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Thread: Engineer Nano Document: Summary, Discussion and Feedback.

  1. #1

    Engineer Nano Document: Summary, Discussion and Feedback.

    This thread is for discussion of the changes proposed by the Engineer Nano Document, which specifies how all engineer-specific nanos will work post-rebalance. Some details of the nanos may be changed before the rebalancing reaches the test server, and there will no doubt be more changes before it goes live, so this is a pretty critical time to offer feedback.

    Don't argue in here. I will regularly request that counterproductive posts be removed if silliness erupts.

    I have written a description of what our post-rebalance nanos will be like in the following post, and compiled a list of feedback and questions in the post after that. This is to make the critical data from this thread and the similar thread in the Rebalance Discussion forum easier to read for the community and developers, as requested by Kintaii. If you see an error in my description of the nanos, or wish to supply feedback that isn't listed in the third post, please post. Once I'm happy with both sections I'll be telling the devs that the thread's ready for their inspection, and no doubt they'll check out what we've got, so please help me make sure everything's here! I've locked and un-rooted the previous thread so I don't have to keep bouncing between three threads to make sure this is up to date.

    Overview

    All Engineer nanos now require Tradeskills instead of Nanoskills. I've grouped the nanos by what tradeskills they require below. Note that the values for the requirements in the spreadsheet are effectively placeholder figures, and that the real values won't (and can't) be established until items and perks are reworked.

    QFT/WS: Damage Buffs
    QFT/EE: Reflect (target and team-aura), Damage Shields, AC buffs, Blockers (self and team)
    Chem/EE: Hypersonic Nanite Bombardment (new "nemesis" nano), RK and SL warps
    WS/EE: Pet procs, Pet buffs, Pet Debuff Removers, Pet Snares
    Chem/WS: Weaponskill buffs
    ME/EE: Pet creation nanos, Pet warp, Master's Bidding, Pet Resist Buffs
    Chem: Tradeskill buffs
    WS: Initiative buffs


    Buffs with level locks on target have been changed to be simpler to use, so that the top buff in a line can be used on any target, but the target will receive the highest buff in the line allowed for their level. For example, if I am teamed with a level 220 and a level 150, and I cast Empowered Supreme Harmonic Cocoon (the top reflect aura), the 220 will receive Empowered Supreme Harmonic Cocoon in their NCU, and the 150 will receive Empowered Greater Harmonic Cocoon in their NCU.

    All friendly auras have become team buffs; there are no longer auras which work on nearby unteamed people of the same faction. The actual buff component of all auras will now take 0 NCU. These aura changes are consistent across all professions.

    Refreshing team special blockers have been replaced with non-refreshing blockers, with 30 second duration and 2 minute cooldown.
    Last edited by -Stage-; Dec 18th, 2011 at 10:26:28. Reason: Typo!
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  2. #2
    I'll now describe each nanoline, which I've grouped as Buffs, Pet related nanos, Warps, and Nemesis Nano.


    Buffs

    Damage Buffs: This has been consolidated into one line, which is a team aura. The top nano in the line, Boosted Tendons, will increase all damage types by 80 points (20 more than we currently get from top damage buff + top damage aura), and is in the same line as other profession damage buffs. It won't affect pets. This is in the same line as other damage buffs (such as keeper and soldier damage buffs), and won't stack with them.

    Reflect buffs: We get a refreshing team aura (top one has 29% reflects), and a single buff that works on target (top one has 30% reflects).

    Tradeskill Buffs: The Composite Tradeskill buffs have been extended to be useful across virtually all levels. These buff ME, EE, QFT, WS, PT and Chem; all the tradeskills we'll need to cast nanos, and not CL, Tutoring, Nano Programming or Psychology. The top one, Composite Specialist Tradeskills, buffs tradeskills by 200, and requires level 215+ to cast, and level 201+ to receive. The lowest version requires level 25+ to cast, and 15+ to receive. Froobs will be able to receive the lower versions of this buff, but not cast them. Casting a too-high version of these buffs on a too-low target will result in the target receiving the highest version of the buff possible for their level, so we don't need to use lower versions to buff lowbies with.

    The individual tradeskill buffs will be castable by and on froobs, and have lost their level-locks. The five "casting tradeskills" and PT all have a single-buff, as do Break and Entry, Nano Programming and Trap Disarm. These single buffs all buff by 140.

