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New chr ideas. Brainstorm your chr. ideas and see some of ours!


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#1
TheAshenPhoenix

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Previously the New chr. ideas Ardat-Yakshi, salarian Biotics and more post. But I changed the name to attract more people who wanted to create ideas.

Here are all my chrs. I would like to see put inot the game, please if you have any post your own ides below!

Okay, while reading this please keep in mind that this is my first forum post. I just wanted to give my opinion of what could be added to the game.

I will be giving my ideas on what can be added as characters to the mass effect 3 universe, I’ll give details on any new/ unique powers the races will have, and if need be. How they can be fitted in with the lore (yep, I don’t want a lore freak-out about how these things can’t be fit in) of ME3.

Rules: I DO NOT want to see NO (chr.) these chrs. are all lore freindly, if any of it confuses you please state down in the replies.
If you really think a chr. could not fit in to the MP for any reason (even though they should be able to) DO NOT post NO (chr) because this obviously states you ae merely against that race entirely being in MP and probaly did not even bother to read it, and this is trolling for the sake of trolling.

no raging, if you think something could be overpowerd or underpowered say so, in anyones chr post. this is as much for the community as it is for the creators. but no all caps stupidness.

NO extended arguments, as it ends up with nitpicking about every little thing and stupid extended arguments.
Any arguments taken to far to the point where the creator doesnt like it anymore and wants it to stop is trolling, and will be reported to bioware if the creator wishes.
The extended argument also goes into each persons idea, each person has thier own idea and is creative and orginal. Making fun of someones orginality is also trolling, and also goes to making fun of the idea in general


_________________________Asari Ardat-Yakshi____________________________________________

health 500/500 barrier 600/600[/b]

PLEASE NOTE These ardat-yakshi are all peaceful (except for the renegade theory) and have not, as one person stated been going on a "500 year mind rapeing spree"

[/u]Lore: this one is going off the idea that the Ardat-Yakshi monastery Shepard visited was either not the only one in the galaxy, the idea that Ardat-Yakshi in the Asari military (if you listen to the Asari commando’s story in Heurta memorial as a background conversation this actually happens. Her friend was turned into a banshee), or the idea that I think is far fetched but I suppose could work.  Any renegades besides Morinth joining the cause.
After having one of their monasteries destroyed by the reapers, the Asari Adart-Yakshi did not want to sit on the sidelines, not using their undoubtedly incredible biotic prowess because the Asari shunned it. In a war were the price is survival or extinction they had to overstep boundaries previously uncross able. Adart-Yakshi from all over started to say the same thing, they has proven they could control themselves (unless we go with the far fetched renegade theory) and wanted to use everything they had against the reapers. After all Ardat-Yakshi used to be worshipped as goddess’s of destruction, and it was for a reason. After much pressure from both the reapers and the community, the Asari government decided they had no other choice and let the Ardat-Yakshi become public and join the military. Revealing their natural talent for destruction.
Powers


Dominate
Description: overpower you enemies nervous system, forcing them to do your bidding for a short time
Artwork: the target will get barrier with the artwork of... you guessed it, barrier. and the target will have an effect that looks similar to warp except a bright red

-  The target cant have shields or armor, the ardat-yakshi needs direct contact to the nervous system

- With the same principle of Sabotage the target will get more resistant to the domination each time, resulting in only one or two (effective) uses on a target

- Extremely strong willed targets will resist such as banshees or phantoms ( I am not so sure of this one since we can hack Geth primes, but idk if people would think this would make it underpowered if in place or overpowered if its not in place. Up to the community) since with the right updrade (see below) it could go for banshees etc.

- Target deals 20% less damage, the effect of the ardat-yakshi’s domination damages the target’s coordination/reflexes
But at the same time it will

-  Initially Give the target a biotic barrier (weak)

- (this could be innate, but upgraded like quarian) give the targets’ biotic barrier the ability to explode (like either nova or asari heavy melee) upon death
 
Upgrades
standard power recharge, duration upgrade for first 3 stats after rank 3

4A hardening upgrade you targets biotic barrier to take more damage
4B Warp effect, cause the targets death explosion to give up to 3 targets a warp effect, setup for BE

5A Explosion upgrade radius and damage of death explosion
5B Focus decrease target damage penalty to 5%

6A peirce allow you dominate to bypass armor
6B Adapt. have your ardat-yakshi evolve/adapt it’s dominate to work with ½ duration on synthetics (since synthetics (geth) use electricity to run themselves through their neural “network” which is essentially the same as organic nervous systems). if this upgrade seems overpowering, it could be replaced with an upgrade to bypass barriers/shields

The ardat- yakshi will also have
Adept: Reave (or maybe dark channel?), warp,
 Adart-yakshi description harness your natural destructive talent as an ardat-yakshi (same layout as the asari justicar passive buff) fitness

Vanguard: biotic charge, slam (dominate, and the 2 passives are shared between both)

Melee: the ardat-yakshi’s heavy melee will be like a normal asari, except a bit weaker, and with a slight effect like a very weak reave ( not a setup for Be don’t worry) slowly draining anybody’s health in small amounts. This effect is rather weak as it is a heavy melee not a power.

