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)
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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
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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
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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.
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_____________________________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
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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
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_________________________________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
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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?
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Modifié par Phoenix535, 07 septembre 2012 - 11:42 .





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