Post by Marɨck Løcke on May 19, 2012 20:04:18 GMT -5
• Pull – Utilizing one's eezo nodules and the natural electrical impulses of their nervous system, a biotic is able to generate dark energy as well as subject it to a negatively charged electrical current. This allows them to create a mass-lowering field which may be thrown at an object or enemy in curving arcs which result in levitating the target into the air for a short period of time. Floating helplessly in the air they will slowly drift in the direction in which they were hit with the ability, allowing allies to finish them off effortlessly. When the power ends the suspended target will fall, likely hurting themselves in the process and possibly even breaking bones or falling in a chasm if planned appropriately. However the ability like many others will fail to have much of an effect on enemies with protection thanks to the standardization of hardened weave element zero microcores installed in armor and shields. Experienced users and particular brands of biotic amps offer enhanced functionality in various ways such as creating a more widespread field to catch multiple targets, cause the field to shift to painfully damage those within, render the target less able to defend themselves, or increase the volatility of the field when subjected to another for a larger explosion.
Rank 1: <4 sec recharge / 100pts damage / 4 sec duration>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 50%
Rank 4: [Duration increased by 100%] -or- [Impact Radius of 2.5m]
Rank 5: [Damage of 75pts per sec while pulled] -or- [Damage to Target increased by 30% while pulled]
Rank 6: [Duration increased by 50% and Damage/Force of Combo Detonations increased by 75%] -or- [Recharge reduced by 150%]
• Throw – Through a similar process as pull, this instead creates a mass-increasing field which may be precisely curved into an arc in order to hit targets behind cover. This effect hits with a devastating force to violently toss an enemy in the direction opposite to where it lands. It's use is largely based on the skill of the biotic and their utilization of physics in conjunction with the environment. This allows an experienced user to knock enemies off their feet, toss them off ledges, smash them into walls, break apart weaker objects which provide cover to an opponent or toss an item like a crate at a target. The weight of the target does effect how far they are thrown in relation to how much newtons of force the field carries, with larger enemies not traveling as far if at all. This can be circumvented on many targets by using a mass-lowering field first such as pull or singularity to levitate them in the air to then smash them into the desired direction. However the ability like many others will fail to have much of an effect on enemies with protection thanks to the standardization of hardened weave element zero microcores installed in armor and shields. Those with experience using the skill and in possession of advanced biotic amps are capable of flinging an enemy with unparalleled momentum, smashing them against walls with hurricane force.
Rank 1: <4 sec recharge / 600 newton force>
Rank 2: Recharge reduced by 25%
Rank 3: Force increased by 30%
Rank 4: [Force increased by 40%] -or- [Impact Radius of 2m]
Rank 5: [Damage/Force of Combo Detonations increased by 50%] -or- [Cooldown Reset after Detonation]
Rank 6: [Force increased by 20% and 200pts additional damage on impact] -or- [Recharge reduced by 60%]
• Singularity – Through dedicated training experienced biotics may learn to generate a dark energy sphere which can be launched in a curved arc towards a target. It then expands into a intense mass effect field which is essentially a warp in the space-time continuum, thus creating a gravity well akin to a black hole which lasts for a considerable time period acting as a sort of area denial mine. With the impact radius containing massive gravitational power, this draws in any unprotected enemies even if they are behind cover as well as any objects or light furniture to collide painfully with the unfortunate victims. Multiple targets may be drawn inwards, being lifted and tossed around orbit helplessly and vulnerable to attack allowing a single attack to disable an entire group. When a shifting mass effect field meets the sphere, this causes a devastating explosion with a massive force that sends enemies flying in all directions. While this power is undoubtedly the most devastating tool in the adept's arsenal, it is important to remember and account for the massive strain it takes to create such a force. There are countless numbers of biotics who have overextended themselves to exhaustion, only to promptly receive a bullet to the forehead. Unfortunately for all it's power and function, it yet remains unconcentrated and thus cannot get past hardened weave defenses requiring that shields and armor be first stripped before it's havoc can be unleashed.
