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Create Your Own ME 3 Characters (Multiplayer)


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#551
Abraham_uk

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Ultimate Pheer's Necromancer:

Build:

Undead Knight: [Rank 6]: Damage, Attack Damage, Stack Kill Martial Artist
Undead Archer [Rank 6]: Arrow Damage, Headshots, Darkness Arrows
Undead Beserker [Rank 6]: Damage, Damage, Darkness
Fitness [Rank 6]: Hit Points, Hit Points, Hit Points
Class Passive [Nothing]:

Review:

This is the ultimate stand back and watch the havok class. Not to say that you should just stand back and rely on your pets. The great thing about having 3 pets is that you have a 4 unit party (4 Necromancers making a 16 unit party). So with all Necromancers dealing damage and their pets dealing damage this is seriously OTT.

OTT is what I tend to look for in the Non Mass Effect section. Go crazy, bring on the havok.

Knights are great for tanking. Draw attention away and stacking damage. Your beserker will deal heavier melee damage but will lack the defense of the Knight. Your archer will deal the ranged damage that will come in handy for those snipers.

It's an amazing kit. Ultimate Pheer is living up to his/her name.

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Turian Commander: [Soldier] concept by feriwan

Build:

Power Stims [Rank 6]:  Weapon Damage, Melee Damage, No Health or Shields Lost
Remote Explosive [Rank 6]: Damage, Damage, Damage to Shields/Barriers
Spear of The Ancestors [Rank 6]:
 Damage, Incapacitate, Tech Burst Priming
Fitness [Nothing]:
Class Passive [Rank 6]:
 Power Damage & Weight Capacity, Headshot Damage, Weapon Damage


Review:

Battlemage is what comes to mind. You have the ability to use guns and melee effectively whilst using powers. So this is the kind of kit where one can be very versatile. Use your power stims to boost melee and weapon damage. Then use your spears to deal damage and setup your tech bursts. Then finally use remote explosives to tear apart shields and detonate tech bursts.  For armor you can shoot or melee the foes.

It is a really useful kit to have.
I really love it.:wizard:

Modifié par Abraham_uk, 10 août 2013 - 10:16 .


#552
Abraham_uk

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Drell Spectre:
Advanced Tactics Sentinel

https://encrypted-tb...5NsOFEiwghROr6P

Description: The main problem with assassins is that they normally use light gear that makes them vulnerable to taking more hits. So the solution that was devised, was to apply an assault varient of the Tech Armor to provide additional durability without impacting stealth.

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Assault Armor: Mechanics same as Mass Effect 2's Assault Armor

When you apply Assault Armor, your shields are completly replenished.
Whilst active, you gain a 20% bonus to damage resistance.
If shields are depleted whilst Assault Armor is active, the Assault Armor will be purged causing a shockwave dealing moderate damage and sending most enemies flying (armored foes will be staggered).
Also when purged, 50% of your shields will be restored.

The Assault Armor also provides immunity to sync kill.

Base Cooldown: 10 seconds

Rank 1: Unlock
Rank 2: Shockwave Damage + 10%
Rank 3: Shields Restored Upon Detonation + 10%

Rank 4a:
 Shockwave Damage + 10%
Rank 4b: Shields Restored Upon Detonation + 10%

Rank 5a: Shockwave Damage + 10%
Rank 5b: Shields Restored Upon Detonation + 10%

Rank 6a:
 Heavy Armor

+ 50 damage resistance whilst assault armor is active
+ 20% weapon damage whilst assault armor is active

+50% Shockwave Damage when purged
Medical Bonus: When Heavy Armor is active, you completly restore health and shields to entire squad when you use survival ops.
Also when Heavy Armor is purged 50% of health and shields will be restored to any squadmates within 2m radius.

Penality to sneek. This means you draw more aggro whilst Heavy Armor is active.

Rank 6b:
 Light Armor

+25% Damage Resistance whilst assault armor is active.
+10% Headshot Damage for Sniper Rifles, Shotguns and M-11 Suppressor Pistol whilst armor is active.
+ 10% Backstab Damage, whilst armor is active.
+ 10% Movement Speed Bonus
Ability to run during sneek mode.
No Penality Aggro boost whilst armor is active.

You lose sync kill immunity by choosing this evolution

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Sneak Mode

Toggle mode on/off without incuring cooldown. Actions during sneak mode do not take you out of sneak.
All objectives except carry package can be performed during sneak mode. Furthermore you don't have to worry about time limits.

Psuedo invisibility (like tactical cloak). This greatly reduces aggro and reduces the sound of your footsteps.
Bonuses to headshot damage from: Sniper Rifles, Shotguns and M-11 Surpressor Pistol.
Bonuses to backstab damage.


Movement speed -50%
No ability to sprint (except if you choose light armor evolution from Assault Armor )
+ 20% damage from all sources.
If you are detected, all enemies within the vicinity will rush towards your position
Also if you're detected, you lose all sneak damage bonuses.


Rank 1:
 Unlock
Rank2: Headshot damage + 10%: Sniper Rifles, Shotguns and M-11 Surpressor Pistol
Rank 3: Backstab Damage +10%

Rank 4a:
 Headshot damage + 10%: Sniper Rifles, Shotguns and M-11 Surpressor Pistol
Rank 4b: Backstab damage + 10%

Rank 5a: Headshot damage + 10%: Sniper Rifles, Shotguns and M-11 Surpressor Pistol
Rank 5b: Backstab + 10%

Rank 6a:
 Pierce Shields

Headshot damage + 10%: Sniper Rifles, Shotguns and M-11 Surpressor Pistol
No Shieldgate
No light cover penality
Additional weapon damage to shields/barriers + 10% 

Rank 6b:
 Drain Shields

Backstab Damage + 10%
Completly Remove Shields/Barrier with Backstabs.
Also restore your own shields if you remove an enemy's shields/barriers.

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Grenade of choice

From Appearance Options you can pick one of the following. The great thing about this power is that you can switch grenade types inbetween matches from the appearance options without respec cards.


Inferno Grenades: Deal heavy damage over time to armor, health and organics. Setup fire explosions.

Cryo Stasis Grenades:
 Hold any foe without armor in a stasis field. Armored foes gain vulnerabilty to armor. Setup biotic and cryo explosions. Also deals minor damage. Gain headshot damage bonuses to any foe within a stasis field.

Arc Grenades: Deal heavy damage to shields/barriers and synthetics. Stun any foe without armor/barriers/shields.

Flash Bang Grenade:
 Deal some damage to shields. Overheat weapons, reduce damage output of all attacks.

Smoke Screen:
 Cover an area of the battlefield with a flammable smoke screen. Reduce vision of foes within the smoke reducing accuracy. Cast any directly offensive power (which your kit won't have) at the smoke to cause a giant fire explosion.

Subtefuge Grenades:
 
A series of vulnerability debuffs for enemies

Make the foe partially blind for 10 seconds, reducing their accuracy by 50%
+ 20% Bonus to Headshots for all weapons (which can be exploited by all squadmates),
+10% vulnerabilty against all other attacks. (which can be exploited by all squadmates).


