Since I can't get any communication from the Class Discussion thread I decided to go ahead to the next step by presenting theoretical updates before posting a final draft Proposal in that sub-forum section.
To start off I'd like to discuss Offense capability.
The Artisan offensive tree currently consist of 6 skills.
5 Single Target attacks
1 AoE CC [causes no damage by default]
To open the damage Discussion I'd like to for now at least jump directly to the hypothetical skills.
For starters these would hopefully go into the tree as a default option. And you'll notice the theme is generally as follows.
Higher Damage potential then single targets, but longer cool downs. [if Managed correctly they would both possess equal potential just different play style options]
Also, I'll keep it to 3 Active skills, and 1-2 Crafted additions, and 2 new Passive options [One being a Stacking Proc].
I'll also explain in detail how I came to these conclusions and my projected outcome was in the spoiler tags below each portion.
Sticky Shell:
Damage Type: Physical
Element: None
Skill Power: 155% + 140 [@ Skill level 5 / Before Passives]
Status: Move Speed: -45% + 25
AoE Radius: 8m [Before Passives]
Duration: 5 seconds
Cool down: 12 seconds
Mortar:
Damage Type: Physical
Element: None
Skill Power: 205% + 220
Note: Using this skill increases your Weapon Range 10m for 15 seconds
Cool cown: 25 seconds
Acidic Shell Shot:
Damage Type: Magical
Element: Poison
Skill Power: 165% + 170
Status: Poison 250
Duration: 5 seconds
AoE Radius: 10m
Cool down: 25 seconds
Passive Section:
Skill Name: Passive Aggressive;
" You put on an appearance of being less threatening, reducing your likelihood of being targeted by enemy Monsters"
An issue I've been encountering in PvM is Aggro. I'm not sure why, but Cannons can pull aggro off a Knight's Sacri [especially obvious in Cave of Ulverik]. I think a PvM Passive [optional] that reduces your chance to pull aggro would be helpful.
Skill Name: Art of Artillery;
" Having gained advanced insight on your target from afar, your attack power and move speed are increased with each Skill Cast at a 40% chance. [ 5% Attack Power + 60 Move Speed per stack, Max 5 Stacks]"
I figured this would be an appropriate offensive / survival stack. While not directly 'Defensive' to survive while in combat. I felt that this skill in combination with the hypothetical skill "Mortar" should provide enough mobility + range to keep you at a distance just long enough to be competitive in both PvM and PvP.
Crafted section:
Advanced Sub-item Crafting:
Crate of "Mini motorized mine" [Provides 10 robots] -edit: these can only be summoned 1 at a time, with an 8 second summon cooldown, the crafting 1 crate provides 10 bots to be accomodating for the Artisan to craft them and use them regularly without straining their income of materials too much. The amount you can have summoned would be restricted by your summon gauge maximum-
Craft a mini mine that can walk to your current target and detonate an explosion in the local area. Causes medium damage.
Note: Requires Class: Artisan
Type: Summon
Details: 40 Gauge required to consume.
Detonation's Skill Power: 120% + 100
Detonation's Area of Effect: 5m [affected by Cannon Tree's AoE Radius Passive]
Cooldown: 8 seconds
Material Crafting list:
Steam Viper x2
Rare Metal x10
Wood Material: x20
Gunpowder Packet: x50
Advanced Sub-Item Crafting:
Craft "Gadget of Protection" x1
Craft a gadget that only an Artisan can operate properly that provides a temporary 30% damage protection for a short duration
Note: Requires Class: Artisan
Details:
30% Damage Reduction for 15 seconds
Consumption Cool Down: 35 seconds
Material Crafting list:
Jilsian x1
Rare Metal x1
Iron Thread x5
Explanation of these two Crafted consumables.
First off you'll notice the AoE Summon.
I chose this for a few reasons. First off, you'll notice I didn't note it as locked to the Cannon Weapon. This is intentional in my mind because Gun Artisans should have a second AoE option.
Normally, I'd recommend you use the Summons "Terror/Dread Knight or Fallen" as those summons AoE. However, they're so random, infrequent and uncontrollable that you can't rely on them actually AoEing when you need it the most. This route give Both sub-classes the option for a consumable AoE summon that is reliable, while giving the Gun tree a second AoE in general.
Next, we have the 'Defensive' buff I was going for.
I chose this as a consumable and not a skill for specific reasons. I don't want to alienate the crafting Artisans from good combat. Restricting their ability to craft a few different groups would be the result if too much SP had to be spared to get these new skills.
About the balance. As with any hypothetical situation, the figures can be changed. However, I placed this consumables amount accurately based on the difference in damage Bourges take, in direct comparison to Artisans receiving the same attack using the same armor. It was roughly 30% more on the Artisan then Bourge [when the Bourge used it's 'Dual Layer' buff. However, I didn't want it to be better, so I cut the duration in half, and placed a 20 second down-time in between when the effect falls off and can be used again.
Further Note's Section.
I feel that giving this 'Cannon Themed' Lane should come with the restriction that Poison, Acid and Magic shots be turned back into 'Gun' only skills. While these new skills all go in as Cannon only.
[Sorry, this should have been more specific. The 3 new Active Cast [damage] skills Cannon Only. The Crafted + Passives would work the same for Gun + Cannon.]
Compensation Section:
I noted that I would explain the Magic Type AoE. Losing the Magic Shot with an impressively low CD warranted at least one magic attack in the tree.
I also mentioned the 'Gun Perk' when explaining the AoE's for Cannon Artisans. That perk was the crafted AoE's.
Closing statements for consideration.
If I did this correctly, and it comes out the way I hope it does, then Artisans of both Gun and Launcher types should reach a competitive place in the game. However, I also tried to strive for the goal that they're not as capable as Bourge's in terms of AoE output or Defenses.
Finally. We've all heard the rumor about Artisans getting support skills. This has been information for a long time and is reliant on other features being implemented before it can happen. It's been over a year since the skill update and the Artisans have steadily fell behind all other classes in Value, Play-ability and Competitiveness. I don't think that it's fair or even acceptable to dismiss a class under the guise that 'they'll eventually get their update' for over a year. Even if that update occurs, I'd rather something be put in place temporarily until it happens then continue to see the class and community who enjoys them die out. It's a small intervention, but a needed on and well deserved one for the patience the Artisans have exhibited.
Looking forward to the feedback before I finalize the idea's presented here on the official proposal I'll make.
Edited by Feuer, 22 May 2015 - 08:52 AM.