Suggestion: Jayber Rework
Just my opinion on what I'd love to see with his rework (I won't include tweaking numbers here, just concepts. I understand that the numbers will need to be tweaked for balance reasons):
Skill 1: Assault Turret --> Charges: 2. Can place multiple, but only 2 turrets can exist at a time. Placing more than 2 turrets causes the furthest one to despawn. Base Radius increased to 8m to bring in line with other AOE Descendants.
Transcendent Mod: Upgrades bullets to rockets. Now causes AOE damage. Possibly a minor damage increase.
----------------
Skill 2: Healing Turret --> Charges: 2. Can place multiple, but only 2 turrets can exist at a time. Placing more than 2 turrets causes the furthest one to despawn. Scaling changed to Skill Power, rather than percent HP.
Transcendent Mod: While within the radius, players get a buff that if downed, they will be automatically revived with 1 HP (and 1.5 sec invulnerability). Only one revive per player per ~30-45secs.
----------------
Skill 3: Multi-Tool --> Changed to Turret Engineering (Transcendent mod) by default. No more gun, no more shooting your turrets.
Transcendent mod: Players receive a buff while inside the radius of a turret. Assault Turret -> damage dealt increased ~10% (non-stacking). Healing Turret -> damage taken reduction ~15% (non-stacking).
---------------
Skill 4: Reactivate --> Reworked: Gives a buff based on the current combination of turrets on the field for <balanced amount of time>:
- 2 Assault Turrets: Turret damage increased ~50%
- 2 Healing Turrets: Heals all players within the radius of a turret to 100% HP/Shield
- 1 of each Turret: Increases the turrets' radius by ~50%
Transcendent mod: Increases buffs given:
- 2 Assault Turrets: Turret hits reduce enemies' defense
- 2 Healing Turrets: Also heals 100% HP over the next ~5 secs
- 1 of each Turret: The turrets will spawn ammo and HP/MP orbs at random within their radius.