Create a brand new class for Mass Effect 3
#51
Posté 13 juin 2012 - 06:03
Energy drain-for geth especially
Marksman-for my favorite weapons( revenant, hurricane, tempest)
Tactical Cloak-always useful
Pull-great for guardian shields
Stasis-nothing beats freezing a phantom solid and beating its ass.
Hunter mode-always useful though somewhat distracting
Proximity mine-to camp somewhere easier without being snuck-up on
#52
Posté 13 juin 2012 - 06:21
HEAVY
This is a unique class. The Heavy only carries a Gatling Gun as his/her weapon. Devastating at medium to long range as he/she can unload 300+ shots in a single clip. The Heavy cannot run very fast due to their heavy loadout and is a big target on the battlefield. The heavy melee swings the Gatling Gun like a baseball bat.
Gating Gun
Rounds per clip: 300
Reserve Rounds: 1200
Default Health: 850
Default Shields: 850
Marksman
Toxic Ammo (Works like the Polonium Rounds in that it does residual damage to organics. Slows down geth like a rust effect.)
Armor-Piercing Ammo
Fortification
Cryo Grenade
Concussive Shot
Heavy Mastery (Focuses on Weapon Damage or Weapon Stability.)
Fitness
#53
Posté 13 juin 2012 - 06:46
JG The Gamer wrote...
I made up this class a little while ago.
HEAVY
This is a unique class. The Heavy only carries a Gatling Gun as his/her weapon. Devastating at medium to long range as he/she can unload 300+ shots in a single clip. The Heavy cannot run very fast due to their heavy loadout and is a big target on the battlefield. The heavy melee swings the Gatling Gun like a baseball bat.
Gating Gun
Rounds per clip: 300
Reserve Rounds: 1200
Default Health: 850
Default Shields: 850
Marksman
Toxic Ammo (Works like the Polonium Rounds in that it does residual damage to organics. Slows down geth like a rust effect.)
Armor-Piercing Ammo
Fortification
Cryo Grenade
Concussive Shot
Heavy Mastery (Focuses on Weapon Damage or Weapon Stability.)
Fitness
This is amazing!
Walks like a tank.
Fights like a tank.
Deciminates enemies like a tank.
This class is epic winning!
#54
Posté 13 juin 2012 - 06:50
Gaw_Damnit wrote...
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.
I should have got Mass Effect 3 on the PC instead of the PS3.
It would have been so much fun to create new classes.
Why isn't that a feature? That would be great.
#55
Posté 14 juin 2012 - 10:32
An assassination/melee class based on the Cerberus operatives of the same name. Extremely high-risk/reward. Less Health than any other class. Carries a katana on his/her back that would be used instead of the traditional "pistol whip." Can only use Shotguns or Pistols, has the ability to carry these weapons in one hand to combine with melee attacks.
Heavy Melee - Omni-Blade is a sword, combines with katana (think the Sentinel's melee)
Shadow Strike (Kasumi's old move, but faster. Can only be used with Cloak, upon using ability Cloak ends)
- Power Evolution 4 (Range or Damage)
- Power Evolution 5 (Recharge Speed or Attack 2 More Enemies)
- Power Evolution 6 (One Hit Kill on a single Enemy or Attack All Enemies)
Smoke Grenade
- Power Evolution 4 (Increases Duration or Thickness of smoke)
- Power Evolution 5 (Recharge Speed or Flash-Bang)
- Power Evolution 6 (Toxic Effect or Spikes)
Thermal Vision (Similar to Hunter Mode)
- Power Evolution 4 (Weapon Damage or Melee Damage)
- Power Evolution 5 (Damage Increase or Locates Biggest Threats)
- Power Evolution 6 (Increased Melee Damage/Increases Recharge Speed/Damage of all powers)
Stealth Camoflouge (Similar to Tactical Cloak, doesn't break with Melee)
Deflect (Uses katana to block damage for a limited time)
- Power Evolution 4 (Increased Duration or gain the ability to fire 10% absorbed damage back at enemy)
- Power Evolution 5 (Increased Duration or Recharge Speed)
- Power Evolution 6 (Absorb all damage for 5 seconds or fire 25% Absorbed damage back at enemy)
Ninjutsu (Focuses on Increasing Movement Speed/Evasion)
- Power Evolution 4 (Increases speed by 5% or Power Recharge Speed)
- Power Evolution 5 (Increases speed by 5% or changes Roll/Evade into a Tech-Dash)
- Power Evolution 6 (Increases speed by 5% or Leaves an AfterImage with each evade, with 10% chance to confuse the enemy)
Blackout (Plunges katana into the ground to create a tech/electric version of Shockwave)
Modifié par StriderHiryu, 14 juin 2012 - 11:14 .
