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#51
TheAshenPhoenix

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3DMatt wrote...


Really well thought out. It feels very balanced and I agree that Overload isn’t used enough.
 
I agree with Phoenix535 about the shields. I think you’ve got some wiggle room before it becomes overpowered. The one thing I would suggest is adding a down side to the power. Possibly a time limit or some kind of penalty like how barrier adds to cool-down time or the movement speed penalty you get in devastator mode.
 
Also, nice appearance idea.


if he added a power recharge penalty he could probaly stand a much bigger buff, hes got some wiggle room now, if you wanted to add more "out there" effects than a power recharge penalty would probaly let you do whatever you wanted with it. it would defintly deter people from using both barrier and the drone though...

#52
Guest_BrotherWarth_*

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3DMatt wrote...

BrotherWarth wrote...

Salarian Soldier-
Shields/Health- 600/500
Marksman
Homing Grenade
Inferno Grenade

Salarian Sentinel-
Shields/Health- 600/500
Defense Matrix
Energy Drain
Stasis Grenade*

Turian Infiltrator-
Shields/Health- 750/500
Shadow Cloak~
Snap Freeze
Overload

Turian Engineer-
Shields/Health- 850/500
Combat Drone
Energy Drain
Flash Fire◘

Batarian Adept-
Barrier/Health- 750/750
Reave
Annihilation Field
Biotic Surge^

Batarian Vanguard-
Barrier/Health- 750/750
Biotic Charge
Stasis Grenade*
Smash


the Batarian biotics sound awsome. Biotic Surge would be a brilliant power and a good fit for Batarians.


Thanks. I would kill for more Batarians.

#53
Abraham_uk

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New Baterian Character  (edited due to some very helpful feedback)

Baterian Medic (Listed under Engineer)
The baterian medic has 20% greater base health and shields than it's Baterian counterparts. In addition, it can help squadmates survive large onslaughts with it's medical abilities. If you want to go for weapon damage, immunity has a level 6 evolution that allows you to build a more weapon focused build.

The best way to look at the Baterian Medic is to think of the Paladin class in traditional Dungeons and Dragons Role Playing Games. Their role is to heal the team and provide buffs to all stats. They don't have any damaging powers, but they do pack a mean punch with their weapons whilst being heavily defended.

Initial Health 900 and Initial Shields 900
With Fitness Maxed Out (tanking spec)     Health 1710 and Shields 1710

Powers

Immunity (subject to cooldowns)
Healing Orb (limited uses)
Stim Pack (subject to cooldowns)




Immunity - Omnitool injects a healing fluid into the body for a brief period of time of time. With this power active they take very little damage, health and shields are restored and immunity to one hit kills. In addition, immunity makes the player immune to stunlock (an ability that enemy geth have, that will briefly stun squadmates that get too close).

Rank 1: Damage Reduction + 10%
Rank 2: Rate of healing + 10%
Rank 3: Power duration increased from 5 seconds to 10 seconds
Rank 4a: Damage reduction + 20%
Rank 4b: Rate of healing + 20%
Rank 5a: Power duration increased by 10 seconds
Rank 5b: Squad Immunity. This gives a 20% damage reduction bonus to the rest of the squad whenever immunity is active.
Rank 6a: Damage synergy. Melee and weapon damage increased by 10%
Rank 6b: Rate of healing + 10% and damage reduction + 30%


Healing Orb- Chuck a grenade that will completly restore health and shields to anyone friend or foe. It will revive anyone who is bleeding out whilst completly restoring their health and shields . You can carry up to 3 orbs. These can be replenished in the same way grenades can be replenished. 
 
Radius of healing orbs is 4 metres.

Target a squadmate before throwing the orb for maximum efficency.
If you are not targeting anyone, the healing orb could miss, since it has a limited radius.
Bonuses apply for anyone targeted by them.

Rank 1: Number of orbs + 1
Rank 2: 10 second Damage Reduction of target + 10%
Rank 3: 10 second melee damage increase + 10%
Rank 4a: Number of orbs + 1
Rank 4b: 10 second weapon damage increase + 10%
Rank 5a: Ammo restoration (restores 100% of target ammo)
Rank 5b: 10 second power and combo damage increase + 10%
Rank 6a: Number of orbs + 1
Rank 6b: 10 second sprint bonus + 10%



Stim Pack - The omnitool fires a projectile at the targeted squadmate. This will provide 5-10 second boost a number of stats. Stim Packs have a 10 second cooldown. To use a stimpack on yourself tap the stim pack button without aiming at a squadmate. Aim at a squadmate and press the power key to use on squadmates. Omnitool won't fire projectile at enemies.

Rank 1: Weapon, melee and power damage (not including combos) increase + 5%
Rank 2: Sprinting Speed + 5%
Rank 3: Biotic and Tech combo damage + 5%
Rank 4a: Weapon, melee and power damage + 10%
Rank 4b: Sprinting Speed + 10%
ank 5a: Biotic and Tech Combo damage + 10%
ank 5b: Cooldown time reduction of target's powers by 10%
Rank 6a: Stimpack duration + 5 seconds
Rank 6b: Rate of fire increase + 10%


Fitness (same ranks as all other fitness powers)
Baterian Omnifist as the heavy melee

Baterian Medic (class Passive)

Rank 1: Boost squad and personal weapon damage + 10%
Rank 2: Personal Medi Gel Capacity + 2.   Personal Survival Ops Packs Capacity + 2
Rank 3: Boost Personal Missile Capacity + 2.  Ammo Packs Capacity + 2
Rank 4a: Boost squad biotic and biotic combo damage by 20%
Rank 4b: Boost squad tech and tech combo damage by 20%

Rank 5a: Squad (not including yourself) Shotguns, Pistols and SMG Damage Bonus + 10%   
(Boost personal Shotgun, Pistol and SMG damage by 20%)

Rank 5b: Squad (not including yourself) Assault Rifle and Sniper Rifle Bonus + 10%
(Boost personal Assault Rifle and Sniper Rifle damage by 20%)

Rank 6a:  Reduce squad cooldowns by 10%
Rank 6b: Increase squad power durations by 10%

Modifié par Abraham_uk, 03 octobre 2012 - 09:33 .


