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Create Your Own ME 3 Characters (Multiplayer)


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#376
Ultimate Pheer

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I never believed I would say this about a vanguard, but I think I would skip out on the charge- the other skills just seem to be too crucial to waste points on charge.

#377
Abraham_uk

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Ultimate Pheer wrote...

I never believed I would say this about a vanguard, but I think I would skip out on the charge- the other skills just seem to be too crucial to waste points on charge.


I am considering replacing Biotic Charge with a different power.
Not sure which. But something that would fit the role of a leader.

Charging off several metres away from the squad screams lone wolf, not leadership.

Modifié par Abraham_uk, 24 juin 2013 - 10:23 .


#378
Ultimate Pheer

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Support classes I like- Tanks, healers, stuff like that I am good with.

Part of the reason my mechs are all majorly tanky.

Speaking of, prepare yourself for the sentinel- and it's super-tech-armor

Modifié par Ultimate Pheer, 24 juin 2013 - 10:11 .


#379
Abraham_uk

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Can't wait man.

#380
Abraham_uk

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Ultimate Pheer wrote...

Support classes I like- Tanks, healers, stuff like that I am good with.

Part of the reason my mechs are all majorly tanky.

Speaking of, prepare yourself for the sentinel- and it's super-tech-armor


Okay. I've altered the charge power.

Enkindler Charge is no longer a Biotic Charge clone, but rather a rallying call to squadmates to run faster, endure more punishment and shoot faster.

I hope this fits the Cleric's Leadership skill set better.
Think of it as a cross between marksman and blood lust, but for the entire squad.

Modifié par Abraham_uk, 24 juin 2013 - 10:39 .


#381
Ultimate Pheer

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 Project Ouranos Asteria-class Mech Sentinel

A unique mech design, featuring heavier defenses than those displayed on other mechs, as well as ordinance dispersal systems to better protect it's allies as well. Heavy duty armor plating as well as eenhanced shielding systems provide unparalleled defenses against anything an enemy may throw at it.

Power 1: Shield Shell: Activate heavy shield generators, increasing shield strength, decreasing shield recharge delay, and increasing damage resistsance. (Visually, imagine the hexagon micro-shields that make up the volus shield bubble, then layer them over the mech like tech armor)
Rank 1: unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Decrease shield recharge delay by 15%
Rank 4a: Increase Shield strength by 15%
Rank 4b: Decrease shield recharge delay by 25%
Rank 5a: Increase shield strength by 20%
Rank 5b: Decrease shield recharge delay by 20%
Rank 6a: Increase damage resistance by 50%
Rank 6b: All kinetic force dealt to you while you have shields is instead doubled and transferred to a nearby enemy (Roughly a meter around you, and the selection is random)

Power 2: Energy Siphon: Plant an area of effect device that will drain the shields, barriers, armor and health and transfer it to the mech (Imagine the Juggernaut heavy melee, but make it AOE)
Rank 1: unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Increase drain radius and damage by 25%
Rank 4a: Increase drain damage by 15%
Rank 4b: Increase drain radius by 15%
Rank 5a: Increase drain damage by 20%
Rank 5b: Increase drain radius by 20%
Rank 6a: 15% of the healing recieved from this skill is also restored to all allies
Rank 6b: Decrease enemy movement speed by 85% while they are within range of this ability

Power 3: Heavy barrier (Functionally identical to the hex shield, but dark pruple instead of light blue.) (Sadly, I simply can't come up with something better for this class than this.)

#382
Abraham_uk

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Project Ouranos Asteria-class Sentinel
Concept by Ultimate Pheer


Heavy Barrier: [Nothing] I have so much health and shields (or armor and shields) not to mention shield regeneration and damage resistance, that points into hex shield would be better spent into weapon damage.
 
Shield Shell:  [Rank 6] Shield Strength, Shield Strength, Damage Resistance
Energy Siphon: [Rank 6] Drain, Drain, Healing for All Allies
Fitness: [Rank 6] Health & Shields, Shield Regeneration, Health & Shields
Class Training: [Rank 6]  Weapon Damage, Headshot Damage, Weapon Damage


My build: Walking tank and medic with some decent weapon damage.

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Review

Another great kit. It's nice to see you take a concept like the Titan Sentinel (from Legion thread) and expand upon it. This Mech provides some very heavy protection, whilst providing some interesting tactical options for more offensive casters. There are lots of interesting builds to be explored too. Most importantly, the kit is following the support role.

I do wish that the next multiplayer focuses more on building kits that work better as a team, rather than creating kits that could potentially solo higher difficulties.

I am not a big fan of lone wolf gameplay. I love squads the exploit the four combos, vulnerability options from biotic sphere, warp, proximity mine, tactical scan etc, and I love healing powers like shield boost, supply pylon and geth turret.

