Any feedback would be appreciated.
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Locations

Original artwork belongs to Bioware.
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Original artwork belongs to Bioware.
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Codex Entry = Invictus
Original artwork belongs to unfor54k3n.
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Weapons
Prothean Hyperion Rifle

Created by Soja57
Type: Sniper Rifle
Fire Mode: Semi-Automatic (with minimum/maximum charge up mechanic)
Weight: Incisor (1.5 - 0.9)
Capacity: 5 (15 - 25)
Fire Rate: ~180 RPM (has 0.33 seconds of min/max charge up)
Damage: 200 - 250
Accuracy: Javelin
Rarity: Rare
Lore Description: A Prothean weapon predating the Prothean's war with the Reapers, the Prothean Hyperion Rifle uses specialized ammunition in order to fire concentrated projectiles of pure energy. These projectiles are pin-point accurate and powerful, but requires disciplinary control of the trigger. Prothean dig sites suggests that the Hyperion Rifle was one of the primary weapons for Prothean Marksmen during their Metacon War, a conflict between the organics of the Prothean cycle and the hostile AI/organic hybrid race, the Zha'til.
Gameplay Summary: The Hyperion combines the semi-automatic firing mode of the Valiant with the Javelin's charging mechanic. The Hyperion has a 0.33 second minimum charge up time, and automatically fires once fully charged, similar to the Geth Javelin's firing mechanism. Once fired you must release the trigger in order to allow charging of the next shot, similar to how you must re-pull the trigger to fire another Valiant shot. You can immediately charge up another shot to follow up.
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Chakram Launcher

Rarity = Rare
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AT-12 Raider

Rarity = Ultra-Rare
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The AT-12 Raider and Chakram Launcher and their respective illustrations belong to Bioware.
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classes
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.).
It is recommended that you read the powers of a class before reading the strategy/build that goes along with them. All cooldowns are using their base cooldown, which means 0% weight capacity. You can divide the base cooldown by 3 for +200% cooldowns (light loadouts like carrying only a pistol), or multiply by 3 for -200% cooldowns (heavy loadouts like carrying two heavy weapons).
I will try to update with character appearance for all characters.
Geth Shock Trooper (Soldier)

Lore Description: Due to the amounts of geth platforms converted to the heretics during the Battle of the Citadel, the geth on Rannoch specialized their own platforms to make up for their lack of numbers. Despite being open to peace with organics, the geth feared the hostile reactions that could ensue: a large scale assault on the geth star systems from the organic races. These specialized platforms, Shock Troopers, are each uploaded with over 1,000 programs, allowing them to perform advanced tactics beyond the programming of normal geth troopers.
Build Strategy: The Shock Trooper has the potential to become arguably one of the tankiest characters, due to the massive amounts of damage protection bonuses it recieves. Geth Shield is great for defending and laying down weapon fire at choke points, both for you and your squad. Cast Overclock while behind your Geth Shield to stack damage protection to high levels, which can be further bolstered with the Asari Justicar's Biotic Sphere. You can use Pulse Beam in combination with Overdrive to deal massive direct damage to enemies. Do take note, however, that with all of these bonuses, the Geth Shock Trooper is more reliant on cooldowns than other Soldiers.
250 Health
750 Shields
Powers
Geth Shield

Gameplay summary: Deploys a hexagon geth shield in front of you that reduces the damage of projectiles that pass through, while increasing weapon damage that passes through the shield. Damage reduction can stack additively with other damage reduction bonuses. Works similar to the Asari Justicar's Biotic Sphere in that you can't take cover by using the generated field as a wall, and enemies can pass through normally.
Duration = 30 seconds
Shield Strength = 2500
Shield Radius = 1.50 meters
Damage Protection = 30% damage protection
Weapon Damage Bonus = 7.5% damage bonus
Base Cooldown = 6 seconds
2 = Increase shield strength by 20%
3 = Increase weapon damage bonus by 2.5%
4a = Increase weapon damage bonus by 7.5%
4b = Increase damage protection by 5%
5a = Increase shield strength by 30%, increase shield radius by 50%
5b = Increase recharge speed by 35%
6a = Bullets that pass through the shield deal 30% more damage to shields
6b = Increase damage protection by 10%
Overclock