[This ability may only be taken by those with biotic as their sole discipline.]
Rank 1: <4.5 sec recharge / 25 sec duration / 6 sec hold duration / 1m radius>
Rank 2: Duration increased by 25%
Rank 3: Radius/Hold Duration increased by 20%
Rank 4: [Radius increased by 25%] -or- [Duration increased by 30%]
Rank 5: [Recharge reduced by 35%] -or- [Targets Affected take 50 damage per sec]
Rank 6: [Radius increased by 35% over 10 sec] -or- [Implosion at end of duration with 500pts damage across 7m]
• Slam – A complex skill which involves spawning a mass-lowering field directly on top of the target to propel them a short length into the air and immediately hit them with a mass-increasing field to smash them violently to the ground. Even though this is a physically taxing ability to use, in an experienced biotic's hands it can be used in rather rapid succession, deal significant damage, and can leave the target unable to recover for a short period of time. Unfortunately the ability like many others will fail to have much of an effect on enemies with protection thanks to the standardization of hardened weave element zero microcores installed in armor and shields. While being lifted into the air due to the enemy being coated in a field, it may be detonated with contacted with some other biotic abilities. However the duration of the lift is extremely short and this small window does not offer enough time for it's user to generate another field, thus it requires the assistance of an ally to utilize in this manner. Because the sec mass-increasing field hits the target while in the air, when used as a detonator the explosion will occur instantly leaving most enemies on the ground untouched. These factors make the ability stellar in it's own right, but less than optimal if the goal is inflicting biotic detonations.
Rank 1: <4 sec recharge / 900 newton force>
Rank 2: Recharge reduced by 25%
Rank 3: Force increased by 30%
Rank 4: [Force increased by 40%] -or- [Impact Radius of 2m]
Rank 5: [Force increased by 50%] -or- [Damage/Force of Combo Detonations increased by 50%]
Rank 6: [Recharge reduced by 50%] -or- [Incapacitate target for 5 secs]
• Lash – Through intense concentration some biotics are capable of creating a malleable contained cylindrical field projected from their wrist which appears like a whip allowing them to channel mass effect fields through it. This particular technique involves darting the whip strait towards an enemy while continuously creating a mass lowering field to project at the tip. With this tethered to the target, rather than floating in the direction in which hit, the user can then jerk the biotic cord using their arm to fling them in a desired direction. Before releasing the connection, a mass raising field is pulsed through the connection in order to cause the enemy to impact objects with drastically increased force. While this effect essentially combines the effects of the biotic pull and throw techniques with greater control, it is far less effective at creating unstable combination detonations or disabling an enemy as most recover quickly. It also is entirely ineffective against heavier targets and those with armor possessing element zero microcores. Additionally it will normally be unusable against kinetic shields and barriers, but some have found techniques to do so with greatly diminished force.
Rank 1: <6 sec recharge / 150pts damage / 1200 newton force>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Damage/Force of Combo Detonations increased by 50%]
Rank 5: [Recharge reduced by 35%] -or- [Additional Damage of 100% over 10 sec]
Rank 6: [Chance of 35% for no cooldown / Duration can be combo detonated increased by 100%] -or- [Effect Shields/Barriers without armor with reduced force]
• Smash – Through intense concentration some biotics are capable of creating a malleable contained cylindrical field projected from their wrist which appears like a whip allowing them to channel mass effect fields through it. This simplistic yet difficult to create technique charges the cords with an unstable mass raising field that when smashed to the ground discharges the effect into a small cone in front of them to deal devastating direct damage at a very short range. These factors plus the time it takes to generate the whips and slam them overhead to the ground makes the technique very risky and difficult to maneuver, but very effective in inclosed environments. Some advanced users have found ways for it to leave behind a lingering field to allow for biotic detonation, while others instead use an embedded gauntlet device that charges electricity through the whip to deal continuing shock damage. Additionally while the technique's damage is largely mitigated by defenses, a powerful biotic with particular expertise is capable of penetrating through them to a degree. Meanwhile others instead focus their concentration into generating an additional whip on the opposite hand to create a pair that allows them to increase the radius of discharge and hit an additional target.