#54
Abraham_uk

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So the idea behind the Baterian Medic is the D&D Paladin.

A tank with incredible weapon damage coupled with powerful buffs and healing abilities for the whole team.

The Baterian Medic is one big package.
Squad bonuses for class passive do not stack up.

In the case of having two Baterian Medics, the game will only take into account one of the Baterian Medic's class Passive squad bonuses (picked by random).

The Baterian Medic personal bonuses taken into account regardless of how many Baterian medics there are on the field.

#55
AnimaMachinae

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Abraham_uk wrote...

New Baterian Character

Baterian Medic (Listed under Engineer)
The baterian medic has 20% greater base health and shields than it's Baterian counterparts. In addition, it can help squadmates survive large onslaughts with it's medical abilities. If you want to go for weapon damage, immunity has a level 6 evolution that allows you to build a more weapon focused build.

The best way to look at the Baterian Medic is to think of the Paladin class in traditional Dungeons and Dragons Role Playing Games. Their role is to heal the team and provide buffs to all stats. They don't have any damaging powers, but they do pack a mean punch with their weapons whilst being heavily defended.

Initial Health 900 and Initial Shields 900
With Fitness Maxed Out (tanking spec)     Health 1710 and Shields 1710

Powers

Immunity (subject to cooldowns)
Healing Orb (limited uses)
Stim Pack (subject to cooldowns)




Immunity - Omnitool injects a healing fluid into the body for a brief period of time of time. With this power active they take very little damage, health and shields are restored and immunity to one hit kills.

Rank 1: Damage Reduction + 10%
Rank 2: Rate of healing + 10%
Rank 3: Power duration increased from 5 seconds to 10 seconds
Rank 4a: Damage reduction + 20%
Rank 4b: Rate of healing + 20%
Rank 5a: Power duration increased by 10 seconds
Rank 5b: Squad Immunity. This gives a 20% damage reduction bonus to the rest of the squad whenever immunity is active.
Rank 6a: Damage synergy. Melee and weapon damage increased by 10%
Rank 6b: Rate of healing + 10% and damage reduction + 30%


Healing Orb- Chuck a grenade that will completly restore health and shields to anyone friend or foe. It will revive anyone who is bleeding out whilst completly restoring their health and shields . You can carry up to 6 orbs. These can be replenished in the same way grenades can be replenished. 
 
Target a squadmate before throwing the orb for maximum efficency.
If you are not targeting anyone, the healing orb could miss, since it has a limited radius.
To use orb on yourself, press and hold the healing orb button for 2 seconds.

Rank 1: Number of orbs + 1
Rank 2: 10 second Damage Reduction of target + 10%
Rank 3: 10 second melee damage increase + 10%
Rank 4a: Number of orbs + 1
Rank 4b: 10 second weapon damage increase + 10%
Rank 5a: Number of orbs + 1
Rank 5b: 10 second power and combo damage increase + 10%
Rank 6a: Number of orbs + 1
Rank 6b: 10 second sprint bonus + 10%



Stim Pack - The omnitool fires a projectile at the targeted squadmate. This will provide 20-30 second boost a number of stats. Stim Packs have a 10 second cooldown. To use a stimpack on yourself tap the stim pack button without aiming at a squadmate. Aim at a squadmate and press the power key to use on squadmates. Omnitool won't fire projectile at enemies.

Rank 1: Weapon, melee and power damage (not including combos) increase + 10%
Rank 2: Sprinting Speed + 10%
Rank 3: Biotic and Tech combo damage + 10%
Rank 4a: Weapon, melee and power damage + 30%
Rank 4b: Sprinting Speed + 20%
Rank 5a: Biotic and Tech Combo damage + 25%
Rank 5b: Cooldown time reduction of target's powers by 30%
Rank 6a: Stimpack duration + 10 seconds
Rank 6b: Rate of fire increase + 30%


Fitness (same ranks as all other fitness powers)
Baterian Omnifist as the heavy melee

Baterian Medic (class Passive)

Rank 1: Boost squad weapon damage + 10%
Rank 2: Personal Medi Gel Capacity + 2.   Personal Survival Ops Packs + 2
Rank 3: Boost Personal Missile Capacity + 2.  Boost Weapon
Rank 4a: Boost squad biotic and biotic combo damage by 30%
Rank 4b: Boost squad tech and tech combo damage by 30%

Rank 5a: Squad (not including yourself) Shotguns, Pistols and SMG Damage Bonus + 30%   
(Boost personal Shotgun, Pistol and SMG damage by 60%)

Rank 5b: Squad (not including yourself) Assault Rifle and Sniper Rifle Bonus + 30%
(Boost personal Assault Rifle and Sniper Rifle damage by 60%)

Rank 6a:  Reduce squad cooldowns by 10%
Rank 6b: Increase squad power durations by 10%


Interesting take on Batarian Medic. The healing orbs ability seems abit problematic, considering how it can heal a foe will it too grant them the bonuses associated with it? and the use on self requiring 2 second holding is abit unnneccesary imho because you can easily chuck it at your feet. But thats my views.

