Aller au contenu

Photo

Multiplayer Character Ideas


  • Veuillez vous connecter pour répondre
91 réponses à ce sujet

#1
3DMatt

3DMatt
  • Members
  • 29 messages
I posted something similar to this a while ago but I figured some visuals would probably help.

Turian Adept


Image IPB

Powers

Pull

Push
Rank 1: Push
Toss multiple enemies through the air with this biotic wave. The closer your target, the more force they receive.
Recharge Speed: 7 sec
Force: 600N
Range: 10m


Rank 2: Recharge Speed
Increase recharge speed by 20%.
Recharge Speed: 5.6 sec


Rank 3: Force
Increase force by 30%.
Force: 780N


Rank 4: Force/Pulse Spread
Force
Increase force by 40%.
Force: 1020 N

Pulse Spread
Increase pulse spread by 20 degrees (90°)


Rank 5: Detonate/Attack Range
Detonate
Increase force and damage of biotic detonations by 40%.

Attack Range
Increase attack range by 50%.
Radius: 15m


Rank 6: Force/Damage
Force
Increase force by 50%
Force: 1320 N (Force), 1080 N (spread)

Damage
Do 200 damage on impact.
Damage: 200




Rift Bomb
Rank 1: Rift Bomb
Throw a condensed pocket of space that explodes on impact.
Recharge Speed: 8 sec
Damage: 300
Radius: 1.5m


Rank 2: Recharge Speed  
Increase recharge speed by 20%.
Recharge Speed: 6.40 sec


Rank 3: Damage
Damage
Increase damage by 20%.
Damage: 360


Rank 4: Expose/Radius
Expose
Increase damage taken by 10% for 10 seconds.

Radius
Increase impact radius by 50%.
Radius: 2.25m


Rank 5:Recharge Speed/Damage
Recharge Speed
Increase recharge speed by 20%.
Recharge Speed: 4.8 sec

Damage
Increase damage by 30%.
Damage: 450


Rank 6: Damage & Radius/Prime
Damage & Radius
Increase damage by 50%. Increase impact radius by 70%.
Damage: 600 (Damage) 510 (Recharge Speed)
Radius: 2.55m (Expose) 3.3m (Radius)

Prime
Hitting an enemy will not trigger a blast but instead cause less damage over time. Increase force, damage, and impact radius of combo detonations by 200%.
Damage: -80%
Duration: 10 sec


Krogan Engineer

Image IPB

Shields: 1100
Health: 750

Powers

Defence Matrix


Drone Network
Rank 1: Drone Network
Deploy 3 attack drones for a short time to stun targets and draw enemy fire.
Recharge Speed: 10 sec
Drone Damage: 40
Drone Shields: 350
Duration: 10 seconds


Rank 2: Duration
Increase duration of drones by 25%
Duration: 12.5 seconds


Rank 3: Shields & Damage
Increase drone's damage by 20%.
Increase drone's shields by 20%.
Drone Damage: 48
Drone Shields: 420


Rank 4: Shields & Damage/Detonate
Shields & Damage
Increase drone's damage by 30%.
Increase drone's shields by 30%.
Drone Damage: 60
Drone Shields: 525

Detonate
Drone explodes when destroyed, dealing 300 points of damage across a 5 meter radius.


Rank 5: Duration/Shields & Damage

Duration
Increase duration of drones by 80%
Duration: 22.5 seconds

Shields & Damage
Increase drone's damage by 40%.
Increase drone's shields by 40%.
Drone Damage: 76
Drone Shields: 665


Rank 6: Rockets/Capacity & speed
Rockets
Upgrade drone with long-range rockets that deal 325 points of damage across a 2.5 meter radius.

Capacity & speed
Increase the number of drones by 1 but reduces damage by 10%. Upgrade drones' to move 50% faster.

(I think they would be half the size of regular drones just so the area doesn’t get too crowded.)




Pulse Cannon
Rank 1: Pulse Cannon
A flash-forged series of focusing lenses and wave emitters are constructed to fire a powerful laser pulse.
Recharge Speed: 25 sec
Damage: 1000


Rank 2: Recharge Speed
Increase recharge speed by 10%.
Recharge Speed 22.5 sec


Rank 3: Damage
Increase damage bonus by 20%.
Damage: 1200


Rank 4: Damage/Blast Radius
Damage
Increase damage bonus by 30%.
Damage: 1500

Blast Radius
Explodes on impact causing 400 damage within a 1.5 meter radius.


Rank 5: Electrical Damage/Recharge Speed
Electrical Damage
Add an electrical effect to a target that can be detonated.

