I have said it almost every thread like this............ N7 Slayer!!!
make it happen pls Bioware
Class Ideas.
Let's bring back specialisations. However with a difference.
Rather than "lets have buffs for this and that" I'd like specialisations to do something different.
Adept Specialisations:
Spoiler
Bastion: Bastions specialise in use of biotic barriers and protecting allies. They are also proficient in holding enemies in place with stasis fields, weakening foes with a biotic sphere and protecting allies against fires, harmful gasses and even the vacuum of space.
Manipulator: Manipulators are the telekinetic specialists. They are best at lifting both people and heavy objects. They can rescue people from burning buildings, prevent unstable structures from collapsing and repelling hostile powers and grenades back at the caster.
Nemesis: Nemesis are not about telekinesis or using biotics for protection. They are damage dealing powerhouses. These glass cannons can decimate foes with powerful singularities, tear foes apart with warp projectiles and unleash powerful biotic explosions.
Wraith: The wraith is a powerful combatant that messes with peoples minds. They can send groups of enemies into frenzies, cause hallucinations and can even directly control organic units.
Engineer Specialisations:
Spoiler
Ravager: This is your fire, ice and lightning variant of the Engineer. This version of the engineer is able to ravage large groups of enemies with their powers. In addition they can use damping and sabotage to weaken foes before unleashing various elemental attacks.
Puppeteer: Puppeteers are the hacking and drone specialists. They can hack any console, turn AI units against one another and have a variety of drones/turrets for protection, distraction and offence.
Mechanist: Bet it repairing vehicles, operating vehicles, operating tactical weapons and artillery, the Mechanist is an incredibly useful member of any squad. They will keep the ship running smoothly, fix faulty consoles saving lives and can upgrade your omnitool to reach it's full potential.
Medic: Medics are not normally considered "engineers", however through use of omnitools and a variety of medical technologies, the traditional "doctor" is now a thing of the past. Medics are able to operate complicated medical machines to administer medical treatment from battlefield first aid to curing rare diseases. Their specialised omnitools contains a large codex of complex algorithms that allow for medical scanning and administering multiple types of specialised medigel for different purposes.
Infiltrator Specialisations:
Spoiler
Operative: Reconnaissance is the name of the game. Operatives have re-con drones, can scan entire areas, scout ahead and warn people of traps. They are also good at breaking and entering buildings to gather information, performing heists and avoiding combat altogether. A good operative can also prevent the entire squad from being ambushed.
Marksman: This is all about sniping foes from afar without being seen. A skilled marksman can take down a foe from two kilometres away. This is not like sniping in Mass Effect 2 and 3, where a pistol or assault rifle would have sufficed. Marksman can snipe at ranges that only sniper rifles can reach. If your target is less than 50 metres away, then any gun in the Mass Effect Universe will be able to do the trick.
Shadow: Shadows prefer close ranged silent take down. Killing can be a very messy business. Sometimes knocking out enemies is preferable. However if a target does need assassinating, Shadows excel at that too. They are the most minimalistic of the specialisations. They don't outfit themselves with powerful omnitools and lots of high tech gear since this will most likely make them easy to track. They carry few items and don't tend to wear armour. They are not even glass cannons. If they are spotted they will wind up dead. Their true armour is the shadows, from which they can obtain the element of surprise.
Illusionist: Illusionsts are good at using decoys and providing visual and auditory illusions through use of omnitools. These illusions are there to fool enemies enabling tactical flanking or even providing the necessary distraction to enter and leave an area without being seen.
Sentinel Specialisations:
Spoiler
Guardian: Guardians are the Tech Armour specialists of the sentinel. They can take the most damage of any specialisation. However they don't just stop there. They have close ranged tech and biotic powers to stagger, weaken and knock down enemies that come their way.
Raider: These are very skilled sentinels using biotic and tech powers to disrupt enemy systems, obscure areas of the battle field and deal damage to multiple foes. Outside of battle, raiders can spend their time setting and disarming traps.
Paladin: Heavy damage sentinel that uses biotic and tech powers at close ranged to decimate foes.
Valkyrie: These are long ranged casters, that use tech and biotic powers to control the battle field. They are ranged damage dealers primarily, however their powers can come in handy in non combat situations such as putting out fires, stopping buildings from collapsing and rescuing people.
Soldier Specialisations:
SpoilerCommando: Commandos combine both speed and tactics to take out groups of enemies. To the Commando every shot count. Not one munition is to be wasted. In addition they are able to boost their reaction times with adrenaline rush and stim packs.
Shocktrooper: Shock troopers are more durable and can take more hits. Outfitted with tougher shielding and powerful shield modulators to enable quick shield regeneration, as well as powerful melee gauntlets, shocktroopers can get in close and personal to dish out plenty of damage. Shocktroopers are also proficient at drawing attention to themselves.
Champion: This is the inspiration of any group. These soldiers focus on getting the most out of their squad. The best power damage, weapon damage, damage resistance etc. They are outfitted with special omnitools that can boost squad performance in all situations. In addition Champions are very charismatic and often serve well in more diplomatic situations.
Berserker: Berserker does not mean going full Leroy Jenkins in every situation. This is more of a methodical soldier who plans ahead and waits for the right time to run into the fray. Berserkers are all running and gunning whilst finding decent cover and switching between a variety of ammo types on the fly and lobbing a unique assortment of grenades.
Vanguard Specialisations:
Spoiler
Slayer: The slayer is a charging, melee specialist that can run very fast and perform biotic charge before unleashing a series of biotically infused blows.
Hunter: A stealthy biotic caster who can actually use biotics without the blue glow that normally surrounds them. Like the infiltrator specialisations they are outfitted with tactical cloak and have a number of non lethal solutions to dealing with hostiles.
Striker: The striker uses their biotics to enhance their shielding, grenades, guns and fists. This is a powerful combatant who can provide warp ammo the entire party and can deal extra damage to foes affected by biotics. In addition, the striker can use their biotically infused hands to knock down doors.
Blitzer: Blitzers are good at infusing their biotics into heavy artillery. This is one of the rarer applications of biotics. From heavy weapons to huge cannons in capital war ships, the blitzer is the specialist when it comes to mass destruction. If you bring an entire squadron of ships to the battlefield and one blitzer unleashes a biotically amplified thanix cannon say good by to the entire squadron. If you feel this is overpowered, remember that most of the space faring races in Andromeda have at least one Blitzer in every warship.
So what do you think of these specialisations?
There were some good ideas here, but I think thats too many specializations - Should probably just have about 2 per class, seeing as there are already 6 base classes.





Retour en haut







