Create Your Own ME 3 Characters (Multiplayer)
#351
Posté 23 juin 2013 - 10:04
My motto for classes is: When in doubt; Ditch all pretense of normalcy and begin dropping the crazy like it's hot.
So yeah, you have the unholy daughter of multi-frags and lift grenades, the cruel overpowering of warp, and the evil that is cluster singularity.
Sure, you are slow and big, but who cares? You may only have as much armor as the geth juggernaut has health, but ARMOR PROVIDES DAMAGE REDUCTION!
#352
Posté 23 juin 2013 - 10:18
Ultimate Pheer wrote...
Project Ouranos Tethys-Class Mech Adept (For future reference, each of the Mechs has a blue canopy, is color custom, and does not have cerberus symbols on the sides)
The Tethys-Class Mech is an unorthodox mech design, incorpoating Eezo pods, a custom designed neural uplink, and custom designed mass effect generators to enhance it's pilot's natural biotics, and provide unparrallelled biotic combat applications. It's built in Eezo supply provides a natural mass effect field around it, providing it with biotic barriers stronger than could be produced by an ordinary ground combatant.
Power 1: Warp Missile: Fire a biotically enhanced rocket, which will then detonate and spread a warp effect around, priming and detonating biotic explosions
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%
Rabk 3: Increase area by 15%
Rank 4a: Increase damage by 25%
Rank 4b:Increase Biotic explosion damage, force, and range by 35%
Rank 5a: Increase damage and duration by 35%
Rank 5b: Increase area of effect for both the warp missile and biotic explosions by 25%
Rank 6a: Reave Missile: Apply a 25% damage reduction for the warp effect's duration
Rank 6b: Channel missle: When the enemy primed for a biotic detonation dies, the warp effect will transfer to a nearby enemy.
Power 2: Multi-Lift grenades: Fire multiple lift grenades, covering a wide area. (A grenade-like power with recharge instead of grenade count? Madness! But they are giant robots, they have room to carry a crapload of grenades.)
Rank 1: Unlock
Rank 2: Recharge speed increased by 15%
Rabk 3: Increase force, damage, and lift duration by 15%
Rank 4a: Increase force and damage by 20%
Rank 4b: Increase damage and force of biotic explosions by 25%
Rank 5a: Increase recharge speed by 25%
Rank 5b: Increase damage and force of biotic explosions by 15%
Rank 6a: Increase grenades launched by 2
Rank 6b: when grenades detonate, they will launch cluster grenades into the air.
Power 3: Void pulse: Fire an arcing pulse which will split apart and launch singularities across an area.
Rank 1: Unlock
Rank 2: Increase recharge speed by 15%
Rabk 3: increase the scatter radius of the singularities by 15% and the radius of each singularity by 10%
Rank 4a: Increase the duration by 25%
Rank 4b:Increase the scatter radius by 15% and the radius of each singularity by 20%
Rank 5a: Deal 50 points of damage to any enemy in the radius of one singularity that gets caught in the radius of another. Deal 100 points of damage per singularity to any armored enemy within the radius of a singularity,
Rank 5b: Increase recharge speed by 35%
Rank 6a: Increase the damage dealt by biotic detonations by 35%
Rank 6b: When the singularities die, deal 250 damage to anything within it's radius.
So? How did this turn out? Feedback is appreciated to help refine this and for reference when creating the rest!
I'm quoting your amazing kit.
People who join this thread or return to this thread will probably not read the previous page.
Hopefully other people will comment and even provide builds.
Personally I love it. A true killing machine with epic area of effect destruction abilities.
Everything you want from a tank.
#353
Posté 23 juin 2013 - 10:44
#354
Posté 23 juin 2013 - 11:48
Oh, yes. It is time for some extremely overpowered vorcha vanguards of destruction to come out.
Modifié par TheAshenPhoenix, 23 juin 2013 - 11:52 .