Recharge Speed
Increase recharge speed by 20%.
Recharge Speed: 17.5 sec


Rank 6: Damage/Puncture
Damage
Increase Damage by 50%.
Damage: 2000 (Damage) 1700 (Radius)

Puncture
Cannon is upgraded with additional lenses to focus the beam and puncture armour at reduced damage. Can continue through unprotected enemies to hit others (maximum 2).
Defences Ignored: 50%
Piercing Thickness: 0.5m
Piercing Damage: 50%

(I imagine a small cannon would be constructed over the shoulder and be destroyed when fired. It travels in a straight line and hits immediately.)


I’ve got a few others but I haven’t got around to drawing them yet.

Modifié par 3DMatt, 09 mars 2013 - 12:54 .


#2
Guest_-Tobi-_*

Guest_-Tobi-_*
  • Guests
a Biotic-god Volus would be astounding

#3
AnimaMachinae

AnimaMachinae
  • Members
  • 267 messages
Interesting, but I'm wondering if the drone network should belong to a Geth character but regardless very interesting.
Maybe a Graal spike grenade works like the Batarians wristgun but has a larger 360 degree radius and at rank 6 it gains a pierce upgrade or a detonation feature.
If not, then a turret that shoots graal spikes that have a chance to impale a target stunning them. At rank 6 instead of capacity and speed the turret gains a shotgun like effect which at long range would be akin to being hit with one spike but at close range it gets nasty.

Just my thoughts on possible add on but otherwise they seem fun.

Modifié par AnimaMachinae, 30 septembre 2012 - 11:56 .


#4
3DMatt

3DMatt
  • Members
  • 29 messages

-Tobi- wrote...

a Biotic-god Volus would be astounding



Quite true, but I don't think my drawing skills could do the concept justice Image IPB

#5
3DMatt

3DMatt
  • Members
  • 29 messages

AnimaMachinae wrote...

Interesting, but I'm wondering if the drone network should belong to a Geth character but regardless very interesting.
Maybe a Graal spike grenade works like the Batarians wristgun but has a larger 360 degree radius and at rank 6 it gains a pierce upgrade or a detonation feature.
If not, then a turret that shoots graal spikes that have a chance to impale a target stunning them. At rank 6 instead of capacity and speed the turret gains a shotgun like effect which at long range would be akin to being hit with one spike but at close range it gets nasty.

Just my thoughts on possible add on but otherwise they seem fun.



Thanks. My thinking with the krogan was that he uses the usual engineer techniques but he’s still a krogan so they’ve supercharged everything. I can imagine them saying something like “one drone? I need a horde!!”
 
The Graal Spike grenade sounds like an awesome idea.

#6
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Someone told me that the bread and butter of the Single Player Engineer is Sabotage, Overload and Incinerate

Here is a list of suggestions using only existing Mass Effect 3 powers
Salarian Adept:  Pull, Warp, Throw,  Biotic Palm Strike
Quarian Vanguard:  Warp, Biotic Charge, Slam,    Biotic Punch
Turian Engineer: Sabotage, Incinerate, Overload,    Dual Omniblades,
Baterian Infiltrator: Tactical Cloak, Submission Net, Ballistic Blades,  Dual Omniblades,
Quarian Soldier:   Marksman, Proximity Mine, Carnage,  Electric Omniblade
Asari Sentinel:
Dominate, Sabotage, Energy Drain,  Biotic Ripple


Here is a list of suggestions that involve new powers:

Krogan Adept:   Biotic Pulsar, Walking Bomb, Barrier,      Krogan Rage
Turian Vanguard: Cascade, Biotic Charge, Walking Bomb, Biotic Kick
Krogan Engineer:  Firewall, Lightning Strike, Stun Lock,   Disruptor Punch
Turian Infiltrator: Assassinate, Defence Matrix, Tactical Cloak,      Biotic Punch
Geth Soldier:  Geth Hunter Mode, Marksman, Geth Energy Barrier.  Geth Pulse 
Salarian Sentinel: Team Defence Boost, Team Offensive Boost, Defence Drone,   Cryo Omniblade 

Modifié par Abraham_uk, 30 septembre 2012 - 01:59 .


#7
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
New Powers


Geth energy barrier: The hexagonal deployed cover that the Geth used to implement in ME1. It would act similarly to an Omni-shield, drawing aggro, yet it can also be used as standing cover. As a bonus, it could also replenish shields to teammates similarly to the Geth Turret.