Rank 1:
 Unlock Grenade of choice. Grenade capacity 2.
Rank 2: Damage + 5%
Rank 3: Area + 5%

Rank 4a:
 Damage + 5%
Rank 4b: Area + 5%

Rank 5a: Damage + 10%
Rank 5b: Area + 10%

Rank 6a: Damage + 15%
Rank 6b: Area + 15%

____________________________________________________________________________________
Stamina

Base Health:
 500
Base Shields: 600
Mobility: Same mobility moves and movement speed as with any Drell.
Light Melee: Drell Martial Arts
Heavy Melee: Backstab with omniblade


Rank 1:
 Health & Shields + 10%
Rank 2: Melee Damage + 10%
Rank 3: Movement Speed + 10%

Rank 4a:
 Health and Shields +10%
Rank 4b: Melee Damage + 10%

Rank 5a:
 Movement Speed + 10%
Rank 5b: Health & Shields + 10%

Rank 6a:
Melee Damage + 10%
Rank 6b: Movement Speed + 10%
____________________________________________________________________________________

Weapons Training

Rank 1: Shotgun Damage + 5%
Rank 2: Power/Grenade Damage + 5%, Grenade Capacity + 1, Assault Armor - 1 second
Rank 3: Sniper Rifle & Surpressor Damage + 5%

Rank 4a:
 Sniper Damage & Surpressor Damage + 5%
Rank 4b: Shotgun Damage + 5%

Rank 5a:
 Power/Grenade Damage +5%, Grenade Capacity + 1, Assault Armor Cooldown - 1 second
Rank 5b: Sniper Damage & Surpressor Damage + 5%

Rank 6a:
 Shotgun Damage + 5%
Rank 6b: Power/Grenade Damage +5%, Grenade Capacity + 1, Assault Armor Cooldown -1 second

Modifié par Abraham_uk, 14 août 2013 - 05:05 .


#553
feriwan

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Abraham_uk wrote...

Turian Commander: [Soldier] concept by Ultimate Pheer


hey, that's my kit!

#554
Abraham_uk

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feriwan wrote...

Abraham_uk wrote...

Turian Commander: [Soldier] concept by Ultimate Pheer


hey, that's my kit!


Has been corrected...:P

#555
Abraham_uk

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Any comments on the Drell Sentinel/Infiltrator hybrid?

#556
TheAshenPhoenix

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 Alex Mercer Vanguard
Image IPB


Shields:0

Health: 1800

Description: Alex Mercer was patient zero for the deadly Blacklight virus. Alex Mercer was previously a researcher for Gentek, a genetic technology research coporation, after a series of events Mercer tried to flee holding a vial that contained the blacklight virus as insurance. Without knowing what it was, Mercer smashed the vial on the ground in a fit of rage as he was cornered by enemies ready to kill him, and was promptly killed. When he woke up he was no longer Alex Mercer, he was unkowingly the living embodiment of the Blacklight virus, a virus that kills most, and turns others into infected. However, Mercer was special, being patient zero and quite literally the manifestation of the blacklight virus, he was given special and untold powers by the virus. The ability to shift his body mass into nearly any shape or size imginable, super strength and speed, untold regeneration abilities, and the ability to consume the body, mind, and memories of others. Alex Mercer is an almost unstopabble force with his special powers granted by the deadly blacklight virus.

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Special characteristics:

Shields: Alex Mercer has NO shields (no, he does not get the annoying red screen until near death). This is because he has incredibly augmented endurance and, especially, regenerative abilities granted by the blacklight virus. Able to regenerate from even the most grevious of wounds, and take even the worst of punishment, Alex Mercer's form is truly very durable hidden in a deceptivley normal figure.

Heavy melee- replaced by consume: Alex Mercer has the ability to consume of living things, taking their memories and using their mass to replace his own, therefore regenerating his health. Holding the heavy melee button starts a brutal finisher (that can use whatever form you are using [more details below]) in which you punch through the enemy, who then degrades into a black biomass that you absorb. Restoring health. With larger enemies Alex mercer climbs on top of them and breaks them down to consume them, this is much harder to do, so it takes longer time and requires you to weaken the enemy down to 1 bar of armor/health, but grants more health back. (exact numbers and details in the Blacklight Host passive)

Regeneration: Alex Mercer possesses absolutely staggering regenerative abilities. Making Krogan and even Vorcha regeneration pale in comparison. Mercer constantly regenerates health in addittion to his ability to restore chunks of health by consuming enemies. (exact numbers and details in the Blacklight Host passive)

Speed: holding in the dodge button instead of just pressing it taps into Alex's infected speed, allowing him to run much faster than any normal being. Allowing Alex to nearly instantly run at incredible speeds to whatever location you were targeting. He will even jump up ladders or ledges with infected agility to get there.

Shapeshifting: Alex Mercer can shift his form into nearly anything, this allows him to instantly turn his body into deadly weapons. Whenever Alex is in a shapeshifted form he cannot use his gun, and trying to fire the gun will instead activate an ability of the form, pressing the same button will shapeshift you back into your normal form (that also lets you use your gun)

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Powers: 

Claws: shapeshift your biomass into deadly sharp claws that can easily rend through flesh and armor

Mechanics: pressing the light melee button causes you to swipe with your claws, the go a little bit faster than the vorcha light melee claw swipes. Consuming in this form causes you to hurl the enemy up in the air and slash them apart before consuming them

Rank 1: damage per swipe 200

Rank 2: increase damage against helth by 20%

Rank 3: increase damage per swipe by 100

Rank 4: A. holding in the fire weapon button initiates a claw pounce, sending you saoring twoards your target to leap on them and tear at them with your claws. Moving you to whatever you were targeting and dealing 600 damage

B. holding in the fire weapon button initiates a biomass spike attack, Alex Mercer shifts his mass underground by plunging the claw into the ground and causes a slew of spikes to erupt at his target. Dealing 600 damage to 3 targerts within a 2.5M radius

Rank 5: A increase damage per swipe by 100

B. consuming an enemy while using the claws increases their damage by 200 for 10 seconds

Rank 6: A. increase damage against armor by 20%

B. increase damage against shields by 50%


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Blade: Shapeshift your arm into a massive blade capable of rending through any material with ease, making it a devastating weapon against armor.

Mechanics: presseing the light melee button while using this makes you swipe with the blade, the blade has an AoE because of it's large size and reach, so it can hit multiple enemies. It's slower than the claws but deals more damage, about the speed of the Shadow's light melee chain. Consuming an enemy while using the blade makes Alex slice them in half before consuming them

Rank 1: damage per swipe 600

Rank 2: increase damage to armored units by 150

Rank 3: increase damage per swipe by 100

Rank 4: A. pressing the fire weapon button causes Alex to pull back before swiping the blade in a large arc in front of him for 1200 damage

B. pressing the fire weapon button causes Alex to plunge the blade into the ground with great force, making a shockwave that deals 300 damage in a 4M radius, useful for stunning enemies

Rank 5: A. increase damage per swipe by 100

B. increase damage per swipe against armor by 250

Rank 6:
A. holding the fire weapon button makes Alex do two spirals with the blade in rapid succession that deal damage equal to the blades damage two times to all enemies around him

B. Holding the fire weapon button cuases Alex to do a slow but powerful stab that deals triple damage to one enemy

_________________________________________________________________________________________

Armor: Shapeshift your skin into a hardened armor capable of taking huge amounts of damage

Mechanics: armor is the one shapeshifting ability that allows you to still use your weapon. However you are much slower in this state, and you cnanot use your infected speed dodge.

Rank 1: movement speed reduction 30%, damage reduction 30%, increase macimum health while armor is active by 300

Rank 2: increase health bonus by 100

Rank 3: increase damage reduction by 10%

Rank 4: A. increase weapon damage while armor is active by 15%

B. increase damage reduction by 10%

Rank 5: A. increase health bonus by 300

B. enemies using a melee attack on you will be momentarily stunned whenever they do, and take 50% of the damage back

Rank 6:
A. increase damage reduction by 25%, increase movemnt speed penalty by 15%

B. decrease movement speed penalty by 15%
_________________________________________________________________________________________
Evolution: Alex Mercer is a living virus, and has the incredible ability to evolve and adap to situations with new abilities and resistances with incredible speed.

