
Originally Posted by
Mikey_R
It's worth noting right off the bat there is a contradiction in your list. You initially stated that the tools would rotate like in PvP, so it starts Drill, on use it turns into Bio Blaster, which turns into Air Anchor then into Chainsaw before going back to drill, however, in point 6 where you give an 'ideal' burst, you start with Drill, oGCDs, then Air Anchor. By my reasoning, that cannot happen. Either that or there is something I am missing.
As to the thing as a whole, you have basically made PvE MCH with the following changes (for ST):
1. 4 step combo with no Battery Generation.
2. Hypercharge generates Battery, presumably to replace the Battery lost from the combo.
3. Rather than alternating Gauss Round and Ricochet, you mainly just use Gauss Round, though I assume Ricochet is still used, it just won't have its cooldown shortened by Heat Blast.
4. Scattergun is now a high potency attack with 50% damage fall off (and a ridiculously strong effect of reducing Reassembles cooldown per enemy hit). I will also assume it has a cooldown since we are basing this off of the PvP kit and you didn't mention otherwise.
5. 2 Turrets, one to debuff the enemy and one to do damage.
I will assume you flubbed the opener when referring to tools and so will assume they work like PvP, with a 15 second cooldown (as you said you can do 1 full rotation a minute) with 2 charges. With Air Anchor being as crucial to burst as it is, I don't see it lining up without having to hold charges and wasting the cooldown. As for the comment on choices to make with the tool. If it is like PvP, you have no choice, you rotate through them getting to the one that gives the most damage when you need it (reassembled Air Anchor in Burst). if they are separate, then you have 2 for AoE and 2 for ST, unless those AoE tools have potencies which allow them to be used in ST, in which case, I now have 4 tools fighting foe the same spot, Air Anchor is Burst starter, Assuming Drill is highest potency, what use do the other 2 have?
As for the Sniper Rifle, a 2 minute cooldown attack, thought people hated those? Even if you wanted to tie it to a resource, it is still a 2 minute cooldown.
Now, regardless of all that. This whole thing was started as an exercise to adapt the PvP kit into a PvE environment. So, what makes your kit more suited to that environment compared to the current PvE set? Why is yours better?
You will be in Black Shift 99% of the time, unless you need movement, making the whole mechanic seem almost pointless. Remember, damage is the aim. In parties, you have healers do do the healing and mitigating (along with Tanks), so that extra 'utility' in White Shift is pointless. In solo play, it might be more interesting, having to balance out White and Black in order to properly keep yourself alive.