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MP Kits Ideas Thread: GO CRAZY!


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#1
Abraham_uk

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We have a lot of characters to play with as it is.
There will be no more characters introduced.


So with this in mind, there are no limitations on what kind of characters you can create.

You can come up with sensible contributions.
Silly contributions
Wild and crazy contributions
Stupidly underpowered kits.
Underpowered kits
Or if you're feeling unimaginative: recycled powers kits.


Zero restrictions!

Modifié par Abraham_uk, 20 avril 2013 - 10:36 .


#2
Abraham_uk

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I'll be contributing ideas soon.

Watch this space.

#3
Soja57

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I still think they should've added another female Quarian, specifically a female Quarian soldier, to match the current male one. This is a rather old post, but probably my best character kit to date. B)

- - - - - - - - - -

Inspired by LegionofRannoch's Female Quarian Legionaire Soldier, I created my own version of a female Quarian Soldier. The Female Quarian Operator brings 3 new powers into battle, 2 of which are borrowed from my Terminus and Enforcement DLC Packs. She also has slightly altered Passive and Fitness trees that grant her unique weapon and melee bonuses.

Image IPB

600 shields
500 health

Powers

Augmentation
Image IPB
Description: Utilise a modified power cell that can bolster weapon systems or can be utilised as a "warhead" for powers. Upon activation, consumes one power cell of a limited supply, and passively grants weapon damage boost when active. Also grants a massive boost to a single external power, but using the external power will deactivate Augmentation (this is the only way to deactive Augmentation). Upon deactivation, the external power will undergo a cooldown (if present).

Weapon Damage Bonus = 17.5%
Power Damage Multiplier = 1.5x (Multiplies final/total power damage)
Power Radius Bonus = 2 meters
Duration = Lasts until power cell is consumed by an external power
Capacity = 1

Evolutions
2 = Increase capacity by 1
3 = Increase weapon damage bonus by 5%
4a = Increase weapon damage bonus by 7.5%
4b = Increase power damage multiplier by 20% (multiplicative)
5a = Increase capacity by 2
5b = Weapon damage bonus now also applies as melee damage bonus, increase shields by 20% (both apply only when Augmentation is active)
6a = Increase power damage multiplier by 30%, increase power radius bonus by 1.5 meters
6b = Increase weapon damage bonus by 10%

Discharge Blast
Image IPB
Description: Fires a concentrated fireball-like blast from your weapon that deals damage proportional to heat generated in current weapon clip (i.e. more shots depleted in current clip yields a higher damage output). This makes it a powerful tool for weapons that can empty their clip fast, particularly single-shot sniper rifles.

Damage = 240
Heat Damage = +100% maximum (or +1% for every percent used of current clip capacity)
Base Cooldown = 10 seconds

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Deals damage in a 2 meter radius
5a = Increase recharge speed by 35%
5b = Increase weapon damage by 20% for 5 seconds
6a = Automatically reloads your weapon (Similar to Adrenaline Rush)
6b = Deal an additional 100% of total damage (base + heat) as burn damage over 4 seconds

Flashbang Grenade
Image IPB

Description: Launch a grenade that releases a disorienting, concussive wave that stuns enemies while causing weapons and omni-tools to jam and difficulty in using biotics (in other words, can jam Cerberus turrets, Ravager fire, Dragoon whip attacks, etc. for full duration). Also causes enemies to temporarily receive more damage from all sources. Enemies become more resistant to incapacitation duration for every time they are affected (50% reduction for every consecutive use?).

Blast Damage = 360
Incapacitate Duration = 3 seconds
Damage Taken Bonus = 10%
Damage Taken Duration = 1.5x of incapacitate duration
Impact Radius = 5 meters
Capacity = 1

2 = Increase grenade capacity by 1
3 = Increase incapacitate duration by 30% (also indirectly affects enemy damage taken duration, as that variable is dependent on this variable)
4a = Increase damage taken by 5%
4b = Increase impact radius by 40%
5a = Increase grenade capacity by 2
5b = Reveals all enemies debuffed by this power for full duration of debuff, increase blast damage by 50%
6a = Increase incapacitate duration by 45%
6b = Increase damage taken by 10%

Quarian Operator
Utilise heavily modified armor components engineered from salvage to bolster combat capabilities.