#56
Abraham_uk

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AnimaMachinae wrote...

Interesting take on Batarian Medic. The healing orbs ability seems abit problematic, considering how it can heal a foe will it too grant them the bonuses associated with it? and the use on self requiring 2 second holding is abit unnneccesary imho because you can easily chuck it at your feet. But thats my views.



Fair points right there.

First of all I'll hapily remove the 2 second holding rule.



As for the bonuses, it will grant the target (be it you or the fellow squadmate) those bonuses.
Does this help?

#57
TheAshenPhoenix

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Abraham_uk wrote...


This is very nice and orginal! I wasnt expecting a Batarian of all races to be choosen, but I suppose that it makes sense considering thier whole race has been exiled, forced to sruvive in tough enviroments, and were one of the first hit by the reapers. I like the very orginal abilities too, and the concept of a paladin style class.

there are a few things that make it OP though, the first power immunity seems fine, though you may get some lore whiners wondering why it makes you immune to insta kill. but thts it.

My only complaint about the healing orbs is that the maximum is 6, think about it, with a grenade capacity V you can get almost as many as a demolisher, the queen of grenades and grenade capacity. I'd like to know how big the raduis is, because depending on how big I could also argue the insta revive is a bit (not alot) OP, imagine how farmable these chrs. would make platnuim if you can just insta revive people the whole game.

as for stim pack, not really a complaint on its own, but as for the  +30% and power damage weapon damage, pair with my next for an even bigger problem.

The passive bonus tree. WOW that is OP +60% weapon damage for yourself? I'm sorry to sound mean but thats insane, remember hunter mode and networked AI on a GI is what made everyone whine about it to nerfdom, altogether now its about 37% extra, and some still complain. think about that, and then giving a 30% boost to your squadmates? I love the boost to sqaud idea, and I know he has to have powerful weapons of his own because of no offensive powers. But this is just beggin for someone to whine about it. These need to be dumbed down a bit, I'm rlly sorry to be the one to say it, but it does need it. Just some constructive criticisim

Other than this it is an extremly creative idea for a class, and some very unique powers, if you make more I look forward to seeing them!

Modifié par Phoenix535, 03 octobre 2012 - 08:17 .


#58
Abraham_uk

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Thanks Phenoix.

I'll tone down some of the percentages and remove some of the overpoweredness.

#59
TheAshenPhoenix

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Abraham_uk wrote...

Thanks Phenoix.

I'll tone down some of the percentages and remove some of the overpoweredness.


No problem! constructive criticisim is what makes any form of art better! I'm just glad you didnt take it the wrong way, which there's always a chance even if your trying to help. I like to think of other powers or bonuses and compare mine to them, they COULD be much more powerful of course, but you need to think of what would make it as balanced. if you make a power that does massive damage, give it a downside like a super-long cooldown and stat decrease. if you make something very unique, think of the pros and cons, if one outwieghs the other to much you ethier need to tone it down or you've got some wiggle room to make it better. Also, once you've come up with everything, just think "what would it be like to play with this character?" that generally also works.

EDIT: looked at it agian and now it seems very nice, while that 20% is going to give him some heavy hitting weapon damage on his of choice, but given that I think you could actually stand to make the first upgrade for the sqaud and himself, giving +30% damage, I'm not going to even say anything about the insta revive on the healing orbs (btw 5 meters is 1 and a 1/2 more than a maxed out asari bubble, which I compare raduis to since its the easiest to remember) since that it seems like his niche power (which is always your best/most helpful it seems fine that he should be able to revive people, especially now with only 3 max
Keep up the good work! Image IPB

Modifié par Phoenix535, 03 octobre 2012 - 08:51 .


#60
Abraham_uk

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At Phenoix 535.

Thank you so much for your feedback.

I've made a few stat changes. By stat changes I mean nerfing.
Reduced the number of Healing Orbs (based on the Lazarus Grenades by the way).

I think immunity has to rule out some of the annoying features of stunlock and instant kill annimations. If immunity doesn't do those basic things, then it quite simply shouldn't be called "immunity".

Immunity only lasts 5 seconds but can be upgraded to last 25 seconds.
As for a lore explanation, the fluid that the omnitool injects into the body also increases awareness to abilities such as "stunlock" and "instant kill" allowing them to evade them in time. Thus whilst immunity is active, the subject cannot be stunlocked or subjected instant kill annimations.

Squad immunity only gives the team a 20% damage resistence. That's it. Doesn't cover any of the other passives in the immunity skill tree. The squad only get that 20%. Some of the fluid that is used to buff the Baterian Medic is transferred to the other squadmates allowing them to get greater damage protection.


Immunity always has a cooldown equal to it's duration. So if it lasted 25 seconds the cooldown will also be 25 seconds. So this makes the seemingly overpowered power, less overpowered. Furthermore since weapons do not affect the Baterian Medic's cooldowns one bit, the Baterian Medic can carry just about any weapon without penality. The only way to reduce the cooldown is to de-activate the power before the duration is up.