Rank 1: Barrier can take 1000 damage.
Rank 2: Barrier lasts 15 seconds
Rank 3: Barrier lasts 20 seconds.
Rank 4a: Barrier takes 500 extra damage.
Rank 4b: Barrier lasts 10 extra seconds.
Rank 5a: Ability to set up 3 barriers at any given time.
Rank 5b: Barriers will send out electric bursts zapping nearby enemies
Rank 6a: Barrier takes 500 extra damage
Rank 6b: Barriers lasts 10 extra seconds


Biotic Pulsar: This is the opposite of singularity. It is a dark ball with a continuously expanding then contracting ring that pushes enemies away. It can detonate biotic explosions. (The enemy has to be affected by powers such as warp/reave/darkchannel or being ragdolled for a the detonation to happen). There are evolutions to include incendiary, cryo and disruptor effects as well.
 
Rank 1: Damage
Rank 2: Pulsar lasts 10 seconds
Rank 3: Pulsar has a 8 second cooldown (without any upgrades, gear and class passive cooldown reductions)
Rank 4a: Pulsar will set nearby enemies on fire.
Rank 4b: Pulsar will freeze nearby enemies.
Rank 5a: Pulsar wil shock nearby enemies.
Rank 5b: The distance the pulsar throws enemeis will be increased.
Rank 6a: Does 50% extra damage.
Rank 6b: Biotic explosions damage increased by 50%


Biotic Cascade: Now imagine you are running towards an enemy. You are now in close range. Using a Mass Effect field generated by your biotic implants, a blue substance gushes out of your right arm like a flame thrower.

So the target will turn blue as a result of being affected by the cascade. Now you can cause a biotic combo with a power such as warp, throw, shockwave, reave.

Rank 1: Damage + 10% 
Rank 2: Range + 5 metres
Rank 3: Damage + 10%
Rank 4a: Biotic Detonation + 20% (when a detonating biotic power follows cascade, the detonation will do 20% extra damage) 
Rank 4b: Range + 5 metres
Rank 5a: Damage to armour and health + 30%
Rank 5b: Damage to shields and barriers + 30%
Rank 6a: Range + 5 metres
Rank 6b: Reave effect (whilst cascade is in use, the player will take 30% less damage from all attacks)


Walking Bomb: Target a foe with an explosive biotic missile. When the enemy falls in combat, they will explode taking out nearby enemies.


Rank 1: Affect 1 enemy
Rank 2: Weakens enemies against all attacks by 10%
Rank 3: Explosion + 10% extra damage
Rank 4a: Affect 1 extra enemy
Rank 4b: Explosion radius + 10%
Rank 5a: Explosion Damage + 10%
Rank 5b: Weakens enemies against all attacks by an additional 10%
Rank 6a: Biotic detonation. When target explodes, it will prime near by enemies and will make will trigger biotic explosions to enemies who are already biotically primed.
Rank 6b: Splash damage + 40%.


Firewall:
Your omnitool will literally surround you with a wall of fire. Just behind that wall of fire is a shield that will protect you from the fire itself (becuause if you're surrounded by fire, you die).
The shield behind the fire will deflect tech and biotic attacks right back at the enemy.
If an enemy gets too close to you they start taking damage.
Your melee attacks will also be more damaging, because you're surrounded by fire.

This firewall will stop you from taking any damage. But the firewall itself will take damage.
Once the firewall stops functioning as a result of taking too many hits, it will have a 30 second cooldown.
Whilst the firewall is up, it will slow down your other cooldowns.


Rank 1: Melee damage and damage caused by flames + 10% 
Rank 2: Firewall. Can take up to 1000 damage.
Rank 3: Deflection chance + 30%
Rank 4a: Melee Damage and flame damage + 15%
Rank 4b: Firewall can take an additional 500 points of damage.
Rank 5a: Melee Damage and flame damage + 15%
Rank 5b: Firewall can take an additional 500 points of damage.
Rank 6a: Cooldown penality reduced by 20%.
Rank 6b: Flameburst: When the firewall is purged, nearby enemies will be set on fire.


Stun Lock:
Your omnitool is producing an electirc field that surrounds you.
This field will zap enemies that get too close.
Enemies that get zapped will literally stand still for 2 seconds.
This gives you the opportunity to shotgun blast that foe to hell.
This works on any enemy regardless of protections or class, but it can only work. If that enemy has been stunlocked before, they can't be stunlocked again.

