The Complete Guide for Creating Custom classes in SP (Version 2.0)
#26
Posté 12 mars 2013 - 11:45
1) Remove powers.
2) Add powers.
3) Reset powers.
4) Save and load.
#27
Posté 13 mars 2013 - 03:06
I want grenades to be the class focus but I'm not sure what other powers to add.
#28
Posté 13 mars 2013 - 03:42
#29
Posté 13 mars 2013 - 06:27
Personally, I'd drop Frag Grenade, but that's just because I don't find it as interesting since it's just straight damage. Inferno and Lift work well as primers, and Cluster Grenades can detonate multiple explosions in a single throw, so they all work well together.
With 3 grenade powers, you're definitely grenade-focused, but you have many options on how else to round yourself out. Let's say you want to focus on combo explosions:
Biotic Bomber
Inferno Grenade
Lift Grenade
Cluster Grenade
Reave (evolve for radius to prime multiple targets)
Flare (will detonate multiple Biotic explosions simultaneously)
Throw (to handle quick/rapid detonations)
I don't think I'd considered that balanced, though. Flare is pretty much a cheater power as far as I'm concerned, and it also cannibalizes much of the utility of Cluster Grenade.
You could also make a grenade-based Bounty Hunter:
Inferno Grenade
Frag Greande
Proximity Mine
Submission Net
Ballistic Blades
Adrenaline Rush
Bonus: Concussive Shot
Modifié par Gaw_Damnit, 13 mars 2013 - 06:29 .
#30
Posté 13 mars 2013 - 06:30
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#31
Posté 13 mars 2013 - 07:33
Gaw_Damnit wrote...
Well, if you are grenade-focused, that means you'll probably have Cluster, Frag, Lift and Inferno Grenade at your disposal. I'm not so sure about Sticky Grenade's usefulness without a class that can cloak, but I haven't really used it much.
Personally, I'd drop Frag Grenade, but that's just because I don't find it as interesting since it's just straight damage. Inferno and Lift work well as primers, and Cluster Grenades can detonate multiple explosions in a single throw, so they all work well together.
With 3 grenade powers, you're definitely grenade-focused, but you have many options on how else to round yourself out. Let's say you want to focus on combo explosions:
Biotic Bomber
Inferno Grenade
Lift Grenade
Cluster Grenade
Reave (evolve for radius to prime multiple targets)
Flare (will detonate multiple Biotic explosions simultaneously)
Throw (to handle quick/rapid detonations)
I don't think I'd considered that balanced, though. Flare is pretty much a cheater power as far as I'm concerned, and it also cannibalizes much of the utility of Cluster Grenade.
You could also make a grenade-based Bounty Hunter:
Inferno Grenade
Frag Greande
Proximity Mine
Submission Net
Ballistic Blades
Adrenaline Rush
Bonus: Concussive Shot
I kinda like the Biotic Bomber build, though it's abit of a glass cannon build since you have no form of sustenance (other than the minor damage reduction from Reave). My suggestion would be to swap out Flare/Throw for Barrier (which can also prime explosions) or some other 'protection' power .
Modifié par chunghanjie92, 13 mars 2013 - 07:34 .
#32
Posté 13 mars 2013 - 10:26
Gaw_Damnit wrote...
Well, if you are grenade-focused, that means you'll probably have Cluster, Frag, Lift and Inferno Grenade at your disposal. I'm not so sure about Sticky Grenade's usefulness without a class that can cloak, but I haven't really used it much.
Personally, I'd drop Frag Grenade, but that's just because I don't find it as interesting since it's just straight damage. Inferno and Lift work well as primers, and Cluster Grenades can detonate multiple explosions in a single throw, so they all work well together.
With 3 grenade powers, you're definitely grenade-focused, but you have many options on how else to round yourself out. Let's say you want to focus on combo explosions:
Biotic Bomber
Inferno Grenade
Lift Grenade
Cluster Grenade
Reave (evolve for radius to prime multiple targets)
Flare (will detonate multiple Biotic explosions simultaneously)
Throw (to handle quick/rapid detonations)
I don't think I'd considered that balanced, though. Flare is pretty much a cheater power as far as I'm concerned, and it also cannibalizes much of the utility of Cluster Grenade.
