If I Redesign Class Mods

Zane:

  • Cold Warrior:
    When Zane applies a Status Effect to an enemy, he has 15% chance to freeze that enemy. If Zane freezes an enemy, he gains +25% elemental damage for 8s.

  • Techspert:
    Kill Skill: +35% Chance to recharge SNTNL’s Cooldown or Duration. This effect has diminishing returns (down to +12%) until SNTNL is activated again. Additional, SNTNL constantly gains +4% damage per second (up to +100%).

  • Shockerator:
    Whenever Digi-Clone or Zane receive damage from an enemy, a shock nova is triggered around that enemy. This effect has 3s cooldown. Nova damage: 59.5 × 1.09^level. Additional, damage dealt by Binary System Augment heals Zane and Digi-Clone.

  • Critical Mass:
    Whenever Zane deals critical damage while aiming down sights, Déjà Vu is automatically triggered.
    Zane gains +8% Critical Damage per shot. This effect stacks 10 times. Reloading or swapping guns resets the stacks.

  • Spy:
    Whenever Zane uses the last charge on his MNTS Cannon, he activates all of his Kill Skills.
    Zane’s Kill Skills gain +8s duration and +1 max stack.

Amara:

  • Breaker:
    Amara gets up to +29% Damage Reduction, +30% Cooldown Rate and +15% Melee Lifesteal based on her distance to the enemy. The closer the enemy, the greater the bonus.

  • Death’s Blessing:
    On Remnant, Free the Soul, Catharsis or Indiscriminate Kill: Spawns an Orb that seeks out the player and increases his Weapon Damage by +150% for 20s.

  • Dragon:
    If Amara deals melee damage, she has 20% chance to activate all Kill skill. This effect has 8s cooldown.
    Kill skill: Amara’s skill damage has 20% chance to score a critical hit.

  • Elementalist:
    When Amara Phasegrasps an enemy, she applies her Action Skill Element to all enemies near the grasped target (or immediately Freeze them).
    DoT Damage: 20 × 1.09^level per second. The damage is affected by Skill Damage Scale.

  • Kensei:
    After activating her action skill, Amara weapons deal 10% Bonus Melee Damage for 12s.

  • Muse:
    Whenever Amara deals melee damage to an enemy, up to 3 energy orbs spawn at that enemy, and hit up to 3 nearby enemies dealing melee damage. This skill has 2s cooldown.

  • Nimbus:
    The first hit of Amara’s Action Skill spawns a Cloud at the enemy’s location for 6s.
    Cloud Damage: 50 × 1.09^level /s, effected by Skill Damage and Splash Damage Scale.

  • Stone:
    When Amara takes damage she has a 25% Chance to gain a Rush Stack.
    +4% Damage Reduction for each Rush Stack.
    Max Rush Stack: +5.

Fl4k:

  • Cmdl3t:
    Command Damage: +15%. Command Cooldown: -20%.
    Whenever Fl4k damages an enemy, their pet automatically attacks that enemy and use it’s attack command.

  • DE4DEYE:
    Fl4k and their Pets increase +40% Damage against enemies above 50% Health.

  • Rakk Commander:
    +1 Max Charge for Rakk Attack!
    +1 Additional Rakk.
    +20% Action Skill Cooldown Rate.
    Convert Rakk Attack! to Random Elemental Damage.

  • Tr4iner:
    If pets deal critical hit to an enemy, confuse that enemy for 12s. This skill has 12s cooldown.
    Each confused enemy can increase Fl4k +8% damage. This effect can stack 3 times.

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Shockerator + faulty Star would be petty dope combo if it worked this way

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I think bl3 did a great job with variety and they need to continue that in bl4. I don’t consider ttwl a legit saga in the series just as I don’t consider pre sequel the same. Point I’m trying to make here is we all know by now certain class mods like the techspert are trash and it’s easy to troubleshoot a **** class mod. At the same time I believe we can really make an impact with discussion’s like this. How do we improve? You know it is a hard job coming up with ideals on synergies.