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Demolisher Class Idea (probably Rogue promo.)
#2
seems interesting, and like it could be fun, rogue promo's probably fitting. i like the idea, but some points i'd like to consider:

friendly fire , i don't know if that's such a good idea. in general it's a lot more unfun than it tends to be strategic, and there's a reason it basically doesn't exist in the game (outside of a specific debuff).

the specialty items would probably be used more by non-demos who equipped the class specifically to craft them, unless they don't have a 'use' action in which case you may as well just let the demos use generic 'bombs' as their ammo for demo skills. increased ability towards crafting them would save a lot of resources with the double crafts or however that works.

something that might be interesting in my opinion is changing their elemental bombs into a skill like magic gunner's ammo types, allowing them to combine (weaker than currently) elemental effects with their various bomb skills.

having enemies step directly onto mines might be a little difficult without a radius like traps, depending on their M cost, maybe the sticky bomb could be transferred with melee basic attacks instead of a seperate action? if it's not going to be detonated manually though, consider a shorter timer like two rounds.

on the subject of manual detonation, a tie-in with the rogue-base detonation skill is probably a possibility. allowing the powder keg to immediately detonate from enemy fire damage is pretty staggering though. especially being that it's a 5M move, i feel like that should be reserved for the demo's own attacks. enemies banding together to focus it down and detonate it on the demo seems interesting though?

4 rounds is a GOOD LONG WHILE for the acid clouds to stick around, and timed charge's knockback is extremely high considering that it's a ranged technique that can be used from just about any angle for 4M, especially if a white spirit is used in it.
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