That’s it for the adart-yakshi (PS this will probably be a really long post)
________________________________________________________________________________________
Gameplay: the asari Ardat-Yakshi works much along the lines of a normal adept, you have to make sure all your powers work in unison. this is especially ture because of thier rather weak biotic barrier, and unlike other asari they have no stasis to save themselves in tight situations. But your dominate compensates for that. since in the right situations it can turn all the attention away from you and onto the foe you control.
When playing as the vaungaurd and going for the up close and personal approach. you can use you dominate if you accidently charge into situations where you are crowded, then use your quick biotic dash to get out of the combat and force them to focus on the enemy right next to them. giving you time to escape and stay true to the asari hit and run tactics.
when playing as the adept though you gain a bit more breathing room, your major forte is manupluating the battlefield from afar. Your reave negates those pesky enemies who just seem to roll out of you way when you want to set up a BE. so warp and reave together could make you a BE machine, however this is a little slow given both thier recharge speeds. So you could choose an alternate path and try to become a puppetmaster, using dominate every chance you get. imagine your a quarian playing VS the geth. this will cause choas, and addtionally if you get a light enough cooldown. you could also spam reave after dominationg, giving you addtional protection and a longer life expectancy

________________________________________________________________________________________

Before we enter the prothean post, I did not take javik into account. And since he is a DLC (that I didnt get because I refused to pay money for a first day DLC) chr I dont think he needs it anyway. If people really think he needs a shoutout in SP if these come into MP, then bioware will recignoize it.
___________________________________Protheans__________________________________________

health 400/400 barrier 750/750

okay I know this one has already been talked about but they can be fit in and have good abilities as well

Lore: after being secured, a team of scientists reopened their post on the mars archives, staying under the radar of the reapers attacking earth as best they could (perhaps this will also bring a mars map?). they started digging underground to reach more in the archives to try and receive more information of the crucible and catalyst (confirmed what they planned to do by a small note left by scientists before Cerberus attacked) and discovered that underneath the mars archives was a huge laboratory, holding hundreds of thousands of protheans held in stasis.
While many thought the protheans should have remained away from detection of the reapers, their military style upbringing in the Prothean Empire made them think otherwise. They wanted to fight and help in any way they could against the reapers . After all, if they rest of the universe went extinct they would have to go back into stasis and most likely be destroyed by the reapers on their way back from earth anyway. But mainly they wanted to avenge the deaths of their fallen comrades, and make sure the same did not happen to any other race

Powers:

Prothean memory link:
a totally new power based on the fact that Prothean’s could share memories just by touching each other. It give any allies (as well as him) within range a flat damage boost, and faster power recharge (if you guys have any input on what the bonus should be post it in the comments, I wasn’t to sure what to buff). But it decreases the prothean’s max shields by 20%

Description: using a form of memory transmission, give you allies a hint of your battle hardened, experience won reflexes and combat abilities, but taking away from the focus you put into maintain your barrier
 
Art: makes the prothean glow with art similar to Reave on a drell/ justicar, and give allies the same glowing sheen.

Ranks: stats by the end of the third rank (rank 2 is radius, rank 3 is recharge after turning off) radius 10 meters allied power recharge rate -15% allied damage boost +5%

Rank 4:
A. Power recharge decrease allied power recharge rate by an additional 10%
B. damage increase allied damage boost by an additional 5%

Rank 5
 A. Biotic potency increase damage and radius of Biotic explosion by 20%
B. Focus decrease shield penalty by 10%

Rank 6:
A. Combat reflexes decrease damage your allies take by 10%
B. Warp channel attack any enemiy within ranges’ nervous system using the same technique every 5-10 seconds, causing 10 damage per second, set up for BE

Vanguard: biotic charge but with different art, similar to shadow strike the same way you zoom in up to the target, but show the prothean flying with a biotic barrier around him. pull

Prothean officer: your years in the prothean military have honed your biotic and combat abilities to Perfection. Increases power damage and cool down, and weapon damagewith pretty much the same layout as other
passives except for rank 4B which weight bonus is replaced by flat power cool down bonus,  fitness
Sentienel: Tech armor (or barrier) dark channel
Both share Prothean memory link and 2 passive skills
Melee: an art similar to the pulse emmitted by collecters when possessed by harbinger, dealin damage in all directions
________________________________________________________________________________________
Gameplay: the protheans are a very versatile and can both be specced for disruption damage dealing, or getting up close and personal
Vangaurd: as the cangaurd you get to make the most of the prothean's naturally high barrier, their health may be lower. But BC can automatically recharge thier barrier which is strnoger than the asari or humans. meaning you could end up with more survivalbility than both even if you have lower health. your melee is 360 degrees, meaning you could treat the prothean vangaurd like an asari and go with hit and run tactics. this becomes partically lethal when you find an unsheileded target that you can pull and charge at. the BE will knock down or stun everything in the vicinity, giving more time to use your melee and get away.
The sentinel can easily become a long term seige machine. by which I mean it can easily whittle down enemies health and stay alive for long periods. The dark channel can let you focus on multiple enemies, and tech armor can drastically imporve your ability to wade straight into oncoming crowds, as well as help nullify memory links downside, the sheild drain. Meaning it will be easier to use it all the time, giving you better damage and letting you spam powers more, but mainly you will need to rely on guns for the sentinel. since his only offensive power is dark channel. But this comes in especially handy agianst bosses, letting you whitle down their health as you fire with your gun, while protected by you tech armor.
________________________________________________________________________________________

_____________________________The Salarian Sentienel_____________________________________


Lore: salarian biotics are very rare and are usually placed in STG as to not waste their talent on the front lines, combing the best tech with biotic prowess, the salarian government finally decided to let these rare biotics help with Special ops. Using their unquie mixture of biotic and tech in combination instead of separating the powers into different catagories

Powers:
infernal Warp Grenade: a special biotic-tech combo grenade that deals huge damage to armor with both warp and incinerate, and normal extra damage to barriers, but weak against shields. Also leaves warp effect that does not (originally) weaken armor or set up BE. Can carry 3 orginally
Stats after rank 3 (2 is damage, 3 is extra armor damage) damage: 450 radius 5 meter, extra damage against armor 45%

Rank 4:
A. radius increase damage radius by 2 meters
B. damage increase damage by 200

Rank 5:
A. Armor damage incrase extra damage to armor by 50%
B. Max grenades, increase max grenade capacity by 2