    Slayerdroid Transference: This will morph the caster into a slayerdroid and buff Martial Arts by 360. It's in the same line as other MA buffs, and so won't stack.

    Weaponskill Buffs: There are three lines of weaponskill buffs, one for Pistol and Grenade, one for Ranged Energy, and one for Shotgun, and each has a low and a high buff.

    Prejudice and Extreme Prejudice will buff grenade and pistol by 75 and 170 respectively. These are in the Grenade Buffs and Pistol Buffs nanolines, and so won't stack with other pistol buffs. These are not self-only.

    Great Equalizer and Excessive Force will buff Shotgun by 70 and 150 respectively. These buffs are self-only (and in the Shotgun Buffs line, so they wouldn't stack with other shotgun buffs if they existed).

    Energy Equilibrium and Finely-Tuned Flux will buff Ranged Energy by 70 and 150 respectively. These buffs are self-only, and in the Ranged Energy Buffs line, so they won't stack with RE mastery.

    Damage Shields: The top Damage Shield buff, Plasma Shield, provides a 75 point damage shield on target.

    AC Buffs: These have all been generally slightly improved, and the SL AC buffs have lost their level locks. The top AC buff, Gift of Assurance, buffs all ACs by 5300, and requires level 220 to cast, and requires the target to have SL.

    Absorb Attack Shields (i.e. Blockers): Our personal refreshing absorb shields have three components. The first component (the "Initiate" component), lasts 20 seconds, and does nothing by itself, other than casting the Parent component in your NCU when it terminates. So, 20 seconds after casting the nano (which with 1s attack time, will be instacast), you will get blockers.

    The Parent component of the nano casts the Child component in your NCU repeatedly, after a set delay. The delay varies between the different nanos in this line.

    The Child component lasts for the duration of the Parent's "delay", and absorbs a set number of Special Attacks and Normal Attacks.

    Sorry if that all seems confusing. The reason it works like that is to make it possible to instacast, so it doesn't take an unreasonable time to buff, but prevents engineers from refreshing the nano in order to get more blockers per minute than we could just by letting the blockers refresh naturally.

    The top buff in the line absorbs 5 Special Attacks and 2 Normal Attacks every 30 seconds.

    Absorb Attack Shield Team (i.e. Team/Emergency Blockers): These are non-refreshing Special Attack and Normal Attack shields with 2 minute cooldown and 30 second duration. When cast, this will buff the caster, their team, and their pets with the absorb shield, which will overwrite the "child" component of the personal, refreshing blocker nano. The top nano in this line, Improved Isochronal Sloughing Combat Field, absorbs 6 special attacks and 6 normal attacks.

    Initiative Buffs: These buffs raise Ranged Init, Melee Init and Physical Init, and can be cast on players and pets. The top buff in the line, Rapid Weapon, raises inits by 200.

    Warps

    Anchor and Recall Nanos:These will be much the same as they are, both caster and target must be in SL, but the Anchor nano will be instacast (1s attack time), and the higher version will not set your current nano to 1.

    Beacon Warp: These remain largely unchanged (both caster and target must not be in SL), except that Team Beacon Warp will have a 30s cast time.

    Pet Related Nanos

    Note that we have been repeatedly assured that "pets are being reworked from the ground up", and that we can expect this to mean that the defensive shortcomings of our current pets will be addressed, and that the huge reduction of the amount of AR by which we can buff pets will be countered by pets being more useful "out of the box", so that unbuffed pets will not be as ineffective as they currently are.

    Create Robot: Slayerdroid Annihilator, the first SL slayer, will now require level 175 instead of level 201. All SL slayers will use the black Slayerdroid mesh.

    Create Robotic Dog: A new dog has been added, Predator M-30 Special Edition, which will be the reward for completing the "Knowledge of the Yuttos" quest chain in Scheol. It requires level 125.

    Pet Procs

    There are three different types of Pet Proc. Only one of these can be run at a time, and all three proc 100% of the time a pet hits, and run on both pets. Casting the nano runs the proc on both pets simultaneously, so we won't be able to run different procs on each pet. Our old Offensive Auras have been absorbed into these procs. Master's Bidding is seperate from these procs, and is in its own line.