The Stim Packs are more offensive with their stat boosts favouring weapon, power, power combo and melee damage. These have a fixed cooldown of 10 seconds. Like with Immunity, nothing you do can reduce or increase the cooldowns. But you can't de-activate Stim Packs. They must run their course. So once again you can carry just about any weapon you want.


Despite the Baterian Medic being an engineer, it is more of a combat orientated engineer. With powers that are not affected by the weapon weight mechanic, and abilities that buff just about every combat orientated stat.

If you have any more suggestions feel free to comment.

Modifié par Abraham_uk, 03 octobre 2012 - 09:34 .


#61
Versus Omnibus

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Any of these next please.

Modifié par Versus Omnibus, 03 octobre 2012 - 08:59 .


#62
Abraham_uk

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Versus Omnibus wrote...

Any of these next please.



Your thread has been added to an epic compillation of "Multiplayer suggested ideas threads".

#63
Versus Omnibus

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Abraham_uk wrote...

Versus Omnibus wrote...

Any of these next please.



Your thread has been added to an epic compillation of "Multiplayer suggested ideas threads".


Thank you. ^^;

#64
TheAshenPhoenix

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At abraham, yes, I wasnt saying I dissaproved, I'm just saying last time I made a chr. thread some lore freak came in and argued so much no one else wanted to post :(
immunity always seemed nice anyway, like I said it looks very balanced and extremly original. I would love to play it.
speaking of which, your batarian style paladin reminds me to work on an old mage-like chr. I have, he needs some tweaking but he'll be here from my old thread soon ^_^

and at versus, you mean the orginal guy drawing it or our opinions on them?

#65
Versus Omnibus

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Phoenix535 wrote...

and at versus, you mean the orginal guy drawing it or our opinions on them?



Both.

#66
TheAshenPhoenix

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This is one of the spectre classes transferred from my old thread, I made some necessary changes to thim though. to make him more "magey." which also I suppose relates to Abraham's post, since when making this guy a while ago I really wanted to get down than mage aspect. A far range unit with very little health but a very high damage output.

Spectre Adept

Health 500 Barrier 300

Description: using the X5 (if this implant already exists, apologies. this is a new implant) that gives the spectre even more manual control over his nervous system than the asari, this gives him the ability to project huge amounts of biotic power by using his own willpower, however the implant also takes away from the users biotic barrier since it requires more manual focus than other implants, and most of that is used up in the biotic abilities.
________________________________________________________________________________________

Powers:

Impale: create an intense mass effect and stasis feild combonation to generate a large spike that shoots up the ground and straight into the enemy, impaling smaller units and causing massive damage to anything that would survive. However the feild is very hard to generate and therefore, cannot be very far from its caster.

Summary: Impale is a very strong power, comparable to the ex-cerburus smash. maybe even a bit more powerful, it can be cast farther away than smash, though not a great distance. it will quite litreally impale units without sheilding if it deals enough damage. larger enemies and enemies will be stunned by its force. the range may be greater than smash but for someone with only 300 barrier it is still rather dangouresly close

Art: a small bluish feild of energy gathers around the target, 1/2 a second later a large, curved spike shoots out of the ground. Brutally impaling finished off human-sized targets, then quickly slides back into the same feild 1/2 a second later.
Rank 1: cast range 8 meters damage 1000 spike size .8 meters recharge speed 3.5 seconds
Rank 2: recharge speed decrease recharge speed to 2.5 seconds
Rank 3: damage increase damage to 1100

Rank 4:
A. damage increase damage to 1300
B. Push any enemies within range of the spike are thrown and incapacitated for .5 seconds if armored/sheilded

Rank 5:
A shockwave spike cause 3 smaller spikes that deal 300 damage each to hit 3 enemies within 2 meters of the first
B. drain 50% of any damage done to sheilds/barriers are transferred to you

Rank 6:
A. shockwave when the spike slides back into the ground send a shockwave that deals 200 damage and stuns anything withing 3 meters.
B. Dragon tooth any human sized enemy with little enough health to be impaled by the spike is turned into something similar to a husk, it has only 80 health but will harass any enemy within range by trying to claw it, they last only 10 seconds.

________________________________________________________________________________________

Biotic Siphon: Siphon away your enemies life force with principles slimar to reave, but instead of using the energy gained to create a biotic sheild to absorb damage. you use it to fuel your biotic barrier.
Using this on an enemy will cause your barrier to regenerate over time.

Summary: biotic siphon is the Adept's life-saving power, it will constantly regenerate his barrier so long as it is on an enemy (it also works on the Geth, instead ultilizing the energy of the Geth's wiring systems). this helps with the drawback of having such a small barrier on the Adept, however it recharges over time, meaning it is most certianly not something like charge that will just instantly recharge your barrier and let you get back into the fight.

Base stats: Damage per second 50, barrier regen per second 10% lasting time 5 seconds recharge speed 5 seconds

Rank 1: recharge speed decrease recharge speed by 2 sec
Rank 2: damage increase damage per second by 10
Rank 3: duration increase duration by 2 seconds

Rank 4:
A. Protection, create a temporary sheild that also gives you +5% damage protection for 10 seconds
B. damage increase damage per second by 10

Rank 5:
A. leech increase healing by 5% per seconds
B. Lasting leave the damage effect on for 5 more seconds, but not the healing effect.

