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Create Your Own ME 3 Characters (Multiplayer)


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#51
Abraham_uk

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TheAshenPhoenix wrote...

Hmm, also, save the Alliance synthetic vanguard for me as well. I have an epic idea. I've also started to formulate my idea for the drell soldier, and already have a really good power in mind. And I'll probably post the Drell Striker Soldier the same time I do the Grissom Academy biotic in my other thread

EDIT: Ooooohh, we have Rachni? I think I could get some epic engineer/sentinel ideas out of that. In fact.... I'm already formulating an idea for a rachni strike squad Sentinel. But I feel like I'm getting a bit greedy with reservations, if anyone else wants to grab them let them


I don't think you have to worry about being too greedy.
Take a look at how many concepts are listed as mine.


I am relunctant to contribute more concepts. I might do a few more.


I've contributed too many concepts.



Salarian Pulsar Adept
Salarian Tactician Vanguard

Quarian Adept
Quarian Vanguard

Geth Psudo Adept
Geth Psudo Vanguard
Geth Psudo Sentinel

Baterian Medic Engineer

Awakened Collector Scion (Sentinel)

Alliance Synthetic Psudo Adept
Alliance Synthetic Sprinter (Soldier)


You know what. Given how many I've come up with, I'm more than happy to let Phoenix have his Rachni Reservations. When I badly want to introduce a new character, I go ahead and do it.

Modifié par Abraham_uk, 22 avril 2013 - 08:38 .


#52
TheAshenPhoenix

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Here you go, I think this is personally one of my better and more awesome works. I always loved the Drell and they seem to bring out the best classes from me. Enjoy

Drell Striker Soldier

Image IPB

Concept: Armed with the V-506 "striker" battle suit, the Drell striker combines the speeed, agiltity, and deadly percision the drell are known for with technological implants. Making for an extremely deadly and efficent combat soldier that is adept at moving in and out of the battlefield to decimate numbers before they even know the Striker is within their ranks.

_________________________________________________________________________________________
Powers

Striker Mode: the V-506 battlesuit is a prototype that interfaces with the users muscle tissue, allowing for hydraulic support that gives the user increased strength and speed while not sacraficing fine control percision. The hydraulic support given increases the strength of all muscle tissue, allowing the user to run far faster and become more agile. The suit also interfaces with weapon systems, fine tuning every weapon it's user weilds to exact weapon preferences by scanning and interperiting a host of data when it is used. However, to be manuverable and adept on the battlefield, the suit does not take away from anything like movement speed or recharge times like other forms of armor do, and instead will automatically self shutdown to release energy via a heat sink.

Rank 1: increase movement speed by 10% while active, increase weapon damage by 15% while active, duration 25 seconds recharge speed 14 seconds

Rank 2:
Increase movement speed bonus by 5%

Rank 3: increase duration by 10 seconds.

Rank 4: A. increase weapon damage bonus by 10%

               B. upon entering Striker mode reuce damage taken by 15% for 10 seconds

Rank 5: A. increase movement speed bonus by 7.5%

               B. Increase duration of power by an addtional 10 seconds

Rank 6: A. Increase weapon damage bonus by 15%

               B. Killing an enemy while in striker mode increase weapon damage by 30% for 3.5 seconds

_________________________________________________________________________________________

Nerve Strike: activate micro mass effect fields within your Striker battle suit, causing you to weigh less, and in turn allowing you to move at blinding speeds. Use this to move so fast you become unseeable and manuver to an enemy to deliver a deadly nerve strike. Knocking any unshielded organics to the floor with pain, and destroying the circuts of synthetics to stun them.

Rank 1: damage 500 stun time 3 seconds recharge speed 6 seconds

Rank 2: increase damage by 150

Rank 3: increase stun duration by 1 second

Rank 4: A. create a small sonic boom upon re-increasing your mass, stunning up to 4 enemies within a 3 meter radius (but dealing 40% less damage to them)

               B.Damage increase damage by 200

Rank 5: A.  Any organic enemies ar hit with a special nerve strike that causes 50 damage per second for 10 seconds

               B. Any Synthetics hit by the nerve stike have a vital component damaged, and will not attack for 3 seconds after being being struk

Rank 6: A. Sonic Jump Convert your nerve strike into a highly mobile dash (like poison strike) allowing you to manuver around the battlefield with extreme ease, however, it loses all damage effects to anyone who isnt there when you first jump or at the end of your jump. Range of jump is 18M, all other upgrades are still in effect (sonic boom creates AoE at begining and end of jump).