The stunlock will increase cooldowns


Rank 1: Chance of stun 20%
Rank 2: Chance of stun 30%
Rank 3: Chance of stun 60%
Rank 4a: When enemies are stunned, shotguns do + 20% extra damage
Rank 4b: Techbursts from when enemies are stunned will do + 20% extra damage
Rank 5a: Cooldown penality reduced from 50% to 30%.
Rank 5b: Chance of stun + 40%
Rank 6a: Stunshock: Enemies that get stunlocked will immediately take 500 points of damage.
Rank 6b:  Weakening: Enemies affected by stunlock will take 50% extra damage from all attacks.


Assassinate:  Relatively the same as it was in ME1. Lazer sights and massively increased damage output along with either a long recharge rate, and additional expendature of the entire clip. Upgrades should include Sinper damage, and reduction of the shield gate.

A laser beam will track a foe. Once the laser point is aimed directly at a foe, the next shot will have a huge damage bonus. This ability has a fairly long cooldown and expends 20% of the clip. If the clip has less than five shots, then it will expend the entire clip.

This ability does take into account

Rank 1: Headshot damage bonus + 10%
Rank 2: Headshot damage bonus + 10%
Rank 3:  Headshot damage bonus + 10%
Rank 4a: Headshot damage bonus + 10%
Rank 4b: Cooldown penality reduced by 20%
Rank 5a: Synergy (depending on ammo type. If weapon has no ammo type, assassinate can setup and detonate tech bursts. If it has disruptor ammo, it setups and detonates tech bursts but with more damage. If it has incendiary ammo, it setups and detonates incendiary explosions. If it has cryo ammo, it setups and detonates cryo explosions. If it has warp ammo, it setup and detonates biotic explosions).
Rank 5b: Cooldown Penality reduced by 20%
Rank 6a: Headshot damage bonus + 40%
Rank 6b: Weapon capacity + 60%. Your weapons will carry 40% more ammo.


Team Defence Boost:  Your omnitool  sends signals to other squadmates omnitools boosting the strength of shields and barriers. Having this ability on will prevent you (not the rest of the team, just you) from using your other powers. Cannot be used at the same time as team offensive boost)

This power can be toggled on and off at any time.

Rank 1: Team damage reduction + 5%
Rank 2: Shield recharge rate + 10%
Rank 3: Team damage reduction + 5%
Rank 4a: Team damage reduction + 10%
Rank 4b: Stunlock Immunity (Geth have an ability called stunlock. When a team mate gets too close to a Geth, they briefly get stunned making them vulnerable to geth attacks. This evolution will make the Geth simply unable to stunlock teammates.)
Rank 5a: Team damage reduction + 10%
Rank 5b: 1 hit kill immunity. Certain enemies have a one hit kill melee attack. With this evolution, these attacks that would otherwise kill you and your team mates will simply do 600 points of damage.
Rank 6a: Team damage reduction + 20%
Rank 6b:  Close ranged synergy + 20%. Team will perform 20% extra damage when they use melee attacks, short ranged powers and shotguns.



Team Offensive Boost:

Your omnitool sends signals to other squadmates omnitools boosting all of the teammates attacks. Having this ability on will prevent you (not the rest of the team, just you) from using your other powers. Cannot be used at the same time as team deffence boost)

This power can be toggled on and off any time.

Rank 1: Damage of all attacks (except combos) + 5%
Rank 2: Damage of all attacks + 5%
Rank 3: Combo Damage (tech bursts, cryo and incendiary explosions,  and biotic explosions)  + 10%
Rank 4a: Damage of all attacks + 5%
Rank 4b: Combo damage + 5%
Rank 5a: Damage of all attacks + 5%
Rank 5b: Combo damage + 5%
Rank 6a: Damage of all attacks + 20%
Rank 6b: Combo damage + 20%

Modifié par Abraham_uk, 30 septembre 2012 - 03:14 .


#8
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Not all the new powers were my ideas by the way.
Just so that the people who came up with them don't get annoyed.

#9
3DMatt

3DMatt
  • Members
  • 29 messages

Krogan Engineer:  Firewall, Lightning Strike, Stun Lock,   Disruptor Punch


I thought a Krogan Adept would be a good idea too. I eventually changed mine to a Turian though because I liked the idea of a saren-esque charater.

#10
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Just read your class concepts.
They are astounding.

#11
Legion 789

Legion 789
  • Members
  • 28 messages
An Marauder or a Collector will be nice both all class's

#12
Legion 789

Legion 789
  • Members
  • 28 messages
Or even a Geth Prime, or just a Geth Adept also a human with Leviathan power

#13
3DMatt

3DMatt
  • Members
  • 29 messages

Abraham_uk wrote...

