This post is part of my
Terminus Mercenaries DLC classes.
Some powers may sound overpowered or underpowered, but balance isn't the discussion here; simply a possible idea for a Turian Infiltrator. It is recommended that you read the powers of the class before reading the possible strategies/builds that goes along with it.
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Blue Suns Commander (Turian Infiltrator) Gameplay strategy: Every power in the Turian Infiltrator revolves around synergizing with Tactical Cloak. Discharge Blast goes extremely well with one-shot sniper rifles, as they can deplete their clip immediately, allowing Discharge Blast to take full potential of its heat damage. Combine the sniper rifle and Discharge Blast with Tactical Cloak, and you have a very powerful spike damage option. Remote Charge is a power that requires fast movement speed or Tactical Cloak, to allow the Infiltrator to close in and plant the bomb in strategic locations or even on boss enemies. Planting the bomb on a boss enemy can setup a walking bomb for both hilarious and devastating results. Since Remote Charge benefits from Tactical Cloak's damage bonus, even higher spike damage can be achieved if you utilise the Turian Infiltrator's full arsenal of sniper rifle, Discharge Blast, and Remote Charge.
600 Health
600 Shields
PowersTactical Cloak
Discharge Blast (Combat Power)
Gameplay summary: Fires a concentrated fireball-like blast from your weapon that deals damage proportional to heat generated from your weapon (if you have an empty clip, Discharge Blast will deal powerful damage, whereas a freshly reloaded clip will deal minimal damage). This makes it a powerful tool for weapons that can empty their clip fast, particularly single-shot sniper rifles. Think of it as a Carnage, except that current clip capacity factors in how powerful it will be.
Damage = 200
Heat Damage = +100% maximum (or +1% for every percent of clip used, so a Typhoon with a 100 bullets maximum in one mag and firing only 1 bullet would grant only +1% bonus damage, whereas an empty mag would grant +100% bonus damage)
Cooldown = 10 seconds
Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Deals damage in a 2 meter radius
5a = Increase recharge speed by 35%
5b = Increase weapon damage by 20% for 5 seconds
6a = Automatically reloads your weapon (Similar to Adrenaline Rush)
6b = Deal an additional 100% of heat damage as burn damage over 4 seconds
Remote Charge (Combat Power)
Gameplay summary: Throw a remote charge that can stick on walls and enemies, and can be detonated at will. The remote charge is heavier than grenades, therefore it can't be thrown as far. It is not limited by grenade capacity nor cooldown, but only allowing one to be placed at any time. The charge has a certain duration which it must self-prime, making pre-wave planting a high priority and making planting during a firefight more difficult unless you utilise Tactical Cloak. This is to offset its powerful damage and wide impact radius.
Damage = 500
Impact Radius = 4 meters
Prime Duration = 4 seconds
Max Charges = 1
Evolutions
2 = Increase damage by 20%
3 = Increase impact radius by 20%
4a = Increase damage by 30%
4b = Increase impact radius by 55%
5a = Reduce prime duration by 50% (uses cooldown formula, but not affected by cooldown bonuses)
5b = Enemies within proximity of the charge are slowed by 40%
6a = Increase damage vs armor by 50%
6b = Increase damage vs shields by 50%
Passive: Blue Suns Commander (Same as Turian Veteran tree)
Ruthless efficiency is the key trademark of all Blue Suns members.
Fitness (Same as other Turians, but includes Drell movement speed bonus?) (All melee attacks and movement are similar to the other Turians, but can dodge sideways as well)
Modifié par Soja57, 12 août 2012 - 04:21 .