Jett needs to have a proper identity and the ability to actually kill bosses as a damage dealing class.
My idea of what Jett can become is a rapid fire gunslinger from space that calls in her droids to deal most of the damage, her gun being the thing that sets the target for the droids to attack! Of course, she will be about positioning and mobility, lots of mobility and very fast and about setting up her stuff in the right places.
Not going to showcase every skill, only what I would change. All skills are showcased at their max level.
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JOB ONE:
Turret Deployment:
This skill is removed and moved to Starline One as a passive skill (is a 3rd job skill).
Starline One:
Passive: Every 10th attack summons a turret for 30 seconds, up to a maximum of three can be summoned at one time, each dealing 200% damage one time to up to 3 enemies.
Blaster Barrage:
Hold Active: Fire a steady stream of attacks ahead, dealing 100% damage one time to 1 enemy.
Vortex Jump:
Active: Dash to the nearest active turret, dealing 50% damage six times to up to 8 enemies that you pass through.
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JOB TWO:
Stellar Impact:
Is removed.
Starline Two:
Passive: Turrets now fire a beam laser, dealing 200% damage three times to up to 6 enemies and stunning them for 1 second, and up to four turrets can be summoned at one time.
Star Blaster:
Passive: Blaster Barrage is enhanced, gains +1 attack speed and +40% additional damage.
Vortex Cross:
Active: Dash and become invincible in any of eight directions, dealing 75% damage six times to up to 9 enemies that you pass through. 10 seconds cooldown.
Passive: Vortex Jump deals +25% additional damage and hits +1 more enemies.
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JOB THREE:
Falling Stars:
Is Removed.
Turret Deployment:
Is Removed.
Starline Three:
Passive: Turrets now fire a stronger beam laser that goes much further, dealing 200% damage five times to up to 6 enemies and stunning for 2 seconds, and up to five turrets can be summoned at one time.
Star Salvo:
Passive: Blaster Barrage is enhanced further, gains +1 attack speed and +60% additional damage.
Spacial Shift:
Passive: Vortex Cross deals +75% additional damage, can hit +1 more enemies, and applies a debuff on struck enemies that causes your own damage and party members to deal 10% final damage for 15 seconds.
Passive: Vortex Jump deals +75% additional damage, can hit +1 more enemies, pushes enemies along the way, and will instead jump to the furthest active turret.
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JOB FOUR:
Backup Beatdown:
Is Removed.
Starline Four:
Passive: Turrets are now at full power firing an additional machine gun at 1 enemy, dealing 200% damage one time, and up to six turrets can be summoned at one time.
Starforce Salvo:
Passive: Blaster Barrage is now fully enhanced, gains +1 attack speed, +100% additional damage, and breaks attack speed limitations.
Planet Buster:
Toggle: Your attacks can now be absorbed by your turrets. When a turret absorbs 5 attacks, it fires a planet shattering attack ahead that deals 600% damage five times to up to 6 enemies.
Strikeforce Showdown:
Passive: Attacking an enemy with Blaster Barrage as a 25% chance to summon a droid that attacks the target for 300% damage ten times. These attacks will summon a turret.
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JOB FIVE:
Allied Fury:
Becomes a passive attack that occurs every 7 seconds against the enemy attacked by Blaster Barrage. Does the same thing otherwise.
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Comments
Every time they touch jett, they inexplicably make things worse.
Falling star be some form of a back step like Bowmaster parting shot
Planet Buster need to be adjusted to match other classes mobbing skill with more +mob count hits
Strikeforce rebalanced to match other classes Advanced Final attack proc rate
Starfall on cooldown gives a bonus to strikeforced just like how Corsair Nautilus strike works
Singularity shock should be iframe/bind.
Nodes for Strikeforce
Allied Fury should just be changed since its just a worst trickblade