Rank 1: <8 sec recharge / 550pts damage / 450 newton force / 8m range / 1.50m radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage increased by 30% / Short Biotic Duration can be combo detonated] -or- [Additional Damage of 50% for 7.50 sec / Short Electrical Duration can be combo detonated]
Rank 5: [Damage/Force increased by 40%] -or- [Recharge reduced by 40%]
Rank 6: [Armor/Barrier damage increased by 75%] -or- [Radius increased by 50% / Increase number of targets hit by 1]
• Biotic Slash – A relatively new technique which came to fruition with the invention of monomolecular blades used by special operations military divisions for urban combat situations. The process begins though initially precise channeling of biotic energy to charge the sword. The blade is then swung with a sufficient amount of momentum, usually accomplished with acrobatics, to fling the energy forward a wave of rapidly shifting energy which causes significant damage to those within it's path. While the slash appears to function in a similar manner to the techniques of smash or shockwave, it does differ in that the force generated is exceedingly minimal, though enough to flatten unshielded opponents. This sacrifice in force come from the focus of the technique being to create a cutting slash in a wide swath that travels a further distance rather than a series of miniature explosions. It is however critical to note that there is risk that comes with using this technique as the amount of momentum required to swing the energy from the blade demands time to set up and leaves it's user dangerously open to enemy fire.
[This ability may only be taken by those with biotic as their primary discipline and combat as their secondary or combat as their primary and biotic as their secondary.]
Rank 1: <5 sec recharge / 550pts damage / 20m range / 2m radius / +50% armor damage / +50% barrier damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 30%]
Rank 5: [Recharge reduced by 40%] -or- [Damage/Force of combo detonations increased by 50%]
Rank 6: [Damage increased by 50%] -or- [Range increased by 50%]
• Shockwave – A complex skill which requires the user intermix a continuous series of mass-raising and mass-lowering fields nearly simultaneously, this creates a cascading series of small mine like mass effect field explosions which rapidly travel forward to become a biotic freight train. These impacts ignore any obstacles and continue on their path causing enemies to be chaotically thrown in all directions swatting aside everything in it's path. When used upon opponents with protections it will not throw them but it does stagger giving critical time and opening to attack thus making this skill useful for biotics to distract a close range threat. This ability can be used to control the battlefield and cause havoc among the enemies forces as well as buying time for your squad to focus upon a singular enemy. While this skill is not the best in damage nor is it the best in control, it does combine the two factors with devastating results. Advanced variations of the skill focus on increasing the radius of individual blast fields, the length at which they can continue to chain them, or even mixing in a mass-lowering field following the blast to suspend unprotected targets in the air.