    • Damage Proc: This does additional damage to the pet's fighting target upon a successful hit. The top nano in this line, Synchronized Capacitor Overload, does 200 damage and requires level 215.
    • Reflect Debuff Proc: This debuffs the ReflectACs of the pet's fighting target, and causes the pet to taunt its target, upon a successful hit. The top nano in this line, Greater Polarized Screening, debuffs ReflectACs by 35, taunts for 360 points, and requires level 210.
    • AR Debuff Proc: This debuffs the AR of the pet's fighting target upon a successful hit. The top nano in this line, Disruptive Void Drainer, debuffs AR by 350 points.


    Pet Snare: These nanos will cause each pet to cast a 20 meter AoE snare. The snare uses 100% MA as its Attack Rating, and checks against 25% Nano Resist. The snare does not have a chance to break on attack. The top snare lasts 15 seconds, and debuffs RS by 2000. These nanos have a 20 second cooldown.

    Pet Heal: These nanos all have 1s attack time, but 5s cooldown, and heal both pets simultaneously. The top nano in the line, Master's Repairs, heals both pets by 3k.

    Pet Shrink: This will now have only one nano, which will be the reward for the Jobe Scientists quest in Scheol. To clarify, "Lesser Miniturization" will become "Miniturization", while "Miniturization" will become "Predator M-30 Special Edition".

    Pet Damage Boost Buffs: These nanos buff pet damage, and provide pets with 10% resistance to Roots and Snares. The top two nanos also give the pet damage shields. The top nano in the line, Improved Shield of the Obedient Servant, buffs damage by 150, gives 60 ShieldACs, and lasts two minutes. It effectively requires level 215, since it requires the engineer nanodeck equipped.

    Pet Snare and Root Reduction: These nanos reduce any snares, roots and calms running on both pets by a percentage of their duration. The top nano in the line reduces their length by 100%, completely removing them. These nanos have 2s attack time, and 10s cooldown.

    Pet Warp: This nano warps both pets to you. It has 1s attack time and 15s cooldown.

    Pet Remove Debuffs: This nano completely removes all debuffs from both pets, including trader drains, UBT, calms, roots and snares. It has 1s attack time and 60s cooldown, and cannot be cast in combat

    Pet Resist Buffs: These nanos buff both pets with resistance to drains, init debuffs, calms, roots and snares. The top nano in the line buffs these resistances by 20% and requires level 215.

    Master's Bidding: This hasn't changed, aside from being cast with either nanoskills or tradeskills.

    Nemesis Nano

    Hypersonic Nanite Bombardment: This hostile nano has a 3s attack time, 2 min cooldown, 24 meter range, uses 50% ME 50% EE as AR and checks 75% NR, and executes a 15m AoE nuke after a delay. The faster the target, the shorter the delay, and more powerful the nuke. On a target with more than 3000 runspeed, it will do 10k damage (before PvP damage rules are applied) after 5 seconds. The target must be at least level 100 to use this on them.
    Last edited by -Stage-; Jan 25th, 2011 at 18:15:23.
    <Lazy> who knew ao f*rum denizens were such homophobes?

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    Dagenham Radioactive courier
    Fascinated Elderly nature enthusiast

  3. #3
    Feedback

    This is a collection of feedback, concerns and questions about the nano document. If you think something needs to be here but isn't, please post in this thread!

    Pet related:
    • Our offensive auras being changed to pet debuffs will mean that we're now dependant on our pets hitting people to use this part of our toolset, which seems likely to be a disadvantage due to generally erratic pet behavior and susceptibility to CC and kiting.
    • The two minute duration on the Pet Damage Buff line will be annoying and serves no clear purpose.
    • The pet taunt proc can only be run on both pets simultaneously, which will mean it will work towards giving the dog aggro which we'll tend to want to avoid.
    • If the AR debuff pet proc can't reduce player AR below engineer defense rating, it will be ineffective.
    • Will Divest/Shed Afflictions be properly available in-game? Currently Pet Steal Back is unreasonably rare and difficult to get.
    • The pet taunt proc is attached to the ReflectAC debuff proc. These have contradictory purposes, as the taunt is useful in PvM, while the ReflectAC debuff is mostly useful in PvP. It would be most useful if all pet procs also taunted.
    • It would be nice if the damage buff line landed on pets, considering that the "target: self pets" code would presumably make this simple to develop and use.
    • The long cooldown on the pet debuff remover seems unnecessary considering it can't be used in combat.
    • The way pet heals work in the document would cause the pets to get heal aggro. Is this intended? Please let it be intended.
    • Regarding the Pet Root and Snare Remover line: Will these remove a percentage of remaining debuff duration, or a percentage of the base duration? If they remove a percentage of remaining debuff, they'll never be able to actually remove them. Not a problem for the top nano in the line, which removes by 100%, but Energize Shell for example removes 50% of roots/snares.