Rank 6:
 A. Weakening weaken enemy armor by 20% with warp effect (this is applied before damage is taken so damage against armor is also increased by 20%)
B. True warp Allow your warp effect to set up BE

Art: biotic explosion similar to Lift grenade mixed with explosion from inferno grenade

Deterioration Field: combine biotic power with energy draining technology to weaken armor, interfere with shelids, and degrade barriers. Weakens any kind of armor, no effect on unarmored targets
Stats after rank 3 (rank 2 is extra weakening, 3 is power recharge) recharge time 6 seconds armor weakening 20%
Rank 4: A armor weakening increase armor targets damage taken 5% B. shelid/barrier weakening increase barrier/ shielded targets take by 5%

Rank 5: A. power weakness increase damage target takes by powers by 10% B. weapon weakness increases damage target takes by weapons by 10%

Rank 6: A. Protection corrosion, increase weakness for all forms of armor by 10% B. weapon corrosion decrease damage target causes to you and your teammates by 15%
STG operative, fitness, tech armor
_______________________________________________________________________________________
Gameplay: the salarian sentienel plays as a combo support/ combat class. their only offensive damage power is the infernal warp grenade. which is VERY powerful but it still has old drenade limitations (ammo). However, they are great team players, the combonation of thier tech armor and deteroration feild essentialy allow you to make yourself stronger and at the same time weaken you enemy considerably. your tech armor, like any senitenel undoubtably gives you better life expectancy. But going as a shotgun sentienel is probaly not a good option. The best range for this guy is probaly ethier just out of reach, opening up with gunfire from an AR while they are weakened, causeing quick damage, and tossing a grenade or two when they get to close for comfort 
or long range, causing your powerful sniper shots to become even more powerful agianst weakened enemies and using your grenades agianst groups of enemies you cannot take down quickly
________________________________________________________________________________________


_________________________________Drell Assassin__________________________________________
Drell assassin (infiltrator)[/i]
I honestly don’t know why this wasn’t in the original, I mean sure thane used biotics, but he was also a skilled assassin with great use of a sniper rifle. And seeing as how most drell on the battlefield are portrayed as assassins I figured an infiltrator would go great with their, lightning quick, get in- get out fighting style. No new abilities here
Powers: tactical cloak, incinerate, cluster grenade drell assassin, fitness

_________________________________Turian Soldier___________________________________________

Turian soldier- bombardier
Lore: using turian military strategy, they created a specialized unit focusing on keeping the enemy busy, weak, and unfocused. Using a special mixture of explosives and combat suppression.
Powers: ignition flare
Description: use a special mixture of explosives specialized in burning through the thickest of armor in a great blaze. Deals extra damage to armor, has a large chance of causing unarmored opponents to panic deals relatively low damage for a grenade, but large radius. Can carry 3
Note: I am undetermined wether or not this should be counted as a grenade or regular power. For the sake of demonstration, this is going by grenade. Rank 2and 3 would probably be replaced by recharge rate is the only change.
Stats after rank 3 (rank 2 is radius bonus, rank 3 is panic chance) chance to cause panic 70% radius 7 meters damage 250 burning deals 35% damage over 10 seconds

Rank 4: A. burning increase burning damage by 15% B. explosion increase explosion damage by 150

Rank 5: A. Panic and radius increase radius by 2 meters, increase panic chance by 15% B. blaze, cause flare to deal double damage to armored targets

Rank 6: A. Flashbang flare: disorient and stun any targets hit, incapacitate human sized enemies for 3 seconds, stun larger sized enemies. decreases enemy damage by 30% for 15 seconds. Does not incapacitate and only -15% weapon damage for synthetics  B. Lightning flare cause the flare to be infused with shield overloading technology, dealing 60% more damage than before to shields, incapacitating synthetics
Art, a red homing grenade style launch except much faster, and leaves a trail of dull red smoke behind it. Causes a red explosion on impact, and shoots flames in all directions. If upgraded to rank 6A change the color to white and make the initial explosion much brighter. On rank 6B in addition to fire it shoots off arc grenade style electricity.

Energy arc: use your own shield power to jumpstart a spark of electricity that amplifies itself with each enemy striked by amplifying itself using power from enemy weapons and shields
A chain lightning style power that jumps from target to target, the power that drains 50% of your shields every time its used,  but unlike overload, it actually gains 20% more damage for every jump, a initial maximum of 3. It also has the same stunning abilities as overload (fry synthetics, small chance to stun weaker unshielded organics.) deals more damage to shields/ barriers
Stats after rank 3 (rank 2 is recharge, rank 3 is damage) base damage 200 jumps 3 meduim recharge rate.

Rank 4: A. jump increase the number of jumps before the lightning loses power by one. B. recharge rate increase recharge rate by 30%

Rank 5: A. efficiency decrease shield depletion to 25% B. neural shock incapacitate any weaker unshielded enemy

Rank 6: A. Jump increase the number of jumps by an additional target B. amplify increase the damage increase between jumps by 10%
He will also have concussive shot, turian veteran and fitness
________________________________________________________________________________________
The turain bombardier's role is obvious, hes meant for major crowd control and weakening. his ignition flare can cause large groups of weaker enemies to panic with very high chances, this give you and your allies a large window and open fire on everything without sheilds, and it also deals extra damage to armor and has a large radius. Imagine how amazing it would be to deal with a brute and not have to worry about husks, cannibals and maybe 1/2 of the maraudars because thier all trying to stop drop and roll while the flare also does a bit of damage to the brute himself!
The energy arc rouns out the turian, giving hi some power agianst shields and barriers. while this may not be AS effective as overload it still works pretty well. with the same principle as the flare, it can deal enough damage to hold its own, but it works best at making sure the crowd doesnt get to close, and it has a pretty good chance of killing something by the time it gets to the last jump. and has good stunning power as well. against bosses imagine every time you would use overload, now imagine every time you use it your also making sure up to 5 enemies arent attacking you for the next 5-6 seconds. thats the beauty of this class, along with concussive shot. who knows if the enemies will every even get a chance to shoot in between when they're panicking, electrifed, or knocked out?
________________________________________________________________________________________

Modifié par Phoenix535, 07 septembre 2012 - 11:42 .