Rank 1: <8 sec recharge / 300pts damage / +50% barrier damage / 700 newton force / 16m range / 2m radius>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 25%
Rank 4: [Force/Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Range increased by 50%] -or- [Damage/Force of Combo Detonations increased by 65%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for a brief time]
• Nova – Utilizing the biotic barrier which surrounds their own body for protection, this ability causes it to visually disrupt and flare as the user begins to intermix mass-increasing fields. This ability allows the barrier to be weaponized by channeling it into a massive biotic blast that is unleashed by slamming one's fist into the ground. Wildly firing off in a close range shock wave cone, this inflicts massive damage to surrounding hostiles while pushing them back and sending them soaring into the air. Those with defenses will be able to stand their ground of course, but it will still momentarily knock them off their game. Because this ability takes advantage of the barrier already surrounding the user, it can bypass the normal waiting time of a biotic amps cooldown process making the biotic's body into a dangerous weapon at all times. However this does mean that it's power is directly proportional to the strength of the barrier's current state and use of this skill will also leave the user completely unprotected making this ability also very dangerous, for both the enemy and the user. This means the ability is used by two sorts of people, the tactically aggressive and the suicidal. Advanced versions of this ability focus on layering the blast for a stronger effect or spreading it out further to hit everyone possible. There exists biotic amps capable of generating a safer version which only consumes half of your barrier reserves with a reduced power or there is another which rechannels some of the expended energy back into biotic amp and omni-tool power.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
Rank 1: <385pts damage / +50% barrier damage / 495 newton force / 4m radius / 100% barrier consumed>
Rank 2: Impact Radius increased by 25%
Rank 3: Damage/Force increased by 30%
Rank 4: [Damage/Force increased by 40%] -or- [Impact Radius increased by 40%]
Rank 5: [Recharge of All Powers reduced by 25% for 15 sec] -or- [Half Blast Consumes 50% of barrier but Damage/Force reduced by 40%]
Rank 6: [Shield/Barrier/Armor Damage increased by 100%] -or- [Gain a 25% chance to not expend any barrier on use]
• Phase Disruptor – Utilizing the biotic barrier which surrounds their own body for protection, this ability causes it to visually disrupt and flare as the user begins to intermix mass-increasing fields. This ability allows the barrier to be weaponized by channeling it around the user's arm and within a newly developed specialized capacitor placed in the palm. When released this fires a concentrated, high-powered beam from afar which explodes on contact with a surface. Though this requires a short delay to charge and the risk is heightened by sacrificing the user's own defense, the blast it provides from a distance can be devastating to a group of hostiles. Due to this technique using the capacitor in the palm to fire the blast, it unfortunately does not use a biotic-amps targeting VI and requires that the user rely on their natural skill to aim. Another disadvantage from the use of the palm capacitor is that the blast is incapable of setting up or detonating biotic explosions. Some variations made to the palm capacitor include more efficiently using the energy provided by the barrier so that it drains less, increasing the concussive power of the blast to knock down targets, or focusing it's offensive capabilities to defeat specific forms of defense.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
Rank 1: <400 damage / 4m radius / 50% barrier consumed>
Rank 2: Impact Radius increased by 30%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 50%]
Rank 5: [Reduce amount barriers drained by 25%] -or- [Knock weaker enemies to the ground]
Rank 6: [Shield/Barrier Damage increased by 75%] -or- [Armor Damage increased by 75%]
• Warp – By creating a rapidly shifting mass effect field contained in a concentrated sphere which can be thrown in an arc towards a target, it rips apart anything in it's way as well as preventing organic or synthetic passive regeneration systems with it's constant assault. More importantly this shifting will react violently when impacting with another field like pull or singularity, resulting in a particularly larger biotic explosion which forcefully blasts anything within it's radius. One important distinction to make is that due to the shifting nature of the field, standard element zero microcores cannot defend against it. While it is still not as effective as abilities targeted to specific defenses, it remains yet an excellent tool for shredding apart armor and barriers to strip protections and make enemies susceptible to your other biotics. Many talented users of this ability have found it rather effective at weakening the defenses of a target so that subsequent attacks will more likely penetrate without resistance or some focus upon reducing the biotic amps downtime so that the talent may be continually fired without being helpless.