Just read your class concepts.
They are astounding.


Why thank you Image IPB

#14
3DMatt

3DMatt
  • Members
  • 29 messages

Legion 789 wrote...

Or even a Geth Prime, or just a Geth Adept also a human with Leviathan power



Ever since I finished Leviathan I’ve been trying to think which class should get the Dominate power. I read a concept someone came up with for an Ardat-Yakshi Adept with that power. I think that could be pretty cool.

#15
DJ CAVE SLAVE

DJ CAVE SLAVE
  • Members
  • 949 messages
 Hm, I'll bite. How about finishing off ex-Cerberus classes?

Soldier: Ex-Cerberus Trooper
- Adrenaline Rush
- Frag Grenade
- Cerberus Missle Launcher

Engineer: Ex-Cerberus Enigneer
- Cerberus Turret
- Sabotage
- Energy Drain

Sentinel: Ex-Cerberus Phantom
- Tactical Cloak
- Phase Disruptor
- Protective Bubble

Infiltrator: Ex-Cerberus Nemesis
- Tactical Cloak
- Assasination Mode [similar to Hunter Mode]
- Sticky Grenade

#16
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
I posted something similar to this quite a while ago, I am in fact still putting ideas on it eveyr now and then. but Generally I accept that its time has passed, but for any who wish to see it it has tons of ideas in general. I think its nearing 12. including some ardat-yakshi, prothean, and spectere sqaud ideas. for those who love new chr ideas, most of them have all new described powers as well.
http://social.biowar.../index/13600579

#17
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

3DMatt wrote...

Legion 789 wrote...

Or even a Geth Prime, or just a Geth Adept also a human with Leviathan power



Ever since I finished Leviathan I’ve been trying to think which class should get the Dominate power. I read a concept someone came up with for an Ardat-Yakshi Adept with that power. I think that could be pretty cool.


oh hey cool! I think that was actually me! sorry just reading through the rest of the posts.
Yeah I actually added about 4 more classes, I have an unfinished ex-cerbures reaper combonation sqaud idea floatin in there. and a new spectre sqaud I work on form time to time. they A-Y adept and vangaurd was one of the first things I worked on so the formtting wasnt so great, but I liked the new concept for dominate. unlike how everyone would think I think it turned out not overpowering at all.

#18
AnimaMachinae

AnimaMachinae
  • Members
  • 267 messages
Im just throwing a few ideas but this is just my concept of a very close range sentinel.

EDITED HEAVILY: Changed RIFT blade to Rift convergence and modified Tech Barrier stats.

Raloi Sentinel

Powers

Tech Barrier

Description: Works like annihilation field BUT it is purely defensive until upgraded it would have the same animation but orange and,if lore willing, tiny shards of flash forged material surround the sentinel and would form up to form solid plates to protect them hould they get hit by enemy fire. The shards are controlled by biotic telekinesis so cooldowns reduced because it causes strain on the sentinel.

Rank 1
Activated ability, persists until deactivated. And when barriers/shields are depleted the shards forms a solid shield/ armor layer to protect the sentinel
Cooldown (Base): base 6 seconds
Damage Reduction: 40%
Cooldown penalty: 60%

Rank 2
Shield/ Barrier recharge speed increased by 15%

Rank 3
Damage reduction increased by 5%

Rank 4
1.Bladestorm: Shards erupt from sentinel and spin around them for 3 seconds if deactivated Damage reduction remains until 3 seconds are over.
Damage: 750

2. Durability
Dedamage reduction increased by 5%

Rank 5
1. Serrated blades note: the blades would now spin around the sentinel exposing weaknesses in enemies
Increased damage taken by enemies by 15% from all sources
Cooldown penalty reduced to 40%

2. Holographic Distortion: shards move so rapidly that the image of the sentinel is distorted movement speed increased.
Decreases accuracy of enemy targets by 25%
Movement speed increased by 20%

Rank 6
1. Retailiate: blades now have a 50% chance of striking back at the enemies within the swirling field
Damage: 1000
Stun: 3 seconds.

