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Create Your Own ME 3 Characters (Multiplayer)


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#201
Ultimate Pheer

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So... Much... Yes...

SPIDER-GETH LIVES!!!

Hmmm... How to spec him...

6/6/5/6/3

Stalker mode: Bonus, shields, Jump burst

Shadow double: Duration, Drain, Thermal sight

Plasma pulse: Raduis, Extra damage

Passive: power and weapon damage

I will finally have my spider-geth! I may, also, sorta... play like a hunter from left 4 dead...

*Bounce, Wallbounce, Plasma pounce Shadow double away*

Edit: Hey, 200th post!

Modifié par Ultimate Pheer, 18 mai 2013 - 04:06 .


#202
Abraham_uk

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Geth Stalker Build

I'm still a bit overwhelmed by how much information there is.
Okay, this may not be the best build for this epic concept, but this is what I would do.

Stalker Mode: Weapon Damage, Fire Rate, Plasma Burst (why not?)
Shadow Double: Damage Boost, Increase shield drain, Shotgun
Plasma Pulse: Damage over time, weaken armor, weapon damage

Fitness: I'll risk putting no points into this one.
class Passive: Weapon Damage, Weapon Damage, Weapon Damage


I bet I can get massive weapon damage bonuses with this build, without the need of gear and consumables. Am I right?

_______________________________________________________________________________________

Review

I love this kit concept.
Great presentation with each of the sections separated.
Lots of detail including lore, background and description on how abilities work.
The abilities themselves being, quite simply amazing.

For a SPECTRE kit, this is the kind of standard I expect.

Is it overpowered? Well in order to qualify as SPECTRE, it has to be, since SPECTRE kits are more rare than ULTRA RARE kits.
_______________________________________________________________________________________

Check These Out

Is one Spider Geth not enough for you?
Take a look at the Geth Psudo Adept and Geth Psudo Vanguard.:wizard:
Not as good as Phoenix but decent enough.

Modifié par Abraham_uk, 18 mai 2013 - 09:29 .


#203
Abraham_uk

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I'm loving this thread!

There is so much detail on the Phoenix's Spider Geth concept.

It makes me glad that I added the Spectre Section on the thread.
People are working hard to create amazing concepts.

Guys keep this up!

#204
Abraham_uk

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Klixen Firebat

https://encrypted-tb...k6gF4lw6HtcmTCb



Description:
 The Blood Pack mercenaries have been trying to look at new ways to combat the reaper forces. It was decided that there would be experiments done on Klixen to modify their corrosive and incendiary abilities to tear apart Reaper and Collector infantry.

The Klixen Firebat is focused entirely around tearing apart armor by spitting acid, setting up a firewall to scorch foes and heal nearby combatants by dispensing the same substance used in medigel through their veins.

The reason why Klixen have cooldown times, is because every power uses up fluid within their body. So the cooldown time is the time it takes for that fluid to be replaced. The gasses within the atmosphere are chemically combined to create the corrosive fluids within the body. These corrosive fluids are actually harmless to Klixen, but fatal to all other races.

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Healing Fluid Dispenser: Small amounts of healing fluid pass through the veins of the Klixen. This fluid is spat out at allies to restore health. This uses up grenades. The Klixen have omnitools that regulate how much fluid is spat out, and some of the additional affects like shields, damage boosts etc.

To use this ability, use the reticule to aim at an area. Any target within the area, will be healed. So be carefull, since you could accidently heal foes with this ability.



Rank 1: Unlock
Rank 2: Restore more health.
Rank 3: Partially Restore Shields/Barriers
Rank 4a: Healing Fluid Capacity + 1
Rank 4b: Fully Restore Shields/Barriers

Rank 5a:
 Damage Enhancer: Anyone targeted by the medigel will gain a 10 second boost to power/melee/weapon damage.
Rank 5b: Second Shields: Anyone targeted by the medigel will gain a second layer of shields which will prevent their regular shields/barriers and health from taking any damage, until second layer of shields is depleted.

Rank 6a: Healing Fluid + 2
Rank 6b: Fire Elemental: The allies will gain a wall of fire that will protect them from melee attacks. When foes get within melee distance of the firewall, they will take damage.

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Corrosive Blast: Similiar to inferno grenade, only with greater damage to shields and barriers. The Klixen's omnitool regulates the passing of a corrosive fluid that is spat out into an area. The corrosion can cover areas upto 2 metres radius depending on how you spec this power.

This power is launched like a grenade, only it doesn't use up grenades. Instead corrosive blast has a very long cooldown. Corrosive blast  has two main specs. Shield/barrier damage and armor/health damage.


Rank 1: Unlock
Rank 2: Damage
Rank 3: Increase radius from 0.5 metres to 1 metre.
Rank 4a: Armor/health damage.
Rank 4b: Barrier/shield damage
Rank 5a: Cooldown reduction (since this power has a long cooldown, this is handy)
Rank 5b: Radius increase from 1 metre to 2 metres
Rank 6a: Armor/health damage.
Rank 6b: Barrier/shield damage

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Firewall: The Klixen's omnitool sends out a wall of flames to protect the Klixen. This wall of fire is further boosted by corrosive fluid from within the Klixen that is regulated by the omnitool.

