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Create a brand new class for Mass Effect 3


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#26
Grimy Bunyip

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Tactical Cloak

Hunter Mode
Disruptor Ammo
Energy Drain
Warp
Throw
Stasis

Drell Saboteur
Fitness
Sentinel Heavy Melee

Tech bursts and biotic explosions EVERYWHERE :D

#27
Wolf_in_the_Meadow

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Immortal


Tech Armor
Barrier
Fortify
Shield Matrix
Blade Armor
Krogan Berserker
Rage

Yeah, I know it's silly... but I bet it would be seriously OP...

#28
DonutsDealer

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Wolf_in_the_Meadow wrote...

Immortal


Tech Armor
Barrier
Fortify
Shield Matrix
Blade Armor
Krogan Berserker
Rage

Yeah, I know it's silly... but I bet it would be seriously OP...

He wouldn't be invencible. There is a cap for damage reduction ( I think is 90%). So stacking defensive powers is not a good idea.

#29
Wolf_in_the_Meadow

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It's not just damage reduction, there are several other stackable factors.

And Immortal is just a name :D

#30
Bebuse

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As the power combinations are fairly limited, I think imagining entirely new classes with some new and some existing powers could be good fun :happy:



The Champion 

A deadly close range combatant who, without a niche in many modern conflicts, has suddenly found himself in great demand against the overwhelming power of Reapers and their husk armies. Has low shields and very high health, and his presence inspires nearby allies to greater feats of strength.


Strength of Will - Armour power which greatly increases the Champion's health, running speed and melee strength. Upgrade options include removal of trauma animations, immunity to knockback and granting squadmates bonuses to damage, fortitude and health. 'Purging' fully restores your health, and revives fallen squadmates who are inspired by your presence.

Submission Net

Ballistic Blades

Foot Stomp - A specialised omni-tool power which directs power to the boots of the user. A heavy charge is built up which, when smashed into the ground, creates a massive concussive shockwave knocking nearby humanoid enemies off of their feet and staggering larger creatures. This attack deals no damage but ignores shields, barriers and armour. Upgrade options include damage, setting enemies up for tech explosions, radius and ability to use twice at reduced power.

Leap - The Champion channels energy into his leg plates and leaps towards a nearby enemy. Specially designed dynamos use the kinetic energy generated by this power to partially restore the Champion's shields. The targetted enemy is staggered, damaged and set up for tech explosions. Upgrades include impact radius, increased damage, melee damage bonus, range and greater shield restoration.

Omni blades - Cerberus research has been acquired from a retaken base, which seems to allow the user to create powerful omni blades which do not shatter on use. The Champion gains various passive bonuses to melee attacks including attack speed, damage, various damage types (incendiary, disruptor, etc), AOE melee attacks and grabs.

Martial Mastery (passive)- The Champion gains various bonuses to combat mobility, melee speed, melee damage and can grant assorted team bonuses.

Melee attack: Newly designed, fast animations using dual omni blades, making melee combat a viable primary source of damage. Allowance made for melee 'duels' with Phantoms and Banshees. (please... :P)

#31
Gaw_Damnit

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After doing some PC editing, some stuff I've been playing with:

Alternate Sentinel:

Throw
Reave
Cryo Ammo
Overload
Incendiary Ammo
Carnage

This build tosses out the tanky-ness of the original Sentinel and is more of a jack-of-all-trades combatant that is very active in battle. Reave's DR and the added bonuses of Incendiary Ammo emphasize gunplay more. Carnage is useful as a direct damage attack and to set off Tech Bursts, Cryo and Fire Explosions. I've used this build a lot and it's a blast to play on Insanity.

Alternate Vanguard

Adrenaline Rush
Concussive Shot
Cryo Ammo
Pull
Shockwave
Warp Ammo

This build tosses aside the high-risk, high-reward playstyle and tries to emphasize broader gunplay tactics with tight biotic synergy. Pull + Shockwave ensures that biotic detonations can only be easily made at close ranges, leaving long-range shootouts valuable. Warp ammo synergizes with pulled targets. Concussive Blast offers evolution options to syngerize with both Cryo Ammo (level 5 can do double damage to frozen targets) and Warp Ammo (level 6 Amplification can set off biotic detonations on "primed" targets... if the ability wasn't bugged, that is). Adrenaline Rush also allows for the use of powers while it is active (level 6 evolution).

