking order.
Tradeskill Buffs: New composite tradeskill buff nanos have been added for all level ranges of Engineers. The Rubi-Ka tradeskill buffs have received Nano Programming as a buffed skill, and other buffs have been improved (Chemistry, Breaking & Entering).
Weaponry Buffs: New Ranged Energy and Shotgun buffs added. New combined lower-level weaponry buff; total amount of Pistol buffed remains the same as pre-rebalancing, amount of Grenade buffed has been improved. Extreme has been added to the Pistol buff line - We will most add a dedicated Grenade buff nanoline in the future as well.
Slayerdroid Transference: Amount of Martial Arts received has been buffed. Nano is now in the same stacking line as other Martial Arts buffs.
Damage Shields: Amount of damage shield provided has been increased slightly and scaled across all level ranges.
AC Buffs: Amount of NCU required has been lowered, amount has been adjusted slightly at lower levels.
Special Blockers: Special blockers have been reduced by 2 at the high end (for a total of 5) and now adds an additional 2 'normal' attack blockers. Numbers have been adjusted across all level ranges.
Team Blockers: Team blockers are no longer aura-based, and are team-based. This line no longer automatically refreshes, and is on a two-minute cooldown. At the top end, this line gives 6 special blockers and 6 normal blockers. This buff will over-write the self-cast version, and also lands all Engineer pets on cast.
Init Buffs: Init buffs have been merged into one line, and the total amount of inits buffed has been slightly reduced. Melee Init and Physical Init have been added into the init buff nanos. When cast, this line will automatically land on the Engineer's active pets.
Anchor/Recall/Beacon: All nanos in these lines are now faster to cast.
Pets: Mid-level dog has been added (replacement for "Miniaturization" nano from Scheol questline). Slayerdroid Annihilator has had its level lock reduced to 175.
NOTE: ALL pets will be reworked from the ground-up in the future, prior to the rebalancing hitting live. This entails a complete reworking of their stats to be more in-line with the power curve of players within the game. More details on this will be coming in the future.
Pet Procs: There are three new lines of pet procs: One which deals additional damage, one which taunts and debuffs reflect, and one which debuffs AR (the fullscreen 'blind' effect will be removed in the future). Only one of these procs may be active at any time and will be cast on both pets automatically. The proc has a 100% chance to land on hit - When the pet hits, the proc will go off without fail.
Pet AoE Snare: New nano. When activated, all active Engineer pets will cast a 20m AoE snare program.
Pet Heals: Healing amount increased. When cast, will effect all active Engineer pets.
Pet Damage Boost: Gives damage add and adds resistance to root & snare nanoprograms.
Pet Warp/Pet Remove Debuffs/Pet Resist Buffs: These nanos will work off of both Nanoskills OR Tradeskills, to support Engineers.
Itemization: Because items have not yet been reworked, skill requirements for casting nanos with Tradeskills have NOT been finalized. Numbers present in document are placeholder only.
And there ya go. I'm sure there'll be a lot of feedback to be had about these programs, and both Genele and myself will be hanging around the Balance Discussion forums to check in and answer any questions we're able. Otherwise, we hope you guys enjoy, and we look forward to your feedback. =)
Engineer Nano Document - Excel Format