Mechanics: unlocking the evolution passive also unlocks a 5th gear slot called "infected mutation". BEfore going into battle Alex can select one mutation to use each game, they can range from powerful passive adaptations to special infected abilities, special abilities will "replace" consume. MEaning that you can still use consume, but if you use the heavy melee while not targeting anything you use the infected ability instead


Rank 1: Increase all shapeshifting abilities damage by 10%, unlocks the disguise infected ability as a gear, using it turns you into the last trooper sized enemy you consumed. You will not be attacked by enemies so long as you do not attack them while disguised

Rank 2: increase movement speed by 10%, unlock infected speed mutation that increases your speed by 20%

Rank 3: increase damage done by shapeshifting abilities by 10%

Rank 4: A. gain a passive (and permanent) 5% damage reduction, unlock the shield mutation that shapeshifts your arm into a shield that blocks attacks like the paladin's shield

B. unlock the mutation infected endurance, which gives you a 70% chance to be downed (meaning you can be revived/use a medi gel) instead of immediatly bleeding out after a sync kill

Rank 5: A. unlock the mutation comatose regeneration, which allows you to continue to regenerate health while your downed, if/when you are revived the amount of health regenerated while you were downed will immediately be added to your health when you get up.

B. increase damage of shapeshifting abilities by 30%

Rank 6: A. Unlock the Infected carapace mutation, which gives you a 30% damage reduction (up to 90%) for every time you are downed until the end of the wave and increases health regeneration by 300 for 10 seconds after you get up from being downed

B. unlock the infected fury mutation which gives you +20% movement speed and +15% damage (+40% for shapeshifting powers) for 15 seconds whenever you kill an enemy

_________________________________________________________________________________________


Blacklight Host: Alex Mercer is the host of the deadly Blacklight virus, granting him unprecedented strength, speed, extreme durability and regenerative abilities. As well as allowing him to break down and consume any living creature to heal himself and gain the memories of what he absorbed.

Rank 1: increase health by 200, health restored by consuming a small enemy 150 (you can absorb any small enemy without shields, health restored by consuming a large enemy 800, health regenerated per second 100

Rank 2: increase health gained by consuming an enemy by 100

Rank 3: increase health by 400

Rank 4: A. increase regeneration per second by 100

B. increase health by 400

Rank 5: A. consuming an enemy grants 100 extra health regeneration per second for 5 seconds, consuming a large enemy grants this bonus for 15 seconds

B. consuming an enemy causes you to move 15% faster for 10 seconds

Rank 6: A. increase health regeneration by 50, increase health gained by consuming small enemies by 200, in addittion, if you consume an enemy and are killed within 6 seconds, you will regenerate and get back up after 2 seconds

B. consuming an enemy grants +15% damage for 7 seconds, and by gaining the memories of that enemy, you deal +50% damage to any enemy of the same type for 10 seconds, if it is a large enemy this lasts for 25 seconds

Modifié par TheAshenPhoenix, 12 août 2013 - 12:40 .


#557
TheAshenPhoenix

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double post

Modifié par TheAshenPhoenix, 12 août 2013 - 12:35 .


#558
JG The Gamer

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Abraham_uk wrote...

Any comments on the Drell Sentinel/Infiltrator hybrid?


I like it. The ability to defend yourself well plus be able to sneak around is a boon. Love how your drell has more shielding too than the drell we've been getting.

The best part is the throwback to ME2's take on Tech Armor. I think I'd take the Light Armor variant as I'd want to keep moving if I was playing as this. Wouldn't want any penalties to sneaking around whether I have allies or by myself. Also figure that the ME2 variant keeps him balanced. If he had the ME3 Tech Armor, he could absolutely ignore cooldowns. And with enough nerve, spec out of Tech Armor and utterly ignore any cooldowns and load up on heavy powerful guns, making him something of a weapon platform.

Good kit all in all. :)

#559
Abraham_uk

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Alex Mercer: concept by The Ashen Phoenix


Build 1:

Claws [Rank 6]:
 Spike Attack, damage per swipe, damage versus shields
Blade Shape Shift [Rank 6]: Sweeping blade arc, damage per swipe, two swipes
Armor Shapeshift [Nothing]: 
Evolution [Rank 6]: Infected endurance, damage of shapeshifting abilities, infected fury mutation
Blacklight Host [Rank 6]: health regeneration, speed, damage


Build 2:


Claws [Nothing]:
Blade Shape Shift [Rank 6]: Sweeping blade arc, damage per swipe, two swipes
Armor Shapeshift [Rank 6]: Damage reduction, health bonus, damage reduction
Evolution [Rank 6]: damage reduction, regeneration, damage reduction
Blacklight Host [Rank 6]: health regeneration, health regeneration, health regeneration


Review:

You can go high melee damage, duke it out with guns or protect yourself with some of the best shape shifting abilities around. You look like a freak of nature, but the best part is that you fight like a freak of nature. Your claws and blades will devastate foes like no tommorow. This is just pure epiciness combined with further epiciness.

I also like the fact that this kit makes different builds effective. It is really hard to think of a build that doesn't work. However it is tricky deciding which build to create. So many interesting options. So many great ideas. The James Heller character made me want to play Prototype. But Alex Mercer looks like he could kick James Heller's butt any day.

___________________________________________________________________________________

Any builds for my most recent Drell Character?

Thanks for the feedback JG The Gamer:wizard:!

Modifié par Abraham_uk, 13 août 2013 - 07:58 .


#560
feriwan

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 OK, time is running by and I'm really not sure if I can finish my pack. The closer I get to the 20th, the more stuff I feel I need to do, and those characters are not high on the priority list.:blush:
It's just the sad truth.
I can say what I am doing though. You may have noticed in my sig that I've made LEGO movies, and this summer might be the last chance to do it due to reaons (but seriously, real reasons). I'm working on filming these days (which is the hardest and longest part), and I'm still not sure if I'll be able to finish it:(.
I also don't have time to to a detailed review or build for any kits, but I think I can say something quick about Alex Mercer.
First of all, I agree with Abraham that with the kits, it seems like he can kick Heller's ass. But I also feel that Alex is a bit OP, something I tried to avoid with Heller (and did well with, I guess).
He is still cool though, and since I made Heller first and seemingly forged a path, I now feel like Emperor Palpatine, while TheAshenPhoenix is my apprentice.

Image IPB

Modifié par feriwan, 13 août 2013 - 11:14 .


#561
TheAshenPhoenix

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feriwan wrote...

 OK, time is running by and I'm really not sure if I can finish my pack. The closer I get to the 20th, the more stuff I feel I need to do, and those characters are not high on the priority list.:blush:
It's just the sad truth.
I can say what I am doing though. You may have noticed in my sig that I've made LEGO movies, and this summer might be the last chance to do it due to reaons (but seriously, real reasons). I'm working on filming these days (which is the hardest and longest part), and I'm still not sure if I'll be able to finish it:(.
I also don't have time to to a detailed review or build for any kits, but I think I can say something quick about Alex Mercer.
First of all, I agree with Abraham that with the kits, it seems like he can kick Heller's ass. But I also feel that Alex is a bit OP, something I tried to avoid with Heller (and did well with, I guess).
He is still cool though, and since I made Heller first and seemingly forged a path, I now feel like Emperor Palpatine, while TheAshenPhoenix is my apprentice.