Both of these builds feel reasonably balanced, to me, and offer distinct and fun gameplay.

#32
capn233

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Soldier

ME2 Adrenaline Rush
Concussive Shot
Incendiary Ammo
Disruptor Ammo
Cryo Ammo
Combat Mastery
Fitness

#33
jab72793

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Tech-Guard

Super-nova: A combo of incinerate and nova focused into a melee attack devastating smaller opponents
Biotic Charge
whiplash- charged an opponent but they just get knocked back, pull them in for a melee finish with the whiplash tech rope.
Warp ammo
disruptor ammo
fitness
spectre synergy

#34
RedCaesar97

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A more unique Adept:

Liara's Singularity (instant-cast)
Reave (instant-cast warp)
Pull
ME2 Throw (does not detonate)
ME2 Stasis
Biotic Mastery
Fitness

Modifié par RedCaesar97, 29 mai 2012 - 11:13 .


#35
BINO973

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Biotic Assassin

Charge
Warp Ammo
Nova
Barrier
Hunter Mode
Pull
Tactical Cloak

Melee: Adept Biotic Palm
Passive: Biotic Mastery and Drell style fitness (movement speed upgrade)

#36
VarrenSoldier

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Can't think of a name-class

Tactical Cloak
Energy drain
Geth turret
Warp
ME2 Tech armor
Sabotage
Incendiary ammo

Melee: Electric omni blade
Weapons: Any

#37
anokie

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Batarian Cook Adept:

Pancake force shield
Incen-diary milk products granade
Bad cook mode
Deepfryed ammo

Melee:Microwaveoven to the head
Weapons:Modified Kitchen utencils

Modifié par anokie, 29 mai 2012 - 10:37 .


#38
zRz Tyr

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The Terminator

Assasin Mode
Energy Drain
Carnage

Melee: Smash around with the arms, knocking back enemies a small distance (Deals more damage to enemies that cant get thrown away).
Power Melee: Smash an enemy even harder, sending them flying even further and cripples them for 4 seconds. Deals double damage to enemies that cant get knocked away.

Passive Bonuses: Toughness (Krogan), Decreased Mobility and Increased Melee.

Alternate Human Soldier
Immunity
Carnage
Blind Grenades, like Kasumis in ME2

Alternate Human Vanguard

Barrier
Cluster Grenades
Pull

Geth Soldier

Defense Matrix
Hunter Mode
Plasma Grenades (A mix between Frag and Incendiary Grenades)

Modifié par zRz Tyr, 29 mai 2012 - 10:54 .


#39
dsprado956

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The Point Guard:

Tech Armor
Biotic Charge
Nova
Inferno Armor
Pull
Throw
Tactical Cloak

Bonus Power: Warp Ammo

Heavy melee: Soldier's omni-blade

Weapons of Choice: Assault Rifles and shotguns

-Character designed to take a high amount of damage, flank the enemies, and be able to take point and attack enemies head on and from a distance. A hybrid of my favorite classes: Sentinel, Vanguard and Infiltrator.

#40
Aurora313

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The Assassin

Tactical Cloak (unique variation)
Energy Drain
Sabotage (AI hacking)
Proximity Mines
Hunter Mode (or organic equivalent)
Fitness
Assassin - Subclasses: Finesse/Brutality

Bonus power: Shedder Ammo

Heavy Melee: Omni-fists+neck snap

Weapon of choice: SMGs, Heavy Pistols or Sniper Rifles

- Character designed to strike effectively and deadly from a tactical camouflage, strike one enemy with a specialised instant kill, heavy melee another and leave an exploding proxy-mine gift for the rest and instantly recloak again.
Designed for Guerrilla style warfare and hit and run attacks.