               B. Assassin's strike Increase damage by 200, convert 20% of damage done to shield power through micro converters in your suit.

_________________________________________________________________________________________

Spider Drone: Deploy this explosive filled spider drone that will either find the neasrest enemy or power down and wait until an enemy comes by, upon reaching an enemy the drone attaches itself to the unkowing enemy and triggers a delayed self-destructive explosion. Causing massive damage to the enemy in question and anyone nearby.

Rank 1: Explosion radius 1.5M explosion damage 600 explosion delay 4 seconds (they use grenade)

Rank 2: increase damage by 200

Rank 3: decrease delay by 2 seconds

Rank 4:
A. increase explosion radius by 2M

               B. add an incindeary effect that deals 30% damage over 5 seconds

Rank 5: A. increase damage by 300

               B. upon exploding the spider drone drops small incideary shrapnel peices that deal damage to anything they hit

Rank 6: A. increase damage to shields and barriers by 75%

               B. increase damage to armor by 60%

Modifié par TheAshenPhoenix, 24 avril 2013 - 12:35 .


#53
Ultimate Pheer

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Oooh, I like that drell. Sounds decidedly asymmetric in it's combat skills.

#54
TheAshenPhoenix

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Ultimate Pheer wrote...

Oooh, I like that drell. Sounds decidedly asymmetric in it's combat skills.


Indeed, he's meant to be extremely diverse in ways you can play him, while still always remaining centered around agility and combat manipulation :) I really like it. With the different evos I can think of a slew of ways to play him, from long range assault rifle commando who moves around the battlefield with speed an sonic jump, to psuedo N7 shadow with shotguns and nerve strike.

Oh, but also, while you say it's asymmetrical, depending on how you look at it all the powers actually synergize well, using nerve strike to get in close/flank enemies, while using Striker Mode's movement speed bonus to move in quickly and avoid fire, and dropping a spider drone on your way out to cause some explosive havoc in the background. Plus, Dem Drell passives.

Modifié par TheAshenPhoenix, 22 avril 2013 - 10:00 .


#55
Ultimate Pheer

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Exactly what I mean.

Enemies cant kill you if they cant HIT you.

#56
TheAshenPhoenix

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Ah, I thought you meant asymmetrical as in very odd and not matching in the kit's abilities, but yes. That's generally what I go for (especially because that's how I play Drell). I was literally imagining playing a Drell w/ full fitness, adrenaline amp III, and the Striker mode benefits, it would be insanity! And incredibly awesome.

#57
Abraham_uk

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That is one cool concept!

Does the Drell Soldier wear sunglasses in battle too?

Anyway, you'll be glad to know that it has been added!

#58
TheAshenPhoenix

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Abraham_uk wrote...

That is one cool concept!

Does the Drell Soldier wear sunglasses in battle too?

Anyway, you'll be glad to know that it has been added!


TBH I just use the best fitting images I can find, I'm not as skilled in art as soja here :lol:

But I though either the sunglasses or a helmet in battle, this model seems to fit rather well.

Either way I love this concept, the Drell are always rocking B)

#59
Abraham_uk

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I had a similar concept to the Striker Soldier. [Alliance Synthetic Sprinter]

But having seen your awesome Drell, I think it's safe to say yours is better!
Epic contribution as always!


Can't wait for your:

Alliance Synthetic Vanguard
Rachni Engineer
and Rachni Sentinel


If this is anything to go by, there are great concepts on the horizons!

Modifié par Abraham_uk, 22 avril 2013 - 10:48 .


#60
TheAshenPhoenix

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Thanks, I pride myself on thinking of really out there ideas while still backing them up. Make it all epic like that, and the alliance synthetic vanguard does actually have a similar feel, in an entirely different way. Let's just say this Biotic robot will make sure the enemies won't even know what hit 'em. BTW there's some pretty feasible lore explanations as to how a robot can use at least psuedo biotic powers.

