Yahg Temporal (Engineer):
Description: Contrary to their title, Yahg Temporal Engineers don't actually manipulate time. They do however slow down enemies with powerful cryo based attacks and buff up ally movement speeds.
Enhancer, Avalanche and Reset use up grenades. So be careful.
Slow down enemy movement speeds, buff up squad movement speeds.
Exploit Reset to heal your squad. Hurl a giant singularity at your foes.
Temporal Engineers excel at providing support for squad whilst delivering heavy damage.
Base Health: 1000
Base Shields: 1000
Default Grenade Capacity: 1
Default Black Storm Munitions Per Wave: 3 (Please note that at the start of each wave the number of munitions will be reset to 3, regardless of how many/few you've used).
Default Arc Projector Charge Up Time: 5
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M622 Avalanche: Completly freeze foes without any armor even if they have shields/barriers. Slow down foes with armor. Covers a radius of 2 metres. Uses Grenades.
Rank 1: Unlock.
Rank 2: Vulnerability to all attacks + 5%
Rank 3: Headshot Vulnerability + 5%
Rank 4a: Vulnerability to all attacks + 5%
Rank 4b: Headshot Vulnerability + 10%
Rank 5a: Combo Synergy: Can now detonate any combo (except biotic explosions). Also any cryo explosions setup by Cryo Grenades gain a 10% damage bonus.
Rank 5b: Slow Motion: Movement speed on armored targets further reduced from 10% to 20%
Rank 6a: Fire Synergy: Deals 10% more damage when following a fire attack. Also fire attacks that follow cryo grenade deal 10% more damage.
Rank 6b: Offensive Debuff: Affected targets will deliver 10% less damage. Affected targets will also have an accuracy reduction of 10% and will not be able to perform sync kills. Offensive Debuff will last permanently even when the cryo effect has worn off. However successive cryo grenades will not increase the "Offensive Debuff".
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Enhanced Mobility: Squad moves faster for 15 seconds. During this time, the squad can gain buffs to armor damage, shield/barrier damage and headshot damage depending on evolutions chosen. If another player uses this ability, the second Enhanced Mobility will override the first.
Uses up grenades.
To use this ability just press the appropriate hot key. This is not deployed like a grenade. It simply activates and applies buffs to entire squad.
Movement speed increases physical movement speed, reload speed and speed of agility moves (like combat rolls).
Rank 1: Unlock. Squad Movement speed + 10%
Rank 2: Squad Weapon Armor Damage + 5%, Squad Armor Piercing + 5%
Rank 3: Squad Weapon Shield/Barrier Damage + 5%. Squad Shield Gate Piercing + 5%
Rank 4a: That Crucial Second. All power cooldowns that are 4 seconds or greater will be reduced by 1 second.
Rank 4b: That Cricial Shot: +10% to headshot damage for entire squad.
Rank 5a: Shield Buster. Squad Weapon Shield/Barrier Damage + 10%. Squad Shield Gate Piercing + 10%.
Rank 5b: Armor Buster. Squad Weapon Armor Damage + 10%, Squad Armor Piercing + 10%
Rank 6a: Mobility Boost: + 15% to squad movement speed.
Rank 6b: Temporal Caster: Any powers used during Enhanced Mobility have a 25% chance of not triggering a cooldown.
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M490 Black Storm: The Yahg Temporal Engineer pulls out the M490 Blackstorm and fires a projectile.
This is a more powerful version of the Biotic Singularity that deals a lot more damage.
Slowly drain shields, barriers and armor. Instantly kill foes down to health. Foes within the vicinity will also be primed for both biotic explosions and tech bursts.
The Yahg is limited to 2 uses per wave.
Radius: 3 metres.
Rank 1: Unlock. Recieve 2 Black Storm munitions per wave.
Rank 2: Shield/Barrier drain +5%
Rank 3: Armor drain + 5%
Rank 4a: Shield/Barrier drain + 5%
Rank 4b: Armor drain + 5%
Rank 5a: Shield/Barrier drain + 5%
Rank 5b: Armor drain + 5%
Rank 6a: The Ultimate Prime.
Any biotic power used on a foes affected by Black Storm will detonate biotic explosions.
Any incendiary power used on foes affected by Black Storm will detonate incendiary explosions.
Any cryo power used on foes affected by Black Storm will detonate cryo explosions.
Any non biotic/incendiary/cryo power used on foes affected by Black Storm will detonate tech bursts.
Rank 6b: The Ultimate Weakness: Any shots fired at a foe will explode. Each explosion will deliver 50 points of damage. A rapid fire weapon will make short work of foes effected by Black Storm.
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Arc Projector: [Light Melee] Arc Projector. Two arc projectors are strapped to both the Yahg's arms. This weapon automatically charges up (charge up time 5 seconds). Once the weapon is charged up, the Yahg can release the electricity delivering heavy damage to any foe. The range is 25 metres.
Once the weapon has discharged, the Yahg will be unable to use the weapon until the weapon has charged up.
This ability does not use up grenades.
Heavy Melee: Reset. By pressing and holding the melee button/key you will restore squad's health, shields and barriers. Reset uses up 2 grenades.
Rank 1: Arc Projector Damage + 5%
Rank 2: Arc Projector Damage + 5%
Rank 3: Arc Projector Damage + 5%
Rank 4a: Setup Tech Bursts
Rank 4b: Setup Fire Explosions
Rank 5a: Detonate Incendiary/Cryo/Tech Combos.
Rank 5b: Chain Lightning. When a target has been affected by Arc Projector, all foes within a 1.5 metre radius will also get zapped.
Rank 6a: Faster Charge: Subtract 2 seconds from charge up time. (Charge up time 3 seconds) -50% damage output.
Rank 6b: Slower Charge: Add 2 seconds to charge up time. (Charge up time 7 seconds) +50% damage output.
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Backpack: This affects how many grenades the Yahg can carry, how much Black Storm ammo the Yahg can carry and how how many consumables the Yahg can carry.
Rank 1: + 1 Grenade Capacity
Rank 2: + 1 Medigel and Survival Ops Capacity
Rank 3: + 1 Missile and Heat Clip Pack Capacity
Rank 4a: Commando: + 1 Missile and Heat Clip Pack Capacity.
Rank 4a: Survivalist: + 1 Medigel and Survival Ops Capacity.
Rank 5a: Relentless Assault: Doubles the reserve ammo of your weapons.
Rank 5b: Hardened Assault: Slows down your rate of fire with regular guns in exchange of increasing your damage per shot.
Rank 6a: Time Magic: + 3 Grenade Capacity.
Rank 6b: Dark Magic: + 1 Black Storm munitions available per wave. (Please note that unused black storm munitions do not stack. You will always start off the wave with 3/4 munitions no matter how many or few munitions you used).
Modifié par Abraham_uk, 22 juillet 2013 - 10:57 .