Weapon Damage Bonus = +5%
Power Damage Bonus = +5%
Weapon Accuracy Bonus = +10%
Grenade Capacity Bonus = +1

2 = Increase power damage bonus by 5%
3 = Increase weapon damage bonus by 5%
4a = Increase weapon damage by 7.5%
4b = Increase power damage bonus by 10%
5a = Increase power damage bonus by 15%
5b = Increase headshot damage bonus by 20%
6a = Increase grenade capacity by 1, increase power damage bonus by 7.5%
6b = Increase weapon damage by 10%, increase accuracy bonus by 15%

Fitness

Evasive Maneuver: Combat Leap (Same as other Quarians)

Melee: Static Blast
Release a close range electro-magnetic pulse that deals bonus damage vs shields and synthetics, and temporarily stuns synthetics with health. Uses the Slayer Vanguard's Phase Disruptor animation, which means this melee can be used while on the move.

Damage = 250
Impact Radius = 1.5 meters
Stun Duration = Same as default Overload (Uses default Overload stun animation, without Neural Shock spec)
Barrier/Shield/Synthetic Modifier = 1.5x

Heavy Melee: Static Discharge
Unleash a more powerful and wider-radius EMP compared to the default melee. Can stun any non-armored enemy, and also primes or detonates tech bursts. Uses the Human Adept's heavy melee animation, which, in comparison to the normal melee, takes longer and forces the user to temporarily remain stationary.

Damage = 400
Impact Radius = 4 meters
Stun Duration = Same as default Overload (Uses default Overload stun animation, without Neural Shock spec)
Barrier/Shield/Synthetic Modifier = 1.5x

Fitness Tree
Health and Shields Bonus = +15%
Melee Damage Bonus = +15%

2 = Increase health and shields bonuses by 10%
3 = Increase melee damage bonus by 20%
4a = Increase melee damage bonus by 30%
4b = Increase health and shields bonuses by 15%
5a = Increase melee impact radius by 50%
5b = Reduce the delay before shields recharge by 15%
6a = Increase melee damage by 35%, restores shields equal to 30% of melee damage dealt to shields, barriers, and synthetics
6b = Increase health and shields bonuses by 25%

- - - - - - - - - -

What do you all think? Feel free to discuss balance issues.

Character image was rendered in 3ds Max 9 via exporting assets from Mass Effect 3 (which belong to Bioware/EA).
Power icons were created using Adobe Flash Professional CS6 and Adobe Photoshop CS6.

#4
Abraham_uk

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Very good start!


Keep it up!

#5
Soja57

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I was also thinking of a few more characters, like more Ex-Cerberus and especially Salarian kits. Also, since Bioware added in the Awakened Collector, been wondering about a Vanguard version, too...

#6
Beclab

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 I like these threads guys really but there won't be any other mp dlc in future.So they will be only our dreams :(

#7
Soja57

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Beclab wrote...

 I like these threads guys really but there won't be any other mp dlc in future.So they will be only our dreams :(


But its okay to dream, isn't it? :)

#8
Beclab

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Soja57 wrote...

Beclab wrote...

 I like these threads guys really but there won't be any other mp dlc in future.So they will be only our dreams :(


But its okay to dream, isn't it? :)


Ofcourse , I would like to see Quarian male machinist , you may do something about it eh ? :innocent:

#9
Soja57

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Beclab wrote...

Soja57 wrote...
But its okay to dream, isn't it? :)


Ofcourse , I would like to see Quarian male machinist , you may do something about it eh ? :innocent:


Male Quarian Engineer? Kind of redundant with the current one, isn't he? Or something else in mind?

Currently trying to design new characters just for fun, testing my art skills and such.

#10
Beclab

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Soja57 wrote...

Male Quarian Engineer? Kind of redundant with the current one, isn't he? Or something else in mind?

Currently trying to design new characters just for fun, testing my art skills and such.


Yeah , QME is cool enough but there could be another special powers for him.I mean Quarians are best at engineering and there could be another Quarian engineer kit with some unique powers.I'm not so creative about this job , thats why I asked it from you :D

#11
Soja57

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Beclab wrote...

Soja57 wrote...

Male Quarian Engineer? Kind of redundant with the current one, isn't he? Or something else in mind?