Alliance synthetic "Locust" Vanguard is coming up next in my list. 

Modifié par TheAshenPhoenix, 22 avril 2013 - 10:53 .


#61
Abraham_uk

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@ Phoenix

I am aware of these lore reasons.

I'm just trying to avoid a flame war on this thread.

That said, you are perfectly entitled to contribute biotic robots.
As always, if I think they're amazing, they get the hyperlink.


@ Everyone

Excluding the Alliance Synthetic "Locust" Vanguard (which has been reserved by Phoenix)


There is only one more Opening Post Character. The Alliance Synthetic Engineer.
But don't worry, the second post is full of characters without hyperlinks!

These include Raloi, Rachni, Elcor, Hanar and Critters.

Modifié par Abraham_uk, 22 avril 2013 - 11:02 .


#62
Abraham_uk

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Don't worry Phoenix.

I'm cool with biotic concepts.
Besides, you get the honor of contributing the first biotic robot on this thread.

I can't deny you this! You've earned it!

If anyone tries to initiate a flame war over this, ignore them.

Modifié par Abraham_uk, 22 avril 2013 - 11:04 .


#63
aliasofall

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Abraham_uk wrote...

Don't worry Phoenix.

I'm cool with biotic concepts.
Besides, you get the honor of contributing the first biotic robot on this thread.

I can't deny you this! You've earned it!

If anyone tries to initiate a flame war over this, ignore them.


Well the act of using biotics is manipulating Dark Energy its not so far a stretch to say a synthetic life form couldn't adapt itself to use Dark energy in a similar manner.

#64
AnimaMachinae

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aliasofall wrote...

Abraham_uk wrote...

Don't worry Phoenix.

I'm cool with biotic concepts.
Besides, you get the honor of contributing the first biotic robot on this thread.

I can't deny you this! You've earned it!

If anyone tries to initiate a flame war over this, ignore them.


Well the act of using biotics is manipulating Dark Energy its not so far a stretch to say a synthetic life form couldn't adapt itself to use Dark energy in a similar manner.


Indeed, it is simply the interaction between Eezo and electricity.

Modifié par AnimaMachinae, 23 avril 2013 - 10:49 .


#65
Soja57

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Loving that Drell. Everything is always more badass with sunglasses. His power set is pretty neat, too. One thing I have to ask though is what are the cooldowns for each power (excluding Spider Drone, as it uses grenades)? This is especially important, as we don't want Striker Mode and Nerve Strike to compete too heavily for cooldowns.

Also, and I may be nitpicking here, evolutions should add percentages instead of flat values unless they are adding a new attribute. Example:

"Spider Drone Rank 2: Increase damage by 200." Rather than a flat bonus, percentages (even though they may cause ugly output values) are generally used instead to imply these evolutions can stack with other power damage upgrades from passive powers, gear, or equipment. Flat bonuses are difficult to deal with (although on paper sounds relatively straight forward) because Bioware hasn't defined a formula to add on flat bonuses. I'm just clarifying by how Bioware usually handles bonuses.

Example: Spider Drone (+20% power damage bonus from gear just for an example)

Base = 600
Evolutions (Rank 2) = 200
Other Bonuses = 20% damage boost (or 0.20 in decimal form)
Enemy Protection Damage Bonus = Increase damage to armor by 60% (Rank 6, multiplies after all bonuses have been added)


Default Damage Formula *where Evolutions is a percentage
[(Base) * (1.00 + Evolutions + Other Bonuses)] * (Enemy Protection Damage Bonus)


Possible Formula for Flat Bonuses *where Evoltutions are flat bonuses
[(Base + Evolutions) * (1.00 + Other Bonuses)] * (Enemy Protection Damage Bonus)
[(600 + 200) * (1.00 + 0.20)] * (1.6)
= 1536 damage

or

[(Base) * (1.00 + Other Bonuses) + Evolutions] * (Enemy Protection Damage Bonus)
[(600) * (1.00 + 0.20) + 200] * (1.6)
= 1472 damage


- - - - - - - - - - -

So two possible damage outputs depending on where you add the flat bonus, but percentages are straightforward. However, when adding new traits like "Rank 5A: Any organic enemies are hit with a special nerve strike that causes 50 damage per second for 10 seconds" you can leave it as so, because it is defining a new trait that doesn't stack with the base traits of the power.

