( Updated ) Custom classes dlc for multiplayer
#51
Posté 31 août 2012 - 03:24
#52
Posté 31 août 2012 - 03:35
Asari Adept: Barrier, Reave, Throw
- Fast BEs at any range, plus stacking DR and a damage bonus for Reave.
Bonus Human Adept: Annihilation Field, Smash, Reave.
- Anything that gets close dies to Smash. Anything that stays away dies to Reave. Everything you have sets up and detonates everything else.
Human Soldier: Fortification, Proximity Mine, Any Grenade
- Proximity Mine is drastically underrated in your scheme.
Geth Engineer: Hunter Mode, Sabotage, Arc Grenades
- Fairly self-explanatory, I think.
Human Sentinel: Tech Armor, Reave, Throw
- Even better than on the Adept.
Human Infiltrator: Tactical Cloak, Ballistic Blades, Inferno Grenades
- Fun fact: according to my quick estimate, it should be possible to get 3000 points of damage per target out of a cloaked Ballistic Blades. They also detonate fire explosions, and grenades don't break the Cloak.
Human Vanguard: Biotic Charge, Annihilation Field, Nova
- Someone already mentioned this one upthread, but you'd get a BE with every Nova this way--and you're sucking shields out of your targets.
Custom classes will never exist because they're far too easy to break. Every power would need a list of exclusions and a weighting scheme that varied by race and class and... it would be a nightmare to balance, and a nightmare to program.
Modifié par rmccowen, 31 août 2012 - 03:35 .
#53
Posté 31 août 2012 - 03:45
Human Soldier, Flamer, Submission net, marksman
1,000,000,000 internetz to the 1st person to guess what that build is
#54
Posté 31 août 2012 - 03:45
3XT3RM1N4TUS wrote...
Devastator mode, hunter mode, marksman.
I would go Adrenaline Rush over Marksman - but you're thinking along the same lines I am.
Imagine that on a Turian with their passives and a Pirahna. That would be a completely broken build.
EDIT: Ok, just for fun, I put all the info into the manifest calculator and with:
Devastator Mode specced for accuracy, rate of fire and damage
Hunter Mode specced for accuracy, rate of fire and damage
Turian passives (all weapon damage and stability)
Pirahna X with EB V and Shredder V
Berserker V Gear
Shotgun Amp III
It would do 5609 burst DPS, without even taking Adrenaline Rush into account.
Modifié par BlackDahlia424, 31 août 2012 - 03:54 .
#55
Posté 31 août 2012 - 03:49
Modifié par stricko, 31 août 2012 - 03:54 .
#56
Posté 31 août 2012 - 03:53
Mother of god.rmccowen wrote...
Overpowered combos?
Asari Adept: Barrier, Reave, Throw
- Fast BEs at any range, plus stacking DR and a damage bonus for Reave.
Bonus Human Adept: Annihilation Field, Smash, Reave.
- Anything that gets close dies to Smash. Anything that stays away dies to Reave. Everything you have sets up and detonates everything else.
Human Soldier: Fortification, Proximity Mine, Any Grenade
- Proximity Mine is drastically underrated in your scheme.
Geth Engineer: Hunter Mode, Sabotage, Arc Grenades
- Fairly self-explanatory, I think.
Human Sentinel: Tech Armor, Reave, Throw
- Even better than on the Adept.
Human Infiltrator: Tactical Cloak, Ballistic Blades, Inferno Grenades
- Fun fact: according to my quick estimate, it should be possible to get 3000 points of damage per target out of a cloaked Ballistic Blades. They also detonate fire explosions, and grenades don't break the Cloak.
Human Vanguard: Biotic Charge, Annihilation Field, Nova
- Someone already mentioned this one upthread, but you'd get a BE with every Nova this way--and you're sucking shields out of your targets.
Custom classes will never exist because they're far too easy to break. Every power would need a list of exclusions and a weighting scheme that varied by race and class and... it would be a nightmare to balance, and a nightmare to program.
#57
Posté 31 août 2012 - 03:55
Methew wrote...
Mother of god.rmccowen wrote...
Overpowered combos?
Asari Adept: Barrier, Reave, Throw
- Fast BEs at any range, plus stacking DR and a damage bonus for Reave.
Bonus Human Adept: Annihilation Field, Smash, Reave.
- Anything that gets close dies to Smash. Anything that stays away dies to Reave. Everything you have sets up and detonates everything else.
Human Soldier: Fortification, Proximity Mine, Any Grenade
- Proximity Mine is drastically underrated in your scheme.
Geth Engineer: Hunter Mode, Sabotage, Arc Grenades
- Fairly self-explanatory, I think.
Human Sentinel: Tech Armor, Reave, Throw
- Even better than on the Adept.
Human Infiltrator: Tactical Cloak, Ballistic Blades, Inferno Grenades
- Fun fact: according to my quick estimate, it should be possible to get 3000 points of damage per target out of a cloaked Ballistic Blades. They also detonate fire explosions, and grenades don't break the Cloak.
Human Vanguard: Biotic Charge, Annihilation Field, Nova
- Someone already mentioned this one upthread, but you'd get a BE with every Nova this way--and you're sucking shields out of your targets.
Custom classes will never exist because they're far too easy to break. Every power would need a list of exclusions and a weighting scheme that varied by race and class and... it would be a nightmare to balance, and a nightmare to program.
This begs the question: Why isn't the Alliance/Council training these kinds of soldiers?
#58
Posté 31 août 2012 - 08:07
[quote]ODPxHeAdShOtSx wrote...
Adrenaline rush and tac cloak lol
Edit: didn't read last part so never,ind[/quote]
While in Hunter Mode, lol
[/quote
on a turian with maxed out veteran weapon damage bonus
#59
Posté 31 août 2012 - 08:29
#60
Posté 31 août 2012 - 08:33
Oh... wait a minute...
#61
Posté 31 août 2012 - 08:36
now, the Adepts could get crazy, I'd go with Reave, Throw and Shrapnal Nades and just rape.
#62
Posté 31 août 2012 - 11:07
#63
Posté 02 septembre 2012 - 10:23
IndigoVitare wrote...
Someone would just combine Tactical Cloak, Hunter Mode and Proximity Mine and they'd be laughing.
Oh... wait a minute...
Major overkill. Might as well add arc 'nades or the Krogan melee passive.





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