Rank 1: <8 sec recharge / 250pts damage / 75% damage immediately / 25% damage over 10 sec duration / +50% armor damage / +100% barrier damage / -50% shield damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Damage/Force/Radius of Combo Detonations increased by 50%]
Rank 5: [Damage increased by 40% and Duration increased by 60%] -or- [Weapon/Power Damage to Target increased by 15%]
Rank 6: [Barrier/Armor Damage increased by 50% and Weakens Armor by 25%] -or- [Recharge reduced by 35%]
• Dark Channel – This instructions for this ancient biotic technique was recently discovered among prothean ruins and it quickly grew in popularity among the few gifted military biotics that were capable of preforming it. This advanced technique begins with the user generating a rapidly shifting mass effect field directly at the location of the target to plague an opponent with a persistent, damaging biotic field. A dangerous and efficient weapon in it's own right, what makes this already difficult technique even more taxing on it's user is that when it is detonated from exposure to another damaging biotic, it will jump and transfer it's effect to the next nearest hostile target to plague them as well. While even the most accomplished biotics can only maintain a single field at a time, this is all that is needed in their hands through utilizing this transfer to continually bombard a small group with near constant combo explosions until none are left standing. Inventive biotics have already begun to modify the technique to their own ends, sacrificing it's raw damage or recharge speed to instead increase the duration it persists as well as making the shifting field slow the enemy’s movements for hit and run encounters where they do not intend on rapidly detonating it. Others who plan to encounter heavy resistance yet focus on enhancing the shifting fields to pierce through armor and barriers.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
Rank 1: <8 sec recharge / 75pts damage per sec / 30 sec duration / -50% shield damage / +50% armor damage / +100% barrier damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased y 30%] -or- [Duration increased by 40%]
Rank 5: [Recharge reduced by 35%] -or- [Movement Speed reduced by 30%]
Rank 6: [Damage increased by 50%] -or- [Armor/Barrier Damage increased by 75%]
• Reave – Composed of a constantly shifting mass-effect field similar to a warp composition, this instead is less concentrated allowing it to be spawned directly upon the enemy rather than be thrown. This has the advantage of speed and making it incredibly difficult to dodge, but cannot hit those in cover or behind a corner. The shifting of this biotic also takes place far more slowly, causing gradual damage through shredding it's target rather than in a singular force. This additionally allows for multiple fields of the same composition to continually stack upon each other to become a torrent of ripping energy should it remain unhindered. Traditional hardened weave defenses are also unable to provide protection from this ability's effects and it will cause disruption of passive healing systems similar to any shifting field. What makes this ability truly unique however is the channel created between it's user and target, leeching the power from kinetic shield or barriers to reinforce the biotic's own defenses. This makes this ability an amazing tool for those under fire and could even save their lives at a critical juncture.
Rank 1: <7.5 sec recharge / 85pts damage per sec / +50% armor damage / +100% barrier damage/ -50% shield damage / 4 sec duration / 15% damage reduction>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 35%
Rank 4: [Duration increased by 40%] -or- [Impact Radius of 3m]
Rank 5: [Recharge reduced by 35%] -or- [Damage Reduction increased by 10%]
Rank 6: [Damage/Duration increased by 30% and Damage Reduction increased by 15%] -or- [Barrier/Armor Damage increased by 75%]
• Annihilation Field – In an astounding feat of biotic concentration that requires several levels of difficulty, the user creates an area of rapidly shifting mass effect fields around them in a spinning fiery effect that shreds apart those who venture too close. Not only are those within the field subject to being torn apart, but additionally the field primes them for a biotic detonation if another damaging biotic technique is used. In an emergency the field itself can be detonated to release a shockwave that is damaging by itself, but will also in turn detonate anyone within range primed by a different biotic technique. It is critical to note that like all biotics, the same technique cannot prime and detonate combinations by itself alone. The annihilation field technique is in fact so difficult that the complexity of just how taxing it is on the body can only be truly understood by a biotic themselves. The reason it is so taxing can be attributed to a number of reasons as they must spread the effects over the wide radius around them and move it collectively as they themselves remain mobile. A feat already in itself they must additionally continually cause the fields to shift in a way that they do not shred the user or cause an unintended explosion. Among the gifted who are capable of this technique are those who couldn't be called anything less than genius with the capability to improve the technique in various ways such as weakening the defenses of those caught within, causing resistance with the shifting fields to slow movements of those caught within, or even sapping the shields and barriers of those within the field in order to restore their own.
[This ability may only be taken by those with biotic as their sole discipline.]