Image IPB



Do I really need to pull veteran status in this thread :whistle:

:devil:
 ;)

Modifié par TheAshenPhoenix, 14 août 2013 - 02:27 .


#562
AnimaMachinae

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Drell Sentinel Build

Shield Restore, Shield Restore, Light armor
Head Shot, Head Shot, Pierce
Smoke Screen
Health+Shields, Speed, Speed
Sniper, Sniper

Maximise on Sniper Damage and if the enemy gets close, drop a smoke screen and you are gone before they can react.
Hang on, this reminds me of something...I've made a Nemesis!

#563
Abraham_uk

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AnimaMachinae wrote...

Drell Sentinel Build

Shield Restore, Shield Restore, Light armor
Head Shot, Head Shot, Pierce
Smoke Screen
Health+Shields, Speed, Speed
Sniper, Sniper

Maximise on Sniper Damage and if the enemy gets close, drop a smoke screen and you are gone before they can react.
Hang on, this reminds me of something...I've made a Nemesis!


Anima Machinae: The Ultimate Drell Sniper build

I love what you've done. That is the best possible damage output for sniper rifles with this kit.
Also if you equip a surpressor as your secondary weapon, you will have a side arm that benefits from the headshot damage bonuses too.
____________________________________________________________________________________

My next kit is Cole Macgrath.

The poor sod who doesn't have the luxury of hiding his superpowers, taking baths, having a normal life. For those of you feeling sorry for Spiderman, at least Spiderman can be a normal average joe when he wants to be.


Once Cole is done, I will be doing 8 brand new kits. All from the Elderscrolls Universe. I am a fan of Elderscrolls, particularly magic. If Elderscrolls only had rogues and warriors, I'd be dissapointed.
___________________________________________________________________________________


What is to come:


Elderscrolls Schools of Magic: 

Taking heavy inspiration from Ultimate Pheer's Necromancer and Feriwan's Dragonborn, I am going to present brand new kits from 8 different schools of magic. Below I'll give a brief description of what each kit will deliver.



School of Restoration:

Masters of healing, providing protective wards and dealing massive damage to undead creatures. Since we're transporting Elderscrolls characters into Mass Effect Universe, I am counting all enemies under the influence of "Reaper Indoctrination" as "Undead" (even Geth).


School of Destruction:

I am not going for the clichéd spam magic bolts and area of effect spells approach here. The Destruction mage will have to place runes (traps) for enemies to fall into, will have a protective wall (where enemies who enter melee range will get hurt) and gain a special destructive melee attack.

This kit will require players to plan ahead, flank enemies and get in close rather than cast fireballs from a distance.


School of Illusion (Vampire Edition):

Anyone within the Elderscrolls universe can learn illusion spells. Vampires however seem to excel best here. Control the battlefield by causing foes to panic, turning invisible for stealth strikes, mind control, backstabs and headshots with archery. This kit can restore health by draining targets of their blood. To make this ability viable against Geth, I've decided that the Vampire can also drain energy from synthetics too.


School of Alteration (Warewolf Edition):

Make foes heavier to slow them down, buff up the defenses of you and your squad by alterating the properties of their armor. Buff up the squads weapon damage too. In addition you can transform into a warewolf at any time (by pressing and holding the melee button), enabling you to deliver extremely high melee damage. You can shift back into humanoid form by pressing and holding the heavy melee button.


School of Conjuration:
 

I will be trying not to make this kit similiar to Ultimate Pheer. So no necromancy. Ultimate Pheer has covered that base quite nicely. This kit can bring a fire monster to help you out, summon a Daedric Prince and use an ability called trap souls. When a foe is down to health or has less than 25% armor, this is an instant kill, and will also completly restore the conjuror's health and weapon ammo.


School of Enchantment: 

With impressive skills in both enchantment and smithing, the school of enchantment gets access to Daedric weapons and armor. They can enchant their blades and bows with powerful spells at any time. Switching between enchantments on the fly and bringing heavy weapon damage whilst taking plenty of hits. This tank however won't recieve the critical hits of the School of Illusion.


School of Alchemy:

Heals  and buffs allies and themselves with potions. Poisons their weapons to weaken enemies. Chuck grenades to further weaken enemies. Healing, buffing and debuffing all under one roof. Alchemist lack the weapon damage, and rely heavily on squadmates who excel here. I am aware that alchemits in Skyrim haven't figured out how to craft grenades (which is a shame really).


School of Dragon Shouts:

Excels in shouts. I am not going to use any elemental shouts or spells (so as not to be the same as Feriwan). They will have Unrelenting Force (similiar to Feriwan's Fos Ros Da) which will act as a shockwave. They will have the ability to disarm any enemy (enemies without weapons will have have a penality to damage output) and throw voice which will direct foes in the direction where the dragon born was pointing.

I want the Dragonborn to be more of a brains over brawns type character. Making use of debuffs, distractions and crowd control to gain the upperhand rather than spamming elemental abilities to ravage foes.

Modifié par Abraham_uk, 14 août 2013 - 05:56 .


#564
Abraham_uk

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Cole Macgrath

Image IPB

Story: Due to a tragic event, Cole gains super electrical powers. The player in the Infameous games has the choice between good (blue lightning) and evil (red lightning). Throughout the Infameous games, there will be dilemmas that boil down the good versus evil choices and special side missions for both alignments. The morality system is simple and effective. However due to morality being black and white (or red and blue) there is a lack of moral greys in my opinion (or moral greens and yellows).

I recommend you play Infameous one (I haven't played Infameous 2. Is it any good?

___________________________________________________________________________________
Stats

Mobility: Can run very fast and has combat rolls in all four directions.

Base Health: 1000

Light Melee: Amp. Cole's best pal Zeke Dunbar produced a weapon that looks like this.
The amp allows you to focus your powers into melee attacks.

Heavy Melee: Consume. Leach health from foes who are down to health or armor. This ability can't be used if their shields/barriers are up. If foe has armor, their armor has to be down to 25% or below for heavy melee to work.

Image IPB

Regular Fire: Cole cannot equip guns. They have a habbit of exploding when he pulls the trigger. So instead he shoots lightning bolts out of his hands. Though in the Infameous games this doesn't use ammo, for the sake of balance, the lightning bolts will use up energy. This can be restored at ammo packs on the maps and the clip packs that you carry.

Missiles: A large electrical storm is casted instead of firing a missile.
Medigel and Survival Ops: Can both be used. 
Clip Packs: Used to restore grenade ammo and energy for shooting bolts from Cole's hands.
Revive Annimation: Cole uses his electricity to revive allies. When he does, their health and shields/barriers are completly restored.
___________________________________________________________________________________

Electrical Shockwave: An electrical shockwave dealing massive damage to nearby targets within 10 metre range of caster.

Base cooldown: 12 seconds

Rank 1: Unlock
Rank 2: Force & Damage + 5%
Rank 3: Range + 1 metre

Rank 4a:
 Cooldown - 3 seconds
Rank 4b: Range + 2 metres

Rank 5a:
 Force & Damage + 10%
Rank 5b: Cooldown - 3 seconds

Rank 6a: Range + 2 metres
Rank 6b: Force & Damage + 10%
___________________________________________________________________________________

Shock Grenades:

These use up grenades. Similiar to arc grenades.  

