For when Veteran rework comes around
The Veteran Tree is very well done slight adjustments except in overpowered and under used areas. Tree themes of Left of Distance / Accuracy / Weakspot, Middle of Support / Team, Right of Close Range / Critical / Fast
Slight reorganization, talent adjustments, and centralized nodes to free up for more build diversity, 2 nodes after blitz is actually more choice than a 1 central node into a single in every direction.
Rework Tree?
- Yes, Give me Ogryn Streamline
- Yes, Slight Tweaks
- No, Keep it
- Maybe
Baseline Normalization:
New Iconics
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Sniper Vision:
While using ranged secondary, weapon special toggles to increase/decrease zoom state when used, state remains at last use when toggling between weapons swaps and primary fire to secondary fire. -
Cover Peak
: Current Iconic +25% Ranged TDR while crouching. -
Flat Nodes removed: 5% Movement Speed, +1 Stamina, +0.25s Stamina Regeneration x2, +25% Suppression (Suppression talent does more), Inspiring Presence, +15Toughness
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Flat Nodes Added/Combined: 10% Health, 10% TDR
Charismatic:
+50% Coherency Radius and Regeneration
Current: No regeneration
Reasoning: Baseline Coherency buff to all class talents
Exhilarating Takedown:
Replenish 5% Toughness on Weakspot Kill and gain ranged damage immunity for 1.5s
Current: Replenish 15% Toughness and gain +10 damage reduction for 8s on ranged weakspot kill. Stacks 3 times.
Reasoning: Removed ranged limitation for more sustainable toughness in melee and added ranged immunity on proc the main reason for DR while attempting ranged headshots. Ranged focused tree shouldnât discourage basic melee.
Should it be Changed?
- Yes
- No
Out for Blood:
Replenish 5% Toughness on Critical Kill and gain 5% Toughness Damage Reduction for 8s. Stacks 3 times.
Current: No TDR, 5% Toughness on melee Kills
Reasoning: Balancing out Exhilarating Takedown with a critical focused version, with TDR as a melee focus build.
Should it be Changed?
- Yes
- No
Get Back in the Fight:
On taking health damage gain Stun Immunity, Slow Immunity for 1s, & restore 10% stamina, Triple this effect when toughness breaks.
Current: On toughness break 6s immunities +50% stamina. 30s cooldown.
Reasoning: Veteran cannot take hits, receiving bonus more frequent and still high return on actual break.
Should it be Changed?
- Yes
- No
Covering Fire:
When you kill a shooter enemy with a ranged attack allies within 20 meters of target clear suppression, replenish 5% Toughness, +10% Toughness Damage Reduction for 5s and +10% Movement Speed for 5s.
Current: 5 meter range, 15% toughness and 20% base damage for 3s any enemy.
Reasoning: Killing trash around allies not very necessary, detrimental and distracting. Should encourage killing the more serious threat of shooters who pepper down toughness and assist allies in reaching threats⌠or running away in a cover fire fashion.
Should it be Changed?
- Yes
- No
Tactical Awareness:
100% Ability Cooldown Regeneration for 5s after your or an ally in coherency kill a specialist.
Current: Combat ability reduced by 6s on specialist enemy kill.
Reasoning: Normalizing CDR across classes, specialist also more rare / bursts of them, than elites so longer duration on Veteran version.
Twinned Blast:
Grenades explodes twice restoring 20% Toughness of self and allies in explosion radius in second explosion dealing 20% damage/bleed or refreshing stealth based on grenade type.
Current: 20% Chance to throw an additional Grenade
Reasoning: More predictable, supporting gameplay
Should it be Changed?
- Yes
- No
Keep Their Heads Down!
=Suppressing Fire!:
+100% Ranged Attack Suppression
Current: 75% Suppression w/ lost node, also removing another 20% from Competitive Urge.
Reasoning: Suppression already quite easy and supporting allies with increased melee damage.
Shock Trooper
Critical Hits consume no Ammo
Current: Just Lazguns
Reasoning: Spread the passive, laz guns already have the best ammo reserves, currently works very well with Opening Salvo
Should it be Changed?
- Yes
- No
DeadShot
remove stamina cost per shot.
Current: each shot cost 0.1 Stamina
Reasoning: punishes guns that most need it.
Should it be Changed?
- Yes
- No
Superiority Complex:
+20% Base Damage to non-Ogryn Elites
Current: +15% Base Damage to Elites
Reasoning: Less synergy with Bring it Down now being moved next to it and extra damage against other elites.
