User:I Am Jebus/Godliest13Again

ILL FIX THIS SHIT UP L8TR

Introduction
Ever since the Canthan chemists created explosives, similar to trap technology, a new kind of hero rose forward. The Grenadier will revolutionize battle, using Bombs to incapacitate the enemy. They can inflict all kinds of damage while keeping themselves alive.

Grenadiers are not close-range. If they can be caught and kept still by a team, they will be very vulnerable. They support the team by staying back and inflicting all kinds of conditions and hexes on the opposing team.

General Usage
As it was mentioned before, Grenadiers are not close-range at all. They stay back and chuck bombs and flares at longbow range. Since they can fire from so far away, they can be a big help to the team while remaining safe. Their bombs are all AoE and are all very powerful. This makes bombers ideal to fight Minion Masters, as the simple minion AI will clump together, making prime targets for the Grenadier's bombs. Be aware, however, that not all bombs are friendly. Some bombs will hit all creatures, not just enemies. Thus, make sure that you alert your team before running into battle.

Equipment
Grenadiers have two base weapons: the Explosive and the Flare.

Explosives:
 * Deals 13...29 max damage and 5...12 additional adjacent AoE damage. The AoE damage does not get triggered by Spiteful Spirit and the like, although the target damage does.
 * Explosives have a 10% chance to explode upon attack, damaging you and all creatures adjacent to yourself for the base damage. This "misfire damage" is not affected at all by buffs/nerfs like Conjures or Insidious Parasite.
 * Explosives are projectiles, and are thrown at a rate of one every 1.5 seconds.
 * They are interesting because they deal base fire damage. Thus there are no Fiery modifiers for Explosives.
 * When blocked or strafed(dodged), bombs still trigger the AoE damage.

Flares:
 * Deals 11...19 max damage.
 * They have the range of a Flatbow and move quickly, about the same speed as an arrow under the effects of Read the Wind.
 * They attack quickly as well, being thrown at a rate of one every 1.17 seconds.
 * They also deal base fire damage. There are no Fiery mods for Flares either.

The Grenadier's base armor provides 60 armor with +10 armor towards Fire, Slashing, and Piercing damage; +15 energy; and +1 energy regeneration. A starting Grenadier will have 35 base energy and +3 energy recovery.

Attributes

 * Dexterity(Primary Attribute): For each rank in Dexterity, bombs, traps, and preparations activate 3% faster, and for every three ranks in Dexterity, bombs, traps, and preparations cost 1 less energy.
 * Explosive Crafts:No inherent effect. Many Grenadier skills, especially those involving bombs, become more powerful with each rank in Explosive Crafts.
 * Focus:With each rank in Focus, bombs that hit you or your allies do 5% less damage for each rank in Focus. Certain skills, especially those that deal with interruption and activation times, become stronger as you invest more points into Focus.
 * Precision:Upon reaching rank 4 in Precision, Explosives will have a 0% chance to blow up upon activation. Upon reaching rank 9 in Precision, all bombs cost -1 energy(stacking). Upon reaching rank 13 in Precision, the player will recieve an additional +1 energy regeneration.

Profession Combos
The Grenadier is best suited as a G/R, with Ranger secondary, mostly because Dexterity benefits traps and preparations as well. Grenadiers can also be paired with Dervish secondaries or Monk secondaries, to stay alive. They can also have Mesmer secondaries, to offset the high energy cost of most bombs with Inspiration Magic. R/G Grenadiers can also be plausible, with the updated Expertise affecting Bombs as well.

Skills
The Grenadier has many bombs with many effects. For example, the Shard Bomb attacks "all foes in the area for 55-125 cold damage and they are hexed with Shard Bomb for 2-6 seconds. While hexed with Shard Bomb, you move 66% slower. 15 energy, 2 activation, 15 recharge, easily interrupted." There is also Escape of Smoke. Description:"Create an Escape of Smoke where you are standing. It detonates in 2-1 seconds. For 4-13 seconds, all creatures in the Escape of Smoke suffer from Dazed for 4-6 seconds and Blind for 6-17 seconds, and take 30 damage each second. Elite, 15 energy, 1/4 activation, 30 recharge." There are many more examples.