#56
Posté 15 juin 2012 - 03:30
bloodlust
reave
throw
charge
overload
frag grenade
warp ammo
geth turret
Modifié par hotpocketgimme, 15 juin 2012 - 03:36 .
#57
Posté 15 juin 2012 - 06:02
Pull
Slam
Dark Channel
Biotic Pulsar (the opposite of singularity. A ring will surround a large sphere. This will expand and contract throwing enemies that get too close. In addition it can set off biotic explosions. This can be upgraded to add cryo, incendiary or electrical effects)
Dominate (Organic foes become tempoary allies. It has a secondary function of reducing synthetic weapon accuracy)
Reave
Biotic Sphere
Fitness
Avenger (class Passive)
Modifié par Abraham_uk, 15 juin 2012 - 06:06 .
#58
Posté 15 juin 2012 - 06:03
Rank 1: Unlock Power
Rank 2: Reduce Synthetic Accuracy
Rank 3: Puppet Duration
Rank 4a: Reduce Synthetic Accuracy
Rank 4b: Increase Puppet Damage
Rank 5a: Area Domination
Rank 5b: Improved cooldowns
Rank 6a: Reduce Synthetic Accuracy
Rank 6b: Increase Puppet Damage
Biotic Pulsar
Rank 1: Unlock Power
Rank 2: Pulsar ring damage
Rank 3: Add electrical effects
Rank 4a: Pulsar area of effect
Rank 4b: Pulsar biotic detonation
Rank 5a: Add incendiary effects
Rank 5b: Add cryo effects.
Rank 6a: Implode (will collapse after 7 seconds, dealing heavy damage to nearby foes)
Rank 6b: Double (a second biotic pulsar can be cast without negating the first)
Avenger Passive
Rank 1: Increase power damage
Rank 2: Increase power durations
Rank 3: Increase area of effect
Rank 4a: Increase power damage
Rank 4b: Increase power cooldowns
Rank 5a: Increase weapon damage
Rank 5b: Increase power damage
Rank 6a: Increase headshot damage
Rank 6b: Bonus damage to biotic explosions and implosions.
#59
Posté 15 juin 2012 - 08:14
Assassin:
Tactical Cloak
Decoy
Sabotage
Tactical Scan
Overload
Arc Grenade
Ballistic Blades
Modifié par StriderHiryu, 15 juin 2012 - 08:15 .
#60
Guest_BrotherWarth_*
Posté 15 juin 2012 - 08:24
Guest_BrotherWarth_*
Drone
Flamer
Ballistic Blades
Dominate
Sabotage
Sentry Turret
Submission Net
Heavy melee- Double Omni-Blades
#61
Posté 15 juin 2012 - 09:15
StriderHiryu wrote...
I misread the OP and posted an original class with new powers...hopefully Bioware sees it and uses it somewhere down the line. Here's a class using the existing powers:
Assassin:
Tactical Cloak
Decoy
Sabotage
Tactical Scan
Overload
Arc Grenade
Ballistic Blades
The rules have changed. You can create your own powers. Opening Post edited.
#62
Guest_BrotherWarth_*
Posté 16 juin 2012 - 04:45
Guest_BrotherWarth_*
Tech Armor
Defense Matrix
Energy Drain
Incinerate
Reave
Warp
Inferno Grenade
You may be saying "Why is an obvious caster class so stymied by TWO cooldown-hindering abilities?" I like the idea of Tech Armor, Defense Matrix, Reave and Energy Drain all adding protection.
#63
Posté 16 juin 2012 - 08:01
Team Adrenaline Rush - Half as effective as solo adrenaline rush, but active for entire team.
Improves weapon damage, rate of fire and headshot bonuses.
Team Tech Armour - Not as effective as solo barrier in terms of defence, but detonating leads to three simultaneous detonations (or even 4 simultaneous detonations for online).
Team Power Boost - For a short time, team powers do more damage over a greater area of effect.
Tactical Scan: Makes an enemy vulnerable to just about everything.
Smoke Screen: Creates an area of smoke that will reduce enemy accuracy by 80%. This power has a long duration but also has a long cooldown. So use this power tactically.