#2
TheAshenPhoenix

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any input on the classes is appreciated! feel free to leave what a comment on what you think is good or could use improvment!
Aslo, if any of you want to create and post your own chrs. feel free to do so! this is as much a brainstorm as it is a post. and it would be awesome to see what you come up with! :D

Modifié par Phoenix535, 10 août 2012 - 01:15 .


#3
Soja57

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It would help if you could format the post a little bit, like using underlines and bolded text, or both to differentiate a new topic like jumping from species to species, class, or to group them together. Right now, the post is somewhat difficult to read.

#4
TheAshenPhoenix

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Soja57 wrote...

It would help if you could format the post a little bit, like using underlines and bolded text, or both to differentiate a new topic like jumping from species to species, class, or to group them together. Right now, the post is somewhat difficult to read.


yeah I thought it was to. first time I copied and paste. it had no spaces in between just enter for new paragraph and my eyes went insane. I added more space but I guess it needed more. it look okay now?

#5
Soja57

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Phoenix535 wrote...

Soja57 wrote...

It would help if you could format the post a little bit, like using underlines and bolded text, or both to differentiate a new topic like jumping from species to species, class, or to group them together. Right now, the post is somewhat difficult to read.


yeah I thought it was to. first time I copied and paste. it had no spaces in between just enter for new paragraph and my eyes went insane. I added more space but I guess it needed more. it look okay now?


That's significantly better, though I still spot some formatting issues and a little difficulty in reading, but nothing to get worked up about. You'll get the hang of it as you post more often. I'll post some of my ideas to see what I mean.

#6
TheAshenPhoenix

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That's significantly better, though I still spot some formatting issues and a little difficulty in reading, but nothing to get worked up about. You'll get the hang of it as you post more often. I'll post some of my ideas to see what I mean.
[/quote]

Thanks, Part of making this was I wanted people to see how some of these new classes could be implemented into the game. which is why I made it so long and detailed (didnt want to hear, well what about this, this and this. even if constructive criticsim is fine) Plus I wanted to hear what others thought we could put in. for a fan creation fourm I thought there would be as much I WOULD LIKE THIS CHR IN THE GAME as there was fan art and fan fic. And was suprised when I didnt find many.

Modifié par Phoenix535, 10 août 2012 - 03:29 .


#7
Soja57

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Phoenix535 wrote...

Thanks, Part of making this was I wanted people to see how some of these new classes could be implemented into the game. which is why I made it so long and detailed (didnt want to hear, well what about this, this and this. even if constructive criticsim is fine) Plus I wanted to hear what others thought we could put in. for a fan creation fourm I thought there would be as much I WOULD LIKE THIS CHR IN THE GAME as there was fan art and fan fic. And was suprised when I didnt find many.


Well, you would be surprised at how much people post these ideas in the Multiplayer section, yet is buried by nerf complaints and such. I think you made the right choice to post in here, as the MP section is lightning fast. The only problem is that less people visit here than there, but that isn't much of issue. Well, speaking of people with ideas, here is mine:

#8
Soja57

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Terminus Mercenaries

Since you can recruit the Omega merc bands (Blue Suns, Eclipse, and Blood Pack) to fight for you against the Reapers, I figured that they could help us fight at various theaters around the galaxy along with the N7 Special Ops. Each class has been carefully constructed, ranging from new powers and playstyles, to clearly defining each classes role (Sentinel as the jack of all trades, Adept as the ultimate biotic explosion detonator, etc.). Each classes' powers are selected to create great power synergy and spawning many various builds, rather than easily selecting the min/max build (as in the N7 Destroyer's case, neglecting the Missile Launcher for the majority of their builds).

Some powers may sound overpowered or underpowered, but balance isn't the discussion here; these are simply ideas for possible classes in a future MP DLC pack. It is recommended that you read the powers of a class before reading the strategy/build that goes along with them.

UPDATE:
-Completed the Blue Suns Commander (Turian Infiltrator)
-Added icons for all powers, excluding Discharge Blast, Remote Charge, Tesla Field, Lasso, Overpower, and Pulsar

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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

Powers

Tactical Cloak
Image IPB

Discharge Blast (Combat Power)
Image IPB
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)
Image IPB
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 or forcing the player to stand in cover while it primes, wasting valuable time.

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 (All melee attacks and movement are similar to the other Turians, but can dodge sideways as well)

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Blue Suns Legionnaire (Batarian Sentinel)
Gameplay strategy: More tanky than other Batarians due to Tech Armor's increased damage reduction compared to Blade Armor, making melee builds more viable for higher difficulties. Scythe Bolt goes along with the Batarian's eye for bladed weapons, and is deadly when enemies are lined up for both the casting and recalling of this energy scythe, making it great for choke points. It can be specced to set up Tech Bursts, allow it to be detonated by Tech Armor's explosion or Warp Grenade. On the topic of Warp Grenades, these require the help of another biotic to be used to its true effectiveness, is it can't deal biotic explosions on its own. This mix of powers makes the Batarian Sentinel extremely versatile, comparable to the Turian Sentinel.

750 Health
750 Barriers

Powers

(Blue) Tech Armor
Image IPB

Scythe Bolt (Tech/Combat Power)
Image IPB
Lore description: Fires two mono-molecular disc blades powered by mass effect fields and connected by a reddish-orange electric conduit, shaped in the form of the blade of a scythe. The disc blades have a built in IFF computer, allowing it to slice through enemies, while stopping at walls and retracting its blades/electric conduit if there are any friendlies present. The disc blades can be recalled at any time via omni-tool, allowing it to slice through enemies on its return journey, potentially dealing double damage. Once returned, the discs must recalibrate before re-firing.