2. Premonition: shards have a 30% chance to completely block an attack. Durability increased
Damage reduction increased by 5%

Rift Convergence
Rank 1
Biotic energy pulls enemies nearby near the sentinel
Radius 4 meters
Recharge Speed: 5 sec
Damage: 250
Force: 600N


Rank 2
Increase recharge speed by 10%.
Recharge Speed 4.5


Rank 3
Increase damage bonus by 20% and force by 30%.
Damage: 300
Force: 780N

Rank 4
1. Damage and Force
Increase damage bonus by 30%.
Damage: 390
Force: 1020N

2.Radius
Increased radius to 8 meters


Rank 5
Warp Damage
Add awarp effect to a target that can be detonated.
Warp Damage: 100 per sec

Recharge Speed
Increase recharge speed by 20%.
Recharge Speed: 3.6 sec

Rank 6
Damage and force
Increase Damage by 50%.
Damage: 585
Force: 1020N

Pierce: storm passes through protection i.e shields/ Barriers and stuns targets
Stun 3 seconds

Pyro Blast
Works like snap freeze but uses blue flame for that extra oomph oh and enemies panic and deals damage overtime
Rank 1
Cooldown (Base): base 8 seconds
Damage  330
Range: 10m
Burn damage: 50 per second for 6 seconds

Rank 2
Increase recharge speed by 25%.

Recharge: 6.4 seconds

Rank 3
Increase damage dealt by 20%
Damage: 396

Rank 4
1.Increase damage by 30%
Damage: 515

2. Reach
Increased reach of flames by 50%

Rank 5
1. Duration and exposure
Increases duration of burn by 50% and increases damage taken by target by a factor of 15% from all sources

2. Recharge speed and fire explosion
Increases recharge speed by 25% and ability has 20% chance to trigger fire explosion without primer


Rank 6
1. Thermite filaments (Flash forged thermite fragments augments the armour melting ability of pyro blast)
Increase damage by 40%.
Weaken armored targets by an additional 25%.


2. Conflageration (The pyro blast will leave a persistent flame in a 90 degree cone after use)
Damage: 50 per second for 6 seconds.
This damage may stack with the base burning damage should enemies venture into the flames.

Modifié par AnimaMachinae, 10 octobre 2012 - 10:38 .


#19
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

AnimaMachinae wrote...


the tech barrier looks a bit OP, maybe make the 6th evolution to block damage % to 15? may not seem like much but 40% means your only taking damage about half the time :/
and maybe the retailiate should only strike enemies within range of the swirling feild?
and also, a question, is the serrated blades upgrade applied only when deactived for the bladestorm upgrade?

Modifié par Phoenix535, 01 octobre 2012 - 03:15 .


#20
AnimaMachinae

AnimaMachinae
  • Members
  • 267 messages

Phoenix535 wrote...

AnimaMachinae wrote...


the tech barrier looks a bit OP, maybe make the 6th evolution to block damage % to 15? may not seem like much but 40% means your only taking damage about half the time :/
and maybe the retailiate should only strike enemies within range of the swirling feild?
and also, a question, is the serrated blades upgrade applied only when deactived for the bladestorm upgrade?


Tech barrier protection FIXED
Retailitae swirling field FIXED
Serrated blades is a seperate ability from bladestormchanged it so that it would increase damage taken by enemies.

Still work in progress

Modifié par AnimaMachinae, 01 octobre 2012 - 03:25 .


#21
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

AnimaMachinae wrote...

Phoenix535 wrote...

AnimaMachinae wrote...


the tech barrier looks a bit OP, maybe make the 6th evolution to block damage % to 15? may not seem like much but 40% means your only taking damage about half the time :/
and maybe the retailiate should only strike enemies within range of the swirling feild?
and also, a question, is the serrated blades upgrade applied only when deactived for the bladestorm upgrade?


Tech barrier protection FIXED
Retailitae swirling field FIXED
Serrated blades is a seperate ability from bladestorm but at the base damage it would be 750


very nice now, the damage reduction downsize fixes preminition, now hes not just invernuable most of the time.
Still confused on serrated baldes, does it just have a chance of damaging people inside the feild?
EDIT: your edit helped me figure it out
I like the concept alot, bring the close range world out from the krogans and vangaurds, plus maybe this guy will actually survive long enough to deal damage, and not have to run away or die constantly. I like the tech feild especially, it brings more power to the close range and complements it very nicely.
Also, I'm thinking of transferring my own chrs. to this thread since it has more life Image IPB

Modifié par Phoenix535, 01 octobre 2012 - 03:28 .


#22
AnimaMachinae

AnimaMachinae
  • Members
  • 267 messages

Phoenix535 wrote...

AnimaMachinae wrote...

Phoenix535 wrote...

AnimaMachinae wrote...


the tech barrier looks a bit OP, maybe make the 6th evolution to block damage % to 15? may not seem like much but 40% means your only taking damage about half the time :/
and maybe the retailiate should only strike enemies within range of the swirling feild?
and also, a question, is the serrated blades upgrade applied only when deactived for the bladestorm upgrade?