Team Immunity: Makes entire team completly immune to one hit kills. (But enemy attacks that would normally kill in one hit would still do plenty of damage)
Bypass Ammo: Weapons do reduced damage to health and armour. But weapons will at the same time completly ignore shields and barriers.
Team Resilance: The synergist gets a fitness version of the fitness passive. This ability increases health and shields for entire team as well as improving melee attacks.
Synergy: The class passive improves weapon damage and power damage for entire team.
Note that unlike other class passives there is no passive for reducing power cooldowns. Neither is there a passive for reducing weight of weapons. They have stricter cooldown penalities for carrying weapons than (adepts, engineers and sentinels).
#64
Posté 16 juin 2012 - 06:25
Fortification
Barrier
Stasis
Carnage
Tech Armor
#65
Posté 16 juin 2012 - 07:35
Arc Grenade
Inferno Grenade
Cryo Grenade
Flash Bang Grenade
Cluster Grenade
Lift Grenade
Sticky Grenade
#66
Guest_BrotherWarth_*
Posté 17 juin 2012 - 08:05
Guest_BrotherWarth_*
Charge
Nova
Reave
Incinerate
Cryo Blast
Arc Grenade
Incendiary Ammo
Biotic 'splosions, tech 'splosions, shield regeneratin' and damage reducin'.
#67
Posté 17 juin 2012 - 09:11
Fists
#68
Guest_BrotherWarth_*
Posté 18 juin 2012 - 11:14
Guest_BrotherWarth_*
Marksman
Shredder Ammo*
Incendiary Ammo
Frag Grenade
Incendiary Grenade
Proximity Mine
Adrenaline Rush
*Rank 1- Health damage bonus: 17.5%, Shield/Barrier effectiveness: -10%
Rank 2- 20% chance of staggering unarmored target
Rank 3- Health damage bonus: 25%, Shield/Barrier effectiveness: -15%
Rank 4a- Health damage bonus: 35%, Shield/Barrier effectiveness: -20%
Rank 4b- Squadmates gain your ammo power at 50% effectiveness
Rank 5a- Increase ammo capacity by 30%
Rank 5b- Increase headshot damage by 40%(this is purposely more than other ammo powers)
Rank 6a- Health damage bonus: 50%, Shield/Barrier effectiveness: -30%
Rank 6b- 50% chance to stagger unarmored target
#69
Guest_BrotherWarth_*
Posté 20 juin 2012 - 03:05
Guest_BrotherWarth_*
Tactical Cloak
Hunter Mode
Tactical Scan
Stasis
Energy Drain
Warp Ammo
Proximity Mine
Pretty much made to wreck everything, big and small. Weaken and debuff everything and get massive boosts to weapon damage.
#70
Posté 27 juin 2012 - 03:04
Cryo Ammo
Cryo Blast
Overload
Warp
Throw
Slam
Scattershot (Sends multiple shrapnel-like projectiles into the air, which home in on multiple enemies).
Melee = Sentinel
Passive = Watchman (Just like Turian Veteran, focuses on Weapon Damage and Stability)
#71
Posté 27 juin 2012 - 07:51
Here is a brand new biotic class, made entirely of powers that aren't in Mass Effect 3.
Rift: Rift's are very powerful biotics, who have slower cooldowns in favour for greater biotic damage. The first Rift biotics were in fact Krogan. They weren't happy with human and asari style biotics that had people dangling in the air for too long. They also didn't want to be reliant on setting up biotic explosions. They wanted their biotics to do more instantaneous damage. Rift biotics are about IMPACT. But lack synergy with other biotic powers.
Cascade
Pulsar
Ticking Time Bomb
Dominate
Tempest
Overpower (is a passive that can be toggled on and off without tiggering a cooldown)
Heavy Risk (is a passive that can be toggled on and off without triggering a cooldown)
Endurance
Rifting
Cascade: A flurry of biotic energy affects a target doing some damage whilst restoring barrier and health. Very close ranged and very risky (similiar to flamer).
Biotic Pulsar: The opposite to singularity. This is a ball of energy with an expanding then contracting ring. It can detonate biotic explosions, throws enemies that get too close and can be upgraded to include cryo, incendiary and lightning effects.
Ticking Time Bomb: Cast this on an almost dead target, and they will rush to the nearest enemy to explode.
Dominate: Similiar to the dominate ability from Mass Effect 2. Also slows down synthetics reducing their accuracy.
Heavy Risk: Greatly reduces entire squads defence to greatly improve weapon and power damage.
Tempest: Deal both disruptor and biotic damage over an area. Can setup and detonate biotic explosions, tech bursts, incendiary explosions and cryo explosions.
