I suggest MAD as the technicians mastery.
Btw, this might be a completely stupid idea, especially since I think I played MAD only once, on a 23 minutes run. But my main reason is that I don't understand why MAD denies WK. I'm pretty sure this is a collateral damage, and the finess block was just here to block... finess (and maybe juggler, which seems to be an insane skill).
This is also why I never use this mastery.
If it becomes techies's shotty mastery, it will enable focused double shotty and modded assemblies for MAD (plus, nano-crapnel, very useful when you already pierce armors :p)
The only remaning questions would be : what stat to replace Marine's shoty mastery & where to put fireAngel.
I got an idea for fireangel, but it involves adding a Demolition class, which would be quite off topic.
- For curious ones :
Demolition : an asskicking destructive marine
Class bonuses :
- +1 damage (like SoB)
- something like 20% chances to gib anything he kills, (or 10%, or 40%... as long as it remains balanced). Does not depend on the weapon used. I think he could even gib with his bare hands.
- Direct access to... which skill ? Th doesn't fit, imo, and I see nothing else, so, I would probably add some new demolition-themed skill, boosting rockets (and maybe BFG) use, or reducing explosions damages. Maybe a "surgical strike" skill, allowing rocket shoots which don't destroy items... ? bah, this one could be a mastery, not as a skill.
Nightmare inspired it to me ;)
So, to stay in topic... what do you think of moving MAD to the techies ?