Gameplay summary: Fire an electric scythe blade connected by two disc blades that slice through an infinite amount of enemies until it hits a wall or a Guardian's shield. Recall to slice enemies on its return journey, allowing it to hit enemies twice if timed correctly. The cooldown will only start upon recall. Should sound familiar for League of Legends players: Draven's Ultimate. Travel time should be faster though, maybe as fast as concussive shot?

Damage = 225 (Can be dealt a maximum of two times per enemy, once for cast, and another for recall)
Cooldown = 10 seconds
Scythe length = 1.0 meter

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase scythe length by 65%
5a = Increase recharge speed by 35%
5b = Releases an energy pulse upon recall, dealing 300 damage in a 3 meter radius and setting up tech bursts.
6a = Increase scythe length by 85%, every enemy hit increases its damage by 10%
6b = Deals an additional 50% damage over 8 seconds to every enemy hit

Warp Grenade (Credits to Spinotech and iplay222) (Biotic Power);
Image IPB
Gameplay summary: Throw a grenade that applies a warp effect on affected enemies and can detonate already-primed enemies (similar to how warp works). Also weakens armor.

Damage = 550.00
Impact Radius = 5 meters
Warp Duration = 4 seconds
Armor Weakening? = (Should be similar to Warp)
Capacity = 2? (1 less than Cluster/Lift Grenades)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%
5a = Increase grenade capacity by 1
5b = Increase warp duration by 50%
6a = Increase impact radius by 30%. Warp effect sustains through biotic explosions, allowing for another biotic explosion.
6b = Increase damage to armor/barriers by 50%. Weaken armored targets by an additional 25%.

Passive: Blue Suns Legionnaire (Same as Batarian Enforcer tree)
Ruthless efficiency is the key trademark of all Blue Suns members.

Fitness (Same as other Batarians) (All melee attacks and dodges are similar to the other Batarians.)

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Eclipse Operative (Salarian Engineer)
Gameplay strategy: More of a defensive character than other Salarians. Tesla Field is great for defending areas, particularly during Upload missions and Extraction. If placed/specced correctly, damage can stack when the enemy passes through the field multiple times. This makes it great to place on adjacent hallways. Priming for multiple tech bursts allows the Salarian Engineer to spam Incinerate for a massive tech burst chain, as Tesla Field does not interfere with cooldowns, and is passive/remains as long as max pylons aren't reached. Defense Matrix's damage reduction and shield restoration helps the Engineer's survivability, as he lacks the aggro dump of Tactical Cloak and Decoy as other Salarians have. Besides, Defense Matrix hasn't been introduced to MP yet, and Energy Drain/Incinerate would feel too similar to the original Salarian Engineer.

500 Health
500 Shields

Powers

Defense Matrix
Image IPB

Incinerate
Image IPB

Tesla Field (Tech Power)
Image IPB
Gameplay summary: Deploy an electric pylon (similar to deploying Proximity Mines) to prime the tesla field (alone it won't do anything, requires another), and another to create the field in between the pylons. This field will deal damage to any enemy that passes through and priming them for tech bursts. The pylons have a limited range (indicated by a red circle); putting one out of range will simply destroy the old one. Only one field may be active at a time; putting another pylon when the limit has already been reached will destroy any former pylons, allowing you to create a new tesla field. Something similar to this: Ratchet and Clank - A Crack In Time "Tesla Spikes"

Damage = 400
Max Pylons = 2
Max Field Distance = 5 meters (Radius in which the 2nd pylon can be placed)

Evolutions
2 = Increase damage by 20%
3 = Increase the max distance of the field by 20%
4a = Increase damage by 30%
4b = Tesla field stuns passing enemies for 3 seconds
5a = Increase damage to shields by 75%
5b = Increase the max distance of the field by 40%
6a = Increase Max Pylons by 1, but reduce damage by 40% (Create shiny triangles! Damage can stack if the enemies pass through multiple fields)
6b = Any allies that pass through the field are granted 10% faster movement speed and 25% more shields for 6 seconds

Passive: Eclipse Operative (Same as female Quarian Defender Tree)
Training as a ruthless Eclipse merc has honed technical skills to the next level.

Fitness (Same as other Engineers) (All melee attacks and dodges are similar to the Salarian Infiltrator.)

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Eclipse Commando (Asari Vanguard)
Gameplay strategy: Extremely high risk, high reward class. Nova will be the bread and butter of your build, as it is the only way for you to detonate biotics. Killing enemies quickly is key, as you will want to have max stacks for Overpower if you are going for a Novaguard. The increase in barrier regeneration and reduction in the delay will dramatically improve how many times you can Nova, and the higher survivability rate will be needed, as you can't Charge away. Speccing into Barrier Mastery will also help. If you want to self-detonate biotics, you can go even higher risk, purging Overpower, but lifting nearby enemies. You basically give up survivability for extreme crowd control and high potential biotic damage. Or you can go the safer route, using Lasso to prime longer range enemies at the cost of reduced biotic damage. Armor will pose a big problem for you, therefore armor reduction or other biotic users to prime for you are key.

Alternate build: Or you could simply skip out on Nova and serve as a close quarters biotic primer. You'll have high survivability due to Barrier Mastery and Overpower, and decent crowd control with Lasso, but unable to detonate biotics. This serves purely as a biotic explosion primer class, or as a shotgun/melee build.

500 Health
500 Barriers

Powers

Chargeless Vanguard! *GASP* However, if you synergize your powers well and with the help of teammates, you can become a biotic bombing machine.