For a short duration, the Klixen will be surrounded by a wall of fire. Any foe who closes in, will get scorched by the flames. The firewall provides damage protection to the Klixen.



Rank 1: Unlock
Rank 2: Damage
Rank 3: Area

Rank 4a: Ally protection. Instead of taking damage from the fire wall, allies will actually be protected by the firewall should they stand within the vicinity of the klixen.

Rank 4b: Power Vulnerability: Any foe that is close to the Klixen's firewall will be primed for powerful fire explosions. In addition all powers will do 20% extra damage to foes who are too close.

Rank 5a: Armor Damage
Rank 5b: Armor Weakening. Armored targets whose shields/barriers are down will take 20% extra damage from all sources, should they step within range of the Klxen

Rank 6a: Damage Reduction: The Klixen will take 20% less damage from all sources whilst firewall is active.
Rank 6b: Damage Enhancer: The Klixen will be able to perform 20% more damage with any attack.

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Klixen Vitality:

Klixen Vitality governs health & shields, and melee damage. Same as all Fitness passives.

The Klixen has two melees.

Light Melee: Claw: Perform moderate damage to any target.

Heavy Melee: Flamethrower: Send out a line of flames towards an enemy. Flame thrower has it's own separate cooldown, since it takes a while for the body to replace corrosive fluid. Should you face a Cerberus Guardian, not to worry. This corrrosive flamethrower will literally melt the riot shield.

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Klixen Pyromancer: Same as Alliance Training.

The Klixen has a piece of apparatus that wields guns for them. This apparatus also uses up the four consumables (medigels, survival ops, ammo packs and missiles).

It is also important to note that the apparatus on the back of the Klixen handles revives, hacking objectives and carrying objectives.

Modifié par Abraham_uk, 19 mai 2013 - 12:51 .


#205
Abraham_uk

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So what do you think of my Klixen Firebat?
Also, how would you spec this kit?

Modifié par Abraham_uk, 18 mai 2013 - 10:11 .


#206
Ultimate Pheer

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6/6/6/5/3

Healing fluid: Full restore, secondary shields, Fire elemental
Corrosive blast: Armor/Health, Cooldown, Shields/Barriers
Firewall:Ally protection, Armor weakening, Damage reduction.

pretty mobile tank with some good capacity to heal allies too.

#207
TheAshenPhoenix

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Hey everyone thanks for the awesome feedback on my concept (also sorry for not reading anyone's creations as I just got in for today and I don't feel like sifting through a page and a half quite yet). I'll be making the eclipse engineer next. I'm also going to modify the stalker a bit, as even though he is incredibly unique I find I may need a few damage buffs for him to be on par with spectre status (just a slight buff to the cloak and maybe stalker mode).

Also I did read maybe the first/second comment, pheer I had in mind some wierd mix from geth hoppers, hunter (I wish left 4 dead was on PS3 :( ), and the spider splicers from bioshock. That epic creation was the result.

Also, the eclipse engineer will also be having some pretty far out concepts on it.

#208
Ultimate Pheer

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When walls and parkour are available weapons, they are ALWAYS my weapon of choice.

Hunter is my favorite class to play in left 4 dead for a reason, after all.

#209
Abraham_uk

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Ultimate Pheer wrote...

When walls and parkour are available weapons, they are ALWAYS my weapon of choice.

Hunter is my favorite class to play in left 4 dead for a reason, after all.


So what do you think of the following then?

Spiderman games
Assassins Creed series
Mirror's Edge
Infameous series
Tomb Raider series
Uncharted series

#210
TheAshenPhoenix

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Eclipse tactician Engineer coming in soon. Equipped with advanced espionage drones heavy duty turrets and bringing a whole new "perspective".

#211
Ultimate Pheer

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That sounds... interesting...

I have several possible Ideas you could mean with The quotes around perspective...

#212
Abraham_uk

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Biotic Varren coming soon...

#213
Ultimate Pheer

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Biotic... Varren...?

Oh boy...

#214
AnimaMachinae

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Shadow Broker Frost Assassin
Lore +Concept: The previous Shadow Broker had a strange penchant to hiring out the most exotic assassins and soldiers. Such was the case with the Frost Assassins and their more incendiary sister group. After the Yahg's defeat and Liara's accession, the Frost Assassins now works alongside N7 teams to fight the reapers even though their numbers are few. The Assassins make up this lack in numbers with devastating frost based attacks that would often leave enemies Frozen in shock. (I always wanted to make an Infiltrator based around frost, seems fitting to have the cold hand of death looming over your shoulder)

Light melee: 5 Sec cloak
Heavy Melee: Impale target with Omni-blade with cryo effect

note: Character can self detonate combos if targets a "frost-bitten" for a constant 450
Also has a hidden passive where if there is a FA and a Flame Guard, they both see their enemy targets i.e hunter mode

Frost Lance
Description:
Throws a spear of ice that travels in a line and shatters when it hits an enemy, dealingdamage and slowing its movement speed for 5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them) with a 45 degree cone.
Damage: 600
Slow effect: 25%
Recharge 3 secs
All targets effected by slow are "frost bitten" DoT: 60 for duration of slow