#355
Posté 23 juin 2013 - 11:53
#356
Posté 24 juin 2013 - 12:06
#357
Posté 24 juin 2013 - 12:08
I am freaking out at the anticipation
#358
Posté 24 juin 2013 - 12:11
#359
Posté 24 juin 2013 - 12:34
#360
Posté 24 juin 2013 - 01:10

Health: 600
Barrier: 450
Concept: Vorcha biotics are very rare, but powerful indeed. Because of the highly malleable DNA of the vorcha, Vorcha biotics literally evolve within 2 years of being born to become slightly different from the rest of the Vorcha because of their exposure to element Zero. They are much more intelligent than the average Vorcha, capable of thought on level with most humans. Their bloodlust is altered, ****ed focus into a biotic/biological reaction. Biotic Vorcha don't need to use the same techniques as other biotics, as biotics evolve with them throughout life, and come very naturally to the altered DNA, making them extremely powerful combatants as they incorporate biotics into every strike they use
Description: Hades Vanguards are deadly. They cause death, destruction, and chaos on the battlefield. They are almost impossible to pin down and kill thanks to their blend of biotics and combat training, they slip out of battles unnoticed, and into battles with a bang. Capable of devastating biotics that can disrupt and destroy whole battalions, the Hades vanguard tactic is do disrupt all enemies and then destroy them one by one quikly while they are reeling. Proficent in melee tactics, these make up a bulk of their training, making them deadly martial artists. They use special omni=-claws that are infused with biotics for an extra punch and effect, combining this with both devastating biotic movement and destruction capabilities and the Hades vanguards looms with a shadow of death over the battlefield.
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Special characteristics:
Heavy melee: a vorcha heavy melee, but with a slight bluish tint to it, they have a little bit of extra force to them compared to normal vorcha claws
Dodge: still looks the same (because lets face it the vorcha had a badass dodge) but teleports like the fury, and faster too.
Shields: in case you haven't noticed, these vorcha's have non-pitiful shields
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Powers:
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Biotic Bloodlust: The biotic vorcha's equivalent of bloodlust for their altered DNA. This bloodlust combines the biotics and the biological reaction of the vorcha. Operating essentially the same as a normal Vorcha's bloodlust, but with an extra kick of biotics. Biotic bloodlust automatically creates a small barrier around the Hades vanguard, both reducing damage and restoring his barriers periodically.
(operates the same as bloodlust, except the health bonus is augmented with a shield restore, as well as these bonuses)
Rank 3: 15% damage reduction
Rank 4: A. melee damage boost also creates a biotic effect that adds a 3 second warp effect that can be detonated
B. increase damage reduction by 5%
Rank 6: A. increase DR by 10%
(I know this may seem a bit half assed for the first power, but I really couldn't think of what else to add to bloodlust)
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Hell Quake: The Hades plunges his omni-claws into the ground, sending shockwaves of raw biotic power into the ground, and causing them to amplify as the move. Eventually erupting from the ground in a violent shockwave. This causes many shockwaves to erupt at both random and near enemies for a certian amount of time after the vorcha uses the move, dealing heavy damage and stunning any foes hit by the shock. Any unshielded enemies caught within the range of a shockwave are sent skyward, this not only deals major damage but also greatly disrupts enemy ranks. Making the vanguard harder to pin down, enemies easier to kill, and weakining ranks with the shockwaves immensely.
Rank 1: amount of shockwaves after use 6, amount of time hell quake is in effect 8 seconds, damage of each shockwave 600 damage, recharge speed 18 seconds
Rank 2: decrease recharge speed by 2 seconds
Rank 3: increase number of shockwaves by 1
Rank 4: A. increase damage of each shockwave by 150
B. increase number of shockwaves by 2
Rank 5: A. any enemy caught within the radius of a shockwave takes 15% more damage from all seconds for 5 seconds
B. add an electrical effect to each shockwave, stunning any human sized enemies that are shielded for a much longer period of time
Rank 6: A. increase number of shockwaves by 4
B. Transfer some of the raw power of the quake into your omni-claws, making them deal 50% more damage for 5 seconds after using this powe
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Hades Strike: open a long range dark channel doorway to teleport directly behind your enemy and strike them at weak points with your deadly sharp omni-claws. And then use any leftover kinetic energy to enhance your omni-claws and deliver devastating damage
(this essentially operates like Shadow strike except much faster. because all you do is teleport behind the enemy and deliver a devastating blow)
Rank 1: damage 800, melee bonus 30% for 8 seconds, recharge speed 12 seconds
Rank 2: increase damage by 100
Rank 3: increase melee bonus by 5%
Rank 4: A. increase melee damage bonus by 10%, increase duration by 2 seconds
B. add a shockwave that damages and stuns enemies in a 4M radius for 300 damage
Rank 5: A. siphon off any extra kinetic energy to restore 40% of your barriers
B. move 20% faster for 10 seconds after using this ability, increase damage dealt by 200
Rank 6: A. increase melee damage bonus by 15%, siphon off kinetic energy to increase any barriers restored by 25%
B. increase damage dealt by 300, add a warp effect that deals 50 damage for 6 seconds (can be detonated by Hell Quake)
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Hades Vanguard (passive, same as vorcha passive except with better power damage upgrades and less weapon damaage)
Hades Claws (fitness, same as Vorcha passive except for these added benefits)
Added to melee bonuses:
Rank 4: deal 20% more damage to enemies primed for a biotic explosion
Rank 5: landing the final blow on an enemy with the heavy melee will cause a biotic shockwave for 4M that stuns and deals 500 damage
Rank 6: your emelee can steal shields/barriers from enemies,
#361
Posté 24 juin 2013 - 01:18
#362
Posté 24 juin 2013 - 01:21
#363
Posté 24 juin 2013 - 01:58
What could be better?