Rank 1: <8 sec recharge / 100pts damage per sec / 45 sec duration / 4m radius / 500pts detonation damage / +50% armor damage / +50% barrier damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 30%]
Rank 5: [Damage to enemies within the field increased by 15%] -or- [Movement Speed increased by 20%]
Rank 6: [Damage increased by 50%] -or- [Duration increased by 100% / Damage to shields/barriers within the field restores your own]
• Stasis – Through the creation of an extremely powerful and dense mass effect field surrounding an enemy, this ability allows the user to stop a target in their tracks and completely immobilize them. A very difficult talent to learn for even the most experienced biotics, this requires the full concentration of it's user to continually apply biotic pressure and forcefully counter the movements of the hostile within. This type of field is able to be projected through kinetic barriers, but unfortunately not through armor thanks to the standardization of hardened weave element zero microcores. Through the individual held within can be attacked by allies, the field can only take a small amount of abuse before it is disbursed. It is also critical to note that it's effect tires the user making it less effective when used in succession and eventually it will be completely ineffective to stopping a target. Even the most accomplished biotics can only hold a hostile three times. Experts at creating this type of field who utilize the finest in biotic amps have managed to find ways to hold the field for longer periods of time, strengthen the field against allied gunfire, reduce the effort it takes in order to create it, or even spread it into a wider field to create a bubble that will trap those within.
[This ability may only be taken by those with biotic as their sole discipline.]
Rank 1: <12 sec recharge / 6 sec duration / 150pts damage threshold>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Duration increased by 40%] -or- [Damage Target can take before stasis breaks increased by 150%]
Rank 5: [Recharge reduced by 35%] -or- [Chance of 30% for stasis to not activate a cooldown]
Rank 6: [Stasis Bubble forms with small radius] -or- [Damage Target can take before stasis breaks increased by 35% and Damage dealt to target increased by 50%]
• Biotic Cloak – Though an impressive feat of sustained concentration that only few are able to achieve, the user cloaks themselves in a shroud of light-refracting mass effect fields that renders the user hidden from most visual and technological detection methods. This provides a clear advantage for infiltration and wetwork making this technique not only highly respected, but taught by few. Thanks to biotic cloak's advanced stealth capabilities it allows for freedom of movement that can be used to hide from a dangerous situation or catch the enemy from a completely unaware position and provide a devastatingly damaging attack. With training those who specialize in melee can strike an enemy from behind and undefended, or set up that perfect shot with a sniper rifle. This extremely difficult technique is however not without flaws. This invisibility does have clear imperfections while the user is in movement, revealing a slight blur and outline of the individual that will betray them if an enemy has an acute eye or is actively watching for disturbances. Additionally this technique requires a constant taxing concentration that only allows it to be used for a brief duration of invisibility before they must spend time to rest. Perhaps most importantly this concentration is so difficult to maintain that firing a weapon, utilizing a omni-tool, or activating the biotic-amp for another task will disrupt the field and reveal the user. However there are rumors of those capable enough to maintain the technique though the single use of a device giving the user a distinct tactical advantage.
[This ability may only be taken by those with biotic as their primary discipline and combat as their minor. It may also not be taken if the user has any armor abilities or biotic charge.]
Rank 1: <10 sec recharge / 4 sec duration / 40% damage bonus for 2.5 sec after first action causing decloak>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Damage increased by 40%] -or- [Duration increased by 150%]
Rank 5: [Melee Damage increased by 50%] -or- [Recharge reduced by 30%]
Rank 6: [Sniper Rifle Damage increased by 25%] -or- [Fire One Power while cloaked and remain hidden]
• Biotic Charge – For those who have access to the top shelf biotic-amps and are experienced with their use have found themselves capable of momentarily sheathing themselves in a volatile mass-lowering field. Then utilizing a secondary force the user propels themselves in a massive burst of energy to turn their own body into a wrecking ball of biotic force. This culminates in a powerful collision which negates some of the mass of the enemy to send unguarded enemies flying backwards and experiencing massive trauma. Even those with defenses are stumbled backwards and damaged from the sheer force of impact. If the target is first effected by a mass reducing field the force is then multiplied, drastically increasing the distance they are flung and damage dealt sound they hit a wall or other object. Not simply an offensive weapon, it also as a multitude of applications as a maneuverability tool so that the user may retreat or flank into seemingly impossible positions. A clear line between the user and target is an absolute necessity or otherwise even a small bump could send them spiraling into a random direction. Also stopping once the user has started can be quite problematic without something you want damaged to impact into. To help ensure the survival of the user while using this seemingly suicidal tactic, the excess energy they are coated with can be converted into a energy for a kinetic barrier. Irregardless of this fact this still remains a risky skill to utilize as the user will immediately be open to fire from all directions. An impulsive maneuver may lead to an early victory, but it can also lead to a painful instant death.