Nova
Image IPB

Lasso (Biotic Power)
Image IPB
Gameplay summary: Similar to Lash, except that it pulls an enemy right in front of you, priming them for biotic explosions. You can detonate with Nova, use heavy melee, or shotgun blast them. Can work through protections at 50% reduced effectiveness. Limited by range.

Damage = 150.00
Duration = 3 seconds
Range = 14 meters
Cooldown = 6 seconds

2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase duration by 50%
4b = Increase damage by 50%
5a = Increase recharge speed by 35%
5b = Increase weapon and melee damage to affected target by 30%
6a = Increase biotic explosion damage and radius by 50%
6b = Increase range by 50%

Overpower (Biotic Power)
Image IPB
Gameplay summary: Grant fast barrier regeneration speed and reduce regeneration delay at the cost of reducing biotic damage. Can stack similar to the Vorcha's Bloodlust ability, up to 3 times (base stats + 3 stacks). Purge to lift nearby enemies and prime them for biotic detonations (can be detonated with Nova), but using a cooldown. Purging with higher stacks grants increased lift radius, lift duration, and damage dealt. Max stacks allows you to lift enemies with shields/barriers.

Biotic Damage Reduction = 40.00%
Barrier Recharge Delay = -40.00% (-20.00% per stack)
Barrier Recharge Rate = +20.00% (+10.00% per stack)
Purge Cooldown = 8.00 seconds (-25.00% per stack)
Lift Duration = 2.00 seconds (+100% per stack)
Lift Radius = 1.50 meters (+100% per stack)
Lift Damage = 150.00 (+75% per stack)
Stack Duration = 15.00 seconds

2 = Increase purge recharge speed by 20.00%
3 = Decrease barrier recharge delay by 20.00%
4a = Lift Duration +35.00%, Lift Radius +40.00%
4b = Decrease barrier recharge delay by 40.00%
5a = Increase lift damage by 50%
5b = Increase barrier recharge rate by 50%
6a = Purging allows you to lift protected enemies at 25% effectiveness (+25% effectiveness per stack)
6b = Reduce biotic damage reduction by 25%

Passive: Eclipse Commando (Same as Phoenix Training tree)
Training as a ruthless Eclipse merc has honed biotics to the next level.

Barrier Mastery (Fitness) (All melee attacks and dodges are similar to other Asari characters.)

Barrier Bonus = +20%
Health Bonus = +10%
Melee Damage Bonus = +15%

2 = Increase health and barrier bonuses by 10%
3 = Increase melee damage bonus by 20%
4a = Increase health and barriers bonuses by 15%
4b = Increase melee damage bonus by 30%
5a = Increase melee damage by 75% for 30 seconds when an enemy is killed by a heavy melee
5b = Increase barrier bonus by 20%
6a = Increase biotic/melee damage by +25.00% when barriers are 100% up (Bonus is reduced with partial barriers, and negated when barriers are down)
6b = Increase health and barriers bonus by 25%

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Blood Pack Warrior (Krogan Adept)
Gameplay strategy: Without Charge, melee builds will be more risky than the Krogan Battlemaster, but still capable if played correctly. Close quarters capability is reduced as a trade off for being able to self detonate biotic explosions against any protection, including armor. Warp Grenades are the primary tools of this class, and powerful ones. They can detonate enemies lifted by a purged Barrier, prime enemies for Pulsar, or use as a support for other biotic classes. Pulsar will also be your main primary damaging tool, but the cooldown will be lengthy depending on your weapon loadout. In conjunction, these two abilities can form a biotic detonation artillery, dealing extremely powerful burst damage, but limited by cooldowns and grenade capacity. In the meantime, Barrier can aid you in finishing opponents off with melee and weapons.

1000 Health
1000 Shields

Powers

Barrier
Image IPB

Warp Grenades (Can detonate enemies lifted by Barrier or prime enemies for Pulsar, or both if specced for duration/double detonation) See Blue Suns Legionnaire (Batarian Sentinel) for details.
Image IPB

Pulsar (Biotic Power)
Image IPB
Gameplay summary: Slam your fist into the ground and create a giant biotic blast from the ground at the target location, detonating biotics and sending enemies skyward. Has a slight animation that freezes you in place, similar to Smash.

Damage = 600.00
Force = 1200.00 N
Impact Radius = 4 meters
Cooldown = 12 seconds

2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage/force by 30%
4b = Increase impact radius by 40%
5a = Increase recharge speed by 40%
5b = Increase biotic explosion damage and radius by 50%
6a = Increase impact radius by 60%
6b = Penetrate through shields/barriers but at 50.00% reduced effectiveness

Passive: Blood Pack Warrior (Same as Krogan Battlemaster)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Rage (Same as other Krogans) (Basic melee attacks are similar to other Krogans. Heavy melee consists of a shoulder charge boosted by mass effect fields. Good example: Shao Kahn's shoulder charge from Mortal Kombat 9)

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Blood Pack Trooper (Vorcha Soldier)
Gameplay strategy: An alternate grenadier class to compete with the N7 Demolisher. Without supply pylons, grenades will be more limited in use. Synergizing all of your powers is key, and will allow to obliterate enemy spawns and clustered enemies with ease. Polonium Grenades are versatile grenades that can be used along with Bloodlust or Inferno Grenade, depending on whether you spec for melee or power damage. Melee builds will benefit from the increase in damage within polonium clouds, allowing you to deal heavy melee damage against elite enemies. Inferno Grenades ignite the polonium cloud with a powerful fire explosion at the cost of expiring the effects of the Polonium Grenade.

750 Health
250 Shields

Powers

Bloodlust
Image IPB

Inferno Grenade
Image IPB

Polonium Grenade (Combat Power)
Image IPB
Gameplay summary: Throw a grenade that fills the area with a polonium cloud and remains in the area for a duration. Any enemies that camp within or walk through are dealt damage over time and have reduced movement speed, making this weapon a great area denial tool. Using an Inferno Grenade while the polonium cloud is still remaining will ignite the cloud, ending its duration with a massive fire explosion, leaving the Inferno Grenade to do its work. Using other flame-based powers/weaponry will deal bonus damage/radius, but won't cause the polonium cloud to dissipate.