Tech barrier protection FIXED
Retailitae swirling field FIXED
Serrated blades is a seperate ability from bladestorm but at the base damage it would be 750


very nice now, the damage reduction downsize fixes preminition, now hes not just invernuable most of the time.
Still confused on serrated baldes, does it just have a chance of damaging people inside the feild?
EDIT: your edit helped me figure it out
Also, I'm thinking of transferring my own chrs. to this thread since it has more life Image IPB


I'll be looking forward to viewing it.

#23
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

AnimaMachinae wrote...

Phoenix535 wrote
very nice now, the damage reduction downsize fixes preminition, now hes not just invernuable most of the time.
Still confused on serrated baldes, does it just have a chance of damaging people inside the feild?
EDIT: your edit helped me figure it out
Also, I'm thinking of transferring my own chrs. to this thread since it has more life Image IPB


I'll be looking forward to viewing it.


you can already in my little link, I'll probaly bring over the two members of the spectere sqaud I already made in there just so people arent confused. After I start this idea for a fully defensive sentinel. Like the name implies they should be, BW did a good job with the paladin and a sheild to protect others, but we dont really have any full support classes in the game. Hell, the only healer we have is the geth engineer.

Modifié par Phoenix535, 01 octobre 2012 - 03:32 .


#24
Jon The Wizard

Jon The Wizard
  • Members
  • 287 messages
Okay, this is just me (most likely) not knowing anything about what I'm talking about, but try this on for size.

Quarian Sentinel
Description: Quarian technician backed up with supplemental biotics.
Appearance: Think Tali's DLC armor from Mass Effect 2.
Skills:
Barrier (Same as Krogan Sentinel)
Overload
Incendiary Grenade (same as Krogan Soldier)

Just a thought. Any way anyone can add to it would be good.

#25
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Spectre Squad
Sentinel: Turian
EDIT: added cryo heavy melee

_________________________________________________________

Health: 500
Sheilds: 650

Description: The spectre Sentinels Value defense over all. The term "a good offense is a good defense" is probaly first in thier books. They focus on maintianing thier own sqauds well being and making sure the enemy gains as little progress as possible. Thier strategy is to make sure the enemy can never make a shot while your own team destorys them from safety. They use new technology probaly independent and never seen in such small sqauds before, they use biotic barriers, omni barricades and other useful assortments of tech and biotics that would normally be used only to protect large sqauds in key postions of big battles. But these spectres recignoize that the N7 ops sqauds are probaly facing more fire than most of an army, and brings along enough tech to protect them adequetly.

Summary: the Spectre Sentinel truely lives up to the name sentinel. Which should mean "defender" they are a full support class, they bring things that keep thier own sqaud in top shape, having one along would be invaluable for keeping your enmies off you, protecting key postions and your base, and doing objectives.

Powers: Omni-barricades
Biotic Sheild
Anti-gravity feild

________________________________________________________________________________________

Power: Omni-barricade
Description: the Omni-barricades improve on the Paladin's sheilding technology, two pylons are deployed by the sentinel to that creat a human sized barricade that blocks any enemy fire and teamates can take cover behind. making it highly useful to defend key postions and block high power enemy fire. it uses an IFF fire system, which means that teammates can fire through it while enemy fire is blocked.
It is also kinecticly sensitive, to allow easy passage for teammates through the omni sheild. However this also means that enemy troops can easily walk though it. however if the enemy is chargin (like a brute) it will activate the sensors and blcok the blow. after to long the generators powering the barricade run out and it collapses

one of the most useful powers for protecting key postions, it encumbers no one, everyone may preform at top levels. and while enemies being able to pass through it may seem like a big deal, ask yourself this, how many times have cerburus troops really rushed at you when they had a clear line of fire? it has less health than an paladin's sheild, but still it is re-deployable. if it is blocking their line of fire enemies will directly target it to get rid of it.
The way it works is that the sentinel shoots one pylon at the location they choose (can only be deployed on the ground) and then the other at another location, the omni wall will form between them. it can only be up to 3 meters lon though, and if a pylon is deployed outside of that range, the first is destroyed.