You could also make a grenade-based Bounty Hunter:
Inferno Grenade
Frag Greande
Proximity Mine
Submission Net
Ballistic Blades
Adrenaline Rush
Bonus: Concussive Shot
I like the second build I haven't used many of those powers before. I have all the sp dlc but no mp, do I need to download Resurrgence for the powers to work?
#33
Posté 13 mars 2013 - 10:37
#34
Posté 13 mars 2013 - 11:56
I have mapped F12 to remove base powers, F11 to add new powers, and F10 to reset powers.
I started by resetting my powers and saving the game, the result was 93 unspent points which was correct (I added all points expended first).
I then hit F12 and checked my point total. The powers I didn't want were gone, and I still had 93 unspent points.
I then hit F11 to bring in the new powers. The new powers come in with 1 point already spent in each power, but I still have 93, so I have just picked up 2 extra points.
Reloading a save, I start over again and I spend 2 points in powers that I am going to delete, giving me 91. I then hit F12 followed by F11. My two new powers have loaded, each with 1 point in them, and I still have 91 points.
So this seems to be the trick, put a point in powers that will be removed that equal the points you will get back when the new powers come in. Also be sure to reset powers prior to taking action to prevent loss of points when you remove those powers that you had invested in. You don't get the points refunded to you, they are just *gone*.
I also played around with saving and reloading. If I spend my 93 points in all of my new power set, and save then reload, what I get on reload is all of my base powers back in place, plus my bonus power, plus *one* of the new powers (in my case hunter mode). I also have 93 unspent points and no points invested in any power. I have to spend 2 points, hit F12, then F11, getting me back to my new power set, 91 points, and 2 points invested in the new powers for me.
I'm going to play with this and see what the results are when zoning and leveling.
Further testing:
If I zone into a new area, such as the Citadel, my points get unassigned and the base powers return, with the exception of Hunter Mode, that is still on the list, but also with no points assigned.
Playing with this further, I decided to see what happens if I don't remove the powers, but spend my points as I want, including putting them in Hunter Mode. So I spent 91 points in powers, ignored the powers I don't plan to use then did save/load and zoning. In this case, none of the points are removed. All of my powers keep the points invested and I'm still showing 2 points unspent. So the refunding of points is tied to zoning or loading when they check for base powers to be present. Apparently they just reset the powers and give you all the points you should have at that level, with the one anomoly that Hunter Mode is still available, they must be treating it as a bonus power.
My last test was quitting the game and reloading the same save. Now the error check is more thorough. Hunter Mode has ben removed, and the 10 points I had invested are refunded (I now have 12 instead of 2). HOWEVER, if I reset powers, drop, then add (F10, F12, F11) then immediately reload the game, I get back to my previous state (with Hunter Mode and 2 points unspent) without having to go through respending all my points.
Next I need to find out what the effect of leveling is.
Final edit:
I went through leveling up to 40 and everything behaved as expected. None of the powers were changed and no points were dropped from powers. I received the extra unassigned points as expected.
Oh, and Hunter Mode and a Wraith V? I practially don't need any other powers. Tuchanka against the Brutes will be interesting.
Modifié par DaveT, 14 mars 2013 - 01:40 .
#35
Posté 14 mars 2013 - 12:07
Champion Vanguard
Biotic Charge
Nova
Stim Packs
Reave
Barrier
Warp Ammo
Activate both Barrier and Warp Ammo at the beginning of the mission. You shouldn't need to bother with these powers throughout the mission once activated, leaving you with only 4 active powers to worry about. Using Reave or Biotic Charge (the only powers that use a cooldown, unless Barrier is purged) should be enough to keep you alive, as these two combined with Barrier will grant you massive damage protection. Pop a Stim Pack during emergencies, or you can use it to regen shields and set off consecutive Nova blasts, regardless of cooldowns. As a trade off, the only way to self-detonate biotic explosions is to engage enemies in close range, unless you take biotic squadmates with you.