Again, sorry for the nitpicking. I'm just going by how Bioware deals with power bonuses. In a way, though, Bioware does handle bonuses quite oddly as well. I guess I'm just someone who likes to dive into the numbers behind video games. All in all, that's an excellent Drell class. One last thing: Does Nerve strike work like Charge/Shadow Strike, in that it requires an enemy?

Modifié par Soja57, 23 avril 2013 - 11:57 .


#66
TheAshenPhoenix

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Soja57 wrote...
Snip


Thanks for the compliment, I really love the Drell myslef

As for your other concerns, both of them kind of have to deal with the same things, which is the numbers behind the game.

Mostly in that I'm not entirely sure what to make base cooldowns for power when factoring in the recharge speed. I have actually added the speeds until recently, when I realized that I was generally putting what would end up the recharge speed of powers with me since I usually run anywhere from +100%-200% power recharge, and that I was placing 7 seconds as a long cooldown. When I realized recently with a sufficent bonus, that would end up wiht probably (just guessing here) 3-4 seconds of recharge speed with a good loadout. Sinc eI'n not entirely sure how the recharge works, or what the base range for a "long" or "short" cooldown is intially (since it's not like damage where I can think of a number and isntantly go "well that's a lot or only a bit of damage in context to the game). And I don't have to much context to go off of for base recharge speeds

Oh, and also, consider Striker mode more like tech armor or AF than thigns like marksmen. I was still going to allow the player to use powers while inside it, so even though Striker mode was going to have relativley medium cooldowns, it wouldn't have competed to badly. Along with Nerve strike having similar cooldowns to SS/BC, short ones, that is.

As for weapon percentages, same thing. It's just been more of a speed process time rather that sitting there crunching numbers for every possible outcome. I didn't really think it was that big a deal myself, since they seemed relativley interchangeable. I don't really know if it's you nitpicking, sinc eI had thought about how it was a bit odd that I was adding flat bonuses rather than percentages. But never really thought it was to big of a deal.

And finally, if you read the final evolutions. Nerve strike is like BC where AT FIRST it requires an enemy to strike, but then with evolution 6A you can change it into a psuedo poison strik that has a long range and requires no target.

Modifié par TheAshenPhoenix, 24 avril 2013 - 12:20 .


#67
Soja57

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Continuing from my post above:

- - - - - - - -

You know what would be easier for clarification on evolutions? Rather than state "Increase damage by X" or "Reduce cooldown by Y" why not a simpler system that reduces confusion? I've always been confused as to a flat bonus or multiplicative bonus. The best example of this is the Rank 6 evolution of Tactical Cloak: Increase sniper rifle damage by 60%. Don't know if that multiplies total sniper rifle damage after all bonuses have been added, or if it simply adds another additive bonus. Example:


Base Weapon Damage = 1000

Bonuses = 20% (or 0.20 in decimal form, chosen for simplicity)
Rank 6 = Rank 6 Tactical Cloak Sniper Rifle Damage = 60% (or 0.60 in decimal form as an additive bonus, 1.60 as a multiplicative bonus)

- - - - - - - -

Weapon Damage Formula: Additive Bonus
Base * (1.00 + Passives + Rank6)
1000 * (1.00 + 0.20 + 0.60)
= 1800 weapon damage


Weapon Damage Formula: Multiplicative Bonus
Base * (1.00 + Additive Bonuses) * multiplicative bonuses
1000 * (1.00 + 0.20) * 1.60
= 1920 weapon damage

- - - - - - - - -

Which one is it? Rather than "increase by X", or "decrease by Y", why not simply "+60% sniper rifle damage bonus" for additive bonuses, or "1.6x sniper rifle damage" for multiplicative bonuses? Win-win situation for Bioware and the fans. Sorry if this is a little off-topic. But I my use this kind of format for future powers of new characters that I might create.

#68
Soja57

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TheAshenPhoenix wrote...

Soja57 wrote...
Snip


Thanks for the compliment, I really love the Drell myslef

As for your other concerns, both of them kind of have to deal with the same things, which is the numbers behind the game.