Your energy siphon actively encourages players to stick together, as it is the only way to gain the full benefit of the healing buffs available in this kit. Keep up the support characters.

#383
Ultimate Pheer

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My next two kits are the infiltrator and vanguard.

The only thing I can promise is an invisible giant robot, a TELEPORTING giant robot, and naming them after a pair of twin titans.

Your bodies are not ready.

#384
Abraham_uk

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Ultimate Pheer wrote...

My next two kits are the infiltrator and vanguard.

The only thing I can promise is an invisible giant robot, a TELEPORTING giant robot, and naming them after a pair of twin titans.

Your bodies are not ready.


Looking forward to it!:wizard:


I have 3 more hanar to go! Just the soldier, engineer and infiltrator!
See you next post (or a few posts time) with your epic infiltrator and vanguard kits!

You're right. My body isn't ready for the epiciness of Ultimate Pheer:wizard:!

Modifié par Abraham_uk, 25 juin 2013 - 12:00 .


#385
Ultimate Pheer

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 Project Ouranos Astraetus-Class Mech-Infiltrator

An unusual, unconventional mech design, combining photoreflective panels, emission dampers, and several suites of jamming equipment of multiple varieties,a mech of this class is remarkable stealth given it's size. Add to this the ability to deploy a deceptively large amount of ordinance, and you have a very dangerous foe on the battlefield

Power 1: Heavy Cloak: (Functionally, identical to the Huntress's tactical cloak, with the power boost and stuff)

Power 2: Surge: Launch a bolt of electrified plasma, which will explode, and electrocute as well as burn a large area. Enemies hit by the primary explosion will be primed for a tech burst or have power combos they are primed for detonated, while enemies who wander into it's lingering area of effect will be primed for fire explosions.
Rank 1: unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Increase damage by 25%
Rank 4a: Increase damage by 15%
Rank 4b: Increase lingering area of effect by 25%
Rank 5a: Increase damage by 25%
Rank 5b: Increase lingering area of effect by 35%
Rank 6a: Increase radius and damage of power combos by 50%
Rank 6b: Enemies within the lingering area of effect have their movement slowed by 95%

Power 3: Damping: fire a bolt which will hit a large area and prime or detonate tech bursts. Additionally, it reduces enemy damage and attack speed. (Enemies with guns will shoot slower, enemy attack animations take longer to execute- Banshees take longer to swipe their claws, and so on)
Rank 1: unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Increase damage and radius by 25%
Rank 4a: Increase enemy damage and attack speed penalty by 15%
Rank 4b: Increase damage dealt by 25%
Rank 5a: Increase enemy damage and attack speed penalty by 15%
Rank 5b: Increase damage dealt by 25%
Rank 6a: Enemies affected by this power are unable to initiate sync-kills
Rank 6b: Increase damage dealt by 75%

Well, here we are- with a stupidly powerful debuff based on a minor class power from ME1,and a plasma cannon because I CAN.

#386
TheAshenPhoenix

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And on the note of twins, I think I'll be doing Artemis and Apollo next.

#387
Ultimate Pheer

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Cool.

How do you like my infiltrator?

Edit: Also, to correct a rather minor oversight on my part, the Titans I am naming my infiltrator and vanguard after are not twins, but husband and wife- whatever, they are still basically dusk and dawn, so it's close enough for me.

Modifié par Ultimate Pheer, 25 juin 2013 - 02:03 .


#388
TheAshenPhoenix

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you really like tech bursts/ BE's don't you?

Anyway, I like it, the debuffing combined with the hunteress cloak can make the plasma cannon really powerful. Seems like a devastator to me.

#389
Ultimate Pheer

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I do like power combos. And damper just seems mean to stuff like praetorians.

Forgot to say this, but Damper also slows projectiles, so you can dodge them.

I also like finding underused skills, or ones which never made the jump from ME1 to ME2 and revamping them for my characters.

#390
Ultimate Pheer

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Project Ouranos Eos-Class Mech Vanguard

an extremely unusual design, designed to maximize both offensive and defensive capabilities alongside the mech's ability to traverse the battlefield. With a built in neural uplink as well as Eezo modules, it is capable of swiftly deploying powerful biotic strikes and traversing the battlefield at high speeds.