#41
Thane64

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The Medic

Powers:
- Tactical Cloak (to get to teammates)
- Health Drain (drains enemy's health)
- Lazarus Grenades (throw at teammates to heal them, may backfire by healing enemy's if they are in blast range)
- Health Barrier (Similar to standard barrier except it increases protection to health, not shields/barriers)
- Turret (for additional fire power)
- Fitness
- Medic

Heavy Melee - Biotic Scan (any health/shields/barriers damage taken by enemy is used to heal the player)

Weapons - Assault Rifle, Heavy Pistol, Sniper Rifle/Shotgun

The perfect support class.

#42
BrookerT

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Huntsmen or Hunter:

Hunter Mode
Lash
Smash
Submission Net
Arc Grenade
Tactical Scan
Instinct (Passive)
Fitness

Weapons:
Sniper Rifles
Shotguns

I used the skill to create a dual long range and short range fighter, who can incapacitate enemies fro afar, then finish them of up close.

Modifié par BrookerT, 31 mai 2012 - 04:40 .


#43
luckyloser_62

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Survivor
Throw
Reave
Stasis
Barrier
Defense Matrix
Energy Drain
Cryo Blast

Bio Soldier
Lift Grenade
Cluster Grenade
Reave
Throw
Barrier
Stasis
Warp Ammo

#44
l7986

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Sentidept

Insta-cast singularity
Warp
Shockwave (ME2 version not the crappy ME3 version)
Inferno or Frag grenade depending on the mood i am in.
Tech Armor (ME2 Assault armor)
Overload
Incinerate

Modifié par l7986, 01 juin 2012 - 11:29 .


#45
PlatonicWaffles

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[Cannot Think of a Name]
Overload
Warp Ammo
Energy Drain
ME2-era Tech Armor
Warp
Throw

Melee: Electric double omni-blade.
Weapons: Any

Modifié par Dylia, 01 juin 2012 - 01:11 .


#46
Sixteen Sixty-Six

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Biotic Super Human
Reave
Biotic Charge
Nova
Pull
Disruptor Ammo
Lift Field (made up)
Specs of the Lift Field
Radius: 8-15m
Duration: 4-8s
Other addition: Inflict 25 damage per second or Deal 100% more damage
Heavy Melee: Biotic Melee

Weapon:
M-27 Scimitar with smart choke and high caliber

#47
tAlOsS

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Arbiter:
- Reave
- Barrier
- Cluster Grenades
- Warp Ammo
- Stasis
- Throw
- Dominate

- Fitness: human
- class Passive: something with damage and stability, like turian soldier

- Heavy Melee: Asari Heavy Melee

- Weapon: Revenant (or something with lots of ammo to utilize the reave/stasis and warp ammo combo)

The point of the class to control the flow of battle by being tankier (taking damage and giving more damage back) than the enemy. Cooldowns are the only weakness of the class, but 3 of your 7 (warp ammo, barrier and cluster grenades) powers won't be contending for cooldowns.

#48
xI extremist Ix

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Grenadier

Frag Grenade
Inferno-Grenade
Warp Grenade
Arc Grenade
Sticky Grenade
Proximity Mine
Fortification

Fitness: Krogan
Heavy Melee: Batarian Soldier
Weapon: Striker or Falcon

NADES!

#49
Ibn_Shisha

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Technomancer

Sabotage
Energy Drain
Overload
Warp
Reave
Shockwave

class Passive: Synthesis - allows the tech and biotic powers to trigger BE and TB, increase tech effects on organics and biotic effects on synthetics.

#50
HK-447

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Assassin

-Tactical Cloak
-Tactical Scan
-Overload
-Statis Dart (Omni-tool fabricator creates and launches a dart into the target which deals some damage and renders the target immobilized for a few seconds, and yes, I made that up)
-SMG and Pistol damage bonus
-Stun Baton as HEAVY melee

It may sound like the infiltrator, but I felt like most infiltrators are better suited for long-range purposes, my class is supposed to be for closer-range combat