Rank 6:
A. Leech further increase healing rate by another 5%
B. Damage protection give an addtional 5% protection after using for 10 seconds

_________________________________________________________________________________________

Biotic Puppeteer: using your extreme control over your biotics, use and extremly percise mass effect stasis feild to control your enemies actions, forcing them to do whatever you want them to. however since it is not the enemies wish and you are crudely contolling them with a stasis feild. it will not be nearly as percise as usual, and just like with stasis feilds, your enemy will get a greater resistance to it with each use. However, on enemies to large you cannot project your feild effectivly. making it useless

Summary: the biotic puppeteer is a play on dominate, it can control all three factions of enemies, so it can be very useful. However it creates a great damage reduction on whatever your enemy wouldve dealt. it's best used to cause disruption, seeing as how your enemy has reduced damage. it does owever, have a greater duration than sabatoge, since you are a master of Biotics. Therefore you may be able to get 3 effective uses out of it, it will not work on boss units, brutes, or ravagers. But it will create a slowed movement speed.

Rank 1: Duration 15 seconds recharge speed 7 seconds movement speed decrease on bosses 20% -50% damage
Rank 2: recharge speed decrease recharge speed to 6 seconds
Rank 3: damage reduce damage decrease by 5%

Rank 4:
A. Slow increase boss movement speed decrease by 15%
B.  Percision decrease damage reduction by 5%

Rank 5:
A. Constriction cause your stasis feild to grow tighter as it gets closer to dispelling dealing 150 damage throughout its deration, and then 100 when the effect wears off.
B.Distraction cause the enemy controlled to become the main target for any enemy nearby. enemies will quickly shift their attention back if shot or otherwise brought back to attention

Rank 6:
A. weakness +20 more damage done to target
B. true focus decrease weapon damage penalty by 15%


Spectre operative: all those years spent doing spectre operations really hone your battle skills. (for all spectre operatives replaces passive weapon/power bonus)

X5 implant upgrade: increase the strengh of your biotic attacks and barrier by upgrading your X5 implant (fitness)

#67
Abraham_uk

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One word. Epic.

#68
Abraham_uk

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I'd like to propose a class made up entirely of existing powers.

Female Turian Engineer.


Overload
Incinerate
Sabotage
Fitness (nothing new)
class Passive: Turian Veteran


Why the unorginal concept?

As an engineer in single player I rarely used sabotage except to hack Geth.
But it wasn't until later that I realised that sabotage is pretty good at setting up tech bursts.

This is a pretty versatile build that reflects the way that a lot of gamers play their engineers hotkeying only those three powers leaving out cryo blast, sentry turret and combat drone.

We basically have the engineer version of the adept's warp + throw combo.
This class centres around tech combos. Also it can be built as a way of controlling Geth.

The differences between Female Turians and the Male Turians is


  • Females packs +20% more power damage.


  • Females have shorter cooldowns.


  • Females pack 10% less weapon damage.


  • Females have 20% less health and shields.


  • Females have greater agility with more combat rolls, sliding over cover (similiar to humans)


  • Females wear lighter armour and can run 10% faster than the male versions.



The similarities between Famale and Male Turians.

  • Weapon stability. Turians get some of the best weapon training available. Because of this they are still one of the best races around for wielding guns effectively in combat.


  • Heavy melee is similiar but not the same. The female turian can perform the dual blade animation without having to stop. They can continue to run whilst performing the melee animation. Running whilst performing the heavy melee will do 10% extra damage.


  • Specialist weapon is assault rifles


  • Gains a bonus for head shots.

The Female Turian Engineer is mostly about spamming powers, but can still duke it out with gunplay.

Modifié par Abraham_uk, 03 octobre 2012 - 11:31 .


#69
aliasofall

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Multiplayer class ideas based on Levitahn DLC

*Spoiler-You have been warned*

Leviathan Thrall (May change race if a better suggestion comes up)

A modified reaper Marauder put to use for the Leviathans against the Reapers

Description- When Shepard uncovered the Leviathans and turned their attention to the Reapers they began to enthrall many Reaper troops and began to create their own Reaper army. The first thing the Levithans needed were enthralled soldiers they could personally control on the battlefield and thus the Marauder was selected as their suitable commanding unit thanks to its militant origions. The Marauder was modified further with more armor and improved implants to allow for the Leviathan to extend its Indoctrination range and increase its army.

The Thrall's unique placement on the field means it can support allies from a distance and at close range

Type: Adept

Abilities-Dominate

Rank 1: Dominate
Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe. A single affected target will fight on your side for a short time. Targets grow resistant to the power over time.Recharge Speed: 12 sec

Duration: 10 sec


Rank 2: Recharge Speed
Increase recharge speed by 25%.


Rank 3: Duration

Increase duration by 30%.


Rank 4: Recharge Speed/Duration

Recharge Speed
Increase recharge speed by 30%.

Duration
Increase duration by 40%.

Rank 5: Lasting Damage/Frenzy

Damage
Inflict massive nerve damage to the target, doing 50 points of damage per second.

Frenzy
While under the effect of the power, the target does 40% more weapon damage.

Rank 6: Vulnerability/Rage

Vulnerability
The target takes 30% more damage from all sources.

Rage
While under the effect of the power, the target does 60% more weapon damage and takes 50% less damage.

Enthrallment Reinforcement

Rank 1:Enthrallment Reinforcement

Summon a group of enthralled husks to fight against enemy forces after a certain amount of time the husks begin to degrade and self destruct into a cloud of damaging vapor.

Recharge Speed: 50 sec

Duration: 60 sec


Rank 2: Cannibals

Replace Husk reinforcements with Cannibal reinforcements. Cannibals have a longer duration and can also devour fallen enemy organics to gain armor.

