One thing I’d like to point out is that this is still a prototype and the timings and mechanics aren’t set in stone. Currently the gizmos spawn in a small radius around the turret every 4 seconds and each gizmo lasts for 12 seconds, so you can have up to 3 available to use at a time and they don’t have to be used immediately as they’re spawned like in the video. The gizmo ability activates every 5 charges, resetting the appropriate cooldowns and providing a damage/healing buff to the musketeer.
The main goal here is to increase interactivity for the musketeer while allowing them more control over the availability of their orbs. The thinking behind this mechanic isn’t “musketeers must now pop this ability every 20s or they won’t be viable” – you can do that, it does raise the potential ceiling for class output – but we have other balance changes we’re making to the class to try and accomplish that. A musketeer who completely ignored these mechanics would still be just as effective as a musketeer is currently and their level of effectiveness will increase without this new mechanic.We are hoping this ability will be used in conjunction with what is going on during the battle and allow the musketeer more control over their contribution.
For example, if you know there is a high damage boss mechanic about to go off, you could charge your turret up to 4 charges ahead of time, hold off on the 5th charge and then use it after the attack for burst healing by using all your healing orbs and then immediately respawning them. Alternatively, you could time the use of the ability with other burst damage abilities to really capitalize on a boss with a vulnerability mechanic.