Competitive Urge:
When an ally in coherency kills an enemy youâve damaged gain +10% Base Damage, +20% Stagger & Impact for 3s
Current: 2.5% chance for 8s +20% base damage, +20% suppression, no stagger or range impact bonus for 8s.
Reasoning: More reliable effects for crowded events, short duration for ease up time and supportive. Suppression talent elsewhere and permanent.
Should it be Changed?
- Yes
- No
Skirmisher:
+5% to all Base Damage for 3s after sprinting/sliding and successful dodges. stacks up to 3 times.
Current: +6.25% to all Base Damage for 10s after Sprinting. Stacks 4 times.
Reasoning: More up time where itâs needed encouraging mobile game play but not forcing random sprinting.
Should it be Changed?
- Yes
- No
Blitz â Veteran defaults to 3 Grenades for all types
Grenadier:
Veteran holds 1 more Grenade and may choose to drop 1 grenade when downed.
Every Blitz gains this optional talent, slight utility buff and flavor for Vet. Grenadier.
Smoke Grenade:
Throw a grenade creating a lingering smoke cloud for 12s for first 2s allies in radius gain stealth.
Current: no stealth, 15s lingering
Reasoning: Utility save, recovery and reprieve usage
Should it be Changed?
- Yes
- No
Extra Smoke:
Increase radius, lingering smoke and stealth by 50% for Smoke Grenades
Kraking Frak It:
+50% Damage and Stagger for Krak Grenades
Perfectly Packed:
+25% Damage and Radius for Shredder Frag Grenades.
Survivalist:
=Extended Mag:
10% chance for Veteran and Allies in coherency to not consume ammo on shot.
Current: Below as Passive Talent
Reasoning: Infinite ammo restore is too powerful of an Aura, Survivalist Talent moved to late middle tree.
Should it be Changed?
- Yes
- No
Survivalist:
Replenish 1% ammo for you and allies in coherency whenever anyone in coherency kills an Elite or Specialist. 5s Cooldown.
Reasoning: Aura replaced, more freeing to builds in late tree position.
Should it be Moved?
- Yes
- No
Abilities
Executionerâs Stance:
+25% of clip ammo is reloaded from ammo reserves, Cooldown increased to 45s.
Enhanced Target Priority:
Executionerâs Stance now outlines Elites & Specialist enemies for allies in coherency for initial duration. During this time anyone killing Elites & Specialist highlighted restores 10% toughness for Veteran and allies in coherency.
Counter-Fire:
Executionerâs Stance now outlines all ranged enemies and reduces ranged enemyâs damage to Veteran by 25% (Locks The Bigger they Are..)
The Bigger they AreâŚ:
Executionerâs Stance now outlines all Ogryn, Monstrosities, and Bosses. Veteran gain +15% Rending & +15% Damage against Ogryn, Monstrosities, and Bosses while highlighted. Duration increased by 5s (Locks Counter-Fire)
Locked and Loaded:
Now Reload ranged weapon completely on use, +25% reload speed while active. Reloading replenishes 25% of toughness while active.
Reasoning: Every Ability in game has toughness regeneration except Executionerâs Stance added. Counter-Fire increased range specialist defensive edge against enemy shooters / highlighted. The Bigger they Are⌠expanded use and desirability for the big fights.
Do you want parts of this?
- Baseline
- Counter-Fire
- The Bigger they AreâŚ
- Locked and Loaded
- Other
- No
Voice of Command:
Cooldown increased to 60s
Duty and Honour:
Voice of Command also restores 100% toughness to allies in coherency and provides +25% TDR for Veteran and allies in coherency for 10s.
Only in Death Does Duty End:
Voice of Command has +33% radius and revives Knocked Down Allies. (Allies Gain other boons related to being pick up⌠LNOB)
Rallying Cry:
Reviving allies reduces Cooldown by 50% and for each staggered enemy reduces cooldown by 1% up to 50% max.
Reasoning: Remove gold toughness, add a TDR boost in place with 100% toughness for allies. Encourage revive shout by removing downsides and should also couple with LNOBehind and Rallying Cry. Increased cooldown and supporting cooldown talent for good usage.
Do you want parts of this?
- Baseline
- Duty and Honor
- Only in Death does Duty End
- Rallying Cry
- Other
- No
Infiltrate:
Same
Low Profile & Hunterâs Resolve:
Lock each other outâŚ. Noob trap
Overwatch:
Gain second charge but stealth duration is reduced to 5s.
Surprise Attack:
When leaving stealth and after, first melee and range attack gain +100% Critical Damage & +100% Critical Chance.
Reasoning: Tree balance and protection for noobs you either want to be ignored or damage reduction. More use of second charge without massive CD penalty. First attack boost to infiltrate with more veteran twist of right tree critical focus and swap focus.