Recharge Speed: 60 sec

Duration:120 sec


Rank 3: Marauder

Adds a Marauder to the Cannibal reinforcements can bestow armor to allied Husks and Cannibals


Rank 4: Duration/Damage and Shields

Duration

Increase Duration by 40%

Damage and Shields

Increase damage for reinforcements by 20 %
Increase shields by 25 %


Rank 5: Detonation/Durability

Detonation 

Anytime a reinforcement is slain a detonation will occour now and at the end of the duration.

Durability

Increase Shields by 30%
Increase Health by 20%

Rank 6: Ravager/Banshee

Ravager

Along with the reinforcements a Ravager now comes along with the reinforcements

Recharge Speed:60 sec

Duration:120 sec


Banshee

The Banshee replaces all reinforcements now and can gain  armor from Blood armor

Recharge Speed:120 sec

 Duration: 60 sec



Blood Armor

Rank 1:Blood Armor

Channel for a fixed amount of time to give allies and all reinforcement types armor

Duration: Infinite till armor is destroyed

Recharge Speed: 20 sec


Rank 2: Protection

Increases armor durability by 50% and increase shields by 30%


Rank 3:Infectious Armor

When armor is on allied forces suffering melee attacks from enemies cause burning damage to enemies


Rank 4: Improved Armor/Combustible Blood

Improved Armor

Armor is more durable and increases strength by 45%

Combustible Blood

When Blood armor is directed at an enemy it realeses a tracking blast of flammable blood

Rank 5: Damage and Shields/Recharge Speed

Damage

While armor is on increase damage by 20%
Increase Damage for weapons by 10%

Recharge Speed

While Armor is on reduce the recharge speed of abilties by 30%


Rank 6: Healing Matrix/Defensive Matrix

Healing Matrix

Sacrifice some of your health when targeting an ally and distribute it to allied forces

Defensive Matrix

Any armor that is on makes the user have drasticly increased Shield Regeneration and stronger armor



Reaper Mutations


Rank 1: Reaper Mutations

Reaper mutations and Implants have made this once great Turian into a true weapon of war.

Weapon Damage Bonus: 5%
Power Damage Bonus: 5
Weight Capacity Bonus: 10

Rank 2: Weapon Damage

Increase weapon damage bonus by 10%.
Weapon Damage Bonus: 10%


Rank 3: Power Damage

Increase power damage and force bonuses by 7%.
Power Damage Bonus: 15%


Rank 4: Weapon Damage/Damage & Capacity

Weapon Damage Bonus
Increase weapon damage bonus by 8%.

Damage & Capacity
Increase power damage and force bonuses by 15%.
Increase weight capacity bonus by 15 points.

Rank 5: Power Damage/Headshots

Power Damage
Increase power damage and force bonuses by 25%.

Headshots
Increase headshot damage bonus by 30%


Rank 6: Assault Rifles/Weapons Damage

Assault Rifle
Decrease the weight of Assault Rifles by 40%.

Weapons Damage
Increase weapon damage bonus by 20%.

Rank 1: Fitness
Boost Health, shields/barriers, melee damage and durability.
Health & Shield Bonus: +25%
Melee Damage Bonus: +15%

Rank 2: Durability
Increase health and shield bonuses by 15%.

Rank 3: Melee Damage
Increase melee damage by 20%.

Rank 4: Melee Damage/Durability

Melee Damage
Increase melee damage bonus by 30%.

Durability
Increase Health and shield bonuses by 20%.

Rank 5: Martial Artist/Shield Recharge

Martial Artist
Increase melee damage by 75% for 30 seconds when an enemy is killed by heavy melee.

Shield Recharge
Decrease shield recharge delay by 15%

Rank 6: Melee Synergy/Fitness Expert

Melee Synergy
Increase melee damage bonus by 30%.
Increase Weapon Damage by 30% for 20 seconds after an enemy is killed by heavy melee.

Fitness Expert
Increase health and shield bonuses by 30%.

Note For Blood Armor once the armor breaks all the benfits it gives are gone. Armor for reinforcement doesnt give a boost to recharge or abilities for the Banshee.


L.E.T. Infiltrator or Leviathan Enthrallment Team Infiltrator

Description-The L.E.T. are masters of stealth and espionage whos sole purpose is to deploy Leviathan Enthrallment Spheres. These urban espionage and subterfuge agents are masters of reourcefulness, choosing to cloak and revert to hand to hand combat to save ammunition. Now that the Leviathans have their targets and the L.E.T. are their instruments an army shall arise.

Type:Infiltration

Enthrallment Sphere

Rank 1:Enthrallment Sphere

Enthrallment Sphere

The infiltrator drops the artifact at a selected spot and leaves the trap for organic enemy forces to stumble upon and become the slaves for the Leviathan army. Synthetic enemies who approach the sphere get an energy wave when the sphere self destructs.

Duration:Its a trap self destructs upon activation

Recharge Speed: 20 sec

Max Amount:3 on field

Rank 2:Radius

Radius

Increase radius of blast by 50%

Rank 3: Duration

Duration

Increase the duration of enthrallment by 20 secs

Rank 4: Sphere Supply/Damaged Systems

Sphere Supply

Increase the amount of spheres on the field by 2

Damaged Systems

Causes synthetic enemies to be stunned for 3 secs


Rank 5: Frenzy/Zealot

Frenzy

Causes the enthralled to gain increased  speed and damage by 20%

 Zealot

Enemies are forced to attack enthralled forces


Rank 6: Expose/Stasis Field

Expose

Increase weapon damage taken by a target by 15%.
Increase power damage taken by enthralled targets by 15% for 10 seconds

Stasis Field

Enemies hit by the spheres detonation are locked in stasis for 5 secs


Tactical Cloak


Rank 1: Tactical Cloak
Become invisible. Gain a massive damage bonus when breaking from cloak to attack.
Recharge Speed: 10 sec
Duration: 4 sec
Damage Bonus: 40%

Rank 2: Recharge Speed
Increase recharge speed by 25%.