Rank 1: pylon range 3 meters health 1000 recharge speed 4 sec duration 40 sec
Rank 2: health upgrade the barricade's health to 1200
Rank 3: omni-fire Damage any enemies that walk through the pylon with 200 damage over 3 seconds

Rank 4:
A. Health increase sheilds health to 1600
B. slow slow any enemies that walk through the feild by 15%

Rank 5:
A. duration: increase duration of the barricade to 80 seconds
B.  power siphon siphon some of the kinetic energy from enemy fire to charge your sheilds restore 10% of damage done to your sheilds

Rank 6:
A. Size classifcation Recignition your barricade now recignoizes the size of enmies, anything bigger than human sized will be stopped form entering at the cost of 200 of the barricades health each time it is stopped. enemies trying to pass through will be stunned.
B. Kinetic charge Your barricade is charged by enemy fire, every time it takes enough damage it will emit a pulse that causes 500 damage over 5 meters pulses every 400 damage taken

_________________________________________________________________________________________

Biotic Sheild

Description: those kids at grissom academy arent the only ones with biotic barriers strong enough to protect others. similar to an asari jsuticar's biotic bubble, this barrier is however much stronger and will block enemy fire completly. But it requires much more concentration, and will take away from the user's biotic barrier. And also the user will need time to catch his breath after using such a strenous biotic ability, which would not be good if he ha used up all of his biotic barrier while protecting himself from a horde of enemies that are now ready to mow him down.
Summary: the Biotic sheild is invaluable for  objectives like devices, and, if the user can gain mastery over it. keeping a atlas misle from destroying comrades. It isnt nearly as big as an asari bubble, only big enough to fit maybe three people. But it completly stops enemy fire, however 10% of the user's barrier is drained each second while using it. And while it may not have a cooldown, the longer it is used, the more time the Sentinel needs to catch his breath. meaning he could be stuck there for a few seconds with no barrier and a swar of brutes bearing down upon him. so its best to keep an eye on how long you've used it, also, if you use up your whole barrier it will actually take more time to recharge than usual. As well, the spectre cannot do ANYTHING while maintaing the barrier.

Rank 1: drains 10% of the spectres barrier every second max recover time 3.5 seconds. size 1.5 meters
Rank 2: Recovery decrease max recover time to 3 seconds
Rank 3: size increase bubble size to 2 meters

Rank 4:
A. Pull feild any enemies that step within the bubble are pulled
B. heal feild allies regen 5% of max sheilds every seconds while inside the sheild

Rank 5:
A. Return Warp every 4 seconds an enemy that fires at the bubble will be hit with a warp effect, dealing damage and setting up for BE
B.Extreme conditioning you can keep the bubble up for an addtional 3 seconds after your barrier is drained

Rank 6:
A. Biotic Fury any enemy that comes within the bubble will exploe on contact. And every 4 seconds one random enemy that fires at the bubble will be hit with a biotic explosion
B. Biotic Graces there is a 40% chance that once the bubble goes down your barrier will be restored to half strength. And you and your allied sheilds will be bolstered with biotics, making them increase by 20% for 15 seconds after the sheild goes down.
________________________________________________________________________________________


Pull Feild

[i]Description: launch a biotic infused tech mine that will detonate as soon as an enemy steps near it, causing damage. It wil also stay active for a time after it is detonated, caused any unarmoered targets that enter the feild to be hit with a pull effect for a certian amount of time. Rendering them helpless.

Summary: the pull feild is a good disruption power, it will deal a little bit of damage and pul any survivors of the balst up into the air, then for a little bit afterwars any enemy that steps in will be pulled also. Making it an amzing BE source. Also just good for keeping foot soldiers out of the way when bigger enemies are coming through. The inital exploson damage isnt that much though, the main show here is that it auto-pulls anything that walks through.

[b]Rank 1: explosion damage 300 pull feild range 3.5 meter pull feild duration 8 seconds
Rank 2: raduis increase pull feild raduis by 1 meter
Rank 3: damage increase the feild's explosion damage by 100

Rank 4:
A. Detonate the pull feild explosion will detonate any enemies et up for biotic explosions already
B. duration increase the pull feilds duration by 5 seconds


Rank 5:
A. stun automatically stun any enemies that come into the feild, unarmored or not. and continuously stun them every 4 seconds
B. Sheild penetration pull enemies with sheilds or barrier, with less force and with only half the effective time though.


Rank 6:
A. Warp all enemies that come within the feild take 80 damage per second and are setup for BE no effect on sheilded targets
B. Death explosion the feild explodes when the time is up, dealing another 500 damage and sending any lifted targets flying.

Heavy melee: Sentinel shoves his fist into the ground and a cryo burst chills nearby enemies


ost the rest of the spectres on laterImage IPB

Modifié par Phoenix535, 02 octobre 2012 - 02:02 .