Overpower: A mode that boosts biotic damage, but also increases cooldowns.
Endurance: Similiar to the fitness passive, but enables the heavy melee to set up and detonate biotic explosions. Also determines how much health is restored from cascade.
Rifting: This not only improves biotic damage, but also greatly boosts weapon damage. Since rifts have longer cooldowns than any other class, they rely on greater power durations and greater weapon damage. This passive helps the rift compensate for their weaknesses.
Modifié par Abraham_uk, 27 juin 2012 - 07:54 .
#72
Posté 28 juin 2012 - 06:50
Tech Armor
Barrier
Incinerate
Carnage
Energy Drain
Lift Grenade
Reave
The Raider is an unstoppable force of destruction. Combining mastery of tech and outstanding biotic powers, the Raider can alter the course of the battlefield in seconds. Tech armor and Barrier offers more durabilitiy than a Krogan Battlemaster and offensive abilities such as Incinerate and Carnage allows the Raider to dish out as much damage as he/she can take. A Raider relishes combat, spilling the blood of the enemy. Nothing can stop a Raider on the field. They'll only die trying...
Passive Abilities
Bloodlust: Every 3 kills provides one stack of Bloodlust which grants 5% health regeneration and melee damage. (Not that you'll need it.)
Shotgun Mastery: Damage from shotguns is increased by 15%.
Gear
Retractable Omni-Blades: The Raider comes equipped with two retractable omni-tools that can replace firearms as weapons should the need to gut the offending enemy arises. (Unshielded enemies explode upon contact)
Weaknesses
The Raider's considerable durability comes at a price. The Raider cannot barrel roll and slide to the left/right to evade incoming projectiles. Of course, when you are more DURABLE than a KROGAN BATTLEMASTER and can WRESTLE with a YAHG, there is no need to EVADE ANYTHING. HOLD THE LINE!
Modifié par Smugglers Luck, 28 juin 2012 - 06:52 .
#73
Posté 28 juin 2012 - 10:46
Serial Killer
Tactical Cloak
Shrapnel Grenade (a more explosive version of the ballistic blades, but throwable)
Inferno Incinerate (incinerate on steroids)
Blood Thirst (character goes on a rampage, becomes immune to damage for 5 seconds)
Lash
Murder-spree (when activated, character runs to nearest enemy, and cuts the enemy into pieces with the Omni-machete)
Blade Armor
PASSIVES:
Unbeatable Strength (improves mele damage, higher health points)
Sinister Methods (grants permanet ammo powers, can upgrade to explosive rounds)
Equipment:
Omni-machete
Terminus Armor
Weaknesses:
The Serial Killer will be targeted by more enemies than usual, even ones that are already fighting someone else. And due to their kamakazie attacks, they are prone to high amounts of damage.
Strengths:
The Serial Killer can kill multiple enemies with no assistance. They are a lethal force to be feared. If agrivated, they can go on a murderous rampage and can become nearly unstoppable. (character description)
Modifié par Grub Killer8016, 28 juin 2012 - 10:58 .
#74
Posté 30 juin 2012 - 01:01
(Trying to make a epic CQC class with this)
Tech Armour
Defense Matrix/Barrier
Frag Grenade
Incinderary Ammo
Disruptor Ammo
Shockwave
Ballistic Blades (As a bonus power)
Same Passive as a Vanguard, except that 15% Shotgun damage is replaced by 10% Overall weapon damage.
Fitness is the same as usual.
Heavy Melee would be either Batarian Punch or the Geth Shield Pulse attack.
Assuming we're doing weapons too, the best weapon set for this would probably be Claymore and Talon, maybe an ULM Hornet too.
#75
Posté 02 juillet 2012 - 07:11
Warp
Lash
Reave
Biotic grenade
Vanguards charge/biotic explosion
Biotic shield ( adds armor)
Biotic blast ( new .. Like a powerful shotgun explodes on impact but takes down your shield)
You never have to really wait but you can't just use power after power and your biotic powers will wear on your shield to even things out ...that way you can't go all crazy without repercussions ..
Assuming asari here .. But humans and others could be in of course ..
They'd be a mix of vanguards and adepts ..all the powers they have .. I forgot some but each species gets a different 7 ( well some similar of course but not exactly the same) .
The reason you can use the powers so much is you can't carry a gun .. Be intersting sort of like a Mage in DnD games .. Weaker physically stronger magically ect ect ..





Retour en haut