Rank 3: Duration
Increase power duration by 30%.


Rank 4: Duration/Damage

Duration
Increase power duration by 150% multiplayer

Damage
Increase damage bonus by 40%

Rank 5: Recharge Speed/Melee Damage

Recharge Speed
Increase recharge speed by 30%.

Melee Damage
Increase melee damage by 50% while cloaked.

Rank 6: Bonus Power/Sniper Damage


Bonus Power
Fire one power while cloaked and remain hidden

Sniper Damage
Increase sniper rifle damage by 25% while cloaked.

Tactical Scan


Rank 1: Tactical Scan

Reveal weaknesses in defenses, increasing all damage done to the target and slowing its movement speed. Provide the entire squad with a tactical readout. Only one scan can be active on a target.

Recharge Speed: 4 Sec

Duration: 20 sec

Movement Speed Penalty: 15%

Damage Taken Bonus: 15%


Rank 2: Recharge Speed

Increase Recharge speed by 50%


Rank 3: Duration

Increase Duration by 30%


Rank 4: Weapon Damage/Power Damage

Weapon Damage

Increase all weapon damage done to the target by 7.5%

Power Damage

Increase all power damage done to the target by 7.5%

Rank 5: Headshots/Movement Speed

Headshots
Increase all Headshot damage by 25%.

Movement Speed
Increase the target's movement speed penalty by 15%.

Rank 6: Damage/Area Scan

Damage
Increase all damage done to the target by 10%

Area Scan
Increase scan duration by 100%. Momentarily reveal enemies within 20 meters of the target with an initial scanning pulse
Stealth Mastery


Rank 1: Stealth Mastery

Boost health, shields, melee damage, durability, and movement speed.

Health & Shield Bonus: 20%

Melee Damage Bonus: 15%

Movement Speed Bonus: 10%


Rank 2: Durability

Increase health and shield bonuses by 15%.


Rank 3: Hand to Hand Combat Damage

Increase Heavy Melee damage by 20%

Increase melee damage bonus 15%


Rank 4: Heavy Melee Damage/Durability

Heavy Melee Damage
Increase Heavy Melee damage by 30%.

Durability
Increase health and shield bonuses by 20%.

Rank 5: Martial Artist/Shield Recharge & Speed


Martial Artist
Increase sword damage by 50% for 20 seconds after an enemy is killed by a sword attack.


Shield Recharge & Speed
Decrease shield-recharge delay by 10%.
Increase movement speed by 10%.
Movement Speed Bonus:

Rank 6: Shield Damage/Armor Damage

Shield Damage
Increase melee damage to shields/barrier by 50%.

Armor Damage
Increase melee damage to armor by 50%

Rank 1: Leviathan Enthrallment Team

Stealth skills are put to the test when behind enemy lines
More power damage. More weapon damage. More strength.

Weapon Damage Bonus: 5%
Power Damage Bonus: 5%
Weight Capacity Bonus: 10

Rank 2: Power Damage
Increase power damage and force bonuses by 5%.

Rank 3: Weapon Damage
Increase weapon damage bonus by 5%.

Rank 4: Weapon Damage/Damage & Capacity

Weapon Damage
Increase weapon damage bonus by 7.50%.


Damage & Capacity
Increase power damage and force bonuses by 10%.
Increase weight capacity bonus by 20 points.

Rank 5: Power Damage/Headshots

Power Damage
Increase power damage and force bonuses by 15%.

Headshots
Increase headshot damage bonus by 20%.


Rank 6: Weapon Weight/Weapon Damage


Weapon Weight
Decrease weight of all weapons by 20%.

Weapon Damage
Increase weapon damage bonus by 10%.

Note The Infiltator is an urban survivalist and trap layer so use stealth and the traps to your advantage

Modifié par aliasofall, 04 octobre 2012 - 04:55 .


#70
Abraham_uk

Abraham_uk
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Drell Sentinel

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
Picture provided by Terralynde

Role

All powers are a combination of both biotic and tech abilities culminating in a class that is both efficient in crowd control and damage. It can set up all 4 combos (fire and cryo explosions, tech bursts and biotic explosions). This class is primarily a caster with very little health and shields.


Base Health: 400
Base Barrier: 400

Powers


Thrust  (combination of biotic throw and incinerate)
Traction (combination of biotic pull and overload)
Avalanche Grenade (combination of warp, stasis and cryo blast)

Fitness Passive: Same as other Drell
class Passive: Drell Assassin (Same as other drell)


Thrust: Biotic powers interact with omnitool to produce a powerful throw that will set enemies on fire.


