trst Posted May 9, 2015 Share Posted May 9, 2015 (edited) Ember Accelerant Causes fire damage to have higher proc chances on targets as well as extending the duration of fire procs Augment Accelerated Demise Targets that die while under the effect of a fire proc explode on death, causing fire damage and/or applies a fire proc to all nearby enemies. World On Fire Skill remains togglable and keeps initial casting animation (loses initial energy cost). Now deals a constant (low damage) aura of fire damage (with low proc chance). Instead of causing repeated explosions of fire now creates 'geysers' of fire that deal heavy fire damage over time. Skill itself no longer scales on duration mods, only on the duration of the geysers do. Still drains 5 energy per second but each geyser that spawns also drains additional energy (each geyser drains 10-20 energy on spawn but no cost to keep it active, keeping the skill active retains damage aura plus creates more geysers). Geysers also can not spawn within a minimum range of eachother. These changes are meant to allow Ember's identity of dealing out constant fire damage to stay intact while also allowing the utility (in the form of constant fire procs) needed to work into higher leveled missions (still no overheat but hey). Mag Bullet Attractor Becomes 'ground targeted' (simillar to Cataclysm targeting) and can be ended manually. Creates a sphere that absorbs all incoming gunfire and deals damage over the duration based on damage absorbed (most likely requiring a cap due to damage output of player weapons). Edit: Didn't consider how this would destroy all non-infested defence missions, skill would likely need to operate like Snowglobe in that it will not block(absorb) projectiles from inside the sphere. Augment Bullet Repellant Does either... A. All absorbed damage will be expelled in an AOE upon end of skill. B. No longer attracts player gunfire and will now amplify damage when shooting through it, also speeds up projectiles. This is meant to make Bullet Attractor finally usable outside of very specific (and diminishing) circumstances. As well as giving Mag more 'support' oriented options and a reason to build for +duration. Rhino Iron Skin Grants a fixed duration of 100% invulnerability at beginning of skill. All other stats unchanged. Roar No longer grants a damage amp. Now causes Rhino's threat level to raise dramatically. Enemies must be 'aware' of Rhino in order to be affected (same targeting as Radial Blind). Intended to make Rhino better fit a 'pure tank' roll. Iron Skin's invulnerability is meant to allow rhino to Iron Skin>Roar in high-leveled missions and be able to survive. Also grants an element of skill and thought put into one's play pattern for Rhino in making the time in which you cast Iron Skin matter more than just maintaining a 100% up-time. Edited May 9, 2015 by trst Link to comment Share on other sites More sharing options...
arche Posted June 4, 2015 Share Posted June 4, 2015 Rhino Iron Skin Grants a fixed duration of 100% invulnerability at beginning of skill. All other stats unchanged. This ability? Was the rhino old iron skin ability before they change it to what it is now. So, I doubt they will change it back. Link to comment Share on other sites More sharing options...
(NSW)BlaineKodos Posted June 4, 2015 Share Posted June 4, 2015 Removing the best part of Rhino's best ability in exchange for more aggro? No me gusta. Your heart's in the right place, but Roar is the only thing keeping Rhino in the pack at high level content. Link to comment Share on other sites More sharing options...
TaylorsContraction Posted June 4, 2015 Share Posted June 4, 2015 (edited) I don't like your bullet attractor suggestions. It's a great skill in its current implementation. What I would like is it collect damage dealt to target while active but not deal the damage until ability expires. That would make it an awesome ability akin to what one may recall seeing in "district 9" Edited June 4, 2015 by TaylorsContraction Link to comment Share on other sites More sharing options...
S7ORM Posted June 4, 2015 Share Posted June 4, 2015 I disagree with all but the Ember changes, because I don't play Ember and as such don't think I'm in a good position to comment on her abilities. Link to comment Share on other sites More sharing options...
Ryjeon Posted June 4, 2015 Share Posted June 4, 2015 Building on your Accelerant Augment Idea. I think Ember's damage would take a leap if burn procs could stack the way bleed procs do. Also I think her burn procs should be her energy color the way Volt's shock procs are his. Link to comment Share on other sites More sharing options...
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