Mostly in that I'm not entirely sure what to make base cooldowns for power when factoring in the recharge speed. I have actually added the speeds until recently, when I realized that I was generally putting what would end up the recharge speed of powers with me since I usually run anywhere from +100%-200% power recharge, and that I was placing 7 seconds as a long cooldown. When I realized recently with a sufficent bonus, that would end up wiht probably (just guessing here) 3-4 seconds of recharge speed with a good loadout. Sinc eI'n not entirely sure how the recharge works, or what the base range for a "long" or "short" cooldown is intially (since it's not like damage where I can think of a number and isntantly go "well that's a lot or only a bit of damage in context to the game). And I don't have to much context to go off of for base recharge speeds

Oh, and also, consider Striker mode more like tech armor or AF than thigns like marksmen. I was still going to allow the player to use powers while inside it, so even though Striker mode was going to have relativley medium cooldowns, it wouldn't have competed to badly. Along with Nerve strike having similar cooldowns to SS/BC, short ones, that is.

As for weapon percentages, same thing. It's just been more of a speed process time rather that sitting there crunching numbers for every possible outcome. I didn't really think it was that big a deal myself, since they seemed relativley interchangeable. I don't really know if it's you nitpicking, sinc eI had thought about how it was a bit odd that I was adding flat bonuses rather than percentages. But never really thought it was to big of a deal.

And finally, if you read the final evolutions. Nerve strike is like BC where AT FIRST it requires an enemy to strike, but then with evolution 6A you can change it into a psuedo poison strik that has a long range and requires no target.


Thanks for the clarifications. And I think it's more of me nitpicking than anything else. Also, base recharge speed of Biotic Charge is 10 seconds, Warp is 8 seconds, etc. You can look on Narida's ME3 Multiplayer class builder in order to compare your custom powers to current powers. It helps to learn the context when you create new things like powers or characters.

Cooldowns work like this:

Re-post of SeiLah's clarification on cooldowns

If I were to guess I would say the formula is something like:

Cooldown = Base recharge time * ( 1 + ( |x|/100)) ^ a

where x is the percentage and 
a = 1 if x <= 0                (for -1% to -200% cooldowns, or heavier loadouts)
       -1 if x > 0                 (for 0% to +200% cooldowns, or lighter loadouts)


Modifié par Soja57, 24 avril 2013 - 01:01 .


#69
TheAshenPhoenix

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Noted, I'll give Narida ( a bit familiar with it already) a look whenever I'm designing classes and start to build some classes, but for now I'll be sticking with flat bonuses instead. For now I'll go back and edit the Drell Striker

One question, do you design all the artwork/icons for powers yourself, and if so what program? I've been looking into trying to develop my own for when I'm creating my characters (my first poor editing attempt can be seen in another of my DLC threads Prodigy. Which I also encourage you to check out, I did some good works in that so far. Not done yet though).

Modifié par TheAshenPhoenix, 24 avril 2013 - 12:33 .


#70
Soja57

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TheAshenPhoenix wrote...

Noted, I'll give Narida ( a bit familiar with it already) a look whenever I'm designing classes and start to build some classes, but for now I'll be sticking with flat bonuses instead.

One question, do you design all the artwork/icons for powers yourself, and if so what program? I've been looking into trying to develop my own for when I'm creating my characters (my first poor editing attempt can be seen in another of my DLC threads Prodigy. Which I also encourage you to check out, I did some good works in that so far. Not done yet though).


Currently existing powers I pull from Mass Effect Wiki, but custom artwork/icons I create myself unless I state otherwise. Character models of my DLC packs were rendered by extracting the in-game files and importing them into 3ds max. For artwork, I use a combination of Adobe Photoshop and Adobe Flash Professional. The backgrounds of power icons and location banners can be traced and filled in via the help of references from in-game.

Modifié par Soja57, 24 avril 2013 - 12:34 .


#71
Abraham_uk

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Yahg Tactician Sentinel:

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSE6FyX-t0B0BM8Ur0v09T1IGRo80zAIyB9HLkJdGe-cC-uu-sfRA


Concept: The Yahg Sentinel is about versatility. The two of the five powers are listed as both biotic and tech powers, and there are many possible routes you can take with this kit.