(Also, speaking of fire, my Mech-soldier is named after prometheus. What was he famous for bringing? Because that is what my mech will bring to this party in LARGE DOSES.)
#364
Posté 24 juin 2013 - 02:17
A powerful, dangerous design, built to burn through even the most hardened defenses and tear apart the storngest enemy fortifications. Terrors on the battlefield, the pilot of this mech has nothing to fear from even the largest hordes of enemies. Featuring an extremely sophisticated climate control system alongside multiple ordinance deployment systems to protect it's operator from the heat generated by it's weapon systems.
Power 1: Firestorm: Fire a massive cone of flames to incinerate enemies and burn through heavy armor. (Functioning much like flamer, but with more damage and a wider cone. It also doesn't slow you down like flamer does while active.)
Rank 1: Unlock
Rank 2: Increase recharge speed and Maximum active duration by 25%
Rabk 3: Increase damage by 30%
Rank 4a: Increase damage by 35%
Rank 4b: Increase reach by 45%
Rank 5a: Increase damage by 45%
Rank 5b: Increase maximum active duration by 40%
Rank 6a: Increase damage to armor by 75%
Rank 6b: Increase damage to shields and barriers by 125%
Power 2: Fireblast: Channel heat through the mech's left arm, and then channel it around the mech through the ground to release a massive burst of flame surrounding the mech and detonating fire explosions. (Animation wise, it looks much like when an atlas executes a downed player, only with a ring of fire when the fist impacts.)
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%
Rabk 3: Increase radius by 15%
Rank 4a: Increase damage by 25%
Rank 4b: Increase damage from fire explosions by 35%
Rank 5a: Increase radius by 25%
Rank 5b: Increase force of fire explosions by 45% and radius by 35%
Rank 6a: Fire a second wave after the first, dealing half the damage and with half the radius, but with twice the force. The second wave cannot detonate fire explosions. (The second wave will come when the mech pulls it's fist out of the ground)
Rank 6b: Any enemies caught in a fire explosion detonated by this skill will be stripped of all shields and barriers, and prevented from regenerating them permanently.
Power 3: Flame cannon: Fire an explosive flare, igniting enemies it passes near and exploding when it impacts a wall that can detonate fire explosions. (Note, that this skill has two parts- The first bit, the flying projectile, counts as flame cannon when it kills damage, while the exploding bit is counted instead as flare explosions, and detonates the fire explosions primed by the first half if they are in range.)
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%
Rabk 3: Increase damage by 25%
Rank 4a: Increase the radius of the detonation by 25%
Rank 4b: Increase the radius that the projectile will prime enemies by 25%
Rank 5a: Increase Damage from fire explosions by 25%
Rank 5b: Increase damage dealt over time by 75%
Rank 6a: Lesser units will be dragged along with the flare, usually to be forced into the radius of the detonation (Note, for the calculation of dragging enemies along, it will drag along any enemy without a death animation- Anything that can be ragdolled, so dragoons, but not an atlas, or a pyro but not a bomber, and so on.)
Rank 6b: Increase damage dealt over time by 150% and length the flames linger by 250%
So, whaddya think? Want to bring the fire?
Also, for future reference, the base armor and shields/barriers are roughly on par with a platinum atlas, so... trololol
#365
Posté 24 juin 2013 - 02:30
I love it!
#366
Posté 24 juin 2013 - 02:39
I like fire. can you tell?
Basically, my Idea for this kit was- take flamer, make it ridiculously better, then add more insanity and fire.
Modifié par Ultimate Pheer, 24 juin 2013 - 03:08 .
#367
Posté 24 juin 2013 - 09:27
#368
Posté 24 juin 2013 - 01:04
Be more impressed if If I somehow work in shadow strike too.
