Post by Amaliana Shepard on Mar 12, 2012 9:29:51 GMT -5
This list is for those who select to be Adepts. It includes all ranks and powers of Adepts Abilites.
MAster Adept Abilities List[/u]
Warp
Throw Unlocked at Level 3
Shockwave Unlocked at Level 6
Singularity Unlocked at Level 9
Pull Unlocked at Level 12
Cluster Grenade Unlocked at Level 6
Biotic Mastery Unlocked at Level 12
Fitness Unlocked at Level 3
Warp
Warp is a biotic power available to Adepts and Sentinels. The power spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any biotic powers affecting the target, such as Pull or Singularity. 3 Post Cooldown.
Level 1: Impacts the enemy dealing them 30 damage and hitting those in a ten foot radius for 25 damage.
2: Reduces recharge time to a single post.
3: Increases damage to 40 for target and then 30 for surrounding enemies.
4a: Quadruples damage dealth to those under the influence of Pull or Singularity.
4b: Damage is increased to 60 and 45 to surrounding enemies.
5a: Lowers shields or barrier of nearby enemy to 1 after successful hit.
5b: Increases damage to 75 and 60 to surrounding enemies.
6: Increases AOE of the warp to twenty feet.
Throw
Throwing a mass of mass effect fields knocking opponent off their feet hurting them as well. Three post cooldown.
Level 1: Impacts the enemy dealing them 35 damage and pushing them back slightly.
2: Reduces recharge time to a single post.
3: Increases damage to 40.
4a: Knockback effect is enhanced knocking the enemy clean off their feet.
4b: Damage is increased to 60
5a: Increase damage to Pulled or Singularity trapped opponents by 5x.
5b: Increases the damage to 75.
6: Allows for the throwing of two seperate yet equally powered mass effect fields at seperate targets.
Shockwave
Create a biotic wave along the ground in a straight line from you toward your target. Knocks opponent off feet and damages them if hits. Pulses and hits all those within five feet of the line. MAximum range of thirty feet. Has a four post cooldown on it.
Level 1: Knocks the opponent off their feet tossing them back five feet dealing them 30 damage.
2: Reduces recharge time by two posts.
3: Increases damage to 10 foot knockback and 45 damage.
4a: Reduces cooldown to a single turn.
4b: Increases size to a 10 foot pulse from straight line.
5a: Increases knockback to 15 feet and damage to 60.
5b: Increases range it goes to 45 feet.
6: Increases pulse size to 10 foot radius, Increases damage to 75.
Singularity
The power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Unprotected enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or biotic barriers of enemies over time. 4 post cooldown.
Level 1: AOE is 10 feet, Raises enemies up 5 feet into the air, Drains 15 shield, barrier, and armor per post for two posts.
2: Increases AOE to 25 feet.
3: Increases height at which enemies are held to 10 feet.
4a: Drains 30 shield, barrier, and armor per post lasting two posts.
4b: Lowers recharge cooldown to 2 posts.
5a: Increases effect of Singularity to 3 posts.
5b: Increases damage to 45 shield, barrier, and armor per post.
6: Cooldown lowers to a single turn but there can only be one Singularity on the field at once per user.
Pull
Yanks the opponent off the ground and toward the character. Has a three post cooldown.
Level 1: Pulls character into the air for about ten feet before dropping them on their head. Deals 20 damage.
2: Increases damage to 50.
3: Now drags the enemy farther along bringing them twenty feet toward the target.
4a: Reduces cooldown to a single turn.
4b: Now also holds the enemy in the air for a post.
5a: Radius of attack added and now pulls all enemies within ten feet of target into air.
5b: Holds enemies in the air for two posts.
6: Holds enemies in the air for three posts and increases damage received target by biotics by 2x
Cluster Grenade
A biotically charged grenade. Its explosive power is enchanced and throws opponents off their feet and into the air. Carry a total of 2 grenades at unlock.
Level 1: Deals 40 Damage to target. Lifts targets into the air for 1 post. Radius is 10 feet.
2: Increases amount of grenades carried to 3
3: Increases damage to 50
4a: Increase Blast Radius to 15 feet
4b: Increases damage to 60
5a: Increase Capacity of grenades to 4
5b: Increase damage to already lifted targets by 100%
6: Increases damage to 70
Biotic Mastery
This mastery is specifically for the Adept class. It enchances your health and your biotic powers.
Level 1: Reduces Post count by 1 for all Biotic Abilities and Increases Health by 50
2: Increases Health by 75 and Increases Biotic Damage by 25
3: Increases Health by 100 and Increases Biotic Damage by 30
4: Increases Health by 125
5: Increases Biotic Damage by 40
6: Increases Health by 150 and Increases Biotic Damage by 50
Fitness
Gives a bonus to your current maximum potential health pool. Does not give any other bonuses. Only ability open to every class and specialization.
