So several members have expressed to me their distaste (some of them, extreme distaste) with the state of affairs regarding the Technician's balancing. It's mostly because he was designed to combat Hades and, almost comically, shortly after the Technician's arrival on Apollo, Hades received a fine drubbing with the nerf bat. So now the Technician (more specifically, March of the Machine) is way more powerful than he needs to be. Honestly, I think this can be fixed by redoing the "acquires targets" mechanic. Instead of queuing up commands to attack everything nearby, just have the player unalign themselves from allies for the duration of the ability. The other players will still remain aligned to the Technician player, so they won't automatically attack the Technician, but the Technician will automatically attack them. This will make the micro required to keep him out of trouble much higher to balance out his extreme destructive potential. Lowering the bonus ratio to 200% instead of 300% may also solve the problem, but when I designed the class I didn't intend for Full Moon's old targeting system to be brought along. I'd rather we try out the targeting mechanic that I originally intended to be used before lowering the numbers so keeping the Technician under control becomes much more difficult and therefore justifying the bonuses. If it's still found out to be too powerful even with the more difficult targeting system, then I'm fine with the numbers being adjusted.