Power 1: Heavy Charge: Launch your mech at high speeds towards enemies with powerful biotics, decimating whatever you land on. It will also restore barriers to full. (Note- it has MASSIVE force, far more than any other power.)
Rank 1: Unlock
Rank 2: Recharge speed increased by 25%
Rank 3: Force and damage increased by 50%
Rank 4a: Force and damage increased by 25%
Rank 4b: Apply the force, but not the damage, to targets within ten meters of the target you hit.
Rank 5a: Increase the damage any enemy hit by this power takes from weapons by 25% for 10 seconds
Rank 5b: Increase the damage any enemy hit by this power takes from powers by 25% for 10 seconds
Rank 6a: Add a 25% chance to restore armor alongside barriers
Rank 6b: Increase barriers restored to 300%

Power 2: Biotic Burst: Fire a cluster of airburst biotic charges, which explode in succession with high kinetic force and massive damage (for reference, think similar to shockwave or smash.)
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%
Rank 3: Increase force and damage by 50%
Rank 4a: Increase force and damage by 50%
Rank 4b: Increase radius by 35%
Rank 5a: Increase force and damage by 45%
Rank 5b: Increase recharge speed by 45%
Rank 6a: Allow Biotic Burst to prime targets for biotic detonations.
Rank 6b: Damage done by Biotic burst to barriers or armor is decreased by 15%, which is instead dealt to the health or armor underneath

Power 3: Multi-Cluster grenades: Fire several splitting grenades, which will cause massive destruction over a wide area and detonate power combos
Rank 1: Unlock
Rank 2: Increase recharge speed by 25%.
Rank 3: Increase the damage dealt by power combos by 25%
Rank 4a: Increase damage dealt by power combos by 25%
Rank 4b: Increase the radius by 25%
Rank 5a: Increase recharge speed by 25%
Rank 5b: Increase damage and force by 40%
Rank 6a: Increase the number of grenades launched by 2. increase number of grenades each grenade splits into by 1. (5 are launched, each splits into 4.)
Rank 6b: Increase the force and damage by 55%

Well, here we have the last of my giant robot classes. it truly is the end of an age.

Feel free to make more giant robots based upon my example- and tell me what you think!

Modifié par Ultimate Pheer, 26 juin 2013 - 03:19 .


#391
Ultimate Pheer

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Well? How do you all like my vanguard?

A teleporting, carpet bombing, death machine.

#392
DeathScepter

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it is good

I would love to see a Geth With buzzsaw attachments. At least 2 more Cerberus Phoenixes, A full Cerberus Phantom team, Cerberus Ceutrion team and Cerberus Engineer team. And Geth Prime.

#393
Ultimate Pheer

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Then make them.

It IS the purpose of this thread, after all.

#394
TheAshenPhoenix

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Actually, the Apollo is going to be a Phoenix

Modifié par TheAshenPhoenix, 27 juin 2013 - 03:13 .


#395
Ultimate Pheer

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Cool.

#396
TheAshenPhoenix

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Working on the last power and the passives for the Apollo soldier now :)

#397
TheAshenPhoenix

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 Ex-Cerberus Apollo Soldier

Image IPB


Health: 500                                                                                                                                                                                                                                                                                                                        
Sheilds: 650




Concept: (once again stupid me managed to delete just this part multiple times so due to frustration more lore will be added later) 

___________________________________________________________________________________________

Special characteristics:

 heavy melee Omni-longbow: this unit weilds a devastatingly powerful omni-longbow, made in the similar way as the talon's omni-bow. Except this one is nocked and fired like a normal bow, and has no spreadshot option, but deals MUCH more damage. It's glows a slight golden tinge, as well as beign colored golden.

Apollo mechanism: a special mechanism built into their suits that allow Apollo soldiers to intensely focus beams of light and fire. This is incorporated into their shields and each time their shields are taken down they have a 20% chance to activate the Apollo mechanism, blinding any enemies within 3M for 5 seconds.

Light melee Omni-daggers: the Apollo uses quick flurries of flash forged dual omni-daggers to rip through any enemies that get a little to close for comfort

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Powers:

Flare arrow: infuse an arrow with the apollo mechanism, making it glow bright. Then when it is fired it will create an explosion of light so intense it blinds any inside it, and even damages and sets on fire those unlucky enough to be caught near the center of the blast

Mechanics:  this is basically the mass effect equivalent to a flashbang grenade. Anybody cuaght within the radius is not stunned like normal, they are instead blinded and will aimlessly blunder around (they won't move very fast or far, though). Pressing the button it is assigned to will cause you to automatically shoot the arrow at the targeted enemy, but holding it will allow you to select where you shoot the arrow. It will not stun extremely large mechs (prime, atlas) for more than the standard very shrot stun, any other larger than human sized enemy withh merely be dazed. Making them go into a frenzy trying to find and destroy you, making them act sporadically and you more difficult to detect. But not impossible. Can detonate fire combos and set them (with the fire effect form damage). strong willed enemies (phantoms, dragoons, banshees, brutes, etc.) will gain resistance to the stun effect over time

Rank 1: stun radius 6M, stun duration 5 seconds, damage radius 2M, amount of damage dealt 200 over 3 seconds recharge speed 9 seconds