Rank 1: Unlock
Rank 2: Damage Bonus + 5%
Rank 3: Slow Bonus +15%

Rank 4a: Recharge speed increased by 20% and slow duration increased by 50%
Rank 4b: Damage increased by 20%

Rank 5a: Armour Damage: Increases damage to armour by 100%
Rank 5b: Tech damage: Damage from detonations or other tech attacks increased by 25%

Rank 6a: Ice shatter: Increases cone to 120 degrees and Slow bonus by an additional 40%
Rank 6b: Frost Spear: Damage increased by 100% and other enemies are now effected by slow but increases recharge to 6 Seconds

Snap Freeze

Ice Bomb
Fire an orb of ice that when it hits terrain it sticks until it detonates on its own or detonated prematurely by Frost Assassin. Detonates all of the "frost bitten" effected enemies and applies "Frost bitten" effect after detonation.
Detonation Recharge Speed: 24 sec
Detonation Damage: 1000
Detonation Radius: 5 m
Damage Over Time: 250
Damage Over Time Duration: 5 sec

Rank 1: Unlock
Rank 2: Increase recharge speed by 15%.
Rank 3: Increase detonation damage by 20%.
Increase damage over time by 15%.

Rank 4a: Increase detonation damage by 30% and damage over time by 20%.
Rank 4b: Increase the detonation radius of the Ice Bomb by 40%

Rank 5a: Increase damage over time by 40% and duration by 40%.
Rank 5b: Increase recharge speed by 40%.

Rank 6a: Ice bomb concentrates area of damage to do 100% more damage at the expense of decreasing the detonation radius by 50%.
Rank 6b: Rapidly expand the Ice Bomb to increase the detonation radius by 40%.
Increase damage over time by 40%.
Increase duration by 40%.

Modifié par AnimaMachinae, 23 mai 2013 - 09:02 .


#215
Dunabar

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Loved a lot of class ideas I saw and figured I would post some of my stuff. I will provide a link to my old "Defiance" DLC where all my class ideas are. I would have posted the classes individually but the format may have been...well problematic lol. I can post them individually however if preferred

Hope everyone likes my old work.

Defiance

#216
Abraham_uk

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Dunabar! That was epic.
Check the post below the opening post.I've filled a lot of spaces with your concepts!:wizard:

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Anima Machinae's Frost Assassin has been added! This is an amazing kit. Check it out!:wizard:

My build goes as follows. 6/3/6/6/5

Frost Spear: Damage, Armor Damage, Frost Spear
Snap Freeze: Rank 3
Frost Bomb: Detonation Damage, Damage over Time, Expand
Fitness: All health
class Passive: Power Damage and Weight Capacity, Power Damage (Rank 5)

Modifié par Abraham_uk, 22 mai 2013 - 08:44 .


#217
Abraham_uk

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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.

________________________________________________________________________________________

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 .


#218
Ultimate Pheer

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I like the sound of this turian...

#219
Abraham_uk

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How would you build the Shadowbroker Frost Assassin (Anima Machinae) and Blue Suns Elementalist Soldier?

#220
Abraham_uk

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Keep this up!

So many epic ideas from you guys!
Big huge thanks to everyone involved!:wizard:

Modifié par Abraham_uk, 22 mai 2013 - 09:27 .


#221
Ultimate Pheer

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How to build the elementalist...?

Incendiary ammo? Didn't think I'd say this, but pass; as a result- 0/6/6/6/6

So: Cryo ammo: Warp Effect, Combo Synergy, Warp Effect
Disruptor ammo: Stun chance, Drill ammo, Shield Buster
Melee: Full damage and detonation combo
class: Damage, Accuracy & Stability, Squad.

So, I select the type of ammo I think I need to prime craploads of detonations based upon squad composition. And punch things to blow them up, of course. Cryo ammo for a biotic squad, Disruptor for tech.

Modifié par Ultimate Pheer, 22 mai 2013 - 09:53 .


#222
Abraham_uk

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I like your build.

Useful for biotic squads.
Useful for tech bursts.
Punch your way to victory!:devil:

Which squad passive did you pick?
Squad Elemental Weapons or Squad Reserves?

Modifié par Abraham_uk, 23 mai 2013 - 12:44 .


#223
Ultimate Pheer

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Elemental weapons; Reserves doesn't stack, and to me it seems as if it would simply be more efficient to just outright buff allies's damage.

#224
Abraham_uk

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Fair enough.
Thanks for the feedback.

Modifié par Abraham_uk, 23 mai 2013 - 12:54 .


#225
Ultimate Pheer

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Given that I have the option of slightly upping the ammo reserves of allies or buffing their ammo and the ammo explosion damage (Which also applies to me, right?) I think the choice is obvious, If I don't plan on playing alongside a ton of weapon platforms at all times.

Also, rather off topic, but I updated my DLC thread with two new weapons and four new maps, so go check them out.

Modifié par Ultimate Pheer, 23 mai 2013 - 01:15 .