Mass Effect 3: Guardian angels DLC
Sentinel: the Archangel Hunter
Health 700 Shield’s 400
Description: these Drell operatives are chosen and trained from a very young age. Just like they would be if they were trained as Assassins, however one of the larger differences is that they are trained on a special facility chosen to best match Drell’s health (which the archangel society never understood why the Hanar never sent their operatives to a different world to train) and this results in a severe decrease in the risk for kepral’s syndrome, which reduces most Drell’s physical stamina, armor capabilities (it’s key to leave the chest exposed to help slow kepral’s syndrome, which also naturally means your vital organs are very easily shot) and life expectancy. This means that these operatives can carry heavier armor and shield generator’s making for a very sturdy covert operative. These operatives are first trained in the early stages of their life to be highly effective trackers and close combat assassin’s. Then when they complete their training they revive a multitude of cybernetic enhancements, which use both physical enhancement and element zero manipulation, further increasing the Drell’s already huge mobility and movement range and strength. Couple this with the fact that they are chosen from the best, most gifted Drell assassins, and your end result is an extremely dangerous, lithe, undectable, and deadly close combat assassin and hunter.Summary: the Hunter takes on a whole new aspect the sentinel class, it is purely built for close quarters quick assassination and tracking enemies, they are very quick, even by drell standards. They use agility and stealth to perform ruthless hit and run tactics. However do not think just because it is a stealth drell does not mean it cant hold it’s own. Compared to other drell it is extremely durable, and its cybernetically enhanced acrobatic maneuvers easily let him slip out of combat. And all his abilities are fueled by both biotic and tech powers, making him extremely versatile and deadly.
However his main weakness is that he lacks the “crowd control” options of other classes, he has a high damage output and survivability rating, but just doesn’t have the “spread” firepower to take on large groups.
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Artwork: The character’s armor is reminiscent to the ex-Cerberus armor, segmented in different places and lesser than a soldier (most likely to give the lightest armor possible by getting rid of any unesscary weight, and give full movement range through segmented armor around dynamically moving areas) but has no helmet, shoulder pads, and consistently less armor. They may not have kepral’s syndrome, but assassins still cant be fighting in clunky armor. He has more space in between his segmented armor to allow for lighter, less clunky armor and faster movement. However he does wear a full nano-fiber mesh combat suit underneath, compensating for the lack of armor without sacrificing mobility and stealth, her has a full chest plate (not much moves besides your breathing, so no worries about that making much noise or banging into things.) with the Archangel insignia (angel wings with two flaming swords in front of a shield). Lights consist of 6-8 medium sized openings on the armor that are there to amplify biotics and direct cybernetic operations when using biotics. (these will be mentioned more with biotic powers later). And instead of a helmet instead wears a cowl similar to an N7 fury
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Melee: normal until upgraded, except with small forked omni blades on either side of the fist (see Hunter cybernetics power)
Roll: drell normal until upgraded (see Hunter Cybernetics power)
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Powers:
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Hunt:
Description: use advanced scanning technology to detect distortions in pressure, wind speed, flow, sonar sound waves, and a variety of other diagnostics to provide your cybernetics with a direct readout from your omni-tool. Resulting in a permanent vision of your target, and anything that cause a fluctuation around him. Meaning you can see your target and all units around him through walls smoke and objects, however the initial scanning pulse will also reveal all enemies within a certain distance of you as it looks for your target, this information is sent from your omni-tool to all your teammates. However this is the only thing not rooted directly to your cybernetics and is the only information it will provide them
Summary: like tactical scan except the main info is only provided to you, and initially no weakness’s etc. are given to your target. However the useful part about it is that it will also provide a scan of all units within a certain area of your main target, giving you an idea of what your getting into if your lose track of what you targeted. And also the scan “sonar” which is the first pulse sent out to retrieve the info, provides a short but very big readout to everyone