Currently trying to design new characters just for fun, testing my art skills and such.


Yeah , QME is cool enough but there could be another special powers for him.I mean Quarians are best at engineering and there could be another Quarian engineer kit with some unique powers.I'm not so creative about this job , thats why I asked it from you :D


Its more difficult to do another Male Quarian, as there isn't much new appearences I could do with them. I like giving my custom kits new appearences. Not saying that it's impossible though.

#12
Abraham_uk

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Beclab wrote...

 I like these threads guys really but there won't be any other mp dlc in future.So they will be only our dreams :(


Thats not the point.

I mentioned in the opening post that there won't be any other multiplayer Downloadable Content for Mass Effect 3.

This is just for fun:wizard:

#13
Abraham_uk

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Salarian Pulsar Adept

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: This ability will blanket an area with a large biotic fog that doesn't deal any damage but setups both tech bursts and biotic explosions.

Enemies within the cloud will be primed for biotic explosions and tech bursts. One evolution also enables them to become more vulnerable to taking more damage.



Rank 1: Unlock
Rank 2: Detonation
Rank 3: Area
Rank 4a:  Detonation
Rank 4b: Area
Rank 5a: Detonation
Rank 5b: Area
Rank 6a: Weapon Vulnerability (enemies within the fog take more damage from weapons and melee)
Rank 6b: Power Vulnerability (enemies within the fog take more damage from direct damage powers)


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%.


Fitness Passive (regular)
class Passive (regular Salarian passive)

Modifié par Abraham_uk, 21 avril 2013 - 01:32 .


#14
Abraham_uk

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Jon The Wizard wrote...
QUARIAN SENTINEL
Description: Quarian technician backed by supplemental biotics.  Due to rarity biotics, mostly because of rarity of in-utero exposure to Element Zero and Eezo being more useful in everyday applications instead of biotic skill enhancement and Quarian immune system being what it is, Quarian biotics tend to avoid front-line confrontation, relying on technical skills and using biotics to keep self protected.

Appearance:
(General Idea)
Image IPB

Primary Color: Suit Color.  Default color Red.
Highlight Color: Suit Tint.  Default color Black.
Secondary Color: Plating Color? The white bits, including the armor strips on the feet and ankles.  Default color White.
Pattern: Alters the pattern on the fabric bits, also adds stripes to armbraces, belts and forearm ammunition.  Default color none.
Pattern Color: Alters the prior selection.  Default color Black.
Lights: Alters light color on mask.  Default color White.
Skin Tone: Alters color of enviro-suit mask.  Default color White.

Skills:

BARRIER - Image IPB
Identical to Krogan Battlemaster Vanguard

OVERLOAD - Image IPB
Identical to Human Engineers/Turian Sentinel/Geth Engineer

SUPPLEMENT DRONE - Image IPB
(Please pardon my altering in Paint, I still haven't re-installed Photoshop.)

Type: Tech
Description: Small defensive drone that follows the user, attacking enemies within 10 meters.  Grants a small personal boost to barrier strength.
Default Recharge: 5 seconds
Damage: Default damage.
Reload: Default time between shots.
Bonus Shields: Grants X amount of shields.

Rank 1:
Damage: 75
Reload: 3.5 seconds
Bonus Shields: 35

Rank 2: Damage
Damage: 105

Rank 3: Shielding
Bonus Shields: 50

Rank 4 Evolution 1: Reload Time
Reduces time between shots by x%.
Reload: 2 seconds

Rank 4 Evolution 2: Punch
Increases damage by x% and gives a y% chance to stagger enemies.
Damage: 125
Stagger Chance: 15%

Rank 5 Evolution 1: Biotic Supplementation
Increases Power Damage by 25% while active.

Rank 5 Evolution 2: Shield Boost
Increases bonus shields by x%
Bonus Shields: 100

Rank 6 Evolution 1: Incendiary Rounds
Shots fired by drone light enemies on fire.  Enemies take damage over time.  Sets up Tech Bursts.  Bursts immediately end burn duration.
Fire Damage: 45/second
Duration: Window for Tech Bursts.

Rank 6 Evolution 2: Warp Rounds
Shots fired by drone warp enemy shields and armor and increasing damage by x%.  Sets up Biotic Combos.  Increases time between shots.
Damage: 175 (with Punch evolution)
Damage increased by 17.5% on Shielded/Barriered/Armored targets.
Reload: 5.5 seconds.