Gameplay summary: Grants damage protection and overall damage bonus for a short duration, but at the cost of reducing mobility and preventing dodging. Can be prematurely cancelled like the Vorcha's Flamer power, but the minimum cooldown is percentage based on weapon encumbrance, rather than a flat time value.
Duration = 5 seconds
Damage Protection = 20% damage protection
Damage Bonus = 7.5% damage bonus
Movement Speed Reduction = -15% movement speed
Base Cooldown = 10 seconds
Minimum Cooldown = 30% of final cooldown (so a 30 second cooldown due to weapon encumbrance would mean 9 seconds minimum cooldown)
Minimum Duration = 1.5 seconds
2 = Increase recharge speed by 25%
3 = Increase duration by 20%
4a = Increase damage bonus by 7.5%
4b = Increase damage protection by 5%
5a = Increase movement speed by 10% (slightly offsets base movement speed reduction via additive bonus)
5b = Increase duration by 30%
6a = Increase weapon rate of fire by 15%
6b = Increase damage protection by 10%
Pulse Beam

Gameplay summary: Shoulder mounted cannon that fires a directed energy beam at a target, but requires both a lockon and consumes a "grenade". Use the power to start locking on to an enemy target, and once locked-on, press again to fire the pulse beam. The lock-on process takes 3.5 seconds to lock, but can be sped up by keeping the crosshair over the target. The beam behaves similar to other powers in terms of trajectory, but with the benefit of instantly hitting the target, allowing it to hit enemies behind cover if properly aimed. You can cancel the lock-on by using the power either when the cannon is still locking-on or when the target is off-screen.
Damage = 1000 damage
Seek Duration = 3.5 seconds
Manual Seek Bonus = 75% faster target seeking (uses cooldown formula)
Max Capacity = 2
2 = Increase max capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase impact radius by 2 meters
5a = Increase max capacity by 1
5b = Decrease seek duration by 50% (uses cooldown formula)
6a = Lock onto an additional enemy, splitting the beam into two beams that deal 60% damage each
6b = Increase damage to armor by 60%, decrease weapon damage mitigation of armored targets by 60% for 8 seconds
Specialized Platform (Same as other Geth)
Prototype geth platform designated for both close quarters operations and a portable weapons platform.
Advanced Hardware (Same as other Geth)
Melee = Shield Pulse (Normal), Discharge Cannon(Heavy)
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Drell Seraph (Infiltrator)
Lore Description: The Seraphim Compact is the highest honor that any Drell can recieve, which is to serve as a guardian for the hanar's Illuminated Primacy. Members of the Seraphim Compact are Seraphs, drell that have undergone extreme physical and mental training to hone their skills as combat specialists, particularly in assassination and reconnaissance.
Build Strategy: An upclose and personal Infiltrator, comparable to the N7 Shadow, the Drell Seraph's ability to Phase Shift allows him to quickly escape from dangerous situations while damaging nearby enemies. Used in conjunction with Tactical Cloak, Phase Shift can deal massive damage to nearby enemies. This damage can be further improved by debuffing and stunning enemies with Flashbang Grenades, while also boosting the damage that the entire squad deals to affected enemies. All 3 powers, along with Drell movement speed bonus, are designed to allow the Drell Seraph to escape or perform hit-and-run attacks to make up for his lack of shielding.
500 Health
250 Shields
Powers
Tactical Cloak

Flashbang Grenade

Gameplay summary: Launch a grenade that temporarily stuns enemies while causing weapons and omni-tools to jam and difficulty in using biotics. Also causes enemies to receive more damage from all sources.
Damage = 400
Damage Taken Bonus = 10%
Damage Taken Duration = +50% of incapacitate duration
Incapacitate Duration = 3 seconds
Impact Radius = 5 meters
2 = Increase grenade capacity by 1
3 = Increase incapacitate duration by 25%
4a = Increase damage taken by 5%
4b = Increase impact radius by 40%
5a = Increase grenade capacity by 2
5b = Reveals enemies through walls within impact radius for 100% of incapacitate duration, increase damage taken by 7.5%
6a = Increase incapacitate duration by 45%
6b = Increase damage taken by 10%
Phase Shift