They can be proficient in weapons, melee, biotics or tech powers depending on build.



Please note that all tech/biotic combos do 2/3 of the damage of the average tech/biotic combos.
This is to prevent this kit from being


________________________________________________________________________________________
Powers in this build (I will expand upon this concept):



Tech Slam: Omnitools and biotic amplifiers help create a Mass Effect field similiar to biotic slam but with disruptor [or] incendiary elements added to it. 

This field will lift a foe into the air before slaming them to the ground. This field cannot self detonate. Other detonating power required (like other powers)


Rank 1: Unlock
Rank 2: Damage
Rank 3: Area
Rank 4a: Electric Slam (electrical effects, stun foes, do minor additional damage to shields/barriers)
Rank 4b: Inferno Slam (incendiary effects doing minor additional damage to armor/health)
Rank 5a: Area
Rank 5b: Damage

Rank 6a:
Prime Effect (this power can now biotically prime protected targets, which is useful since only unprotected foes can be lifted in the air by slam) 

Rank 6b: Detonation Effect (this power can now biotically detonate protected targets who have been biotically primed, which is useful since only unprotected foes can be lifted in the air by slam)

________________________________________________________________________________________
Biotic Spray: 

A biotic field is sent directly to the weapon in use enabling the weapon fire to prime biotic explosions.

Similiar to Geth Hunter Mode, in the sense that it can be toggled on and off. 
You will take more damage whilst this power is active. In return your weapons will biotically prime enemies. So shoot foe then follow up with a detonating biotic power.


Evolutions of biotic spray: Whilst active the sentinel will have a reduction shield strength, and an increase in weapon damage).

Rank 1: Unlock
Rank 2: Weapon Damage
Rank 3: Weapon Damage
Rank 4a: Power Vulnerability (enemies targeted by biotic spray will take extra damage from all offensive powers)
Rank 4b: Pierce: Weapon fire will pierce light cover.
Rank 5a: Prime Effect. Targets biotically primed by weapon fire will take more damage from biotic explosions.
Rank 5b: Headshot boost:
Rank 6a: Shield and Barrier Damage
Rank 6b:  Armor and health damage

Note that: Biotic explosions from this class do 2/3 of the damage of the average biotic explosions.



________________________________________________________________________________________

Elemental Orb: This orb can take the form of the players element of choice. This is a single orb with a moderate cooldown. It does moderate damage.

This is an instant cast ability. It doesn't travel like a missile.
This orb counts as both a biotic and tech power.


Rank 1: Unlock
Rank 2: Damage
Rank 3: Damage
Rank 4a: Inferno Orb (primes fire explosions, makes foes panic and does additional damage to health/armor)
Rank 4b: Cryo Orb (freezes unprotected foes, chills protected foes and weakens armor)
Rank 5a: Disruptor Orb (primes tech bursts, stuns unprotected foes and damages shields/barriers).
Rank 5b: Biotic Orb (primes and detonates biotic explosions. Does minor additional damage across health/armor/barrier/shields)

Rank 6a:
 Cooldown Reduction (greatly reduces cooldown at the cost of reducing orb damage and combo damage)

Rank 6b: Damage Boost (greatly increases orb damage at the cost of increasing cooldown time)

________________________________________________________________________________________

Shield Mastery: (Fitness Passive) Exactly the same as N7 Paladin's shield mastery with identical evolutions.
You can use your shield for defense and as a powerful weapon.

Rank 1: Shield Mastery
Rank 2: Durability
Rank 3: Melee Damage
Rank 4a: Melee Damage
Rank 4b: Durability
Rank 5a: Shield Durability
Rank 5b: Shield Recharge
Rank 6a: Fire Shield
Rank 6b: Cryo Shield
________________________________________________________________________________________

Yahg Tactician: (class Mastery)

Rank 1: Power Damage
Rank 2: Weapon Damage
Rank 3: Cooldown Reduction
Rank 4a: Headshot Damage: Improves headshot damage significantly.
Rank 4b: Weight Capacity: Allows player to carry more weapons without greatly increasing power cooldowns.

