Salarian adept :
Warp
Lash
Throw
Standard salarian passives
A versatile kit, able to deal with mooks and bosses. And I feel that he would have ways to troll ennemies with Throw - Lash sequences
.
Salarian adept :
Warp
Lash
Throw
Standard salarian passives
A versatile kit, able to deal with mooks and bosses. And I feel that he would have ways to troll ennemies with Throw - Lash sequences
.
Salarian Adept
Singularity
Throw
Dark Channel
Std. salarian fitness and passives
Salarian Adept:
Tac Cloak
Arc Grenades
Neural Shock
Harrier/Venom
... am I doin' it right?
Salarian Operative
Biotic Hammer
Reave
Biotic Focus
Salarian Spec-Ops Training: Same as normal, but also gives +5% Salarian Weapons damage at level 1 and 6.
Light Melee is normal, but Heavy Melee puts a delayed detonation bomb on the target much like the Scorpion. After a few seconds it detonates and does fairly heavy damage. It also doesn't raise any attention until it detonates. Biotic Hammer charges replaces it with a batarian gauntlet/human adept heavy melee-like punch.
I get bored of inventing normal kits fairly quickly. Honestly, I think the last DLC had the right idea; make kits that are more than just effective, but actively interesting. Basically every single kit from it was wildly different from the ones ever made before and that was a big part of what made them so amazingly fun ![]()
And overpowered. But I blame that more on lack of a chance to tweak them than their difference from 'normal' classes.
Anyways.
Vorcha Vanguard
Bloodlust Charge - Single target, high damage charge. Instead of a cooldown, it requires bloodlust to be activated and each use expends a stack of bloodlust.
Bloodlust - Normal
Cluster Grenades
Way I figure it, with cluster nades but no way to prime, they'll be good for getting your first bloodlust stack or helping others out. After the first bloodlust stack you become a deadly ping-pong ball with delusions of grandeur that just happen to be mostly true.
Salarian Adept
In keeping with their physiology and tactics, Salarian adepts move to eliminate key targets quickly, without leaving themselves vulnerable. Years of study and cooperation with Asari commandos have helped STG to make the most of their precious few biotics.
Barrier
Reave
Throw
Volus Infiltrator
Tactical cloak (much lower damage than other infiltrators on rank 4, rank 6 is a choice between bonus power and more shields from SB)
Shield boost
Submission net
Light melee key is tied to the tac. cloak. Pressing the light melee is equivalent to pressing tac. cloak - if it's not on CD, the volus cloaks and gets a damage boost. If TC is on cooldown, light melee does nothing.
Heavy melee is the usual bubble.
I intentionally made him underwhelming compared to other infiltrators because I hate volus.
Volus Infiltrator.
Tactical cloak(new version, has a 10% boost for smgs and pistols on 6b, instead of the usual 25% for snipers)
Shield boost.
Sticky grenades.
Volus Infiltrator
Tactical Cloak (boost to pistols rank 6)
Shield Boost
Recon Mine
Passives : he is the only volus to get a bonus to headshots at rank 5b. But he doesn't have a light melee.
Quite a powerful volus I think.
Volus Commander Infiltrator
Volus High Command were shocked to realize that tactical cloaks were not standard issue gear outside the Volii military. Having a deep understanding of the ability to go unnoticed, built from decades of stealth maneuvering rivaling even the infamous STG, they soon created an advanced cloaking effect to ride piggyback on their proprietary Shield Boost technology to show these benefits to others in the field. It would surprise no-one to find this technology for sale for astronomical prices once it passes the initial testing phase, but for now, only specially equipped Volus Commanders can be found with the device.
Tactical Shield Boost: This combo of the tactical cloak and shield boost comes with great benefits; namely, it cloaks all allies in the area of effect, giving them the full benefits of a tactical cloak as well as a boost to their shields. However, it doesn't do either as well; the shield boost is 50% less than a normal shield boost, and the tactical cloak gives no multiplicative bonus to damage. Furthermore, while the cloak breaks as soon as you do anything much like a normal tactical cloak, breaking the cloak earlier does not reduce the cooldown.
Sentry Turret
Combat Drone
I feel the list lacks 5 Collector kits ![]()
Volus Infiltrator
Shield Boost
Proximity Mine
Temporal Field - Sustained/detonatable ability. Slows movement speed of enemies by 75% near the volus, detonating freezes enemies in places for a short time. Increases the volus's movement speed.
Passives include a headshot bonus instead of SB bonus, light melee cloak provides a 20% damage bonus, but otherwise stays the same.
Designed to sneak behind enemy lines, immobilise enemies, then either headshot them himself, or let the team rip through them.
