This thread is for discussion of the changes proposed by the Engineer Nano Document, which specifies how all engineer-specific nanos will work post-rebalance. Some details of the nanos may be changed before the rebalancing reaches the test server, and there will no doubt be more changes before it goes live, so this is a pretty critical time to offer feedback.
Don't argue in here. I will regularly request that counterproductive posts be removed if silliness erupts.
I have written a description of what our post-rebalance nanos will be like in the following post, and compiled a list of feedback and questions in the post after that. This is to make the critical data from this thread and the similar thread in the Rebalance Discussion forum easier to read for the community and developers, as requested by Kintaii. If you see an error in my description of the nanos, or wish to supply feedback that isn't listed in the third post, please post. Once I'm happy with both sections I'll be telling the devs that the thread's ready for their inspection, and no doubt they'll check out what we've got, so please help me make sure everything's here! I've locked and un-rooted the previous thread so I don't have to keep bouncing between three threads to make sure this is up to date.
Overview
All Engineer nanos now require Tradeskills instead of Nanoskills. I've grouped the nanos by what tradeskills they require below. Note that the values for the requirements in the spreadsheet are effectively placeholder figures, and that the real values won't (and can't) be established until items and perks are reworked.
QFT/WS: Damage Buffs
QFT/EE: Reflect (target and team-aura), Damage Shields, AC buffs, Blockers (self and team)
Chem/EE: Hypersonic Nanite Bombardment (new "nemesis" nano), RK and SL warps
WS/EE: Pet procs, Pet buffs, Pet Debuff Removers, Pet Snares
Chem/WS: Weaponskill buffs
ME/EE: Pet creation nanos, Pet warp, Master's Bidding, Pet Resist Buffs
Chem: Tradeskill buffs
WS: Initiative buffs
Buffs with level locks on target have been changed to be simpler to use, so that the top buff in a line can be used on any target, but the target will receive the highest buff in the line allowed for their level. For example, if I am teamed with a level 220 and a level 150, and I cast Empowered Supreme Harmonic Cocoon (the top reflect aura), the 220 will receive Empowered Supreme Harmonic Cocoon in their NCU, and the 150 will receive Empowered Greater Harmonic Cocoon in their NCU.
All friendly auras have become team buffs; there are no longer auras which work on nearby unteamed people of the same faction. The actual buff component of all auras will now take 0 NCU. These aura changes are consistent across all professions.
Refreshing team special blockers have been replaced with non-refreshing blockers, with 30 second duration and 2 minute cooldown.