    Other:
    • The loss of AoE blinds will make engineers extremely susceptible to dying from adds, sharply increasing the difficulty of soloing. A pet AoE taunt could mitigate this.
    • The attack absorb shields are weak, exceptionally so at low levels, where they absorb less specials than people tend to have available.
    • Is it necessary for the top SL reflect aura to buff reflectACs by less than the top single reflect?
    • The lack of level locks on the AC buffs would probably have a strong effect in low level PvP and PvM.
    • Grenade fans would appreciate crit buffs added to the grenade/pistol buff line.
    • TL5 engineers are frankly in a world of grief as described here and here.
    • The Slayerdroid Transference morph tends to be annoying to use due to the huge size of the morph. Reducing the size of slayer-morphed engineers, or perhaps making Miniturization work on slayer-morphed engineers, would help.
    • The Damage Shield line isn't very useful. Adding additional benefits from the nanos in this line would help to justify the NCU cost.
    • Will the refreshing attack absorb shield overwrite the emergency attack absorb shield when it refreshes?
    • The Quantum Physics Laboratory (or Org HQ Tradeskill Machine) buffs all "casting" tradeskills by 160 (in a large HQ) with no level lock or NCU cost. This could perhaps be unbalanced at low levels.
    • Is it intended for single players to be able to deplete our blockers before they refresh and then damage us with specials? What is the intended strength of our refreshing blockers? In what scenarios do designers believe it is appropriate for us to take damage from specials?
    Last edited by -Stage-; Feb 19th, 2011 at 08:23:01.
    <Lazy> who knew ao f*rum denizens were such homophobes?

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  4. #4
    I think the current combination of stackable target and aura buffs is fine, and if anything should be expanded, not killed off, especially in favor of team-only versions when other professions are getting the exact opposite treatment [for equally stupid reasons, but I digress].


    I'm not even going to start on the whole TS-to-cast BS.
    Because Race Yalm

  5. #5
    May the Sploitz be with u Ciex's Avatar
    Hmm, if its mk2 discussion:

    1. What id like to see (improvements):

    Heavy weapon buff – fits engineer concept better than shotty imho.
    Special blockers – if dvp is lost those could be of some use in pvm? Like in pvp – absorb special and in pvm absorb some dmg? They are still useless in lowbie pvp btw.
    Better AC buffs for low levels if dvp is gone (see below).
    Pet dmg proc looks very weak, is it followed by some kind of a taunt?
    Level locks on dvp proc??? They must be kidding. -193 for a tl5 character, even if those procs stack and pets hit someone in pvp (it doesn’t happen very often tbh) mean than most decent toons wont even loose their perking ability on engis. This nerf is DEATH!!!11

    2. What id like to see (nerfs):

    No 5k ac buffs for lvl 1 or 100 characters, it simply to much for lowbie character. More like 5k for 200+, 3,5k for 150+, 2k for 100+, 1k for 50+ would be ok or make it engi only. Current non-lvl locked AC buffs are way to weak.

    3. Things I don’t understand:

    Does pet dvp proc stack with itself for -700 ar? Is there any hope to see it reworked? Its game over for lowbie engis.
    Will pet snare overwrite dvp as it does today?
    What exactly nanite bomb does and when?
    Where are pet taunts? With dvp gone there should be some improvements in this department.

    Could we get ability to change our character class if those thing really ever come true? Its gonna make most low levels totally useless, id like to become a crat or something.
    Asasello, Sottcapo, Ciex, Rychu, Ciek, Zomowiec, Ciekafsky, Rysiek, Chinaski, Libertarian, Propertarian.

  6. #6
    Minute long lockout on pet debuff remover seems stupid, considering we can't use it in combat anyways.