Overall, this build is both flexible and extremely powerful due to its great power synergy. Had a great time playing with these powers.
#36
Posté 14 mars 2013 - 12:36
Soja57 wrote...
Found a very overpowered but also fun build.
Champion Vanguard
Biotic Charge
Nova
Stim Packs
Reave
Barrier
Warp Ammo
...
Did you pick Barrier over Fortification since it is a biotic power? Since patch 1.05, Fortification is better than barrier as it gives you better damage protection, more power damage at rank 5, and a better cooldown penalty.
Other than that, yes that does look overpowered. Not that the Charge-NovaGuard was not already overpowered...
#37
Posté 14 mars 2013 - 02:27
RedCaesar97 wrote...
Soja57 wrote...
Found a very overpowered but also fun build.
Champion Vanguard
Biotic Charge
Nova
Stim Packs
Reave
Barrier
Warp Ammo
...
Did you pick Barrier over Fortification since it is a biotic power? Since patch 1.05, Fortification is better than barrier as it gives you better damage protection, more power damage at rank 5, and a better cooldown penalty.
Other than that, yes that does look overpowered. Not that the Charge-NovaGuard was not already overpowered...
Yeah, I prefer Barrier for biotics. But I didn't know that the patch affected SP powers...
This build is already strong enough though, he doesn't need anymore damage protection and power damage. I wonder though, if one were to skip either Charge or Nova, would the class actually feel balanced?
One thing I like to do with a custom modded Coalesced is to completely remove Nova's immunity frames, and reduce Charge's damage reduction (which occurs approximately 4 seconds during and after a Charge). I also make most powers cooldown similar to how they were in ME2, unlike the extremes of ME3. This actually puts the Vanguard at significant risk when using the combo, making the class more fun.
In fact, if any of you remember Kronner's Spectre difficulty mode, I actually suggested these changes for his mod.
#38
Posté 14 mars 2013 - 02:59
#39
Posté 14 mars 2013 - 03:43
Powers:
Biotic Rush (modified Biotic Charge)
Only useable from short range, does much less damage/force than Charge and restores only 25% of shields. Faster cooldown for more rapid usage. Has more significant buff to power or weapon damage upon striking, but for a shorter duration.
Idlefire (modified Dark Channel)
Has a much faster cooldown than Dark Channel, but trades that advantage for 25% less damage and no ability for the biotic field to transfer to another creature. Essentially functions as a stagger ability that primes targets.
Eruption (modified Shockwave)
Changes Shockwave into an extremely short range attack (1 meter in front of player) with fast cooldown. Meant to be sort of the equivalent of a "biotic melee attack."
Tactical Cloak
Primarily used to get players in and out of melee range. Altered to provide minimal attack bonus (20% default, 20% evolution. Sniper rifle damage de-emphasized, only another 25% boost). Slightly faster cooldown time than usual.
Onslaught Mastery (modified Biotic Mastery from Adept)
Altered Rank 6 choices. Combo Mastery now provides 100% cooldown bonus to powers after detonation a biotic explosion rather than the default 40%, but lasts only for 10 seconds (original was something like 30 seconds). Power Mastery bonus inreased to 25% damage/force/duration bonus to make it a more attractive alternative. Weight Reduction reduced by 10 overall for class to help compensate.
Those are the core abilities that I'm playing with. It basically has the player trying to execute a "flurry" of powers and biotic explosions. Detonating combos will reduce your power cooldown times, so there's natural incentive to focus on that. So far, it's actually a pretty hard build to play but it's interesting. I'm continuing to experient to see what works well.
------
Update:
Think I've found a pretty good mix now. This class is definitely a more advanced one and requires a lot of work to stay alive up close on Insanity - but it's fun! And it feels great when you manage to dominate.
Fury Powers
Biotic Rush
Idlefire
Eruption
Tactical Cloak
Energy Drain
Defense Matrix
Energy Drain really made the difference with this build. It gives critical shield-restoring and damage reduction, and counteracts the class' otherwise poor performance against Geth troops (Primes see through cloak, Pyros are extremely dangerous up close).