Rank 5a: Biotic Mastery: Boosts both biotic power damage and biotic combo damage.
Rank 5b: Tech Mastery: Boosts tech power damage, elemental combo damage and melee damage.

Rank 6a:
 Close Quarters Assault: Boosts pistol, SMG and shotgun damage.
Rank 6b: Ranged Assault: Boosts assault rifle and sniper rifle damage.

Modifié par Abraham_uk, 25 avril 2013 - 12:04 .


#72
Abraham_uk

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Sorry for long post.

My Yahg Sentinel is complete.

What do you think?

#73
AnimaMachinae

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Interesting. Was wondering, if I say take Inferno and Disruptor does that mean I detonate every time I use the orb?

#74
AnimaMachinae

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Alliance Synthetic Engineer
(Concept: I wanted to make the engineer less orientated to melee combat that would first use a transmittable virus which then "marks" targets for the turrets to fire specifically at.The synthetic has repair Matrix that works with the turret. In close proximity the turret slowly repairs itself if effect ison

Manta Turret
Viral upload
Repair Matrix
Fitness (same as other classes)
Engineering Mastery

(does not use the biotic pulse in melee rather uses its blade)
Manta Turret:

Pop up a little turret similiar in animation to the N7 Demolisher's own supply pylon. Fires on its own, but will fire at virally effect targets for extra damage (30% extra). Fires a stream of rounds for 3 secs
Damage: 500 in 3 secs
Health: 250
Recharge 20 secs

Rank 1: Unlock
Rank 2: Damage Bonus + 10%
Rank 3: Health bonus +25%

Rank 4a: Damage increased by 10% (additionally)
Rank 4b: Duration of firing increased by 60%

Rank 5a: Defensive proximity: all damage taken reduced by 10% when in close proximity to turret.
Rank 5b: Health increased by 100%

Rank 6a: Arc Projector. Alongside the machinegun the turret is upgraded with an arc turret which does the damage amount of damage to shields/barriers as the turrets current output. Can jump to other targets but will only damage them by 5% of output. Primes.
Rank 6b: Firestorm Missile Battery: Self explanatory function. Damage armour equal to output of turret. Splash damage from current target 10% output within a 5m radius. Primes.

Viral Upload:

Infect a target with a virus which slows down target by 20% and reduces accuracy by 30%. No Damage purely a support skill and the actual "damage" this skill is indirect i.e the turret fires at the enemy targets marked. Viral targets are seen with a green tinge.
Recharge 9 secs
Duration 20 secs

Rank 1: Unlock
Rank 2: Damage Bonus + 5%
Rank 3: Recharge bonus 20%

Rank 4a: Rate of gestation decreased by 20%
Rank 4b: Damage increased by 20%

Rank 5a: Duration: time of effect increased by 100% recharge decreased by 30%
Rank 5b: Proximity infection: enemy targets within 5m radius decreases damage by 10%

Rank 6a: Viral Cascade: if target dies under effects spreads to 2 other targets. Turret will target closest enemy.
Rank 6b: Squad awareness: once used an area of 40m will be revealed other enemy targets will be seen for 30 secs.

Repair Matrix. Rate of shield repair will be equal to turret.

#75
Abraham_uk

Abraham_uk
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AnimaMachinae wrote...

Interesting. Was wondering, if I say take Inferno and Disruptor does that mean I detonate every time I use the orb?


These powers cannot self detonate.

Combos include:


Gunshots fired whilst biotic spray is active  followed by elemental orb (biotic version) or slam = biotic explosion
Elemental orb (biotic version) followed by slam = biotic explosion
Slam followed by elemental orb (biotic version) = biotic explosion


Electric slam followed by elemental orb (regardless of spec) = tech burst
Inferno slam followed by elemental orb (regardless of spec) = fire explosion

Cryo Orb followed by slam = cryo explosion
Inferno Orb followed by slam = fire explosion
Disruptor Orb followed by slam = tech burst


When orb has two elements (fire and biotic, fire and disruptor, cryo and biotic, cryo and disruptor), you can detonate two combos with slam.

When incendiary/disruptor slam is followed by elemental orb (biotic spec) you get two detonations.


The Yahg Sentinel has slower cooldowns and delivers less combo damage to balance the multiple combos.