    Lowbys are going to have fun with +5300 AC buffs in low lvl pvp.

    Blind aura will be missed greatly.

    How badly the blockers nerf will affect us has hasn't really been shown yet, as in we don't know if FC is going to change the base mechanics for specials (as in making recharge longer on most specials).

    Team blockers has been nerfed for pvp, but in it's current state it is stupid OP so it needed nerfed. But now will make a nice oh **** button for pvm team situations.

    And everything else really comes down to what kind of numbers they give to our pets, nothing much more to comment about that.
    Last edited by Brofist; Jan 21st, 2011 at 10:08:14.
    Brofist 220/30/70 Engineer
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  7. #7
    Pet Remove Debuffs....

    Soooo if you're not personally in combat yourself you can remove the debuffs, does this apply if you are being attacked? Technically you're not in combat, merely being attacked.

    I think if we're unable to stop attacking so we're able to cast this nano we'll find ourselves in the situation we where before....pets snared / calmed etc and unable to do anything til we hit reclaim.
    .:: Stigman : 220 / 30 / 70 : NM Engineer (PVM 35% Crit) : I Make It, You Buy It : FIRST Omni NM Engi to hit 220/30/70 on RK1 ::.
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  8. #8
    havent looked if there's any recent changes to the doc, but here's some stuff i think i can answer

    Quote Originally Posted by Ciekafsky View Post
    Special blockers – if dvp is lost those could be of some use in pvm? Like in pvp – absorb special and in pvm absorb some dmg? They are still useless in lowbie pvp btw.
    the normal blockers are supposed to add the usefullness in pvm

    Pet dmg proc looks very weak, is it followed by some kind of a taunt?
    only 1 proc has a taunt on it (reflect one i think, not sure)
    Level locks on dvp proc??? They must be kidding. -193 for a tl5 character, even if those procs stack and pets hit someone in pvp (it doesn’t happen very often tbh) mean than most decent toons wont even loose their perking ability on engis. This nerf is DEATH!!!11
    has been mentioned

    2. What id like to see (nerfs):

    No 5k ac buffs for lvl 1 or 100 characters, it simply to much for lowbie character. More like 5k for 200+, 3,5k for 150+, 2k for 100+, 1k for 50+ would be ok or make it engi only. Current non-lvl locked AC buffs are way to weak.
    true, i agree

    Does pet dvp proc stack with itself for -700 ar? Is there any hope to see it reworked? Its game over for lowbie engis.
    it does not and probably not. -350 is already a "raise" from the original (originally -300).

    Will pet snare overwrite dvp as it does today?
    DVP proc wont break.

    Where are pet taunts? With dvp gone there should be some improvements in this department.
    they're on the -reflect proc. i asked for a taunt on all procs, but you can see the result

    Greetings,



    Ellarisa
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  9. #9
    Hate to be that guy but no +crit on the grenade buff... really? I shall be throwing stones apparently.

    Also regarding schools - I assume our ranged init buff and damage buffs are both overwritten by soldier lines leaving us with our weapon buff as our only personal buff? What are we bringing to the team with out the green damage aura?

    A little shaky on the pet procs, I assume they don't stack with each other? (IE the dogs proc stacking with the widows proc - which begs the question why do the pets use the same proc? void coding reasons...) Also I think they messed up on the procs. So the DD proc does damage that makes sense... the PvP proc has a taunt...? and our AR debuff is a (massive) -350 AR? Lastly do the procs trigger only on successful hit or on any hit regardless of if it was evaded or not.

    Shouldn't it be more like...

    PvE Proc +damage
    PvP Proc -reflect
    Tank Proc -AR, taunt

    Sad to see damage shields and AC lines basically the same - both broken useless forms of defense.

    Lastly, I love the concept that our nemesis nano is about people having lots of run speed, but doesn't the fact that we're meant to have our targets snared reduce the usefulness of our own nano?
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  10. #10
    Quote Originally Posted by Stigman View Post
    Pet Remove Debuffs....

    Soooo if you're not personally in combat yourself you can remove the debuffs, does this apply if you are being attacked? Technically you're not in combat, merely being attacked.

    I think if we're unable to stop attacking so we're able to cast this nano we'll find ourselves in the situation we where before....pets snared / calmed etc and unable to do anything til we hit reclaim.
    No, being attacked makes you in combat, so you wont be able to use this while being attacked at any range.
    "A whole new place to run around for ages in then die suddenly without warning."

