In the second of our released nano documents for today, we have Soldiers up on deck! I won't waste your time with a big intro speech here, so let's get started with a brief rundown of what you can expect in the document:
Soldiers will now always be able to run their basic reflect nanos - These will no longer be over-written by their emergency reflect nanos (AMS/TMS).
The Soldier AMS buffs now have a heal-delta buff attached; this buff will last 3x as long as the AMS buff itself.
The maximum amount of reflect Soldiers can now receives is 80% - Reflect will be removed from items in the future to remove scenarios where players have been able to receive over 100% reflect values.
Base reflect auras have been improved. When AMS/TMS is down, Soldiers will have more total reflect amount than currently available.
Reflect amount given to others in targeted buffs have been slightly improved. These are now equal to the same values given by Engineers (post-rebalancing).
The total amount of time AMS/TMS could be running on a Soldier prior to the rebalancing was 66% of the Soldier's playtime. This has been reduced to 50%.
Health Buffs: Soldiers have received new self-health buffs, equaling approximately 4000 more total maximum HP at the highest levels. Soldiers are now equal to Enforcers at buffing others with health.
New Short-Term Emergency HoT: This nano will, at highest level, give back 60% of the Soldier's HP, but on the nano's end it will take *away* 30% of the Soldier's health during two one-second ticks. During this time the Soldier's reflects will be set to 0. Local cooldown on this nano is 3 minutes. This nano is in the same stacking line as the Fixer short-term HoT and will overwrite nanos within that line.
AC Buffs: Improved slightly. Phalanx has been turned into a single-target buff and will no longer effect the Soldier's entire team.
Sabotage Healing: No longer effects the Fixer long-term HoT. This line will remove additional healing lines in the future. (as we're still working out what all the new healing lines will be for the rebalancing, this will be added after additional documents/professions have been finalized)
Taunting: Soldier taunt values are overall not as efficient as Enforcers, but still powerful. New "Taunt over Time" nano line has been added which may be cast on multiple targets, allowing the Soldier to manage aggro in PvM situations and tank multiple opponents.
Init Buffs: This nanoline no longer buffs initiative types that Soldiers do not use (Nano Init, Melee Init, Physical Init).
Add-All Offense Buffs: Condensed into one nanoline; total amount of AAO buffed remains the same. This line is now placed into the same stacking line as Bureaucrat and Keeper AAO auras.
Weapon/Specials Buffs: SMG and Fling Shot buffs added.
Damage Buffs: Rubi-Ka damage buffs have been improved.
Team "Fight" Auras: These team nanos now include any damage-add properties which were removed from other nanolines.
General Notes: Nanos have had their nanoskill requirements adjusted lower to make it easier to cast programs without being forced to swap gear. As with other professions, all auras in the future (if level-based) will check the level of everyone in the team and cast the appropriate nano.
And there ya go! Lots of stuff to pour over and discuss, and both Genele and myself will be hanging out in the Balance Discussion forums over the next bit to answer any questions we're able. Hope you guys enjoy the changes, and we look forward to hearing your feedback. Cheers!
Soldier Nano Document - Excel Format