Rank 1: Unlock power: 
Force 1000 N,
Base cooldown 8 seconds, 
Base splash damage 200 
Base damage 200 per second, duration 3 seconds
Base radius 2 metres


Rank 2: Armour damage + 10%

Rank 3: Force increased by 10%

Rank 4a: Tech and biotic combo detonation damage + 10%.  Also 200 Newtons of extra force.
Rank 4b:  Radius + 1 metre

Rank 5a: Incendiary damage per second + 10%. Splash damage + 10%
Rank 5b: Radius + 1 metre

Rank 6a: Cooldown reduction by 20%
Rank 6b: Power duration + 2 seconds




Traction:
Biotics interact with the omnitool to produce a pulling field that shocks enemies, sabotages their weapons and deals a lot of damage. This is a primer for both tech bursts and biotic explosions.


Rank 1:

Base cooldown 8 seconds, 
Base damage to Armour 400
Base damage to health 600
Damage to Shields and barriers 500
Base radius 2 metres


Rank 2: Damage to shields and barriers + 10%
Rank 3: Damage to health and armour + 10%

Rank 4a: Synergy. The next offensive power used on affected target will gain a 20% splash damage bonus.
Rank 4b: Radius + 1 metre


Rank 5a: Reduce enemy weapon damage by 15%. (particularly useful on armoured foes who can't be lifted)
Rank 5b: Weapon Vulnerability. Enemies will take 15% extra damage from weapons and melee attacks.

Rank 6a: Damage to shields and barriers + 20%
Rank 6b: Damage to armour and health + 20%



Avalanche Grenade
A series of tightly held cryo and biotic particles create a large cryo explosion Potentially over an area of 6 metres.
This grenade has a 1/6 chance of completly freezing armoured targets. It has a 2/3 chance of slowing down armoured targets. Guaranteed to completly freeze any targets that are not armoured within the radius.

This is a setup for biotic explosions and cryo explosions. In addition this grenade can detonate biotic explosions too.


Rank 1: Grenade Capacity + 1

Odds of freezing armoured foes: 1/6
Base Radius: 2 metres
Base Splash Damage: 1000
Cryo Duration (either freezing an enemy in place or slowing them down) 6 seconds
Biotically Primed for 4 seconds.


Rank 2: Radius + 1 metre
Rank 3: Splash damage + 10%

Rank 4a: Radius + 1 metre
Rank 4b:  Biotic combo and cryo combo damage + 10%

Rank 5a:  Odds of freezing armoured foes increased to 1/4 chance.
Rank 5b:  Affected targets take 20% extra damage from all attacks.

Rank 6a: Radius + 2 metres
Rank 6b: Splash damage + 20%

#71
AnimaMachinae

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I'm looking at the Leviathan Thrall and the L.E.T. and I like it. However on the point of the Thrall how does the minions appear on the map? do they arrive via drop pod and if it does will it have a restriction to being inside a building. otherwise do they spawn outside of the screen?

Rank 5: Frenzy/Zealot

Frenzy Zealot

Causes the enthralled to gain increased Enemies are forced to attack enthralled forces
speed and damage by 20%
Minor clarification required.

Hmm, has anyone read my geth shock trooper and what do you think of it?

Modifié par AnimaMachinae, 04 octobre 2012 - 03:09 .


#72
aliasofall

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AnimaMachinae wrote...

I'm looking at the Leviathan Thrall and the L.E.T. and I like it. However on the point of the Thrall how does the minions appear on the map? do they arrive via drop pod and if it does will it have a restriction to being inside a building. otherwise do they spawn outside of the screen?

Rank 5: Frenzy/Zealot

Frenzy Zealot

Causes the enthralled to gain increased Enemies are forced to attack enthralled forces
speed and damage by 20%
Minor clarification required.

Hmm, has anyone read my geth shock trooper and what do you think of it?


For the reinforcements I thought that for outside maps your reinforcemnets would quick drop in and in indoor maps they could either crawl out of the ducts or do what the banshee does and teleport to you. It was a thought that accord to me. Because the banshee can quickly jump to you and kill you why not have it that same sstem has been augmented by the leviathans and can allow reinforcements to teleport to you and that the recharge represents the time it takes the device to cooldown.
 
Woops fixed now missed that one what its ment to say is that Frenzy causes enthralled forces to gain 20% speed increase and damage increase. While Zealot forces enemies to attack the enthralled forces first. 

Modifié par aliasofall, 04 octobre 2012 - 04:58 .


#73
3DMatt

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Abraham_uk wrote...

I'd like to propose a class made up entirely of existing powers.

Female Turian Engineer.


Overload
Incinerate
Sabotage
Fitness (nothing new)
class Passive: Turian Veteran


I like this idea. Sabotage isn't used enough.

#74
3DMatt

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aliasofall wrote...

Multiplayer class ideas based on Levitahn DLC

*Spoiler-You have been warned*

Leviathan Thrall (May change race if a better suggestion comes up)

A modified reaper Marauder put to use for the Leviathans against the Reapers


love it. Probably the best idea for a character with dominate. Might be a bit destracting hearing Leviathans booming voise saying "RELOADING!!"

#75
TheAshenPhoenix

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Abraham_uk wrote...

One word. Epic.


:D thanks, when I first made him I honestly didnt like him, but with his two new powers hes by far one of my newest fave classes. when the thought of a dragon's tooth in mp struck me, it just turned into the super epic power that is impale, which honestly may be my favorite power I've made so far. Except for maybe my heavy-gravity well charge... oh wait thats in a coming vangaurd chr.

ALSO REJOICE RETAILIATION IS HERE. More ideas for us to make characters, more concepts we can make, and less lore owrrying since volus, flying turains and collecters should make the lore paranoids duck their heads in shame of their nitpicking for a long time!

Modifié par Phoenix535, 04 octobre 2012 - 08:36 .