Damage per second = 100.00
Polonium Cloud Radius = 6 meters
Polonium Cloud Duration = 10 seconds
Movement Speed Reduction = 30%
Capacity = 2? (1 less than Inferno Grenade)
Fire Effects Effectiveness = +50.00% (Affects fire explosion damage/radius, damage/radius/range of squadmate's incinerate/flamer/incendiary ammo and all of the Blood Pack Vorcha's melee damage)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 40%
5a = Increase grenade capacity by 1
5b = Increase movement speed reduction by 40% (Additive, so total movement speed reduction would be 70%)
6a = Increase Fire effects effectiveness by 25.00%
6b = Increase damage and radius by 40%

Passive: Blood Pack Trooper (Same as N7 Demolisher - Grenade Capacity increase)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Fitness (Same as other Vorcha) (All melee attacks and dodges are similar to other Vorcha, but have a flame effect. See Polonium Grenade for details.)

Modifié par Soja57, 12 août 2012 - 06:24 .


#9
TheAshenPhoenix

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nice, very organized and neat. as for gameplay stragies, I didnt want to add them since the way powers evovle each decides thier own. I could put quick summaries of eachs' best forte in the game. thanks, I never wouldve thought of bringing to mercanaries (at least not with the new powers/builds you put.) nice ideas.
I especially like all the ideas for being able to set up more ambushes. After all, just using prox mines was pretty limited, but with the tesla feild and polnioum grenades it might actually make more people think about the game =D

#10
SterlingPhoenix

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Wow, that's a heck of a lot more thought out than it seemed last night (;

There are some really interesting ideas in there. Probably overpowered to begin with but Bioware are really good at taking care of that.

#11
TheAshenPhoenix

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I tried to make it all balanced, it seems ok to me

#12
Soja57

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Phoenix535 wrote...

nice, very organized and neat. as for gameplay stragies, I didnt want to add them since the way powers evovle each decides thier own. I could put quick summaries of eachs' best forte in the game. thanks, I never wouldve thought of bringing to mercanaries (at least not with the new powers/builds you put.) nice ideas.
I especially like all the ideas for being able to set up more ambushes. After all, just using prox mines was pretty limited, but with the tesla feild and polnioum grenades it might actually make more people think about the game =D


I included gameplay strategies to give players an idea of how to play the class and synergize the powers to maximum effectiveness. It is in there own interest to explore these combinations to create powerful builds. I simply layout the framework for them. I suggest that you do the same for your classes, so that people get an idea of how to build the class, how the powers and classes compare to current ones, if they would ever play them.

Modifié par Soja57, 10 août 2012 - 04:09 .


#13
TheAshenPhoenix

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Soja57 wrote...

Phoenix535 wrote...

nice, very organized and neat. as for gameplay stragies, I didnt want to add them since the way powers evovle each decides thier own. I could put quick summaries of eachs' best forte in the game. thanks, I never wouldve thought of bringing to mercanaries (at least not with the new powers/builds you put.) nice ideas.
I especially like all the ideas for being able to set up more ambushes. After all, just using prox mines was pretty limited, but with the tesla feild and polnioum grenades it might actually make more people think about the game =D


I included gameplay strategies to give players an idea of how to play the class and synergize the powers to maximum effectiveness. It is in there own interest to explore these combinations to create powerful builds. I simply layout the framework for them. I suggest that you do the same for your classes, so that people get an idea of how to build the class if they would ever play them.

good point., thanks for the advice. I was just happy I was able to come up with all these power but I guess I shouldve thought of the fact that since I created the chr I had a good idea of how it would be played

#14
samurai crusade

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The originality of this thread is killing me!

#15
TheAshenPhoenix

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samurai crusade wrote...

The originality of this thread is killing me!


and so my evil plan to expose you all to orginal things instean of listening to nerf-ducks complain unfolds!!!:devil:

#16
TheAshenPhoenix

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Im updating playthrought stratagies, so if you see this post and wonder why they are popping up randomly, its because Im doing them one at a time

#17
samurai crusade

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I'm waiting for Mercs and Spectres to come out

#18
TheAshenPhoenix

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samurai crusade wrote...

I'm waiting for Mercs and Spectres to come out

read the other guys post on mercs, that might entertain you. he came up with some rlly cool ideas

#19
Soja57

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I completed the Blue Suns Commander (Turian Infiltrator). I've updated the original post, but for convenience, I will post his class below.

It is recommended that you read the powers of a class before reading the strategy/build that goes along with them.

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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

Powers

Tactical 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
Gameplay summary: Place 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 or forcing the player to stand in cover while it primes, wasting valuable time.

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, 10 août 2012 - 05:32 .


#20
TheAshenPhoenix

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excellent, I especially like the concept of discharge blast, a totally new principle to be added.
I'm thinking of putting in some ex-cerburus with reaper modifications sound good anyone?

#21
Soja57

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Phoenix535 wrote...

excellent, I especially like the concept of discharge blast, a totally new principle to be added.
I'm thinking of putting in some ex-cerburus with reaper modifications sound good anyone?


No need to ask, simply post. And yes, more Ex-Cerberus would be interesting (but no repeats of Vanguard or Adepts, as we already have them.)

This is what I would call the Phoenix classes if I could:

Soldier - Phoenix Commando
Infiltrator - Phoenix Operative
Engineer - Phoenix Saboteur
Sentinel - Phoenix Bastion
Adept - Phoenix Seraph
Vanguard - Phoenix Avenger

Modifié par Soja57, 10 août 2012 - 05:50 .