Gameplay summary: Teleport in any designated direction while leaving behind a temporary "clone" that detonates after a few seconds. Teleportation is similar to the N7 Slayer's, both in aesthetics and mechanics. Can only be activated when moving in a certain direction. The clone pulls aggro for a few seconds, and then detonates to damage confused enemies.
Clone Duration = 2 seconds
Explosion Damage = 500
Explosion Radius = 3 meters
Base Cooldown = 6 seconds
2 = Increase recharge speed by 25%
3 = Increase explosion damage by 20%
4a = Increase explosion damage by 30%
4b = Increase movement speed by 15% for 4 seconds after teleporting
5a = Increase explosion radius by 40%
5b = Teleporting through an enemy staggers them and deals 200 damage
6a = Increase explosion damage by 40%
6b = Reduce damage taken by 40% for 5 seconds after teleporting
Drell Seraph (Same as other Drell characters)
Fitness
Melee = Martial Arts (Normal), Explosive Omni-Tool (Heavy)
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Ex-Cerberus Saboteur (Female Engineer)
Lore Description: Before salvaging the remnants of the Collector Base, the prototype weapons, armor, and tools of Cerberus was engineered with unmatched technology due to the brilliant minds of the scientific branch of Cerberus. After discovering the Illusive Man's motives for indoctrinating Cerberus members, the head engineers of this specialized branch defected, severely crippling Cerberus's technological advantage before the heavy use of Reaper tech. Due to their familiarity with Cerberus equipment, these Ex-Cerberus Saboteurs can utilise salvaged Cerberus armor and weaponry without extensive training to help the war effort.
Build Strategy: The Ex-Cerberus Saboteur specializes against armored targets due to her combination of Cryo Grenades and Salvo. Cryo Grenades are exceptionally powerful tools, freezing enemies with health and debuffing armor for the whole squad. Once armor is weakened, Salvo's armor-piercing shrapnel can deal massive damage to the affected targets, and can potentially stagger weaker enemies. Protector Drone can be casted on yourself to bolster your defenses, or casted on an ally to help them escape sticky situations.
Salvo

Gameplay summary: Fires a cluster of miniature bomblets in front of you that float for about a second in order to "paint" the area with targeting lasers. Once primed, the bomblets detonate to release aerodynamic shrapnel that lacerates enemies and punctures armored targets caught inside the blast. Rather than consuming a grenade, the bomblets are fabricated by the omni-tool. The bomblets can be blocked by walls and enemies, which may concentrate the explosions on a single area to deal more damage.
Number of fragments = 5
Cone Angle = 90 degrees
Range = 14 meters
Explosion Damage = 100 (per fragment, can potentially stack to deal a maximum total of 500 damage) (1.5x multiplier vs armor)
Explosion Radius = 3 meters (per fragment)
Explosion Force = 300 (per fragment, can potentially stack to deal a maximum total of 1800 force)
Cooldown = 10 seconds
2 = Increase recharge speed by 25%
3 = Increase damage and force by 20%
4a = Increase damage and force by 30%
4b = Increase range by 50%, increase explosion radius by 50%
5a = Increase damage to armor by 50%
5b = Increase recharge speed by 35%
6a = Increase number of fragments by 2
6b = Increase the damage dealt to enemies by all sources by 15% for 6 seconds
Protector Drone (Heavily revamped Defense Drone)

Gameplay summary: Spawns a protector drone around the player or an ally that stuns nearby enemies while partially restoring shields per attack. The player can cast the protector drone on an ally by pointing at them with the crosshair and using the power, or can self-cast by normally using it. I found the singleplayer's Defense Drone somewhat lacking in performance due to its rather buggy AI. Sometimes it wouldn't follow you or would fall behind, therefore it isn't always "defending". This revamped Protector Drone will always be behind you or your designated ally to protect against enemies.
Attack Speed = Every 3 seconds
Attack Damage = 135 damage (2x vs shields and barriers, 0.5x vs armor)
Attack Range = 6 meters
Shields Restored = 20% per attack
Movement Speed = 5%
Cooldown = 10.00 seconds
Duration = 20.00 seconds
2 = Increase recharge speed by 25%
3 = Increase attack damage by 20%, increase attack speed by 20%
4a = Increase attack damage by 30%, increase attack speed by 30%
4b = Increase shields restored by 10%, increase movement speed by 5%
5a = Increase attack range by 50%
5b = Increase duration by 50%
6a = Increase power damage by 20%
6b = Adds 15% damage protection
Cryo Grenade

