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MP character ideas


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#1
ChaosRevanLord

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 Post your ideas for new multiplayer characters, powers, or weapons.  Also please don't argue over which power or character is better. :-)

#2
ChaosRevanLord

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Drell Assassin Subclass

Biotic Blink ( short distance teleports instantaneously in direction of movement stick/arrow or directly toward target)
Rank 4 upgrade when targeting enemy blink puts you behind said enemy increasing damage to that enemy for 5 seconds
Rank 6 upgrade combat blink when targeting enemy blink initiates a melee combo that is 50 percent stronger than a regular light melee attack can dEtonate explosions
Rank ? Upgrade Warp Effect when target is blinked to apply a warp effect on them
Reave
Lift ( instantaneous) lifts enemy straight up into the air about ten feet for 9 seconds sets up explosions
Upgrade rank 4 area lift
Upgrade rank 4 DOT
Upgrade rank 6 lift Slam at end of effect, enemies are forced to the ground detonating lift
Upgrade rank 6 shield penetration lifts only 5 feet up
Drell Assassin passive gives bonus to melee speed and damage along with the usual stuff carry capacity same as drell guard and weight lowering to snipers and smg's

#3
ChaosRevanLord

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Geth saboteur subclass
Incinerate
Energy Drain
Tactical Cloak
Saboteur passive bonuses to range of melee/sabotage (I'll get there dont worry) otherwise a cross between the engineer and infiltrator increases number of sabotageable enemies at one time to two
Heavy melee is an EMP pulse that fires one strong pulse out in a large AOE that when used on mechanical enemies applies a sabotage effect for double the duration of sabotage but is only applied to abou half the range of the pulse so you need to be close

Modifié par ChaosRevanLord, 24 juin 2012 - 04:39 .


#4
Soja57

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A repost of mine from another thread...

Soja57 wrote...

How about a Vanguard without  Charge? Just bare with me for a moment...
Vanguard doesn't need Charge to be defined as the Combat/Biotic class nor the close quarters specialist. All he needs are powers that complement this playstyle (which Charge does exceptionally well). This
may require implementing in new powers, but who doesn't like using new powers? The following is an example class that has good synergy between powers and incorporates the Vanguard playstyle well.

Lasso - Works somewhat like Lash, but instead pulls enemies right in front of you, allowing you to melee them or shotgun blast them to the face. Also primes as a biotic effect for biotic detonations. Cooldown similar to
Pull. Evolutions include weapon damage bonus, melee bonus, biotic detonation boost, and shield piercing.

Overpower - Figured Bioware's scrapped concept power fits the name of this power. My variation makes it somewhat similar to the Vorcha's Bloodlust ability. Passive power that grants barrier regeneration speed and reduces the delay before barriers regenerate, stacking with more kills. Purge to lift nearby enemies and prime them for biotic detonations, using a cooldown. Detonating with higher stacks reduces cooldown of purging, increased lift duration and radius, and increase biotic detonation damage to lifted enemies. Max stacks allows you to lift enemies with shields.

And to top it off, Nova. Yep, a Vanguard class without Charge but with Nova. Overpower and Lasso both have extremely good synergy with Nova. Lasso brings the target to you and primes them, allowing you to detonate with Nova. Overpower regenerates your barriers quick, allowing you to pull off more Novas. It can also
serve as an AoE primer (massive area of effect with max stacks) for Nova.

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Overpower not as good as Charge, you say?
Well, while Charge instantly restores your barriers, it uses a cooldown. Overpower passively grants fast shield regen, opening up cooldowns to cast Lasso. Also, Overpower allows the priming of biotic detonations, synergizing with Nova to detonate, whereas Charge does not prime targets.

Overpower is overpowered, on the other hand?
Fast regeneration of barriers would have to be balanced by a regeneration delay (albeit shortened) before barriers can recharge. Therefore, taking damage over time (via Swarmers or Banshee Warp) and/or enemy suppressive fire will prevent you from constantly restoring your barriers, but taking cover for a second or two (compared to default, three to four seconds) is enough to restore your barriers.

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Sorry for the brick wall post, but I just wanted to share a unique idea for a Vanguard without Charge (Sure, its the bread and butter of the Vanguard class, but its good to also vary it up a bit).


Modifié par Soja57, 24 juin 2012 - 07:14 .


#5
Abraham_uk

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Krogan Adepts are a rare phenomen. They have the most powerful biotic powers, but as a result have longer cooldowns. Biotic effects last longer than other biotics too.

Ticking Time Bomb
Cascade
Biotic Pulsar
Rage (has krogan head but and krogan charge. Unlike other Krogan though, combines their unique melees with biotic effects)
Krogan Pulsar




Pulsar: Biotic pulsar is the opposite of singularity. It is a dark ball with a continuously expanding then contracting ring that pushes enemies away. It can detonate biotic explosions.


