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This spec provides alacrity, despite the lack of a time theme :anguished:.Replacing vuln with a more defense-oriented condition (like slow or weakness) would make the spec more unique. The thing is, engie can already easily cap vuln using the explosions traitline and bombs and grenades. There is a lot of emphasis on vulnerability in this spec.Either remove the pet or suit functionality (I think the suit function is more interesting and has more potential) I think the spec would benefit from some massive cutting and streamlining, because it feels like so much is crammed into it, with little synergetic dynamics.This is again antithetical to the engie's versatility, and guarantees little synergy with other weapons, skills, or trait lines. The traits are all over the place, with some even cancelling each other out (GM traits replace M traits?) most of them applying only to the golem/pet, which again, seems to be more of a novelty than contributing something particularly new to the class. Despite a support preference stated in the spec "thesis," I see mostly control and damage in the pet and armor skills, with a little support (so much emphasis is on the golem's arm weapon with a damage inclination).The engie's strength has always been its thousands of toolbelt combinations, and replacing that is stripping away far more versatility than the pet skills provide, while providing little in the way of support and not much damage to justify that sacrifice. Three of them are wasted on simply operating the pet (attack, come back, switch). The functionality of the pet toolbelt replacements don't justify their use.Also, so many skills are dependent on whether you have pet/armor/none that it will take a lot of micromanaging to get the exact skill you want when you want it. A few skills seem to rely on the pet projecting spells from their own position: this is incredibly problematic, as pets die easily and are rarely where you want them to be when you need them especially if you need them to cast spells for you or on specific allies or enemies.
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Programs behave like Glyphs, having one effect when the pet Golem is active (and alive), and another effect when it's inactive (or dead).Programs have area effects while the golem is active, and personal effects when the Golem is inactive. This provides more active group support than existing weapons.The new utility skils are Programs. choose the Vulcan Cannon trait and it will have a mini-gun on it's arm.The wearable golem suit will consist of 'floating' armor or weapon pieces around the character, and will not replace the character's normal armor.The weapon is the Staff. The golem's arm weapon will determine the pet's auto-attack skill as well as a unique skill the golem uses on it's own.Aesthetically, changes to the Golemancer's major traits will change the appearance of your golem: e.g. Each major trait will 'equip' the golem with a different tool, allowing you to customize your golem as you would in a 'mech game.The Golem's utility tool and thruster skills are linked to profession abilities 2 (suit only), 3 and 4. You will have access to controlling the golem as a pet, or wearing it, and can switch between the two fairly readily in combat, regardless of your build.The Golemancer's utility skills each command one part of the golem: arm weapon, utility tool, and thrusters.The Golemancer's traits work similarly to the Holosmith's. Holosmith, for example, had a small trade-off in that it removes the elite skill toolbelt.The Golemancer loses all conventional toolbelt skills, since these are ued to command the golem, or activate the wearable golem's abilities.Despite remoing normal toolbelt skills, the Golemancer is very versatile. It's also an 'Ironman' wearable golem that players have wanted too.The Golemancer pet is designed to be nearly as robust as a Ranger pet, with a large health pool and command abilities.The Golemancer uses the profession skills (toolbelt) to summon the golem or configure it into a wearable golem, and command the golem while worn or while it is autonomous (pet).I like the elite specs that provide some sort of trade-off to use, rather than a complete upgrade.
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The Golemancer is designed to give the Engineer a true "pet class" capability, which both turrets and gyros fail to provide. You can find descriptions of the individual skills, traits, and mechanics in the google sheet:Ī brief summary of the Golemancer can also be found below:
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I am certainly not the first to propose a Golemancer elite spec, but the build I propose is intended to be innovative, balanced, and versatile. I would like to introduce my concept for the Golemancer, a new engineer elite specialization designed with capacity for group support, and which simultaneously gives the engineer a truly capable pet similar to a Ranger's, and a 'Ironman' wearable suit.
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