Heavy Melee: Disruptor Omni-Blade
Dodge: Combat Leap
Default Health/Shield: 500 Health, 600 Biotic Barrier
class: Quarian Technician
Rank 6 Weapon Weight Reduce: Heavy Pistols



#15
Abraham_uk

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Salarian Tactician (Vanguard)

Incinerate:
Sabotage:

Electrical Charge (similiar to biotic charge):

This power like biotic charge restores your barrier and deals some damage to enemy foes.
This power however is both a biotic and tech power.

It can detonate: biotic explosions, incendiary explosions, cryo blasts and tech bursts.

In addition it can setup tech bursts and because it is a tech power, it synergies with sabotage's "tech vulnerability".
This power also does additional damage to shields and barriers, but is less effective against health and armor than regular biotic charge.


Rank 1: Unlock
Rank 2: Damage
Rank 3: Area

Rank 4a: Damage
Rank 4b: Detonation

Rank 5a: Power Synergy (greater power damage in the 5 seconds straight after a Electric Charge)
Rank 5b: Weapon and Melee Synergy (greater weapon and melee damage in the 3 seconds straight after a Electric Charge)

Rank 6a: Damage
Rank6b: Barrier Restored 100%




Fitness: Same as regular fitness.


Tactical Training: (class Passive) Same as alliance training.

Modifié par Abraham_uk, 20 avril 2013 - 11:34 .


#16
Abraham_uk

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Quarian Adept:


Stasis
Reave


Biotic Storm: The Quarian's Biotic implants and Omnitool work in unison to create a very powerful storm that does damage over time over a certain area. (Similiar to the tempest ability in Dragon Age Origins).

The storm can set up biotic explosions, slow down foes within, and can do plenty of damage to foes within the storm.

This ability has a separate cooldown to pull and reave.


Rank 1: Unlock
Rank 2: Damage
Rank 3: Area

Rank 4a: Inferno Storm: Add incendiary effects to the storm that will do extra damage to armor and health in addition to priming fire explosions.

Rank 4b: Thunder Storm: Add thunder effects to the storm that will do extra damage to shields and barriers in addition to priming tech bursts. Very devastating to synthetics.

Rank 5a: Detonations: Biotic and tech detonations will deliver greater damage.
Rank 5b: Area

Rank 6a: Improved Damage
Rank 6b: Area

#17
TheAshenPhoenix

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I think I may be posting here soon when I'm done with Prodigy DLC

#18
Abraham_uk

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 Awakened Collector: Scion (Sentinel)

Powers

Cluster Grenades: 


Pulse Missile: A powerful pulse does moderate damage to a single target. It does the same amount of damage to health, armor, shields and barriers and can completly ignore light cover.

Pulse missile can be used to detonate biotic explosions, tech bursts, fire explosions and cryo explosions.
Though any detonations from pulse missiles will be weak, since the main bulk of the damage comes from the missiles themselves.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Cooldown

Rank 4a: Damage
Rank 4b: Cooldown

Rank 5a: Damage
Rank 5b: Cooldown

Rank 6a: Damage
Rank 6b: Cooldown


Reaver Shockwave: A 360 degrees shockwave (similiar to an asari heavy melee) that can biotically prime any target within the vicinity. Can detonate biotic, tech, cryo and incendiary combos.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Area

Rank 4a: Damage
Rank 4b: Area

Rank 5a: Detonation
Rank 5b: Force (can send enemies flying)

Rank 6a: Damage to armor and health
Rank 6b: Damage to shields and barriers


Fitness: Similiar to regular fitness
Scion Master: Same as alliance training

#19
Abraham_uk

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Alliance Synthetic: Psudo Adept
This unit tries to mimic biotics using tech and combat abilities.
During the Reaper invasion, these units were used to replace fallen biotic soldiers in combat.
Due to the success of these units, the Alliance has now started mass production.


Powers:


Concussive Shot:
 Regular concussive shot. It is important to note that, if a foe is caught in an attraction field, they can be finished off with a concussive shot.


Attraction Field: This electromagnetic field will drain shields of nearby foes and pull unprotected synthetic enemies towards the Pusdo Adept. The attraction field will also rip away guardian riot shields, if they are near by.