However, before that I have to work up an engineer and a sentinel.
Keep riding this crazy train if you want to see my madness.
Modifié par Ultimate Pheer, 24 juin 2013 - 01:26 .
#369
Posté 24 juin 2013 - 02:03
An unusual mech design, built to provide multiple venues of support in a battlefield combat situation. Using a sophisticated VI-assisted interface to allow control of multiple independent combat units at once, they are versatile, dangerous enemies on the battlefield.
Power 1: Assault Drone: Deploy a heavy drone, which will attack with an area of effect shock and distract enemies.
Rank 1: Unlock
Rank 2: Recharge speed increased by 25%
Rabk 3: Shields and damage increased by 45%
Rank 4a: Radius of shock increased by 30%
Rank 4b: When the drone dies, it detonates to launch enemies flying.
Rank 5a: The shock from this drone can arc to nearby enemies
Rank 5b: Increase shields, damage, and shock radius by 50%
Rank 6a: Rockets: Equip the drone with a rocket launcher, allowing it to attack enemies at range
Rank 6b: Flamethrower: Equip the drone with a flamethrower, which allows it to incinerate hardened enemy armor. (The flamethrower being fired does not prevent the drone from launching it's shock.)
Power 2: Assault Turret: Deploy a heavy turret, to lock down an area and rip enemies to shreds.
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%
Rabk 3: Increase shields and damage by 35%
Rank 4a: Equip the turret with a grenade launcher, allowing it to fire grenades over cover to flush out enemies
Rank 4b: Upgrade the turret's main gun to a rocket launcher, increasing the damage it deals by 65%
Rank 5a: Equip the turret with Phasic rounds, increasing it's damage against shields and barriers by 100% with all it's weapons
Rank 5b: Equip the turret with armor piercing rounds, increasing it's damage against armor by 100%
Rank 6a: Equip the turret with a flamethrower, allowing it to deal massive damage to enemies which get within range (Imagine a fully armor damage Specced flamer, and that's what this gets.)
Rank 6b: When the turret is destroyed by enemy fire, deploy two more near where it was. (Note- all evolutions apply to the turrets spawned by this evolution as well, including this evolution)
Power 3: Assault mine: Deploy a mine on a nearby surface which will provide a damage bonus against any enemy in range, decrease the damage they do, and allow them to be seen through walls.
Rank 1: unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Increase damage bonus by 15%
Rank 4a: Increase damage bonus by 25% and enemy damage decrease by 15%
Rank 4b: Increase radius by 35%
Rank 5a: Increase damage bonus and enemy damage decrease by 20%
Rank 5b: Increase recharge speed by 35%
Rank 6a: Prime enemies within the radius for tech bursts
Rank 6b: Increase radius and recharge speed by 45%
Well? We have UBER-ENGI here! A super-turret, super-drone, and cruel bastardization of recon mine for maximum fire support.
#370
Posté 24 juin 2013 - 05:34
I have some hanar kits to present including a zealous Enkindler Cleric who leads their troops into battle.
#371
Posté 24 juin 2013 - 05:42
#372
Posté 24 juin 2013 - 05:42
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v4geQnVw1McNuHe37xanup/V5w4HsfzX+0V/cXvf0nTKjQqHqp3N+qdo3Vt2xup7qf1fqiUm395k7RIlj3F+JvISBtg2pqe2q3yUD1k8e4ve3pK/bj2pL2gj5tr+mZcl6afjMmcxYTgUJaFosJAS0LRYQEtC0WEAtCEJIWESEBYkIQFtC0SEBYkIQHaB1E09Brqvwj9vSZZDrNJgnuidxHyJ/eb8V7TDo+/3p5GdN7g7GYfMA+k5X7/AHIfrb1nS+43Y6+RnTKklX3af9XnG6HHvMdqjRPh82M5oJoe8x+oS/uJ3v5iVfSI/Zp3DzeWrDqp3N+oyq6Re4g5BT88x9ZXk/itfTOGEWJOFQsS0IQFhEhAWESEBbQhCAQhCAWhaEIBaEIQCFoQgKJebKe6Dvb0lGJdbG9w/H6TTj9k9rFF974P+yzqlucfCfrb1hT3t/pmGH/9nwj9QnVF3brovdb/AJGd06dhFcdVfD9RjoGk0Z29krDRPg9TKjpFu7kpH09ZcYrh8C+Up9vcf9FPNZlyeqv+M6RC0UxJxKiFoQgELQhALQtCED//2Q==
Description:
Very few Clerics of the Enkindler faith actually engage in combat. Clerics are mostly peaceful preachers who go out of their way not to get involved in the millitary. However, these Clerics actually lead units into battle. A powerful combination of faith, the best training money can buy and charisma, they preach the Enkindler gospel with violence. They are feared amongst the Hanar for ramming religion down other peoples throats. However they are also adored by fellow Hanar for defending the Hanar against outside threats.