Level 1: scan area 3.5 M around target Sonar pulse area 20M around caster Duration 30 seconds recharge speed 4 seconds
Level 2: duration increase duration by 7 seconds
Level 3: recharge speed decrease recharge speed by 1.5 seconds
Level 4:
A. Scan radius increase scan radius around target by 1.5 meters
B. Sonar pulse increase sonar pulse radius by 10M
Level 5:
A. Shock the sonar pulse now also carries a certain frequency that will momentarily overload any systems, shocking anyone within the target scan radius
B. Weakness increase damage done to target from all source by 7.5% and all units within the target area by 3%
Level 6:A. The chase Adrenaline modules in your cybernetics activate whenever you have a target, causing you to have +12% movement speed and -10% damage receivedB. Cybernetic attunement tune your cybernetics to your teammates omni-tools, providing them with the exact same readout you see _________________________________________________________________________________________
Jump Strike:
Use your biotics to create a mass lowering field around you, then use very small propulsion systems within your armor to dash forward at speeds faster than sound, and nearing light. You are so incredibly light that the smallest acceleration is able to send you flying at high speeds, which is why the propulsion systems can easily be used, they are so tiny they probably couldn’t lift a rock under normal circumstances. But they can send your body that is encased in a mass effect field sustained by your armor flying so fast you break the sound barrier. Then the mass effect field dissipates the second you hit your target, resulting in a thousand mile per hour melee strike with only a split second of transport. This is the favored method of assassination for Hunters, because even though they break the sound barrier upon entering the effect, they are so fast normally sound waves actually reach the target seconds after the strike is delivered, and the Hunter seemingly appears out of nowhere.
Summary: Jump Strike is the ability in the Hunter’s arsenal that allows him to take on even the most massive of targets, it deals absolutely absurd amounts of damage in a short amount of time, but unlike many other high damage powers. This hits one target and one target only, absolutely no AoE. Which plays into the Hunter’s style of one on one close combat devastation, and also allows for it to deal quite a bit more damage than other high damage powers since it can only hit one target at a time. The effect of it is nearly instantaneous, from the button press to the hit is possibly .80 of a second, and it instantly takes you nose-to nose with the enemy allowing for even more close combat beat downs if it doesn’t kill him. But it doesn’t recharge your shields whatsoever and therefore is a bit more risky than other moves. It is good for getting out of tough situations though, especially since the sonic boom you create will stun any enemies in the origin point, granting any teammates left a second of breathing room
Art: small holes in your suit begin to glow and quickly envelop you in a blue biotic field, then you disappear in a blur and instantly reappear right in front of your target. taking up even less time than a drell BC. Then deliver a melee blow into the enemies face, sending them flying.
Rank 1: damage 1300 recharge speed 4 seconds sonic boom origin point damage 200 sonic boom range 2M power force 800N
Rank 2: recharge speed increase recharge speed by 1 second
Rank 3: damage increase power damage by 200
Rank 4:A. Force increase force by 300N
B. Sonic boom increase sonic boom damage by 100 and range by 2M
Rank 5:A. Speed gain a +25% speed bonus for 3 seconds upon exiting Jump Strike
B. Phasing phase between high and low density using leftover energy, causing you to move in place fast enough to confuse the enemy gain a -20% damage reduction for 2 seconds after exiting Jump Strike
Rank 6:
A. Speed Strike enhance your weight reduction and propulsion systems even further, allowing you to go to near FTL speeds. You move so fast that you can actually strike more people in no less time. 3 unities’ within 5M of target get hit for 500 damageB. Assassin’s strike fine tune the cybernetic and computers that control the targeting and scanning process, allowing you to pinpoint specific weak spots or pressure points and hit them upon exiting Jump strike. Target takes +15% damage from all sources for 15 seconds, deal +30 damage against targets who are hit with tactical scan or Hunt, increase damage by 300
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Omni-lance:
Description: Create a Omni-blade lance to deal heavy damage to an enemy, even at a distance. It uses biotic mass increasing fields to give it massive damage by increasing it’s mass greatly after being thrown by the user. However to be able to maintain a proper path, these mass increasing fields quickly evaporate the father the lance goes, leaving it far more devastating at closer range. Since at that point the lance’s weight is increased immeasurably, it will have far more stopping power upon hitting it’s target. The stopping power also results in a high stun chance on your target Summary: Omni-lance is the Hunter’s only ranged weapon, and its really most viable option at long range, like all his other abilities, it only hits one target but deals massive damage. However this damage is quickly lost the farther you are from your target, forcing you to get close (not close combat close, but relatively close. Keeping in this characters close combat assassin fighting style). However while it may lose damage with distance, the cap of the damage lessened is not so much the power is practically useless, when your allies are far away and about to be stepped on, you can still perform a life saving shot with this move, it is simply far MORE damaging at closer ranges, but still good (a bit less than the average power) at range. And the high stun chance can be good for striking an atlas/banshee before moving in for the kill Rank 1: damage 900 (lowest at farthest range is 400) recharge speed 4.5 seconds stun chance 70% Rank 2: recharge speed decrease power recharge speed by .5 seconds Rank 3: damage and distance increase max damage by 150 increase lowest damage by 300 Rank 4:
A. Stun increase stun chance by 20%
B. Peirce increase damage to barriers, armor, and shields by 40%
Rank 5:
A. Biotic lance enhance the biotic field around your lance with a warp effect, weakening armored targets by 30% and increasing its damage by 100
B. Taser lance add an electrical effect to your lance that does +40% damage to shields and barriers and increases stun chance by 10%
Rank 6:
A. Biotic focus maintain expert focus on the field around your lance, not activating it until the last second, making it not a factor in your lances path and therefore removing the dissipation effect: lance now deals max damage at any distanceB. Disabling strike the lance at an enemies vital point, causing them to lose coordination and strength: target movement speed -30% target damage -25% for 10 seconds Hunter Cybernetic Upgrades:Description: The Archangel’s outfit their operatives with only the best, and enhance them each with cybernetics, equipment, training, anything they can use throughout their operations to become the best. Hunter’s receive some of the best in regards to physical modifications, both tech and biotic cybernetic enhancements that allow them to be extremely quick and strong. Explaining the massive speed they possess, these cybernetics enhance acrobatics, speed, physical strength, and reflexes.
Summary: the equivalent of fitness to other classes, but it is most certainly different, there is no way to receive health bonuses from this tree, making sure you need to play him carefully, instead these health increases are replaced by supreme (even by drell standards) agility, an amazing dash, and other tools to survive
Rank 1: increase melee damage by 15% increase movement speed by 10% replace combat roll with sonic jump replace melee with Sonic strike melee
Sonic Jump: using the same technique you would use in your jump strike, allow yourself to gain quick, precise jumps that can be stacked on top of each other to cover vast distances in mere seconds. In doing this you move so quickly your molecules are scrambled and you can move through solid objects.
This special combat roll is not unlike the furies’ teleportation, except it goes slightly farther, and only takes half as much time. The best part about this dash is that it is continuous, you hold in the button and direction you want to got and every the dash can stack as much as 5 times, allowing you to go the distance of 5 teleportation’s in the speed of 2.5, it does use up about ½ of your shields for a max jump though
Sonic strike: use the same technique as jump strike to create super fast and damaging melees, and gain the ability to perform a very quick less powerful jump strikeThis bascally turns your melee into the furies’ melee, instead making you a blur in between light melee strikes, and you attack one enemy with your heavy melee in art similar to jump strike. Uses up shields
Rank 2: increase melee damage by 15%
Rank 3: increase sonic jump distance by another meter
Rank 4:
A. Increase melee damage by an additional 20%
B. Increase movement speed by an additional 10%
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Rank 5:
A. Hunter Strike increase heavy melee damage by 30%
B. Efficiency Decrease shield consumption of sonic jumps by 50%
Rank 6:
Hunting expert increase melee damage by 45% increase distance heavy melee can travel by 3 meters increase damage of of all melee range attack (applies to omni-lance if used closely) by 25% after an enemy is killed by a melee attack for 7 seconds
Assassin expert: increase distance sonic jump goes by another 1.5 meters each increase health and shields by 20% by reconfiguring cybernetics to perfectly match your shield outpu[/b]
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Modifié par Phoenix535, 02 novembre 2012 - 07:56 .