Blue Suns Elementalist (Soldier)
[Female Turian]https://encrypted-tb...QmpoY3LtzJNjpUc
Description: This kit is all about weapon damage and power combos.
After taking many beatings at the hands of Commander Shepard, the Blue Suns have decided to adopt some of Shepard's tactics. Most notably, the constant switching of ammo powers during combat. The Blue Suns also decided to give this type of soldier the ability to detonate elemental and biotic combos with a heavy melee attack and the Jet Pack movements of Turian Ghost/Havok.
Because this type of soldier has no combat/biotic/tech powers, they are not reliant on cooldowns, allowing them to deliver constant punishment on the battlefield.
However. The main weakness is the lack of hit points. This soldier is very squishy compared to other soldiers. Which makes their extremely powerful melee attacks a risky option.
Strengths: High fire power.
Heavy melee detonates all possible combos
Jet Pack Provides good mobility
No cooldowns
Very versatile
Not reliant on ammo mods
Weaknesses:Low hit points
Lack of projectile powers and grenades
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Melee:Light Melee: Punch. A short fire attack that does minor damage to any foe.
Heavy Melee: Explosive Punch. Taking into account the active ammo power, this explosive punch delivers heavy damage and can detonate any combo: Be it biotic, incendiary, cryo or disruptor.
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Ammo Types: Switch between ammo types on the fly (like Soldiers, Vanguards and Infiltrators in single player).
Incendiary Ammo: Incendiary ammo sets foes on fire, damages armor and makes organics panic. On the elementalist, there is an explosive incendiary ammo evolution for crowd control and armor piercing evolution that allows you to shoot through cover.
Rank 1: Unlock
Rank 2: Damage
Rank 3: Damage
Rank 4a: Armor Piercing: Can pass through light cover and do more damage ot armor.
Rank 4b: Armor Weakening: Weaken Armor to take more damage
Rank 5a: Headshot Damage Bonus
Rank 5b: Combo Synergy. Detonating powers will deliver more powerful Fire Explosions.
Rank 6a: Explosive Ammo. Munitions have a chance of exploding causing additional damage. The explosion can make protected foes stagger and unprotected foes fly.
Rank 6b: Burning Damage. Improved damage over time for any unprotected foe that is set alight. The damage over time effect will last longer.
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Cryo Ammo: This ammo type freezes unprotected foes, chills protected foes (slowing them down) and weakens armor. On the Elementalist, there are biotic evolutions that allow further weakening of armor and the setting up of biotic explosions.
It is also important to note that any foe under "warp effect" will synergise as follows. Detonating biotic powers will only detonate the biotic explosions, whereas non biotic detonation powers will detonate cryo explosions.
Rank 1: Unlock
Rank 2: Damage
Rank 3: Damage
Rank 4a: Warp Effect.
Prime biotic explosions. Deliver slightly more damage to armor and barriers. (Warp effect damage bonuses cannot compare to incendiary ammo versus armor and disruptor ammo versus barriers).
Warp effect has no armor weakening bonuses.
Rank 4b: Armor Weakening. Huge bonus to armor weakening. Superior to incendiary ammo's armor weakening bonuses.
Rank 5a: Headshot Damage Bonus
Rank 5b: Combo Synergy. Improved biotic and cryo explosions from detonating powers.
Rank 6a: Warp Effect. If you chose rank 4a aswell, you get improved biotic explosions and improved damage to armor and barriers. If you chose 6a without 4a, then you only get moderate bonuses to armor and barrier damage.
Rank 6b: Freeze. Will always freeze unprotected foes. Will sometimes freeze protected foes who don't have armor. Improved armor weakening bonuses.
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Disruptor Ammo: This ammo type delivers additional damage to barriers/shields and synthetics whilst also stunning foes. There is a neural shock evolution to incapacitate unprotected organics, an evolution that allows your ammo to pass through thick cover and an evolution that completly ignores the shield gate mechanic.
It is important to note that this kit can't take ammo mods. It uses ammo powers instead. All of the possible ammo mods are covered in the evolutions of each of these powers.
Rank 1: Unlock
Rank 2: Damage
Rank 3: Damage
Rank 4a: Stun Chance: Greater chance of stunning foes. Works against most organics (except brutes, banshees, praetorians and scions) and all geth. On all targets, this makes foes more vulnerable to powers.
Rank 4b: Neural Shock. This shock will incapacitate any unprotected target. On all targets, this evolution makes foes more vulnerable to melee attacks.
Rank 5a: Drill Ammo: Better headshot bonus. Superior Cover Piercing (Can pierce thick cover). This does NOT provide armor damage bonuses. NOR does it weaken armor.
Rank 5b: Phasic Ammo. Completly ignores shield gate. Delivers 10% less weapon damage.
Rank 6a: Combo Synergy: Makes foes vulnerable to tech powers and boosts tech burst damage.
Rank 6b: Shield Buster: Weakens shields and barriers, making them more vulnerable to taking damage. Also boosts damage to shields/barriers. With this evolution, shields and barriers go down quickly.
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Detonator Strike:The heavy melee of this class, is a powerful explosive punch.
This explosive punch will appear white with cryo ammo,
blue with electrical effects with disruptor ammo and
red fire effects with incendiary ammo.
In addition this strike will detonate any combo, prioritising in the following order.
Biotic Explosions
Cryo Explosions
Incendiary Explosions
Tech Bursts
Rank 1: Melee Damage
Rank 2: Health and Shields
Rank 3: Melee Damage
Rank 4a: Health and shields
Rank 4b: Melee damage and combo detonations.
Rank 5a: Health and shields
Rank 5b: Melee damage and combo detonations.
Rank 6a: Health and shields
Rank 6b: Melee damage and combo detonations.
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Gun Mage: This class passive is different from typical class passives. You can either go for maximum weapon accuracy and stability or go for weapon damage.
Weapon damage also improves damage bonuses from ammo powers.
Rank 1: Weapon Damage
Rank 2: Weapon Damage
Rank 3: Weapon Damage
Rank 4a: Weapon Accuracy & Stability. Makes high recoil weapons like M-76 Revenant or N7 Hurricane, easier to handle.
Rank 4b: Weapon Damage
Rank 5a: Weapon Accuracy & Stability.
Rank 5b: Weapon Damage
Rank 6a: Squad Reserves: Entire squad gets higher reserve ammo for their weapons. A slightly larger clip size and one additional grenade.
If two or more commandos have Squad Reserves as their class passive, one one will be counted.
In other words Squad Reserves does not stack.
Rank 6b: Squad Elemental Weapons. For entire squad boost status effects of ammo mods/powers. These bonuses do apply to the Elementalist.
There are no bonuses to damage. Also, does not stack
If a team mate has any of the following ammo types, this class passive evolution will have the following effects.
Incendiary Ammo: Greater chance to set foes alight. Improved fire explosions
Cryo Ammo: Greater chance to freeze/chill foes. Better armor weakening. Improved cryo explosions.
Disruptor Ammo: Greater chance to stun foes. Improved tech bursts.
Warp Ammo: Greater armor weakening. Will prime biotic explosions.
Armor Piercing Ammo: Improves cover piercing and armor weakening.
Drill Ammo: Improves cover piercing.
Phasic Ammo: Increases the amount of shield gate that is ignored
Explosive Ammo: Guaranteed sledgehammer effect, making unprotected foes fly into the air and protected foes stagger.
Modifié par Abraham_uk, 23 mai 2013 - 12:52 .