[This ability may only be taken by those with biotic as their primary discipline and combat as their minor. It may also not be taken if the user has biotic cloak.]
Rank 1: <10 sec recharge / 275pts damage / +50% barrier damage / 550 newton force / +300% force against frozen targets / 50% barrier restore / 50% damage reduction for 3sec>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force increased by 30%] -or- [Impact Radius of 2m to hit up to 2 additional targets]
Rank 5: [Weapon Damage increased by 15% for 3 sec after charge] -or- [Power Damage/Force increased by 25% for 15 sec after charge]
Rank 6: [Chance of 25% for no cooldown] -or- [Barrier restore increased by 50%]
• Biotic Sphere – Through intense concentration some biotics are able to spawn a stationary defensive barrier in a sphere around themselves and nearby allies. Due to the energy being unconcentrated and spread over an area this shield is not actually capable of stopping gunfire, but it does hinder any projectile that passes through to reduce the potential trauma upon impact. This can make the critical difference between life and death for a team under heavy fire. Not limited to simply defensive potential, the biotic can also utilize the energy within to disrupt the defenses of hostile targets and make them more susceptible to damage. Powerful biotics have discovered the ability to further enhance it's capabilities by improving the kinetic capacitors of allies within to reduce their recharge times, create a more widespread but just as stable shield, or further reduce the defense of hostile targets. Some are even capable of partitioning energy from the barrier to cause a warp effect on those foolish enough to enter.
[This ability may only be taken by those with biotic as their sole discipline.]
Rank 1: <6 sec recharge / 30 sec duration / 3m radius / 20% damage reduction / 10% enemy weakness>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Shield Recharge Delay decreased by 15%] -or- [Radius increased by 30%]
Rank 5: [Damage Reduction increased by 10%] -or- [Enemy Weakness increased by 15%]
Rank 6: [Damage Reduction increased by 10% and Shield Recharge Delay decreased by 10%] -or- [Warp enemies within 50pts damage per sec and reduce armor by 25%]
• Barrier – Sheathing their bodies in a high-gravity mass effect field, this allows the user to project a dense shield layer surrounding themselves which excels at soaking up any high velocity projectiles that would otherwise cause massive trauma to those without sturdy defenses, a perfect choice for the biotic who doesn't want to hinder themselves with the weight of heavy armor. Essentially this mimics a kinetic barrier, but has a few unique properties of it's own such as that it will reinforce the user beneath a standard barrier allowing for dual layered defense and it does not fail like other barriers when it has been dealt excessive damage so long as the user can retain the difficult concentration required. Though it provides a great defense against projectiles, it does not hinder low-velocity physical melee attacks and it offers no protection from environmental hazards. In a dangerous situation where the user is surrounded, the field can be detonated to send a mass-lowering shockwave in all directions that causes protected enemies to stumble and unprotected enemies to be dangled in the air similar to pull. The barrier is not entirely without drawback however as the high-gravity field not only requires constant concentration, but also continually pushes against the user's movements which can slow an untrained biotic to a crawl.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
Rank 1: <10 sec recharge / 25% damage reduction / 90pts blast damage / +50% barrier damage / 3m blast radius / 60% power recharge penalty>
Rank 2: Recharge after detonation reduced by 25%
Rank 3: Detonation Damage/Force/Radius increased by 20%
Rank 4: [Detonation Damage/Force/Radius increased by 30% ] -or- [Damage Reduction increased by 5%]
Rank 5: [Shield Recharge reduced by 15%] -or- [Biotic Power Damage/Force increased by 30%]
Rank 6: [Damage Reduction increased by 10%] -or- [Power Recharge Penalty reduced by 30%]
• Lift Grenade – Utilizing a revolutionary new eezo capacitor capable of holding a contained mass effect field within it for a brief moment of time, this allows for the user to first implant focused energy and then toss it in a canister form to mimic a grenade. With the ability to ricochet off surfaces, be thrown in the middle of a group of enemies, or detonating on contact with a target, this device allows for enhanced functionality that biotic ability cannot produce on it's own. This particular model allows for an amplified mass-lowering field to be released in a shockwave that deals significant damage and causes those without protections left to be dangled off the ground. Though it is still a new technology various manufacturers have already began creating variations such as decreasing it's size so that more can be carried, increasing the capabilities of it's capacitor to create a more sizable or concentrated explosion, and a model exists which follows the mass-lowering field with a mass-increasing field to slam targets to the ground.