Rank 1: Unlock
Rank 2: Extra damage
Rank 3: Longer duration
Rank 4a: Cryo effects (the ring arounnd the pulsar can freeze enemies)
Rank 4b: Incendiary effects (the ring can set people on fire)
Rank 5a: Lightning effects (the pulsar itself has lightning effects that can strip away shields and barriers)
Rank 5b: Biotic disturbance: the pulsar can be detonated
Rank 6a: Larger Pulsar
Rank 6b: More damaging pulsar

Ticking Time Bomb: Place this on an enemy that is almost dead. They will explode taking out nearby enemies. But the timing must be spot on for this move to be any use.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Radius of detonation
Rank 4a: Incendiary detonation
Rank 4b: Lightning detonation
Rank 5a: Improved detonation from one target
Rank 5b: Detonate multiple targets
Rank 6a: Area detonation
Rank 6b: Detonation damage


Cascade: A gushing biotic energy affects all targets. Very short ranged (like flamer) but spews out biotic damage. This cascade has the addition effect of leaching health and shields from enemies.

Rank 1: Unlock
Rank 2: Damage per second
Rank 3: Blast range + 5 metres
Rank 4a: Blast range + 5 metres
Rank 4b: Damage per second
Rank 5a: Leach health and shields/barriers
Rank 5b: Biotic synergy
Rank 6a: Damage against barriers and shields
Rank 6b: Damage against armour

Modifié par Abraham_uk, 24 juin 2012 - 09:01 .


#6
Abraham_uk

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Ardat Yakshi Infiltrator: The ardat yakshi have provent to be very useful in the battle field. Placing enemies in stasis, turning people against one another and flanking them when they least expect it. These fighters are comfortable at both close range and long range. Also a great class for people who love stasis sniping.

Tactical Cloak
Dominate
Stasis
Fitness (has a short ranged shockwave as heavy melee)
Ardat Yakshi


The only new ability here is dominate

Dominate: Turn organic foes into allies. As for synthetics, it slows them down and lowers their accuracy (making them prime targets for head shots)

Rank 1: Unlock
Rank 2: Puppet damage: (damage done by dominated target)
Rank 3: Synthetic sabotage (reductions to accuracy and movement speed)
Rank 4a: Puppet damage
Rank 4b: Synthetic sabotage
Rank 5a: Puppet damage
Rank 5b: Synthetic sabotage
Rank 6a: Puppet damage
Rank 6b: Synthetic sabotage

Modifié par Abraham_uk, 24 juin 2012 - 08:55 .


#7
Abraham_uk

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Other concepts: I've already done an adept and infiltrator.

Prothean Vanguard: Aggressive and very diciplined in combat. Sharing the same lack of agility as the Turians. They have powerful biotics along with powerful buffs to weapon damage.

Biotic Charge
Dark Channel
Slam
Prothean Endurance (has a biotic kick as a heavy melee)
Prothean Vengence


Quarian Marine: Quarian marines believe in team work. Their ability to support each other makes them fantastic together, but useless when going solo.

Team Adrenaline Rush (same evolutions as adrenaline rush but applied to the entire squad. Also not as powerful per squadmate as solo adrenaline rush)
Team Fortification (same evolutions as fortification, but applied to entire squad. Not as effective per squadmate as solo fortification)
Tactical Scan
Team Fitness Boost (same as fitness with an added 10% melee and hit point bonus for squadmates)
Team Motivation (same as any other class passive, but greatly boosts team weapon damage) (has incendiary omniblade)


Drell Sentinel: comibining tech and biotic powers, the drell sentinel is a masterful, fighter who can outflank anyone.

Tactical Cloak
Biotic Charge
Energy Drain
Fitness (has biotic punch as heavy melee)
Drell Assassin


Volus Engineer: Volus have the lowest hitpoints and mobility of any race. They are also very slow. But make up for it with the best tech damage of any race. An overload from a Volus will do double the damage of that from the average human engineer. In addition, the volus can only carry pistols and SMG's in combat.


Overload
Sabotage
Rocket Drone
Volus Tech (instead of fitness statistic, the volus have a passive that boosts tech damage). (Has electric baton as melee)
Tech Expert (improves tech durations, cooldowns and effectiveness with pistols)


Rocket Drone: This ability allows you to remote control a drone. This drone has loads of hit points and deals a lot of damage. But once destroyed, the player has to wait three minutes before the next drone is spawned.

Rank 1: Unlock
Rank 2: Main gun damage
Rank 3: Rocket damage
Rank 4a: Shields and armour
Rank 4b: Speed
Rank 5a: Main gun damage
Rank 5b: Rocket damage
Rank 6a: Stealth (the drone is permanently cloaked and harder to see)
Rank 6b: Aggro (the drone removes 100% of aggro from fellow team mates, becoming the centre of attention)

Volus tech passive (instead of fitness)

Rank 1: Unlock
Rank 2: Tech damage
Rank 3: Tech area of effect
Rank 4a: Tech damage
Rank 4b: Area of effect
Rank 5a: Tech combo damage
Rank 5b: Boost team power damage
Rank 6a: Boost team weapon damage
Rank 6b: Boost team hit points

Modifié par Abraham_uk, 24 juin 2012 - 08:44 .