Joe Fixit rework idea
Joe Fixit has an interesting design that would be fun to play if he wasn’t so far behind the more meta science champs that are packed with damage and utility. The main problems are his lack of damage and disfunction of his suit bonuses. This rework updates the suit bonuses and how they are activated to make Joe Fixit more relevant and fun to play.
The first issue with Joe Fixit currently is the contradiction of the two red suits. To fix this, I have both changed the sig ability so he can’t have two suits active, and changed the Diamonds suit to include a flat Attack and Critical Damage bonus.
Secondly, Joe’s Cunning buff increases his critical chance, but not his crit damage. Joe already gets loads of crit from various synergies and so this buff isn’t terribly effective. Because Diamonds is already the big damage suit, I included the ability to bypass armor and resistances for utility instead.
The old Joe Fixit’s Spades suit just inflicted Weakness and Fatigue debuffs, which really don’t do much unless you are relying on the despair mastery for heal mitigation. For more utility, I swapped Exhaustion debuffs for power control/reversal, and in general I added a Slow debuff that is refreshed by inflicting Exhaustion.
New additions to my version of Joe fixit include an updated Gamblers Ruin that incorporates a Betting mechanic. Also, I added the Slow debuff, updated the specials for the Betting mechanic, and updated the Bleeds on special attacks.