Rank 1: <750pts damage / +50% barrier damage / 5m radius / 4 sec duration>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Grenade Capacity increased by 2] -or- [Duration increased by 50%]
Rank 6: [Damage/Radius increased by 30%] -or- [Ends With a Slam that stuns for 3 seconds]
• Cluster Grenade – Utilizing a revolutionary new eezo capacitor capable of holding a contained mass effect field within it for a brief moment of time, this allows for the user to first implant focused energy and then toss it in a canister form to mimic a grenade. With the ability to ricochet off surfaces, be thrown in the middle of a group of enemies, or detonating on contact with a target, this device allows for enhanced functionality that biotic ability cannot produce on it's own. This particular model actually contains several miniature versions of these capacitors, causing this canister to break into three pieces of shrapnel which spread out in a forked pattern to each cause an individual biotic explosions. Though it is difficult to control the trajectory, this can absolutely cause havoc to a group of enemies as series of explosions go off around them or if thrown at close range they can all be detonated in the face of a singular target. These will even be more effective if used against a hostile or group of hostiles if they are already effected by a biotic field to create much larger and forceful explosions. Though it is still a new technology various manufacturers have already began creating variations such as decreasing it's size so that more can be carried, increasing the capabilities of it's capacitor to create a more sizable or concentrated explosion, or including more shrapnel to create a total of five separate explosions.
Rank 1: <420pts damage / +50% barrier damage / 1200 newton force / 4m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force increased by 30%] -or- [Radius increased by 35%]
Rank 5: [Grenade Capacity increased by 2] -or- [Damage to Lifted Targets increased by 100%]
Rank 6: [Shrapnel Count increased by 2] -or- [Damage/Force increased by 50%]
• Warp Ammo – Through a revolutionary eezo capacitor installed into a weapon used in combination with sustained biotic concentration, the user is capable of causing the projectiles to become coated in a warp field as it is cut from the internal ammunition block. Becoming similar in function to a miniature disruptor torpedo, this field is constantly shifting to tear flesh and metal as it makes contact with a target. It is however most effective when used against biotic fields such as defensive barriers or lifted targets which drastically enhance the shifting to cause a distortion that inflicts significantly more damage.
Rank 1: <15% health damage / 15% armor damage / 30% barrier damage / 30% armor weaken / 50% lifted damage>
Rank 2: Lifted Target Damage increased by 25%
Rank 3: Health/Armor Damage increased by 5% and Barrier Damage increased by 10%
Rank 4: [Health/Armor Damage increased by 7.5% and Barrier Damage increased by 15%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity increased by 30%] -or- [Headshot Damage increased by 25%]
Rank 6: [Health/Armor Damage increased by 12.5% and Barrier Damage increased by 25%] -or- [Lifted Damage increased by 50% and Armor Weaken increased by 25%]
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