Salarian Adept
Reave
Throw
Singularity
Heavy melee is a biotic elbow drop that has an AoE.
Volus Infiltrator
Tac cloak: Instead of the melee evolution, put in an increase of shields restored when shield boosting from cloak. Rank 6 would be an increase to pistols.
Shield Boost
Inferno grenades
Light melee is the bubble and the heavy is a hedgehog roll. Usage is a high force single target heavy melee but isn't constrained by targeting like the biotic charge.
Geth sentinel
Tech armor
Incinerate
Overload
Geth engineer passives and fitness
Geth Sapper Sentinel
Geth Heavy Rocket: Grenade Power; Launches a high damage, low radius rocket at the enemy. Options for shield or armor DoT's.
Nanovirus: Fires a very slow projectile at the target; on hitting, it does light damage and small continuous dot, and then spreads to another target. It debuffs all infected, preventing shields from regenerating and electrocuting anything that attempts to carry out a healing action on the infected target. At any time, the nanovirus can be detonated for additional damage, but the damage increases based on the number of targets infected. Detonation can activate multiple combo explosions, a la chain overload. Over time, the infection will automatically fade, but targets can become reinfected via coming within range of another infected target. Additionally, an option to get 10% DR from each infected target.
Geth Turret
Similar to the Geth Hopper, Heavy Melee instead fires an energy beam from its eye. This time it's yellow. The further away you fire it from, the less damage it does, and at the edge of targeting range it goes to basically nothing.
Geth Sentinel
Repair Matrix
Hunter Mode
Biotic Field - servos in the Geth's armor emit levels of Minagen X3. This is the chemical you encounter while recruiting Samara that created the Biotic God. There would be two evolution paths:
1) heavily increase the biotic damage of the teammates inside the range of the field. However, this requires a more concentrated version of the chemical and prolonged exposure while cause your teammates shields, barrier and health to start dropping (hacks would be a nightmare); or
2) increase the range at which the Minagen X3 gets emitted. The concentration is lower and therefore safe for teammates but it provides less of a boost to their biotic abilities.
Would need to consider whether it could also work like Annihilation Field in that it has any priming effect or damages organic enemies.
This is the most lore friendly use of biotics in a Geth I could think up. It is essentially more of a support class.
Geth Armature Sentinel (4 legged one from ME1)
Movement speed and helath/shields same as puggernaut, light melee is strike like the praetorian, much less powerful but still with stagger. Heavy melee similar to normal geth, except it doesn't drain shields. Immune to sync kills. Gets geth weapon damage bonus, but no bonus to normal weapons. Same stability boost as puggernaut.
Repair Matrix
Tech Armour
Pulse Cannon - Phase disruptor on a cooldown, doesn't drain shields. Instead of efficient blast, you get the option to leave a puddle of melted ground, similar to ravagers.
Geth Sapper (Sentinel) (arms/legs designed like the Hoppers of ME1)
750 / 250
---
Damping
Energy Drain
Repair Matrix
Networked AI
Advanced Hardware
Increased Mobility (Vorcha hops)
Damping (Tech Power):
Prevents enemies from firing weapons for a short time, relegating them to using melee attacks only. Fired from weapon like a grenade with a similar appearance to Geth Turret, explodes on contact with any object, creates green-colored Arc Grenade explosion visual and sound effects. Can 'shock' unprotected enemies and stagger others just as an Arc Grenade. Will detonate Tech Explosions and prime Tech Bursts for the duration of the effect.
Disarm can be blocked by Phantom's palm shield, and does not affect Praetorians at all. Atlases can still fire their rockets, and Possessed Scions and Geth Bombers can still use Cluster Grenades. Other units with special powers or melees have those abilities unaffected.
Base Recharge Speed - 24 sec (8 sec at 200% recharge)
Damage - 600 (2x Shields/Barriers, 0.5x Armor)
Radius - 6 m
Duration - 3 sec
Rank 2 - Recharge Speed - Increase recharge speed by 25%. (to 7.38 at 200%)
Rank 3 - Damage - Increase damage by 20%. (+120)
Rank 4a - Damage - Increase damage by 35%. (+210)
Rank 4b - Radius - Increase radius by 40%. (+2.4 m)
Rank 5a - Duration - Increase disarm duration by 25%. (+0.75 sec)
Rank 5b - Tech Combo - Increase the damage of tech combos by 75%.
Rank 6a - Paralysis - Decrease the movement speed of targets by 30% for 8 seconds. Increase damage dealt to targets from all sources by 15% for 8 seconds.
Rank 6b - Overcharge - Increase damage by 40%. Increase duration by 35%. (Damage +240, Duration +1.05 sec)