Rank 1:
 Unlock. Radius 2 metres. Grenade Capacity 2.
Rank 2: Damage + 5%
Rank 3: Radius + 0.5 metres

Rank 4a:
 Grenade Capacity + 1
Rank 4b: Radius + 1.5 metres

Rank 5a: Damage + 10%
Rank 5b: Grenade Capacity + 1

Rank 6a: Radius + 1.5 metres
Rank 6b: Damage + 10%
___________________________________________________________________________________

Static Thrusters:

Continuously glide across the battlefield. This drains your energy (energy can be restored at ammo crates and ammo clip packs). If you are close to an enemy they will take damage. Gliding very fast will also make you very hard to hit. With practice you can charge directly into enemies delivering heavy damage (however you must charge directly into the foe from the front).


Rank 1: Unlock
Rank 2: Damage from charge. +10% If you charge into a foe from the front (not from the sides or behind) you will deliver heavy damage. This must be done with precision. If you are not precise in charging at a foe you will only deliver 50% of Static Thruster potential damage.
Rank 3:  Damage from charge. + 10%

Rank 4a: Ammo Increase + 10%. Extra energy for both regular fire, static thrusters and melee attacks.
Rank 4b: Damage from charge + 10%

Rank 5a: Ammo Increase + 10%. Extra energy for both regular fire, static thrusters and melee attacks.
Rank 5b: Damage from charge + 10%

Rank 6a: Ammo Increase + 10%. Extra energy for both regular fire, static thrusters and melee attacks.
Rank 6b: Damage from charge + 10%
___________________________________________________________________________________

Stamina:  Increase the amount of health you have and melee damage.

Base Health:
1000

Rank 1:
 Health + 200
Rank 2: Melee Damage + 5%
Rank 3: Melee Damage + 5%

Rank 4a: Health + 500
Rank 4b: Melee Damage + 5%

Rank 5a: Energy Boost: All attacks that rely on energy (ammo) will consume 50% less energy (ammo). 
Rank 5b: Regeneration. Energy regeneration enabled. +10% to health regeneration.

Rank 6a: Reaver 

Movement Speed + 20%.
Melee & Power Damage increased by 10%.
When health is below 30%, you gain a further 10% damage bonus to all attacks.

Rank 6b:
 Walking Tank.
Health +500.  
Health Regeneration + 20%
Melee & Power Damage increased by 10%.

___________________________________________________________________________________

Alignment:

This kit has access to both red and blue lightning. You switch between red and blue lightning using the switch weapon button. You don't have to hold the change weapon button/key. Merely tap the hold melee button/key.

Red Lightning: Would be registered as incendiary damage. All of your abilities will set foes on fire, have red lightning effects and deal heavy damage to armor and health.

Blue Lightning: Would be registered as tech/disruptor damage. All your abilities will stun foes, have blue lightning effects and deal heavy damage to shields, barriers and synthetics.


Rank 1: Red Lightning Damage + 5%
Rank 2: Red Lightning Damage + 5%
Rank 3: Blue Lightning Damage + 10%

Rank 4a: Red Lightning Damage + 10%
Rank 4b: Blue Lightning Damage + 10%

Rank 5a: Red Lightning Damage + 10%
Rank 5b: Blue Lightning Damage + 10%

Rank 6a: Red Lightning Damage + 20%
Rank 6b: Blue Lightning Damage + 20%

Modifié par Abraham_uk, 14 août 2013 - 06:43 .


#565
feriwan

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And now I got another kit idea, while I'm nowhere near done with my other 6... maybe I'll just try the one, since it would be quicker and it has to do with my own headcanon-crossover idea...

#566
TheAshenPhoenix

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inFAMOUS 2 is fun. I cannot wait for second son, too bad I'm switching to PC and can't play it. Though I'm tempted to get the PS4 just for kicks.

Only thing I miss from inFAMOUS 1 that we didn't /really/ get in inFAMOUS 2 was the lightning strike power, you get something similar but you can't control the duration. Otherwise it's really amazing, and you can create your own missions for it as well

Also, I was thinking something similar to the elder scrolls magi that your doing, can't wait to see what you do

Modifié par TheAshenPhoenix, 14 août 2013 - 06:31 .


#567
Abraham_uk

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Cole Macgrath is finished.

Cole has loads of powers (especially in the second game), so sadly I couldn't cover them all.
The main thing to notice that red lightning acts like fire and blue lightning acts like disruptor powers in Mass Effect.

Tap your change weapon button/key to switch between blue and red lightning.

Modifié par Abraham_uk, 14 août 2013 - 07:49 .


#568
feriwan

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I got myself to make something! yay!
So anyway, the 'official' in ME-universe explanation is in the character description. More detailed and 'unknown' info at the bottom.

[I can't find a good enough picture anywhere. It should be some vague energy shape - something where you can see that it is some being, but can't discern what exactly. It doesn't necissarily have to look human]

Energy being (unknown class)

character description: Strange enteties have been seen on the battlefield. These eergy beings only attack reaper forces, but their affiliation is unknown. They are rarely seen, and when they are it is only on the battlefield. This has led some soldiers to come up with different theories, while most think they are a hallucanation due to their incredible powers. The stories behind their existence are the following: They are a new alien race, they are the ghosts of previous races the reapers have killed, they are a geth or raloi project, they are made by the reapers themselves and they are a highly sophisticated AI. None of these tales can be confirmed, as one is yet to be captured. It is unknown how they work or travel, but they seem to be made of energy, which they use as a weapon. They also seemingly have the ability to bent the space-time continuum.

   -   shields 750/750
   -   dimensional jump
   -   energy strike
   -   energy bolts

power 1: time freeze - stop time over the whole battlefield, affecting everything but your team mates.

rank 1: unlock - recharge speed; 25 seconds - duration: 12 seconds
rank 2: increase recharge speed by 25%
rank 3: increase duration by 30%
rank 4a: increase recharge speed by 30%
rank 4b: increase duration by 30%
rank 5a: increase allied movement speed by 30% while power is active
rank 5b: increase all allied power damage by 5% for 10 seconds after power is done (does not include powers used during time freeze)
rank 6a: deal 2500 damage spread equally over all remaining enemies.
rank 6b: use 1 offensive power while time freeze is in effect. Allies recharge timer works at 50% speed while active.

notes: freezes all enemies and all things, including powers, bullets, grenades,... This includes allied powers, bullets, grenades,... Allies can walk, run, dodge, reload, pick up ammo and activate powers. However, all offensive powers activated and all bullets fired, etc. are frozen in their starting place. Objective and objective timers are frozen. Recharge timers are frozen, unless rank 6a is aquired. Shields are not recharged and health is not regenerated. When duration ends, recharge timers (ncluding yours) start again and everything continues (bullets and powers move on like there was not stop). All damage is applied after the duration.

power 2: electrical charge - target multiple enemies, then strike at them in an electrical form. Strong vs shields and barriers. Weak vs armor.

rank 1: unlock - recharge speed: 14 seconds - damage: 500 - damage lost per charge: 20% (second charge does 400, then 320,...) - shields restored per target hit: 7.5% (target need to be alive before they're hit. A charge to a dead target does not restore shields)
rank 2: increase recharge speed by 25%
rank 3: increase damage by 25%
rank 4a: increase damage by 30%
rank 4b: increase attack range to 2 meters
rank 5a: increase shields restored per target hit by 5%
rank 5b: increase recharge speed by 40%
rank 6a: increase damage by 20%, increase damage to barriers and shields by an additional 60%. You cannot be stunned inbetween charges (but you can be damaged)
rank 6b: decrease damage lost per charge by 10% and increase targets by 5.