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  11. #11
    Quote Originally Posted by Takun View Post
    Lastly, I love the concept that our nemesis nano is about people having lots of run speed, but doesn't the fact that we're meant to have our targets snared reduce the usefulness of our own nano?
    Well, since our new snare will be an on-demand pet AoE instead of a refreshing aura, it'll be our own fault if the effectiveness of our nemesis nano is impeded by us snaring our target. Also, it'll be kinda great if people use escape tools to bugger off in a hurry (such as those girly clan SBs ). People want to zoom off in a hurry? You can pack them a surprise for 5 seconds later.
    <Lazy> who knew ao f*rum denizens were such homophobes?

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    Dagenham Radioactive courier
    Fascinated Elderly nature enthusiast

  12. #12
    Before I go off, I understand this is a database issue and not a profession issue; however, I think it deserves to be put into words.

    Ok, so we have RE and shotgun buffs. Do we have any worthwhile weapons to use with these lines? What about symb support? Shotgun, atm, is a horrible alternative. The decent ones are locked to trader leaving us with a steaming pile of crap to pick through otherwise. Lack of symb support, even in alphas, means low attack rating. I can see no reason to go with this other than wanting to look different at the price of being gimp. Same with RE. Before 220 there's jack all to use. Will we get actual weapons to use with actual support or are we getting buffs that will never be used?
    Waiting for a cure.

  13. #13
    Quote Originally Posted by Mostadio View Post
    Before I go off, I understand this is a database issue and not a profession issue; however, I think it deserves to be put into words.

    Ok, so we have RE and shotgun buffs. Do we have any worthwhile weapons to use with these lines? What about symb support? Shotgun, atm, is a horrible alternative. The decent ones are locked to trader leaving us with a steaming pile of crap to pick through otherwise. Lack of symb support, even in alphas, means low attack rating. I can see no reason to go with this other than wanting to look different at the price of being gimp. Same with RE. Before 220 there's jack all to use. Will we get actual weapons to use with actual support or are we getting buffs that will never be used?
    To me, the buffs imply that it's intended for us to gain additional support for shotgun and RE. Presumably this will also be reflected when items are reworked.
    <Lazy> who knew ao f*rum denizens were such homophobes?

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    Pinealgland Too weird to live, and too rare to die
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    Fascinated Elderly nature enthusiast

  14. #14
    Quote Originally Posted by -Stage- View Post
    Damage Buffs: This has been consolidated into one line, which is a team aura. The top nano in the line, Boosted Tendons, will increase all damage types by 80 points (20 more than we currently get from top damage buff + top damage aura), and is in the same line as other profession damage buffs. It won't affect pets.
    It really makes no sense to me why this does not affect pets now that FC has perfected, at least in their imagination, the ability to have buffs effect both team and team pets without being aoe (I recall this target in some doc). Also I think this line is now in the general damage buff line, meaning it won't stack with soldier/fixer/MA buffs which is disappointing.

    Reflect buffs: We get a refreshing team aura (top one has 29% reflects), and a single buff that works on target (top one has 30% reflects).
    Even the target buff appears to be an aura, don't quite know what they are doing there...

    Slayerdroid Transference: This will morph the caster into a slayerdroid and buff Martial Arts by 360. It's in the same line as other MA buffs, and so won't stack.
    Even though this buff is cool in very limited social situations, it's bulkiness is nearly prohibitive in actual usage and one of the main reasons I switched my engy from MA to pistols as a lowbie. It's huge indoors and generally annoying, a human size robot morph would be better (if replaced, just add slayer morph as a lowbie general engy nano)

    Weaponskill Buffs: There are three lines of weaponskill buffs, one for Pistol and Grenade, one for Ranged Energy, and one for Shotgun, and each has a low and a high buff.

    Prejudice and Extreme Prejudice will buff grenade and pistol by 75 and 170 respectively. These are in the Grenade Buffs and Pistol Buffs nanolines, and so won't stack with other pistol buffs. These are not self-only.

    Great Equalizer and Excessive Force will buff Shotgun by 70 and 150 respectively. These buffs are self-only (and in the Shotgun Buffs line, so they wouldn't stack with other shotgun buffs if they existed).