Gameplay summary: Unleashes a cloud of cryogenic gas that snap freezes enemies within the vicinity while weakening armor. The cryogenic cloud remains in the area for a duration, freezing and weakening the armor of additional enemies that enter the cloud. Damage only applies when the grenade is first detonated.
Damage = 600 (1.5x multiplier vs armor, barriers, and shields)
Freeze Duration = 6 seconds (Is also the value for the cryogenic cloud duration)
Impact Radius = 6 meters
Armor Weakening = 25%
Movement Speed Penalty = 20%
2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase impact radius by 30%
5a = Increase grenade capacity by 2
5b = Increase duration by 50%, increase speed reduction by 25%
6a = Cryogenic cloud destabilizes and explodes at the end of its duration, dealing 250 damage within 6 meters
6b = Weaken armored targets by an additional 25%, increase damage by 25%
Ex-Cerberus Saboteur (Same as Human Engineer)
Fitness
Heavy Melee = Freeze Blast
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Salarian STG (Sentinel)
Lore Description: Biotics are virtually unknown in the salarian military. Those with such abilities are considered too valuable to be used as cannon fodder and are assigned to the intelligence services, particularly the Special Tasks Group. Salarian STG teams have been dispatched throughout various theaters of the galaxy to gather valuable resources and intel to help the war effort. As Reapers press closer from star system to star system towards the Salarian homeworld of Sur'Kesh, STG has volunteered to hold the line, despite the many costs that would follow.
500 Health
600 Shields
Powers
Defense Matrix (Revamped)

Changes: Rank 3 (+20% shields restored) has been swapped out for 5% damage reduction. In turn, Rank 4b shields restored has been increased from +30% to +50%.
Power Encumbrance = 50%
Damage Reduction = 15%
Shields Restored = 50%
Cooldown = 8 seconds
2 = Increase purge recharge speed by 25%
3 = Increase damage reduction by 5%
4a = Increase damage reduction by 7.5%
4b = Increase shields restored by 50%
5a = Decrease shield regen delay by 15%
5b = Increase power damage by 20% while Defense Matrix active
6a = Increase damage reduction by 10%
6b = Increase power recharge speed by 30% (slightly offsets power encumbrance)
Reave

Vortex

Gameplay summary: Releases a slow moving homing projectile that damages any enemies in close proximity. Once the electric vortex touches an object or enemy, it explodes to stun synthetic/shielded enemies and prime them for tech bursts. All damage values have a 2x multiplier vs shields and barriers, and a 0.5x vs organics with armor.
Projectile Speed = 12 meters per second
Proximity Damage = 150
Proximity Radius = 2 meters
Explosion Damage = 225
Explosion Radius = 3 meters
Stun Duration = 1.5 seconds
Cooldown = 8 seconds
2 = Increase recharge speed by 25%
3 = Increase proximity damage by 25%
4a = Increase proximity damage by 30%
4b = Increase proximity radius by 40%
5a = Increase stun duration by 50%, increase the damage of tech combos by 75%
5b = Increase explosion damage by 40%
6a = Increase overall damage vs shields and barriers by 75%
6b = Increase explosion radius and projectile speed by 75%
Salarian STG (Same as other Salarians)
Fitness
Heavy Melee = Biotic Blast
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Turian Cabal (Adept)
Lore Description: Turians capable of harnessing biotics are rare but exceptionally lethal. While admired for their exacting skills, biotics' motives are not always fully trusted by the common soldier. The turians prefer to assign their biotics to specialist teams called Cabals. These biotic specialists undergo heavy endurance training to allow them to utilise powerful mass effect fields efficiently.
500 Health
750 Shields
Powers
Biotic Rift

Gameplay summary: Releases a slow moving homing projectile that damages any enemies in close proximity. Once the biotic rift touches an object or enemy, it explodes to detonate nearby biotic effects.
Projectile Speed = 12 meters per second
Proximity Damage = 200
Proximity Radius = 2 meters
Explosion Damage = 360
Explosion Radius = 3 meters
Cooldown = 8 seconds
2 = Increase recharge speed by 25%
3 = Increase proximity damage by 25%
4a = Increase proximity damage by 30%
4b = Increase proximity radius by 40%
5a = Staggers weaker enemies with the normal attacks; knocks weaker enemies to the ground with the explosion
5b = Increase explosion damage by 40%
6a = Increase overall damage vs barriers and armor by 60%
6b = Increase explosion radius and projectile speed by 75%
Warp

Catalyst (lol, not Starchild)

