Arbites has shown a lot of weaknesses in Vet

Okay so here’s my detailed thought process:

Blitzes:

  • Shredders are good.
  • Kraks get a shorter timer, otherwise fine.
  • Smokes are replaced by a detpack, deploy it and hit your blitz key again to set it off. It deals massive stagger and damage, basically a smaller Ogrynheimer. Doesn’t break stealth if used.

Ultimates:

  • Exec Stance needs a threat reduction node or can just take the keystone to make it good enough via toughness regen. Either is fine.
  • Shout probably just needs to be less spammy, can be accomplished by CDR talent adjustments.
  • Stealth…not great. Not sure how to change it given other options and the fact Zealot does it better. Maybe a ‘kill to stealth’ thing that massively lowers your Threat so long as you kill elites? Something to encourage chaining it rather than dipping like Zealots?

Auras:

  • Goal: lean into team support and on-kill buffs
  • Move Survivalist into the middle tree for ‘support’, ditch the cooldown OR buff the ammo gain back, seriously stop balancing round Auric/Havoc enemy density
  • Right hand is stamina refresh on elite kill
  • Left hand is ranged damage boost on kill (maybe finesse/rending as well?)

Keystones:

  • Remove restrictions and make more viable overall versus nodes, emphasize each tree properly
  • Left side: Improved Surgical, buff ADS fire with toughness regen, rending, and damage. No movement restrictions.
  • Middle: Straight tag buff, no stacks and waiting, just go for it. Have benefits given to team be decaying stacks, but damage buff should be direct
  • Right side: Honestly fairly good as is. Would recommend just taking Agile Engagement talent, buffing the duration a little, and making THAT the keystone, since it does the exact same thing without screwing around so much.