    Energy Equilibrium and Finely-Tuned Flux will buff Ranged Energy by 70 and 150 respectively. These buffs are self-only, and in the Ranged Energy Buffs line, so they won't stack with RE mastery.
    As pointed out, FC will need to seriously examine Engineer's lack of symb support for these weapon lines, as well as restricted access to any useful weapons using those skills. With AS nerf, engineers may never touch RE or shotgun again but at this point no one has any clue.

    Damage Shields: The top Damage Shield buff, Plasma Shield, provides a 75 point damage shield on target.
    This line has always been a waste of effort and NCU generally. And while an increase in the effect is nice (wowser it hurts people 37 points in peeveepee), why not try adding additional effects. Enforcer damage shields add HP and Adv ones absorb damage. Both of those work for engy, or 2% reflect, 20 healdelta, 50 nr, I dunno...anything useful.

    AC Buffs: These have all been generally slightly improved, and the SL AC buffs have lost their level locks. The top AC buff, Gift of Assurance, buffs all ACs by 5300, and requires level 220 to cast, and requires the target to have SL.
    Long ago I suggested adding 1%-4% reflect on the SL AC buffs. Unless FC makes AC useful this will still be a buff line you use on the one guy tanking a raid and no one else.

    Absorb Attack Shields (i.e. Blockers): Our personal refreshing absorb shields have three components. The first component (the "Initiate" component), lasts 20 seconds, and does nothing by itself, other than casting the Parent component in your NCU when it terminates. So, 20 seconds after casting the nano (which with 1s attack time, will be instacast), you will get blockers.

    The Parent component of the nano casts the Child component in your NCU repeatedly, after a set delay. The delay varies between the different nanos in this line.

    The Child component lasts for the duration of the Parent's "delay", and absorbs a set number of Special Attacks and Normal Attacks.

    Sorry if that all seems confusing. The reason it works like that is to make it possible to instacast, so it doesn't take an unreasonable time to buff, but prevents engineers from refreshing the nano in order to get more blockers per minute than we could just by letting the blockers refresh naturally.

    The top buff in the line absorbs 5 Special Attacks and 2 Normal Attacks every 30 seconds.
    The changes in buffing and nanocost are welcome. The normal blockers, making the line beneficial to PVM, is also welcome. The reduction in special blockers is not. Also correct me If I'm wrong

    0:00 Blockers self refresh. You have 5 special, 2 normal. A fixer shoots you.
    0:12 Blockers run out. You have 0 special, 0 normal.
    0:13 You use emergency blockers. You have 6 special, 6 normal.
    0:29 Blockers run out.
    0:30 Aura tries to refresh but can't overwrite emergency blockers.
    0:31-1:00 You have no blockers.

    The alternative, is that you could use emergency blockers and it could be immediately overwritten by self refresh, thus reducing your own blockers by 1 special and 4 normal.

    Beacon Warp: These remain largely unchanged (both caster and target must not be in SL), except that Team Beacon Warp will have a 30s cast time.
    Make both work in SL imo, targets must have proper garden key for the zone to be warped.

    Pet Procs

    There are three different types of Pet Proc. Only one of these can be run at a time, and all three proc 100% of the time a pet hits, and run on both pets. Casting the nano runs the proc on both pets simultaneously, so we won't be able to run different procs on each pet. Our old Offensive Auras have been absorbed into these procs. Master's Bidding is seperate from these procs, and is in its own line.

    • Damage Proc: This does additional damage to the pet's fighting target upon a successful hit. The top nano in this line, Synchronized Capacitor Overload, does 200 damage and requires level 215.
    • Reflect Debuff Proc: This debuffs the ReflectACs of the pet's fighting target, and causes the pet to taunt its target, upon a successful hit. The top nano in this line, Greater Polarized Screening, debuffs ReflectACs by 35, taunts for 360 points, and requires level 210.
    • AR Debuff Proc: This debuffs the AR of the pet's fighting target upon a successful hit. The top nano in this line, Disruptive Void Drainer, debuffs AR by 350 points.
    The odd one out is actually the damage proc, as most engies will want to use the reflect debuff for pvp, and most teams will want you to run the AR debuff for pvm. I suggest to change that the damage debuff does 200 hp damage like it does now, but also drains 200 nano from target, and heal the pet 100 every time it procs. That will make it a good choice for pvm encounters where pets are often getting hurt a lot by AOEs and such, as well as for duels against casters.