With that the realisation that the "Enkindlers" were indoctrinated by the Reapers, the Hanar Clerics a now seeking vengance for the destitution of their beloved race. Former Prothean Commander Javik is revered like a God to these Holy Warriors.
Stats:
Base Health: 500, Base Barriers: 800
Movement Speed: Very fast
Agility: Can zip from side to side, forwards and backwards. Can also take cover.
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Enkindler Charge: This is a rallying call to squadmates to run faster, shoot faster and endure more punishment. During this mode there is health and shield/barrier regeneration for entire squad, similiar to blood lust.
Boost team's rate of fire and movement speed for 10 seconds.
Also provides health and shields/barrier regeneration.
Base cooldown: 15 seconds. (Runs on a separate cooldown to Enkinder Curse)
Rank 1: Unlock: Boosts health & shield regeneration + 5%
Rank 2: Squad Health & shield/barrier regeneration + 5%
Rank 3: Squad Movement speed and weapon rate of fire + 10%
Rank 4a: Squad ammo regeneration. Weapon ammo slowly restored during Enkindler Charge.
Rank 4b: Squad Piercing weapons. Weapon fire ignores 50% shield gate and has 50% light cover piercing,
Rank 5a: Squad Weapon accuracy and recoil reduction + 10%
Rank 5b: Squad damage reduction by 10%
Rank 6a: Squad Movement speed and weapon rate of fire + 20%
Rank 6b: Squad Health & shield/barrier Restoration increased by 20%
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Enkindler Grenade:
Foes hit by an Enkindler Grenade become more vunerable to taking damage. All attacks to affected foes will deliver 60% extra damage. Whilst this vulnerability bonus doesn't stack with other Enkindler grenades, it will stack up with other vulnerability powers such as warp, proximity mine and tactical scan.
Please note that these grenades do not deliver any damage. They are basically tactical scan in grenade form.
Rank 1: Unlock
Rank 2: Radius increased from 0.5 metres to 0.75 metres.
Rank 3: Radius increased to 1 metre.
Rank 4a: Grenade Capacity + 1
Rank 4b: Radius + 0.5 metres.
Rank 5a: Grenade Capacity + 1
Rank 5b: Radius + 0.5 metres.
Rank 6a: Grenade Capacity + 2
Rank 6b: Radius + 1 metre
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Enkindler Curse:
This ability delivers no direct damage. However it does prime all 4 combos. Though the mechanics of this power work a little differently to most combo priming powers.
Once a foe is effected by the Enkindler curse they are vulnerable to any power in the following ways.
Any incendiary power, poison and corrosive power (except tech hammer) can detonate fire explosions.
Any cryo power (even cryo blast) can detonate cryo explosions.
Any disruptor power and non elemental power (such as proximity mine and concussive shot) can detonate tech bursts.
Any biotic power (even pull and singularity) can detonate biotic explosions.
Base Cooldown: 10 seconds
Rank 1: Unlock
Rank 2: Radius increases from 0.5 metres to 0.75 metres
Rank 3: Radius increased by 0.25 metres.
Rank 4a: Pyro Synergy. Force and damage of incendiary explosions increased by 10%
Rank 4b: Cryo Synergy. Force and damage of cryo explosions increased by 10%
Rank 5a: Tech Synergy. Force and damage of tech bursts increased by 10%
Rank 5b: Biotic Synergy. Force and damage of biotic explosions increased by 10%
Rank 6a: Tempest Synergy. Force and damage of both fire explosions and tech bursts increased by 10%
Rank 6b: Blizard Synergy. Force and damage of cryo and biotic explosions increased by 10%
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Enkindler Faith: A bunch of squad passives. Please note that these passives do not stack. If there are two or more Hanar Battle Clerics on the battlefield, the game will only take one of the passives into account, ignoring the rest. (Which squad passives get ignored is just random)
Rank 1: Squad weapon and melee damage + 5%
Rank 2: Squad power damage + 5%
Rank 3: Shield and Barrier Restoration + 5%
Rank 4a: Squad power damage + 10%
Rank 4b: Squad melee and weapon damage + 10%
Rank 5a: Squad Health and Shields/Barriers + 10%. Squad barrier regeneration + 10%
Rank 5b: Squad grenade capacity + 2. Squad weapon reserve & clip size + 10%. (Weapons with less than 10 shots per clip do not get an increase to clip size).