Rank 2: increase stun and damage radius by 2M

Rank 3: increase damage by 100, increase stun duration by 1 second

Rank 4: A. increase stun time by 2 seconds, increase stun radius by 3M

B. increase damage by 200, increase damage radius by 1M

Rank 5: A. add an overlaod effect that deals 400 damage to shields only within the ENTIRE radius of the arrow

B. pack small munitions onto the arrow, making it burn after it ahs detonated, and causing 50 fire damage per second to any who step within 1.5 M of the original target for 6 seconds (can prime fire explosions, these fire explosions can be set off by another flare arrow)

Rank 6: A. transfer excess radiation and power leftover from the blast of the arrow to teammates shields. Restoring shields of those caught in the blast by 400

B. disrupt the weapon systems of those caught in the balst, making them deal 25% less damage for 12 seconds.

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Sunshatter arrow: Use a special arrow that shatters into a large amount of arrows when shot, allowing the user to both fire colleys of arrows at specific targets for huge damage, or as crowd control over a large area

Mechanics: holding this abilities button will cause you to focus on the enemy you've targeted, signified by a zooming in effect on them. This will make you loose the entire volley at the target, however just tapping the button will make you fire the scattershot in a wide arc in front of you.

Rank 1: number of arrows 10, damage per arrow 60, recharge speed 12 seconds, arc of arrow spread 140 degrees

Rank 2: increase the number of arrows fired by 3

Rank 3: increase damage per arrow by 10

Rank 4: A. decrease cone spread by 40 degrees (allows for tighter formation of arrows fired, this is a preference thing)

B. decrease recharge speed by 2 seconds

Rank 5: A. increase number of arrows fired by 5

B. Add a fire effect to each arrow that does an addtional 2 damage and sets the target on fire for 5 seconds (primes for fire detonation

Rank 6: A. increase numebr of arrows fired by 5, increase damage of each arrow by 10

B. Scattershots will now steer twoards enemies slightly that are near where they will land, making for less misses with a scatter shot. Any misses with scattershot will now stick themselves in the ground like proximity mines and detonate for 50 damage each in a .5M radius

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Judgement arrow: pour all you're strength into one arrow that will deal massive damage, using the Apollo mechanism to drain your shields and focus your energy into it. It will deal damage in accordance to the amount of shield it drains and leaves the target on fire.

Mechanics: works essentially like a ranged nova that only target's one enemy. It will drain all of the players shields when fired.

Rank 1:  Arrow damage 1200, fire damage 50 per second for 4 seconds

Rank 2: increase arrowdamage by 200

Rank 3: increase fire damage by 50

Rank 4: A. cause a small explosion on impact, dealing 300 damage to enemies within 2M

B. increase arrow damage by 200

Rank 5: A. increase arrow damage by 200, increase fire damage by 50

B.  deal 50% more damage to armor

Rank 6: A. increase arrow damage by 200, increase fire damage by 100

B.  Mark the target if it survives, revealing it's stats and location to all other players and making it take +25% damage from all sources for 20 seconds
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Apollo experiment (same as Phoenix training)

Experimental implants (same as human fitness)
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Well, there you have it, the first true and bred Archer for ME3!

Modifié par TheAshenPhoenix, 27 juin 2013 - 06:02 .


#398
Ultimate Pheer

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I like this.

Probably somewhat harder to figure out than the talon, and it combines the power of the talon with the death dealing power of nova...

Judgement arrow seems to be a pretty heavy risk skill though, without something to recharge shields.

Modifié par Ultimate Pheer, 27 juin 2013 - 05:56 .


#399
TheAshenPhoenix

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Ultimate Pheer wrote...

Looking forward to it.

I want you to know I expect fire.

Lots of fire.


Look again =]

And there is, I'm pretty sure it's in literally everything he does.

#400
TheAshenPhoenix

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Ultimate Pheer wrote...

I like this.

Probably somewhat harder to figure out than the talon, and it combines the power of the talon with the death dealing power of nova...

Judgement arrow seems to be a pretty heavy risk skill though, without something to recharge shields.


That's the point, though Judgement arrow isn't supposed to be the main show. But when you add up all the damage bonuses, Judgement arrow does nearly 3000 damage without power buffs, making it extremely powerful. Besides, this class IS supposed to be more near the fringes of combat, he's close to the mage that cast the heavy duty spells outside of the ehat of the battle to deal extreme damage. But all the powers are supposed to work in cynergy to make sure there's almost never a break in between when your firing a power/arrow to give the enemy a minute to breathe. 

You go in there, see a room full of enemies, fire a flare arrow. WAtch them flail about as you shoot a Scatter arrow to thin out the ranks, and then while that power is still recharging use a judgement arrow on the biggest abddie there, then fire arrows as you please until your power recahrges and you can rinse and repeat, with either the scatter arrow or another flare