Gameplay summary: Increases overall effectiveness of other biotic powers (damage, radius, force, duration, detonation) against a single target. If the enemy dies when this power is still in effect, they will biotically explode. The longer this power lasts, the more powerful the effects become. Duration scaling is a multiplicative variable, meaning that it multiplies the stat's (damage, radius, and biotic effectiveness) total value by a certain percentage.
Biotics Effectiveness = +5%
Explosion Damage = 100
Explosion Radius = 1.5 meters
Duration Scaling = +20% per second
Duration = 8 seconds
Cooldown = 5 seconds
2 = Increase recharge speed by 25%
3 = Increase biotic effectiveness by 2.5% (additive)
4a = Increase explosion damage by 25%
4b = Increase biotic effectiveness 5% (additive)
5a = Increase duration by 30%
5b = Increase explosion radius by 50%
6a = Increase duration scaling by 10% (additive)
6b = Increase biotic effectiveness by 10% (additive)
Turian Cabal
Turian biotics are placed in specialized Cabal squads, due to their ability to harness biotics with exceptional lethality.
Weapon Damage Bonus = 5%
Weapon Stability Bonus = 10%
Power Damage Bonus = 5%
Weight Capacity Bonus = 10%
2 = Increase power damage by 7.5%
3 = Increase weapon damage bonus by 5%
4a = Increase weapon damage bonus by 7.5%
4b = Increase power damage by 10%, increase weight capacity by 20%
5a = Increase power damage and duration by 10%
5b = Increase headshot damage by 20%
6a = Increase weapon damage bonus by 10%
6b = Reduce the weight of all weapons by 20%, increase power duration by 10%
Fitness
Heavy Melee = Biotic Blades
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Batarian Imperialist (Vanguard)
Lore Description: Before the devastation of Khar'Shaan, high ranking members of the Batarian's Special Intervention Unit, known as Batarian Imperialists, would lead batarian squadrons to search and conquer remote colonies out in the Attican Traverse and the Terminus Systems. While Batarian biotics are rare, these Imperialists are specifically trained to use biotics with both efficiency and ruthlessness.
Build Strategy: The Batarian Imperialist has the potential to become a biotic artillery with the help of biotic priming squadmates. This is due to his synergy between Charge and Impulse, both which can detonate biotics. While Impulse is not as powerful as Nova or Phase Disruptor, it has a wide impact radius, allowing it to damage many enemies and knock down weaker ones. Due to the ability to cluster enemies together, Impulse can be used in conjunction with Blade Storm to deal heavy AoE damage to the clustered enemies. These powers can also be used as a long range artillery when defending objectives or simply when Biotic Charge is not the best power for the current situation.
750 Health
750 Shields
Powers
Biotic Charge (Batarian Imperialist)

Changes: Increased base cooldown from 10 seconds to 12 seconds due to the Batarian Imperialist's increased survivability relative to other Vanguards (except Krogan Battlemaster, of course)
Blade Storm

Gameplay summary: Fires disc blades that constantly swarm an area or enemy target, lacerating through enemy flesh or metal. The number of enemies damaged is determined by the number of discs spawned, which can be increased through evolutions. Blades deal the same damage to any number of enemies.
Duration = 4 seconds
Damage per second = 160 per second
Number of Discs = 2 discs
Radius = 3 meters
Cooldown = 8 seconds
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%, increase number of discs by 1
5a = Increase duration by 50%
5b = Slow enemy movement speed by 30%, increase the damage dealt from other sources to enemies by 10%
6a = Increase radius by 45%, increase number of discs by 1
6b = Blades detonate at the end of duration to deal 300 damage within 3 meters
Impulse

Gameplay summary: Throws enemies towards the center of the blast while dealing damage at the expense of full barriers. Can also detonate biotic effects, with the added effect of biotic detonation force stacking with Impulse force to increase the force of the gravitational pull. Using this power on a shielded enemy will stagger them towards the center of the blast, but are not knocked down unless the proper evolution is taken.
Damage = 320
Impact Radius = 6 meters
Force = 800
Barrier Use = 100%
2 = Increase damage and force by 20%
3 = Increase impact radius by 20%
4a = Increase damage and force by 30%
4b = Increase the effectiveness of biotic detonations by 50%
5a = Reduce barrier consumption by 50%, but also reducing damage and force by 40%
5b = Increase impact radius and force by 30%
6a = Penetrate through shields and barriers, but with 50% reduced damage and force. Does not work on armored enemies.
6b = Increase damage to armor and barriers by 100%
Batarian Imperialist (Same as other Batarians)
High ranking officers of the Batarian Hegemony command and fight with a cold and merciless instinct.
Fitness
Heavy Melee = Biotic Gauntlets
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Credits:
-Original artwork of Firebase locations (Feros and Eden Prime) belong to Bioware
-Original artwork of Firebase Oasis belongs to unfor54k3n
-Character appearances were rendered using 3ds Max 2009 and Bioware's ME3 models
-Power icons for new/custom powers were created using Adobe Photoshop and Adobe Flash Professional
-Existing/current power icons belong to Bioware
Signatures


Feel free to check out my Terminus Pack for more content!
This thread will be updated over time with appearances for all characters. I might also throw in new weapons to fill in all 5 weapon classes.
Modifié par Soja57, 30 septembre 2012 - 04:17 .





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