Rank 6a: Wave restoration. At start of every wave, grenades and weapon ammo are completly restored for entire squad.
Rank 6b: Javik's Honor. Loads of specific passives for entire squad.
+ 10% damage versus protheans and collectors
+ 10% damage using collector and Reaper weapons
+ 10% damage output for Awakened Collector and Freed Reaper allies.
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Enkindler Wrath: This is a passive power that gives personal bonuses to damage output and hitpoints.
Light Melee: Tentacle Whip, Heavy Melee: Electrified Tentacle Whip
Rank 1: Damage of all attacks + 5%
Rank 2: Damage of all attacks + 5%
Rank 3: Health and Barriers + 10%
Rank 4a: Health and Barriers + 10%
Rank 4b: Damage of all attacks + 10%
Rank 5a: Health and Barriers + 10%
Rank 5b: Damage of all attacks + 10%
Rank 6a: Health and Barriers + 20%
Rank 6b: Damage of all attacks + 20%
Modifié par Abraham_uk, 24 juin 2013 - 10:50 .
#373
Posté 24 juin 2013 - 06:03
Edit: This is beautiful. It probably can't solo, but it is a magnificent support class!
Modifié par Ultimate Pheer, 24 juin 2013 - 06:51 .
#374
Posté 24 juin 2013 - 06:41
Ultimate Pheer wrote...
All of the glowing is about to kill all of the reapers, correct?
Indeed.
Anyway. I'm going to provide some builds to the classes you and The Ashen Phoenix presented on page 15.
Modifié par Abraham_uk, 24 juin 2013 - 06:42 .
#375
Posté 24 juin 2013 - 08:24
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The Ashen Phoenix's
Spectre Vorcha Vanguard
I'm going for a power damage build.
I love this kit's ability for crowd control and durability. Has a pretty good melee build, but I'm more a powers kind of guy.
Biotic Blood Lust [Rank 6]: Damage reduction, damage reduction, damage reduction
Hell Quake: [Rank 6] Damage, electrical effect, more shockwaves
Hades Strike: [Rank 6] Add a shockwave, kinetic energy to restore barriers, warp effect
Fitness Passive: [Nothing]
Training Passive: [Rank 6] Power Damage & Weapon Capacity, Power Damage, Power Damage
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Ultimate Pheer's
Prometheus-class Mech-soldier
No fitness, power damage kit.
Firestorm: [Rank 6] Damage, Damage, Armor
Fireblast: [Rank 6] Damage, Fire Explosions, Strip shields/barriers of those caught in fire explosions
Flame Cannon: [Rank 6] Radius of detonation, damage from fire explosions, drag along lesser units
Fitness Passive: [Nothing]
Training Passive: [Rank 6] Power Damage & Weapon Capacity, Power Damage, Power Damage
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Ultimate Pheer's
Crius-class Mech-Engineer
No fitness, power damage kit
Assault Drone [Rank 6] Explosive Drone, Arc Shock, Flame Thrower
Assault Turret [Rank 6] Grenade Launcher, Phasic Rounds, Deploy Two Turrets
Assault Mine [Rank 6] Damage Bonus, Damage Bonus, Radius
Fitness Passive: [Nothing]
Training Passive: [Rank 6] Power Damage & Weapon Capacity, Power Damage, Power Damage
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My review.
The vorcha vanguard is a powerful close quarters caster with decent durability combined with devastating shockwaves. A very useful asset to any team. Can have a melee spec, a power spec, a tanking spec or a mixture of the three. If it existed I would highly recommend this kit. Versatile and devastating. No matter what build you choose you can't go wrong.
The Mech Soldier is another sensation from the fire explosion department. Just bombs enemies with rapid succession of explosions and even has some shield removal abilities so that you can reach the juicy armor and health, ready for roasting. The Mech Soldier is on fire!
Has an upgraded combat drone, an upgraded sentry turret and an upgraded proximity mine. Great way to take off the heat from the engineer (and other team mates) whilst delivering some powerful damage. The pet powers are well thought out and the mine is another fantastic addition.
I'd like to know what you think of the Hanar Battle Cleric on page 15. Any builds?





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