Rank 1: Unlock
Rank 2: Duration
Rank 3: Shield/barrier damage
Rank 4a: Lifted Vulnerability (lifted targets will take more damage)
Rank 4b: Lifted DPS (targets lifted by attraction field will recieve some damage over time. This effect stops when the target falls to the ground).
Rank 5a: Tech Vulnerability (targets affected by field become vulnerable to all tech powers)
Rank 5b: Shield/barrier damage
Rank 6a: Inferno Effect (can set unprotected foes on fire and do extra damage to armor)
Rank 6b: Cryo Effect (can freeze unprotected foes, chill protected foes and weaken armor)


Electro Blast: A bolt of electrical energy is fired like a heat seeking missile. This staggers all foes who are hit by this (though because like incinerate and cryo blast, it is a missile, it can be dodged). Once the missile hits the target it does damage over time to barriers/shields and synthetic foes.

Rank 1: Unlock
Rank 2: Damage over time
Rank 3: Cooldown
Rank 4a: Area
Rank 4b: Damage over time
Rank 5a: Area
Rank 5b: Damage over time
Rank 6a: Area
Rank 6b: Damage over time

Fitness: same as any other fitness passive.
Alliance Training: same as alliance training

[I like to keep my passives similiar for all classes]

#20
Abraham_uk

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 Yahg Defender (Soldier)

This kit is centred around soaking lots of damage and protecting team mates. Whilst this kit is lacking in the power damage department, it makes up for it in terms of melee damage.

_________________________________________________________________________________________


Guardian Matrix: (Biotic/tech)

When you are close to a squadmate (and facing them) you can give that one player a layer of protection that stops their barriers/shields and health from taking any damage. This additional layer of protection has limited uses.

Please note, that an ally cannot have more than one Guardian Matrix active at any given time.


Rank 1: Unlock
Rank 2: Additional Hit Points
Rank 3: Additional Hit Points

Rank 4a: Additional Hit Points
Rank 4b: Uses + 1


Rank 5a: Weapon Damage Boost (ally who recieves Guardian Matrix gains a tempoary weapon damage boost)
Rank 5b:  Power Damage Boost (ally who recieves Guardian Matrix gains a tempoary melee damage boost)


Rank 6a: Health Restoration (as well as providing an additional layer of protection, Guardian Matrix will completly restore the ally's health and shields/barrier) 
Rank 6b: Uses + 1

You can carry a total of three (including both uses + 1 evolutions). Furthermore grenade capacity gear/consumables do not affect how many Guardian Matricies you can hold.

_________________________________________________________________________________________

Biotic Protector: (Biotic)



Place A biotic field around yourself. You and any allies within the vicinity will recieve damage protection.
This mode has a 


Rank 1: Unlock
Rank 2: Damage Protection Boost
Rank 3: Duration Increase

Rank 4a: Damage Protection Boost
Rank 4b: Duration Increase

Rank 5a: Cooldown Reduction
Rank 5b: Radius Increase

Rank 6a: Damage Protection Boost
Rank 6b: Radius Increase
_________________________________________________________________________________________

Draw Attention: (Biotic/Combat)

This biotic field is similiar to adrenaline rush, in that it has a brief duration where damage and rate of fire are greatly increased. However unlike adrenaline rush, it draws all the enemies on the map towards you.

Only one Yahg Defender at a time can use this ability. So if there is more than one, then the other Yahg Defenders will have to wait for another player's Draw Attention duration to end. (For this reason the duration is fixed at 15 seconds, with a fixed 6 second cooldown).

Rank 1: Unlock
Rank 2: Weapon Damage Bonus
Rank 3: Weapon Rate of Fire Increase

Rank 4a: Melee Damage Bonus
Rank 4b: Weapon Damage Bonus

Rank 5a: Panic Mode (cause enemies to panic reducing their accuracy)
Rank 5b: Speed Increase (increases sprinting speed)

Rank 6a: Weapon Rate of Fire Increase
Rank 6b: Weapon Stability Increase
_________________________________________________________________________________________

Fitness: Shield Mastery (Same as N7 Paladin)

_________________________________________________________________________________________

Yahg Weapon Mastery:


Rank 1: Weapon Damage
Rank 2: Weapon Stabililty And Accuracy
Rank 3:  Headshot Damage

Rank 4a: Armor Piercing: Your weapons will always be able to pierce light cover regardless of mods.
Rank 4b: Phasic Weapons: Your weapons will always be able to ignore the shield gate mechanic.