notes: Press to target enemies, starting from first target to last. activate by targeting maximum enemies or holding the power button. Works like a chain of biotic charges. Can be hurt inbetween charges and stunned if 6a not aquired. You go to each target, even if they died in the meantime.

power 3: dimensional shift - partially fade into another dimension, decreasing damage taken and damage done.

rank 1: unlock - recharge speed: 10 seconds - damage taken: -50% - damage given: -40% - duration: 7.5 seconds
rank 2: increase recharge speed by 25%
rank 3: increase duration by 30%
rank 4a: increase duration by 40%
rank 4b: increase recharge speed by 40%
rank 5a: increase damage given by 20%
rank 5b: decrease damage taken by 20%
rank 6a: cloak shift - decrease duration by 40% and add a cloak effect that cannot be broken
rank 6b: unstable shift - deal 175 damage per second in a 4 meter radius

notes: recharge timer works like adrenaline rush. Also, this power reminds me of the Scrin in Command and Conquer 3: Tiberium wars (if you know what I mean, you're awesome!)

power 4: energy bolts - fire a continuous stream of energy from your... "fingertips"

rank 1: unlock - recharge boost: 10% - "ammo": 45 - damage: 20
rank 2: increase ammo by 5 and recharge boost by 10%
rank 3: increase damage by 4
rank 4a: increase damage by 6
rank 4b: increase ammo by 6 and recharge boost by 15%
rank 5a: increase damage by 10
rank 5b: increase "reload" time by 30% and increase recharge boost by 20%
rank 6a: heavy blasts - ammo: 2 - fire mode: seperate blasts - damage: 950 and decrease recharge speed by 75%
rank 6b: increase ammo by 7 damage by 7 and recharge boost by 20%

notes: you cannot equip weapons on this character. With this power, you can fire your 'weapons', aka energy bolts. Reloading is similar to heat based weapons. Without this power, you can not fire and have a 0% recharge boost

power 5: space-time entity

rank 1: increase health and shields and melee damage by 15%
rank 2: increase health and shields by 10%
rank 3: increase melee damage by 20%
rank 4a: increase melee damage by 30%
rank 4b: increase health and shields by 15%
rank 5a: increase speed by 10%, increase dodge distance by 40% and increase dimensional dodge opening duration by 100%
rank 5b: increase melee damage by 50% and power duration by 15% for 20 seconds after an enemy is killed by heavy melee
rank 6a: add an electrical effect to your heavy melee that deals 750 damage over 6 seconds
rank 6b: add a time freezing effect to your heavy melee that freezes the enemy for 1 second (don't be skeptical, it could give you a second to escape from anything!)

light melee: energy strike combo (200 standard damage)
heavy melee: heavy energy strike: you expand then close in around the enemy, incapacitating weaker ones.
dodge: similar to turian cabal, but a dimensional portal remains open for 2 seconds (standard) that allies can use by pressing "activate", or whatever it is.



Anyway, if you want to hear the story I have behind this guy:
So I got a little headcanon (okay, it's actually pretty big) of post-ME3 (and I'm not totally sure when everything happens yet). Just so you know, I chose destroy (high EMS). So Shepard survives, but it aint over yet. He leads a revolution to rebuild the geth, to help with rebuilding the relays. Not only that, there is a new threat: the Leviathans. They still think they're the apex race, so they have to (eventually) be fought. Then, one day, a strange device comes from the stars and lands on Luna. Badda bing, badda boop, Shepard and his crew check it out and another (ME1) Eden Prime situation happens, but this time Shepard dissappears (into the device). Turns out it's an artifact from another ancient race, but these guys are nicer then the leviathans. In fact, they come from the time of the leviathans - they were a rival race and were against the leviathans asking tribute from the 'lesser races'. This lead to a war, which led to their banishment (because they lost) to dark space. They couldn't survive there, but invented new machines to survive. It didn't work to well though, and most (or almost all) were killed. A few survived though, and melded into a hive-mind. But it came at a price - they had shifted to a side dimension, only accessible through the artifact. (It also gives access to other parallell and less then parallell dimensions, where Shepard goes to by accident, which is how I headcanon the crossover) They were still against the leviathans and searched for a way to stop them. Together, they became one and learned a lot about the space-time continuum and parallell dimensions. Eventually, the reapers happened and all the newly formed being could do was watch. But then Shepard came along and they decided now was their chance to stop the reapers and later the leviathans. They were only able to reach into this dimension periodically, and as the small energy being that is this kit.

WOW, that was a lot of text! Most of it was already headcannoned though, but not this energy being. It's new, but I like it. Of course, I even have more headcanon about it but that might become too much...

And damnit, I closed this tab after almost everything was written <_<

Modifié par feriwan, 15 août 2013 - 09:18 .


#569
Abraham_uk

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Feriwan's Energy Being:

Build:

Time Freeze [Rank 6]: Duration, ally power damage, bonus power
Electrical Charge [Rank 6]:  Damage, restore shields, damage
Dimensional Rift [Rank 6]: Increase duration, damage given, cloak shift
Energy Bolts [Rank 6]: Damage, Damage, Heavy Blast
Time Space Entity [Nothing]:


Review:

Wow. Out of this world. Literally. I can see you put a lot of time and "Energy" into this amazing kit.
Pure caster, who likes to dish out the damage unarmed. Fade in and out of enemies vision, freeze time and then unleash the smackdown either through cascades of electrical energy or shooting electricity zaping enemies to oblivion. This is pure unadulterated chaos.

My Michael Bay kit seems sane in comparason. Keep up the good work. Your amazing ideas are always welcome here.:wizard:

Modifié par Abraham_uk, 15 août 2013 - 10:22 .


#570
Abraham_uk

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High Elf Battle Mage

Race: Altmer
Gender: An appearance option
https://encrypted-tb...QMndhm4sqVeylrg

Description: Naturally gifted in the art of destruction magic, the Elven Battlemages are proficient fire, ice and lightning spells. However, instead of going for the usual approach of stand back and launch projectiles, they setup traps, manouver around the battlefield, wielding one handed weapons and bows/staffs.


Base Health: 1000. No shields/barriers. Instead your health regenerates.
__________________________________________________________________________________
Pick 1 Melee Weapon: 

1 Handed Sword: Faster strikes, less damage done per attack. Deal more damage to shields and barriers.

1 Handed Axe: Slower strikes. More damage done per attack. Deal more damage to armor and health.

1 Handed Mace: Very slow strikes. Greater damage done per attack. Each attack makes target more vulnerable to taking damage. +5% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 20 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack. 


1 Handed Hammer: Moderate damage, slowest strikes. Each attack makes enemy more vulnerable to taking damage. +10% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 10 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack. 


Shield (optional):
Equiping a shield will provide 10% damage resistance to all attacks, however will increase spell cooldowns by 10%


Pick 1 Ranged Weapon. Instead of choosing guns, you pick one of the following. You still press fire button to fire projectiles.

Short Bow: Faster rate of fire. Lowest damage.
Long Bow: Slower rate of fire. Higest damage.
Cross Bow: Medium of fire. Powerful armor piercing capabilities. Weak versus shields/barriers. Slowest reload.
Staff: Fires magic missiles. Medium rate of fire. Powerful damage versus shields/barriers. Weak versus armor/health

__________________________________________________________________________________

Wall of Protection: This ability can be toggled on and off without incuring cooldowns.
However it carries it increases all cooldowns by 40%.

Provide damage protection from all attacks. Foes who are within a 2 metre radius of caster will take damage. 