Level 1 +20 Health
2: +40 Health
3: +60 Health
4: +80 Health
5: +100 Health
6: +125 Health
MAster Adept Abilities List[/u]
Warp
Throw Unlocked at Level 3
Shockwave Unlocked at Level 6
Singularity Unlocked at Level 9
Pull Unlocked at Level 12
Cluster Grenade Unlocked at Level 6
Biotic Mastery Unlocked at Level 12
Fitness Unlocked at Level 3
Warp
Warp is a biotic power available to Adepts and Sentinels. The power spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any biotic powers affecting the target, such as Pull or Singularity. 3 Post Cooldown.
Level 1: Impacts the enemy dealing them 30 damage and hitting those in a ten foot radius for 25 damage.
2: Reduces recharge time to a single post.
3: Increases damage to 40 for target and then 30 for surrounding enemies.
4a: Quadruples damage dealth to those under the influence of Pull or Singularity.
4b: Damage is increased to 60 and 45 to surrounding enemies.
5a: Lowers shields or barrier of nearby enemy to 1 after successful hit.
5b: Increases damage to 75 and 60 to surrounding enemies.
6: Increases AOE of the warp to twenty feet.
Throw
Throwing a mass of mass effect fields knocking opponent off their feet hurting them as well. Three post cooldown.
Level 1: Impacts the enemy dealing them 35 damage and pushing them back slightly.
2: Reduces recharge time to a single post.
3: Increases damage to 40.
4a: Knockback effect is enhanced knocking the enemy clean off their feet.
4b: Damage is increased to 60
5a: Increase damage to Pulled or Singularity trapped opponents by 5x.
5b: Increases the damage to 75.
6: Allows for the throwing of two seperate yet equally powered mass effect fields at seperate targets.
Shockwave
Create a biotic wave along the ground in a straight line from you toward your target. Knocks opponent off feet and damages them if hits. Pulses and hits all those within five feet of the line. MAximum range of thirty feet. Has a four post cooldown on it.
Level 1: Knocks the opponent off their feet tossing them back five feet dealing them 30 damage.
2: Reduces recharge time by two posts.
3: Increases damage to 10 foot knockback and 45 damage.
4a: Reduces cooldown to a single turn.
4b: Increases size to a 10 foot pulse from straight line.
5a: Increases knockback to 15 feet and damage to 60.
5b: Increases range it goes to 45 feet.
6: Increases pulse size to 10 foot radius, Increases damage to 75.
Singularity
The power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Unprotected enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or biotic barriers of enemies over time. 4 post cooldown.
Level 1: AOE is 10 feet, Raises enemies up 5 feet into the air, Drains 15 shield, barrier, and armor per post for two posts.
2: Increases AOE to 25 feet.
3: Increases height at which enemies are held to 10 feet.
4a: Drains 30 shield, barrier, and armor per post lasting two posts.
4b: Lowers recharge cooldown to 2 posts.
5a: Increases effect of Singularity to 3 posts.
5b: Increases damage to 45 shield, barrier, and armor per post.
6: Cooldown lowers to a single turn but there can only be one Singularity on the field at once per user.
Pull
Yanks the opponent off the ground and toward the character. Has a three post cooldown.
Level 1: Pulls character into the air for about ten feet before dropping them on their head. Deals 20 damage.
2: Increases damage to 50.
3: Now drags the enemy farther along bringing them twenty feet toward the target.
4a: Reduces cooldown to a single turn.
4b: Now also holds the enemy in the air for a post.
5a: Radius of attack added and now pulls all enemies within ten feet of target into air.
5b: Holds enemies in the air for two posts.
6: Holds enemies in the air for three posts and increases damage received target by biotics by 2x
Cluster Grenade
A biotically charged grenade. Its explosive power is enchanced and throws opponents off their feet and into the air. Carry a total of 2 grenades at unlock.
Level 1: Deals 40 Damage to target. Lifts targets into the air for 1 post. Radius is 10 feet.
2: Increases amount of grenades carried to 3
3: Increases damage to 50
4a: Increase Blast Radius to 15 feet
4b: Increases damage to 60
5a: Increase Capacity of grenades to 4
5b: Increase damage to already lifted targets by 100%
6: Increases damage to 70
Biotic Mastery
This mastery is specifically for the Adept class. It enchances your health and your biotic powers.
Level 1: Reduces Post count by 1 for all Biotic Abilities and Increases Health by 50
2: Increases Health by 75 and Increases Biotic Damage by 25
3: Increases Health by 100 and Increases Biotic Damage by 30
4: Increases Health by 125
5: Increases Biotic Damage by 40
6: Increases Health by 150 and Increases Biotic Damage by 50
Fitness
Gives a bonus to your current maximum potential health pool. Does not give any other bonuses. Only ability open to every class and specialization.
Level 1 +20 Health
2: +40 Health
3: +60 Health
4: +80 Health
5: +100 Health
6: +125 Health