    Pet Snare: These nanos will cause each pet to cast a 20 meter AoE snare. The snare uses 100% MA as its Attack Rating, and checks against 25% Nano Resist. The snare does not have a chance to break on attack. The top snare lasts 15 seconds, and debuffs RS by 2000.
    We will see how well it works in practice...

    Pet Heal: These nanos all have 1s attack time, but 5s cooldown, and heal both pets simultaneously. The top nano in the line, Master's Repairs, heals both pets by 3k.
    gud.
    Now, one of the reasons we’ve spent the last month arguing about the debt ceiling is that half of the "teabag" Congress signed a vow to never raise taxes. Someone just handed them something and it wasn’t a gun, a crucifix or a fetus — so they signed it. Why? "Because we’re rugged individuals who love freedom. Now excuse us while we sign this document swearing to do as we’re told." --Bill Maher

  15. #15
    so post rebalance crats and fixers can completely shut down an engineer because we are unable to remove those debuffs on the pets. Even if you hop from B-C and get the pets there and drop out of combat. After you cleanse them the crat or fixer can just recalm them and you are SoL for the next 45-50s. Well, one more chance if you have the ring but even then...
    Ohwell, glad i wont be around to see the **** hit the fan

  16. #16
    Quote Originally Posted by Kadjunga View Post
    so post rebalance crats and fixers can completely shut down an engineer because we are unable to remove those debuffs on the pets. Even if you hop from B-C and get the pets there and drop out of combat. After you cleanse them the crat or fixer can just recalm them and you are SoL for the next 45-50s. Well, one more chance if you have the ring but even then...
    Ohwell, glad i wont be around to see the **** hit the fan
    Quote Originally Posted by -Stage- View Post
    Pet Snare and Root Reduction: These nanos reduce any snares, roots and calms running on both pets by a percentage of their duration. The top nano in the line reduces their length by 100%, completely removing them. These nanos have 2s attack time, and 10s cooldown.
    Insert snide remark here.
    <Lazy> who knew ao f*rum denizens were such homophobes?

    Lordstage Free to do anything
    Byracka iddqd
    Battlespork Eats what he kills
    Bloodforbaal Utter bastard
    Pinealgland Too weird to live, and too rare to die
    Dagenham Radioactive courier
    Fascinated Elderly nature enthusiast

  17. #17
    One thing I would like to throw in, and I'm just reading it right now from the spread sheet, when it becomes an actual in game nano things may change. The Heals are a "Cast on target", and then the target heals itself. So we won't actually be generating heal hate when we heal the pets now as they will actually be healing themselves.
    "A whole new place to run around for ages in then die suddenly without warning."

    "I know who coded pet pathing... and when I see him I say "/follow" and I start waling in to walls :P"

    The "Trolls" option is incorrect. The term trolls is not used to describe the gathering of information on the Internet.

    <@Kintaii> L2P

  18. #18
    Dude.

    They'll get heal agg. The heals are a crude form of pet AoE taunt. Eeeenteresting.
    <Lazy> who knew ao f*rum denizens were such homophobes?

    Lordstage Free to do anything
    Byracka iddqd
    Battlespork Eats what he kills
    Bloodforbaal Utter bastard
    Pinealgland Too weird to live, and too rare to die
    Dagenham Radioactive courier
    Fascinated Elderly nature enthusiast

  19. #19
    snide remark accepted! Reviewing information denied!

    missed that part

  20. #20
    Quote Originally Posted by Technogen View Post
    No, being attacked makes you in combat, so you wont be able to use this while being attacked at any range.
    They really should change that concerning players. If you or your pet aren't hit for x number of seconds, then the game shouldn't keep you in combat. That way you can remove debuffs on your pet, or heal up yourself despite someone keeping the attack button on you.
    220/30 - Spartanx9. Back for a good while.

    Quote Originally Posted by Haquihana
    Haquihana: And Spartanx9, I dont usually spend much time in the soldier forums.. you all don't make enough rucus (NOTE: this is not a message of approval to go cause unjust trouble)
    Sounds like i need to cause some trouble I kid i kid

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