Rank 1: Unlock. Damage resistance +10%
Rank 2: Damage Resistance +15%
Rank 3: Wall Damage +5% (foes who are within 2 metre radius of caster take damage).

Rank 4a: Firewall - foes within 2 metre radius are set alight.
+5% wall damage versus shields/barriers.
+10% wall damage versus health and armor.
Caster's damage resistance +5%

Rank 4b: Icewall - foes within 2 metre radius slow down.
+10% armor weakening.
+5% shield/barrier weakening
Instant freezing to foes without any protections.
Caster's damage resistance +5%

Rank 5a: Stormwall - foes within 2 metre radius are stunned.
+5% damage versus armor/health.
+10% damage versus shields/barriers.
Caster's damage resistance +5%

Rank 5b: Conduction Synergy: If caster is within a conduction field, all bonuses from either Firewall or Icewall evolutions are doubled.
Caster's damage resistance + 5%

Rank 6a: Weapon Synergy. Both melee and ranged weapons deliver +15% damage when Wall of Protection is active.
Caster's Damage Resistance +15%

Rank 6b: Spell Synergy. All spells including wall of protection will deliver 15% extra damage.
Caster's Damage Resistance +15%
__________________________________________________________________________________

Rune: Lay down a magical proximity mine. This has a base cooldown of 15 seconds. 
Aim at the place where you want the rune to be placed and press the button/key that corresponds to Rune power. The caster will throw an orb at that point, and a magical circle will appear.

(Same as you use the proximity mine ability).

When foes are within 1 metre radius of the rune, the rune detonates.
The detonation has a 2.5 metre radius

Rank 1: Unlock
Rank 2: Damage + 5%
Rank 3: Damage + 5%

Rank 4a: Fire Rune. +10% damage to armor and health. Set foes on fire.
Rank 4b: Ice Rune. +10% vulnerability against all attacks. 

Rank 5a: Electric Rune. +10% damage to sheilds and barries.
Rank 5b: Shockwave Rune. Send all enemies (except ariel foes) flying. Even foes with armor will be sent flying. Delivers no extra damage.

Rank 6a: Conduction Synergy.  Place your rune inside a conduction field. When a foe walks into a conduction field, there is a big explosion.

+50% area of effect.
+10% extra damage.

Rank 6b: Impact. Runes deliver more damage. But have a smaller area of effect.

-50% area of effect
+20% extra damage

__________________________________________________________________________________

Conduction field: You and your allies gain health and shield regeneration. (You don't have shields, but your health can regenerate). Foes within field will suffer a slow penality to movement speed and have a slow draining of their hitpoints.

You and your squadmates gain a 10% bonus to all attacks if  you/they are within the field.

Has a duration of 40 seconds. Cooldown of 10 seconds.
Conduction field has a radius of 2.5metres.

The mechanics and appearance of this power are identical to biotic sphere.


Rank 1: Unlock
Rank 2: Damage +5%
Rank 3: Damage + 5%

Rank 4a: Flame Conduction. +15% damage to enemy armor and health. (This only affects foes within the field)
Rank 4b: Ice Conduction. -10% damage resistance to enemy armor, health, barriers and shields. (This only affects foes within the field).

Rank 5a: Lightning Conduction. +15% damage to enemy shields and barriers. (This only affects foes within the field).

Rank 5b: Defensive Grid. Ally Regeneration +15%. Damage to foes within field + 15%

Rank 6a: Improved Wall of Protection. An additional 10% damage resistance to caster if they have Wall of Protection active whilst inside the Conduction Field.

Also an additional 10% to weapon damage, if you have wall of protection active whilst inside the field.

Rank 6b: Improved Runes. Runes deliver 10% extra damage, if one is detonated inside the Conduction Field.

__________________________________________________________________________________

Jorrvaskr Companions -  Time in with The Companions has given the High Elf incredible prowess with one handed weapons and bows. Their ability to wield staffs has been affected too.

Base Health: 1000
Light Melee: Weapon Strike
Heavy Melee: Heavy Strike with melee weapon.

Rank 1: Melee Damage + 5%
Rank 2: Ranged Weapon Damage + 5%
Rank 3: Health + 200

Rank 4a: Melee Damage + 15%
Rank 4b: Ranged Weapon Damage + 15%

Rank 5a: Melee Damage + 15%
Rank 5b: Ranged Weapon Damage + 15%

Rank 6a: Elven Armor and Weapons

+400 Health
+20% Spell Damage
+20% Movement Speed
+20% Spell Cooldown Speed

Rank 6b: Daedric Armor and Weapons.

+20% Melee Damage
+20% Ranged Weapon Damage
+800 Health

__________________________________________________________________________________

College of Winterhold - Incredible Spell Damage has been the result of intense training at Skyrim's College of Winterhold.

Rank 1: Spell Damage +5%
Rank 2: Spell Damage + 5%
Rank 3: Spell Cooldown Speed + 10%

Rank 4a: Spell Damage +10%
Rank 4b: Spell Cooldown Speed +10%

Rank 5a: Pyromancer: Adds fire and lightning effects to your melee and ranged weapons.
Your weapons will deliver +10% more damage versus armor and health.
Your spells will deliver +10% more damage versus armor and health.

Rank 5b: Cryomancer: Adds ice and lightning effects to your melee and ranged weapons.
Your weapons will deliver +10% more damage versus shields and barriers.
Your spells will deliver +10% more damage versus armor and health


Rank 6a: Wizard:
Spell Damage +20%

Rank 6b: Battlemage:
+10% Spell Damage
+10% Weapon Damage

____________________________________________________________________________

Next kit in the series:

A healer, who can ravage undead and indoctrinated forces with ease.

All kits in the series will have a focus on making both physical combat (melee weapons and ranged weapons) and spell combat (all of your special abilities) equally viable. All 10 kits are different Battlemages with leanings towards one type of magic.

Modifié par Abraham_uk, 19 août 2013 - 12:10 .


#571
feriwan

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Abraham_uk wrote...

Wow. Out of this world. Literally. I can see you put a lot of time and "Energy" into this amazing kit.


Image IPB

Did you just make 2 puns?

...You're alright...

#572
Abraham_uk

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Imperial Battle Cleric

School of Magic:
Restoration
Gender: An appearance option

A master of melee weapons, ranged weapons and defensive spell casting.
This fighter can either be the ultimate juggernaut with low offensive, or a high offensive fighter with low defense.
This kit is inspired by Elderscrolls School of Restoration.


https://encrypted-tb...F9uyP2BEFcEF113

Description:

The Battle Cleric



Base Health: 1000. No shields/barriers. Instead your health regenerates.
__________________________________________________________________________________
Pick 1 Melee Weapon:

2 Handed versions of these weapons are available if Advanced Melee Weapon Training is picked from Imperial Training Passive. The 2 Handed versions have similiar properties, only they are slower to wield but each strike delivers more damage.

Also dual wielding 1 handed weapons is only possible if Advanced Melee Weapon Training is chosen.

1 Handed Sword: Faster strikes, less damage done per attack. Deal more damage to shields and barriers.

1 Handed Axe: Slower strikes. More damage done per attack. Deal more damage to armor and health.

1 Handed Mace: Very slow strikes. Greater damage done per attack. Each attack makes target more vulnerable to taking damage. +5% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 20 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack. 


1 Handed Hammer: Moderate damage, slowest strikes. Each attack makes enemy more vulnerable to taking damage. +10% vulnerability for every strike delivered to foe. So for example, if you hit an Atlas Mech 10 times, they will now take 100% extra damage from all sources. There is no limit to how much damage vulnerability you can stack. 


