For MCH for example, a lot of the crowd control can be adjusted into pve friendly debuffs that do similar but different things.
1) The multitool gets into a rotative cycle like in pvp, where you go through Drill > Bioblaster > Anchor > Chainsaw on a 60s cycle. You have 2 charges of it per minute for example.
Reassemble (2 charges) becomes used like Analysis in pvp and changes or adds additional effects to the tool it is used on. Maybe on a 40s recharge so you get 2 charges every 120s, and 1 additional charge for a smaller burst every odd minute.
- Basic Drill is just a big potency tool single hit like today. Rea Drill gets doubled potency or CDHit like today in pve (single target).
- Basic Bioblaster is the same AoE dot than today. Rea Bioblaster gets a slow debuff of 5% or 10% of 10-15s duration on every target hit (useful for AoE and dungeons)
- Basic Anchor is still a battery generator like today. Rea Anchor paints the target and triggers bishop's additional effects (raid buffs)
- Basic Chainsaw is a normal line AoE like today, doesnt generate battery. Rea Chainsaw gets an execute effect doubling its AoE potency, or just removing the AoE falloff on every target hit that is below 25 or 50% HP (whatever works best for balance/feeling), could also add a bleed effect (AoE).
2) The filler is split shot, slug shot, clean shot into the finisher (long cast time, slow walk) blast charge. Since here we have gauges, we can keep freedom into when we want to overheat with hypercharge unlike pvp where it instantly overheat at 5 blast charge stacks without input.
- No battery gains
- Heat gains to be adjusted depending on the amount of combos expected per minute.
3) The job keeps its pve gauges and still uses hypercharge as it can be used today, same for barrel stab. It gets the additional pvp effect of increased movement speed +25% during overheat (overheat being the additional buff). We can also imagine overheat bringing back the old 20% damage buff if we want to use other things than just heat blast inside.
- Optional but not related to pvp: turn ricochet into a proc of gauss round, else those two skills are completely redundant and uninteresting right now. Alternative: HB resets only gauss round, while Auto CB does on ricochet.
- Using Hypercharge dumps heat into battery generation
4) Battery can be spent on different automatons:
- 50 battery required for queen, it always consumes 50, potency stays fixed. 60s cooldown to prevent conflicting with bishop. Would be tempted to add more manual interactions with queen to make it less zzzz, but that's beyond the scope of this.
- 50 battery required for bishop autoturret, is AoE potency pulsing autos. Generates a shield that pulses and gives small barriers to the party during its (short) duration. Targets hit are afflicted by a vuln debuff. Bishop can be stacked with queen.
5) Additional weapons:
- Scattergun deals damage like in pvp, either a big double hit on single target, or a single hit on multiple targets and if multiple targets are hit, reduces the cooldown of the next Rea by 5-10s per target hit. It can count double into Wildfire as well if used at the end.
- Flamethrower is an AoE tool that deals more damage to slowed enemies (synergy with Rea Bio or just other sources of slow like arm's length). Also generates battery (1 battery per target hit per second for example, not worth it in single target).
6) WF stays like it is in pve/pvp, with the pvp twist that the last hit registered (in pvp it's 3, can be more here depending on what we want) immediately triggers detonation for better control.
- Idea of burst: Queen summon, Rea Drill, Turret summon and Rea Anchor for buffs, WF/hypercharge -> hypercharge ends -> scattergun to finish on WF last trigger. Opener would have no battery and I'm okay with this, but not opposed to barrel stab also giving battery, or maybe you actually just start with full battery gauge and zero heat.
- I hesitated to make WF fully like in pvp where it's a short cd similar to scattergun, and that you ideally combine with scatter but that sounds like too wild of a departure from pve and raid buffs/bursts.
7) 2500 MP used for second wind. You can use it as many times as you want until out of MP. Can be replicated for all jobs having second wind tbh, would make some use of MP back to the menu.
8) 120s cooldown sniper rifle, could be tied to heat, or something else? idk
Edit: I would see this bring a lot more choices to make centered around the multitool, unlike today where it's just fire and forget.