Do you want parts of this?
- Lock Outs
- Overwatch
- Surprise Attack
- Other
- No
Keystones
Hitting the Mark:
Ranged Weakspot Hits, Ranged Kills, & Melee Weakspot Kills each generate 1 stack of Marksman. Stacks up to 10 times, lasting 5s. Each Stack grants +10% Finesse Damage.
Tunnel Vision:
Gain +2% Toughness Damage Reduction per stack and restore 2% Toughness per stack gain.
Chink in the Armor:
+2% Rending per stack.
Steady Hands:
-5% Spread, Recoil, and Sway per stack.(Locks out Still Time)
Still Time:
Double duration of stacks (Locks out Steady Hands)
Reasoning: More emphasis on all weakspots and maintaining with time limitation rather than movement. A Ranged weakspot kill with award 2 stacks. Slightly higher rending / range finesse. More support for rapid fire weapons.
or
Gathering Focus:
While not shooting gain 1 stack of focus every 1s, Successful Range Weakspot hits gain 1 stacks of focus all other range shots remove 1 stack after applying effects of focus. Focus stacks up to 10x. Each Focus gains -5% Recoil, -5% Spread, +5% Ranged Finesse Strength.
Focused Shot:
Trigger Pull at max stacks while using secondary, fires at +100% Damage & +25% Rending with boons, consumes all stacks. (Locks out Scatter Shot)
Scatter Shot:
Trigger Pull at max stacks while using primary, fires 3 trigger pulls with +100% recoil and +100% spread with boons, consumes all stacks. (Locks out Focused Shot)
Never Flinch:
At max stacks while using ranged secondary gain Immunity to everything for 1s
Peak Focus:
On reaching max stacks restore 20% Toughness, 20s Cooldown.
Reasoning: rewards accurate shots and unique special shots at max, as well as toughness and a clutch shot invulnerability second. Loss in stacks for inaccuracy, less ranged finesse and easier upkeep.
Which would you prefer?
- Hitting the Mark
- Gathering Focus
- Other
- Current In Game
Focus Target!:
Tagged enemies gain focus target increasing damage taken by 10%
Target Down:
Replenish 10% stamina, 10% Toughness when a tagged enemy dies for you and allies in coherency.
Focus Fire:
Hits on tagged enemies have +10% Critical Chance
Redirect Fire:
10% damage bonus after tagged enemy dies for you and allies in coherency for 10s.
Reasoning: More team play tagging less stack management.
Focus Target Change?
- Yes
- Other
- No
Weapon Specialist:
Gain Ranged Specialist on Melee Kills (Stacks 5x) Gain Melee Specialist on Ranged Kill (Stacks 1x)
When you wield your ranged weapon. Ranged Specialist activates, gaining +2% Critical Hit Chance, +2% Attack Speed, +2% slide speed and distance for 10s per stack. (10% max)
When you wield your melee, Melee Specialist activates, gaining +10% Attack Speed, +10% Critical Hit Chance, +10% dodge speed and distance for 10s per stack.
Always Prepared:
on gaining ranged specialist stack also replenish 5% ammo into clip from reserve. On activating ranged specialist increase reload speed by 5% for 10s per stack.(25%)
Invigorated:
On activating Melee Specialist your weapon special activates instantly, restore 10% Stamina and reduce stamina cost by 10% for duration.
On Your Toes:
Activating Melee Specialist restores 25% Toughness, Activating Ranged Specialist restores 5% Toughness per stack. 3s Cooldown for each.
Reasoning: general 10% theme with critical chance and attack speed on each proc that stack with each other and fit crit / speed theme of right tree. Combined weaker sub talents into singular powerful talents.
Weapon Specialist Changes?
- Baseline
- Always Prepared
- Invigorated
- On Your Toes
- Other
- No
Possible New Passives: added to tree or replacing late tree ability modifiers.
Last Stand:
When stamina is depleted, stamina spender cost zero stamina for 5s. Can only occur once every 60s.
Specialist:
Weapon Specials have increased effects per weapon (Power Sword: +1 Charged Swings, Chain Weapons: Faster Shred Animations, Power Maul: Small AoE Stun, Devil Claw: Can proc twice, Shovel: Faster Animations, Staggers: More Stagger)
Snipers Suppression:
On suppressing enemies they are stunned for 1s (Swatting fly / lowest suppression movement) before reacting to suppression, this effect does not add to suppression duration. If suppression is less than 1s they are still suppressed for 1s.
Sucker Punch:
Non-Weakspot hits gain +20% Damage, Impact and Stagger.