Defense Matrix could arguable be swapped out with Fortification or Barrier, but I wanted a "tech" power and Tech Armor is off limits; it provides the best DR of all the armor powers and should be reserved for the Sentinel... it also visually glitches with Tactical Cloak (player won't turn invisible).
Modifié par Gaw_Damnit, 14 mars 2013 - 08:50 .
#40
Posté 14 mars 2013 - 03:58
Gaw_Damnit wrote...
I'm currently experimenting with a different take on my Fury class. Essentially, it's a short-range Vanguard that can cloak and is reliant upon rapid use of powers in succession. To make it work, I've been modifying powers heavily in Coalesced.
Powers:
Biotic Rush (modified Biotic Charge)
Idlefire (modified Dark Channel)
Eruption (modified Shockwave)
Tactical Cloak
Onslaught Mastery (modified Biotic Mastery from Adept)
...
Wow, I never thought about doing this. Gaw_Damnit, this is an awesome and creative take on custom classes. I've only modified powers for balancing purposes, but haven't actually dramatically changed them into new powers.
#41
Posté 14 mars 2013 - 07:24
I'm currently thinking of modifying Biotic Rush so that it's primary advantage is to provide temporary damage reduction, rather than shield restoration. One thing I'd like to do is remove its ability to detonate power combos. Haven't figured out if changing that property is possible in coalesced or otherwise. Anybody know?
#42
Posté 14 mars 2013 - 09:14
Gaw_Damnit wrote...
Updated my last post with some of the experiments I'm running.
I'm currently thinking of modifying Biotic Rush so that it's primary advantage is to provide temporary damage reduction, rather than shield restoration. One thing I'd like to do is remove its ability to detonate power combos. Haven't figured out if changing that property is possible in coalesced or otherwise. Anybody know?
I've been trying to do this ever since the earlist days of ME3 modding without success. It could be possible with ME3Explorer, but I still don't really know how to work that program yet.
#43
Posté 14 mars 2013 - 10:18
#44
Posté 15 mars 2013 - 08:05
Shadow Biotic
Shadow Biotics are unique, proficient in the use of cloaking and distraction tech to enhance their destructive biotic abilities. Though lacking advanced combat training, they are skilled marksmen and have learned to employ a broad skillset to augment all forms of attack. Shadow Biotics are equipped with L5s implants that receive omnitool data, letting them generate damaging mass effect channels that autonomously shift across battlefields using extrasensory information.
Shadow Biotic Powers:
Dark Channel
Warp
Warp Ammo
Tactical Cloak
Decoy
Sentry Turret
This is a custom Sentinel class. All powers work with their default values, except Offensive Mastery. I've modified that to match Biotic Mastery's general traits: lower weapon encumberance, no weapon damage bonuses, higher power bonuses.
Modifié par Gaw_Damnit, 15 mars 2013 - 09:34 .
#45
Posté 15 mars 2013 - 03:36
It turns out that Tactical Cloak does not work with Tech Armor however, but it does while I use Fortification and Defense Matrix.
It seems from my test that they work together, they activate and deactivate individually, but does someone know for sure if these two stack too, since they are both bonus powers?
Modifié par Knight of Dane, 15 mars 2013 - 03:36 .
#46
Posté 16 mars 2013 - 12:27
#47
Posté 16 mars 2013 - 05:38
#48
Posté 16 mars 2013 - 07:32
#49
Posté 16 mars 2013 - 07:47
Can powers exclusive to multiplayer be brought into the single-player game using this method?
#50
Posté 16 mars 2013 - 07:53
DeinonSlayer wrote...
Damn, I'll have to try doing some of this... I'm only thinking of slight changes at this point (I find I have no use for the Infiltrator's sticky grenade at all), but this opens up a world of possibilities.
Can powers exclusive to multiplayer be brought into the single-player game using this method?
Only powers from the Resurgence pack can be used. All of the powers from MP packs after that are unavailable.





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