#22
TheAshenPhoenix

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Soja57 wrote...

Phoenix535 wrote...

excellent, I especially like the concept of discharge blast, a totally new principle to be added.
I'm thinking of putting in some ex-cerburus with reaper modifications sound good anyone?


No need to ask, simply post. And yes, more Ex-Cerberus would be interesting (but no repeats of Vanguard or Adepts, as we already have them.)

This is what I would call the Phoenix classes if I could:

Soldier - Phoenix Commando
Infiltrator - Phoenix Operative
Engineer - Phoenix Saboteur
Sentinel - Phoenix Bastion
Adept - Phoenix Seraph
Vanguard - Phoenix Avenger


I was actualy not thinking of going with Phoenixs since they were people who turned BEFORE they were indoctornated and modifed with reaper tech.
I was thinking of doiing things like giving a sentienel the ability to do a maraudur style (like they do with the upgrades) but repair peoples sheilds around them, I thought that would be pretty cool, Ima get typing now, it'll probaly look something like this, depending on what classes I give, yeah ur names did give me a few ideas since I was probaly only going to give 2 classes

Soldier= Avenger Commander
Adept= Avenger bomber
Engeineer= Avenger saboutuer
infiltrator= Avenger Assassin
Sentienel= Avenger Gaurdian
Vangaurd= Avenger devastatorThe title avenger coming from the fact that they must avenge both themselves, thier humanity (part reaper essentialy now) and thier fellow humans

Modifié par Phoenix535, 10 août 2012 - 06:03 .


#23
TheAshenPhoenix

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But thaat might have to be put off until tommorow =D

#24
TheAshenPhoenix

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______________________________The Ex-Cerburus Avengers____________________________________

After cerburus began to experiment with reaper technology, it became to late for those unaware. They had already Been altered with reaper technology and indoctornated. But, luckily a team of alliaance scientists figured out a way to reverse the indoctornation process using the same kind of hypnosis with data found in cerburus labs. unfourtantly they were not able to remove the reaper technology from the select un-indoctornated soldiers bodies. As it was within thier body and doing so would kill them. The resulting warriors are reaper-enchaced, excellent shooters, ex-ceburus operatives. That have a sweet taste for revenge that is just waiting to be fuffiled.

____________________Sentienel:__The Avenger Gaurdian______________________________________
[/u]using the same upgrades as Reaper Maraudurs, Gaurdians omni-tools are infused with reaper tech that can allow that to temporarily buff thier sheilds, and even repair alies shields as well.

Powers:

Reaper sheild upgrade

Description:Using the same technology Maraudurs use to upgrade cannibals and Husks, upgrade your own sheilds.

Stats after Rank 3 (rank 2 is recharge, rank 3 is damage protection) damage protection 30% power recharge speed -30% recharge speed after detonated (detonation effect is a slight warp effect on enemies) 5 sec

Rank 4:
A. Sheild recharge decrease sheild recharge delay while power is active by 15%
B. power recharge decrease recharge penalty by 10%

Rank 5:
A.Weapon upgrade use reaper tech to increase your weapon damage by 10%
B. Protection increase damage protection by 10%

Rank 6:
A. protection and recharge increase protection by 5% decrease recharge penalty by 10%
B. Rate of fire increase your weapons rate of fire by 15% while power is active

omni repair module
Description: using reaper tech begin to repair up to 2 allies near you sheilds, but leaving you vunerable
this will us essentialy the same art as a Marauder upgrade action, except it will be blue. I figured there should be more than one healing ablity in the game, this lets you heal 2 allies near you over a short time, but you are also in a straight standing up postion, unable to move until it is cancelled AKA a huge target. can be canceled early for shorter cooldown. cooldwon starts when ability ends

stats after rank 3 (rank 2 is recharge 3 is healing rate) recharge rate (max) 12 seconds duration 5 seconds heal per second 70
Rank 4:
A. duration incrase duration by 2 seconds
B. recharge rate decrease recharge rate by 3 seconds
Rank 5:
A. heal incrase healing rate by 20 points
B. weapon synergy use reaper tech to give your allies a boost to thier weapon damage by 10% for 20 sec
Rank 6:
A. First aid heal your own sheilds in addition to healing your teammates
B. power synergy increase allied power damage by 10% for 20 sec

Reaper augmentations: cerburus has given you reaper tech to enchance your combat capabilities
Rank 1: increase weapon damage by 3% increase  power damage by 3% decrease power recharge rate by 5%
rank 2:  increase weapon damage by an adtional 4%
Rank 3: increase power damage by an addtional 4%
Rank 4:
A. increase weapon damage by 5%
B. decrease power recharge rate by 5%
Rank 5:
A. decrease sheild recharge delay by 20%
B. increase power bonus by 8%
Rank 6:
A. enchanced sight see cloaked enemies and see enemies through smoke through reaper tech. (only works on these 2 not like hunter vision, more like the enhanced scope for sniper rifle.)
B. enchanced agility increase foot speed by 15% reduce all general damage taken by 5%

fitness is the same but replaced with reaper hardware
overload

Well I got the sentienel done anyway!
will edit as more is typed

Modifié par Phoenix535, 10 août 2012 - 08:11 .


#25
gisle

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Noone's objected on the Ardat-Yakshi yet? Then let me....

Ardat-Yakshi on Morinth's level, with Dominate, are likely wanted in 20+ systems. There are around a hundred million of them, most are asari who'll have to friendzone everyone throughout their lives. It's likely not that they'll end up in spec ops teams, and any justicar in the group would by code be forced to kill her.

Edit: looked at the Description: Aeian's friend is an A-Y, yes, but as it wasn't obvious when Aeian wanted their friendship to be more. Her friend is obviously not using Dominate, and most likely haven't mind raep'd anyone.

Modifié par Gisle-Aune, 10 août 2012 - 11:46 .