Shield (optional): Equiping a shield will provide 10% damage resistance to all attacks, however will increase spell cooldowns by 10%


Pick 1 Ranged Weapon. Instead of choosing guns, you pick one of the following. You still press fire button to fire projectiles.

Short Bow: Faster rate of fire. Lowest damage.
Long Bow: Slower rate of fire. Higest damage.
Cross Bow: Medium of fire. Powerful armor piercing capabilities. Weak versus shields/barriers. Slowest reload.

Staff:
 Fires magic missiles. Medium rate of fire. Powerful damage versus shields/barriers. Weak versus armor/health (Only available if advanced ranger training is chosen)

Throwing Axes:  Faster rate of fire, potentially greater damage output. Small axes are thrown at enemies dealing heavy damage. (This is only available if Advanced Ranger Training is chosen).


__________________________________________________________________________________

Healing Blast: 

Completly restore Cleric's health with a shockwave. A blinding white light will surround the caster.
Allies within 2 metre radius of the caster will have some of their health restored.
Foes within 2 metre radius of the caster will be either staggered or sent flying. The shockwave itself will deal some damage too.


Rank 1: Unlock. Base Cooldown 16 seconds.
Rank 2: Ally Healing  25%. Healing Blast now restores 25% of Ally health (won't restore shields/barriers)
Rank 3: Blast Damage +5%

Rank 4a: Blast Damage + 5%
Rank 4b: Ally Healing +5%

Rank 5a: Blast Damage + 10%
Rank 5b: Ally Healing +10%

Rank 6a:
 Blast Damage + 15%
Rank 6b: Ally Healing +15%

__________________________________________________________________________________

Ward of Protection: Cast a protective aura around the Cleric. This will give the caster damage resistance from all attacks, sync kill Immunity and some attacks will be absorbed by the Ward, meaning the caster will take no damage.

In addition allies iwthin 2 metres of the caster will gain 50% of all bonuses from this power, (whilst the power is active).

Base Cooldown: 16 seconds
Duration: 20 seconds.

Rank 1: Unlock. Damage resistance + 5%
Rank 2: Damage Resistance + 5%
Rank 3: Ward off Chance 10%. This is the probability that enemy attacks won't harm the caster.

Rank 4a: Ward off Chance + 10%
Rank 4b: Damage Resistance +10%

Rank 5a: Ward off Chance +10%
Rank 5b: Damage Resistance + 10%

Rank 6a: Imperial Defender

Ward off Chance +10%
Damage Resistance +10%
Healing Blast can be used once whilst Ward of Protection is active.

Rank 6b: Imperial Might

+10% Melee Weapon Damage
+ 10% Ranged Weapon Damage
Turn Undead. The Caster can have both Turn Undead and Ward of Protection active at the same time.

__________________________________________________________________________________

Turn Undead: This is a mode that you can toggle on and off at any time without incuring cooldowns.
This ability makes the Cleric look like a zombie.

This increases damage output of both melee and ranged attacks by 50%
This also makes caster 50% more vulnerable to all attacks

Healing Blast does not do any healing during Turn Undead.
However it delivers 50% more damage to nearby foes.

Also, unless Imperial Might is picked, Ward of Protection cannot be active whilst Turn Undead is active.

Rank 1: Unlock
Rank 2: Movement Speed +5%
Rank 3: Movement Speed +5%

Rank 4a: Movement Speed +10%
Rank 4b: Leach: With this evolution every time you perform a killing blow (be it melee or ranged weapon), you restore 10% of your health.

Rank 5a: Movement Speed +10%
Rank  5b: Leach: +10% health restoration. (That's 20% health restoration if rank 4b was chosen).

Rank 6a: Necro Beserker. Melee Weapons gain a further 10% damage bonus.
Rank 6b: Necro Marksman: Ranged Weapons gain a further 10% damage bonus.

__________________________________________________________________________________

Voice of the Emperor - Lead your warriors into battle. Your inspiring leadership, combined with love for the Empire encourages allies to step up their game. Enemies will naturally be frightened by your commanding presence.

Rank 1: Reverence: Squad gain +2.5% damage output to all attacks.
Rank 2: Reverence: Squad gain + 2.5% damage output to all attacks.
Rank 3: Fear. Enemies deliver 5% less damage. Enemy accuracy reduced by 5%

Rank 4a: Reverence: Squad gain + 5% damage output to all attacks.
Rank 4b: Fear. Enemies deliver 5% less damage. Enemy accuracy reduced by 5%

Rank 5a: Reverence: Squad gain + 5% damage output to all attacks.
Rank 5b: Fear. Enemies deliver 5% less damage. Enemy accuracy reduced by 5%

Rank 6a: Reverence: Squad gain + 5% damage output to all attacks.
Rank 6b: Fear. Enemies deliver 5% less damage. Enemy accuracy reduced by 5%

__________________________________________________________________________________

Imperial Training:

The damage output from healing blast  is counted as melee damage, not power damage.

Light Melee:
 Weapon Strike
Regular Heavy Melee: Holy Strike (blinding white light makes melee weapon glow)
Heavy Melee when Undead: Necro Strike (melee weapon glows dark blue)


Rank 1:
 Melee Damage + 5%
Rank 2: Ranged Damage + 5%
Rank 3: Health +200 

Rank 4a: Health +200, Melee Damage + 5%
Rank 4b: Ranged Damage + 5%

Rank 5a: Advanced Melee Weapons Training
+200 Health
+15% Melee Damage
Access to 2 Handed weapons and option to dual wield 1 handed weapons becomes available.

Rank 5b: Advanced Ranged Weapons Training
+15% Ranged Weapon Damage
Access to throwing axes and staffs.


Rank 6a: Imperial Armor
+15% Melee Damage
+400 Health

Rank 6b: Clerical Armor
+15% Ranged Weapon Damage

__________________________________________________________________________________

Next to come. A double bill

A Redguard Warewolf, with a proficency in Alteration magic.
A Dark Elf Vampire with proficency in both Illusion magic and stealth

Modifié par Abraham_uk, 19 août 2013 - 12:10 .


#573
feriwan

feriwan
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I might actually get to posting the 6 character pack, I was up all night last night working on them... (I had nothing else to do)

#574
Abraham_uk

Abraham_uk
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feriwan wrote...

I might actually get to posting the 6 character pack, I was up all night last night working on them... (I had nothing else to do)


This series of 10 characters will be the last batch I do for this thread.

The next thread will be the same as this one with one major difference.
It would be creating new single player characters for Mass Effect 4.

Character descriptions
Class
Powers (just do descriptions of each power, not go into detail regarding evolutions)
A little bit about what role they play in the story.

There will be a non Mass Effect section too.


_________________________________________________________________________________

As for this thread. I want to catch up on all the Build and Reviews that I never did.
Soja 57 has loads of kits that have been ignored by the Build and Review treatment.

I will also be doing build and reviews of many other BSN members including my own created kits.
So get ready for loads of reviews of everything.

My goal is for every kit on this thread to have at least one build and review. Everyones ideas will get the recognition they deserve. Because hyperlinks on page one are no longer good enough.

_________________________________________________________________________________

As always, if you have great multiplayer character ideas, this thread will remain open for this.

Modifié par Abraham_uk, 17 août 2013 - 09:17 .


#575
feriwan

feriwan
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2 questions:
- Will you still check out this thread? (I know I'm not one to talk, but still...)
- Isn't it a bit early to make stuff for ME4? We barely know ANYTHING about the game: where, when, what, etc. How do you plan on making anything at all?