Rank 5a: Weapon Stability and Accuracy
Rank 5b: Headshot Damage

Rank 6a: Weapon Damage
Rank 6b: Bleed Effect: Weapons will now be modded with the ability to make organic targets bleed and synthetics slowly take damage over time.

Modifié par Abraham_uk, 26 avril 2013 - 10:04 .


#21
SvM madman

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asari engineer;
warp
recon drone; deploy this drone to track enemies and moves like a combat drone,scans enemies in front of it (provided within range like a recon mine/tac scan (also de-buffs), also has a low damage under-mounted weapon
overload

#22
Abraham_uk

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Hmm.

I like it.

The recon drone seems like a good idea.
You can have the drone perform tactical scans for you, so that you can save your cool downs for warp and overload.

#23
TheAshenPhoenix

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bumpity

#24
AnimaMachinae

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Geth Shock Trooper

light Melee: Elbow bash
Heavy Melee: Eletrical Discharge

Powers

Tactical Jumppack
Description:
Soar through the air and based on geth aerodynamics and telemetry re-entry will result in an enemy sustaining heavy damage. Shield replenishes on impact to protect the geth platform from further damage. Force from impact may knock enemies away.

Rank 1
Activated
ability,
Cooldown (Base): base 10 seconds
Damage: 550
Shields replenished to 50%
Force: 750
Radius: 2 meters
Range: 40 meters


Rank 2
Cooldown reduced by 25%

Rank 3
Damage increased to 650
Force increased to 850

Rank 4
1.Force and Damage increased by 40%
Force: 1190
Damage: 910

2. Radius
Increased radius to 4 meters

Rank 5
1.Weapon and power damage increased by 40% for 10 seconds after impact.

2. Shield recharged to 100%

Rank 6
1. Shock: On impact the geth discharges an electrical field. Increases damage to shields and barriers by 100% and cases organic/ synthetic targets without protection to be stunned.
Stun: 3 seconds.

2. Awe: On impact Geth releases superheated gas. Increases damage to armour by 100% organic and synthetic targets panic from being set aflame and damaged over time for 6 seconds.
DoT: 50 for 6 seconds



Hailfire Pulse
Rank 1
Fires a pulse from wrist depletes shields by 50% each use. Recharge based on shield amount. Damage modified by shield amount aswell. Pulse would detonate dealing radiul damage after impact.
Damage: 500 initial trget, 300 in radius
Radius. 8m
Range: 40m


Rank 2
Range increased to 50m

Rank 3
Damaged increased by 20%
damage: 600, 360 in radius

Rank 4
1. Damage
Increase damage and bonus by 30%.
Damage: 780

2.Radius
Increased radius to 10 meters


Rank 5
1.Efficiency: decreases energy consumption to 25%
Increases shield recharge rate by 15% after 5 seconds of not sustaining damage

2. Electrical discharge: targets within detonation radius are electrified and can be set off for tech bursts

Rank 6
1. Multi Pulse: fires 3 pulse each doing 33% of original damage and force.

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

Ares Mode
Purely combat based activated ability for Geth. Reduces shields by 50%
See through smoke and wall. Highlights weak points of target
Rank 1
Cooldown (Base): base 8 seconds
Damage increased 10%
Range: 15m
Accuracy bonus: 15%

Rank 2
Increase recharge speed by 25%.
Recharge: 6.4 seconds
Movement speed increased by 10%

Rank 3
Increase damage dealt by 20%

Rank 4
1.Increase damage by 30%
Reduces shield to 33% of original state

2. Power Recharge and accuracy
Increases power recharge by 20%
Accuracy increased by 5%

Rank 5
1. Rate of fire.
15% increased fire rate for all weapons

2. Back-up systems: reduces shield penalty to 80% ( without increased damage Rank 4) to 60% ( with damage increase rank 4)


Rank 6
1. Weapon Damage
vision increased to 24m
extra 15% damage more from geth when active

2. Power Damage
Vision increased to 24m
Extra 15% more damage from geth when active.