The (Hopefully) Finalized ListOf Stuff To Do For The FlamethrowerEverything has (seemingly) been given the go-ahead in Ye Olde Black Ops, so I'm guessing it's properly refined and ready for public eyes. Delicious peer review! It's mostly making the Order Flamer less stompy early and making the Pyro Flamer much more flexible by making "pyro" apply to all heat based weapons (see: the Laser Rifle as well as the Flamethrower). Post on, ye faithful. Orderstuffs TIER 1 Shatter (Active) Using His might, the Flamethrower hits a single target with holy fury, dealing a large amount of damage and regaining health if the target is stunned. Level 1 - Deals 100 (+100 to Heroic) damage to the target unit and regains 25 health when used on a stunned enemy. Level 2 - Deals 200 (+200 to Heroic) damage to the target unit and regains 50 health when used on a stunned enemy. Level 3 - Deals 300 (+300 to Heroic) damage to the target unit and regains 75 health when used on a stunned enemy. Righteousness (Passive) The Flamethrower's zealous faith acts as a shield, protecting him from harm in return for bringing his wrath to bear against his foes. For every unit hit by Shatter or Smite, the Flamethrower gains 1 bonus armor. For every unit killed by Shatter, the Flamethrower gains 2 bonus armor. Level 1 - Bonus armor lasts for 10 seconds. Level 2 - Bonus armor lasts for 20 seconds. Level 3 - Bonus armor lasts for 30 seconds. TIER 2 Smite (Active) Using His divine might, the Flamethrower calls down a powerful burst of energy that deals damage based on current health and slows nonheroic enemies in an area. Heroic enemies take vastly reduced damage and are not slowed. Level 1 - Deals 15% of current health and slows movement speed by 30%. Level 2 - Deals 30% of current health and slows movement speed by 60%. Vengeance (Passive) A shining beacon of order and purity, those that strike the Flamethrower have a chance to be shocked into a stupor upon attacking him in retribution. Level 1 - 20% chance to stun attacking units for 2 seconds. Level 2 - 40% chance to stun attacking units for 2 seconds. Pyrostuffs Replace H-3 Igniter with Coolant Systems. Coolant Systems (Passive) The Flamethrower's Dreadnought Armor holds, in addition to significant heat shielding, an advanced cooling routine that allows him to handle heat-based weaponry at higher levels of intensity that would otherwise damage unprotected individuals. Flamethrower MK-3 Level 1 - +1 damage to Armored and Massive, +10% base damage, +0.05 projectile width Level 2 - +2 damage to Armored and Massive, +20% base damage, +0.10 projectile width Level 3 - +3 damage to Armored and Massive, +30% base damage, +0.15 projectile width AER138 Laser Rifle Level 1 - +2% base damage, +10% attack speed, shots gain piercing linear splash with a distance of 0.5 behind target Level 2 - +4% base damage, +20% attack speed, shots gain piercing linear splash with a distance of 1.0 behind target Level 3 - +6% base damage, +30% attack speed, shots gain piercing linear splash with a distance of 1.5 behind target Replace "Burst Fire" with "Flash Fry" in the Talent Tree. Flash Fry The Flamethrower gains access to Burst Fire if a Flamethrower MK-3 is equipped and Burst Laser if an AER138 Laser Rifle is equipped. Burst Fire is a cone-based attack with bonus damage against Light units. Burst Laser is a linear attack with bonus damage against Armored units. Both target air and ground and share base damage. Level 1 - 50 base damage Level 2 - 100 base damage Level 3 - 150 base damage Burst Laser 18 Energy Cost The Flamethrower fires an intense blast from the Laser Rifle, dealing [50/100/150] damage to all enemies in a line with a length of 10. +40% damage to Armored units. Burst Fire 18 Energy Cost The Flamethrower releases a wave of fire from his weapon, dealing [50/100/150] damage to all enemies in a cone with a range of 6. +40% damage to Light units. Replace "BURN!" with "Immolate" on the Talent Tree. Immolate The Flamethrower can disregard all other things and focus intently on a single target, burning his chosen foe to a cinder by channeling as much fiery death upon them as he can muster, increasing the damage dealt the longer he attacks and building up Frenzy stacks. The Flamethrower MK-3 deals additional damage in a small radius around the target. The AER138 Laser Rifle reduces the target's armor. Level 1 - 25 damage per stack Level 2 - 50 damage per stack Damage per second caps at 200/second. BURN! 10 Energy Cost The Flamethrower focuses on a single target, dealing stacking damage at a rate of [25/50] up to 200 damage per second and setting them ablaze, dealing [20/40] damage per second in a 2 radius around the target. The Flamethrower gains [1/2] Frenzy Stacks per second while using BURN! if Frenzy is skilled. MELT! 10 energy The Flamethrower focuses on a single target, dealing stacking damage at a rate of [25/50] up to 200 damage per second while removing 1 armor per second up to a maximum of -10, which is regained as soon as MELT! ends. The Flamethrower gains [1/2] Frenzy Stacks per second while using MELT! if Frenzy is skilled. Change Frenzy to proc on any of his kills rather than just skill kills and a chance to get Frenzy stacks from Inferno. The Flamer is too energy dependent and too enemy dependent to be anything even close to a reliable DPS. If he becomes too powerful (which he might, but then again he might not), then reduce the bonus attack damage from 2%/4% to 1%/2%. I don't really think he's going to get super stupid in Alpha because there are just so many people looking to kill so many things at once (and most bossfights lack things to proc Frenzy off of), but I have concerns about other storylines so I'm entirely willing to cut the bonus damage down a bit.