Post by Amaliana Shepard on Mar 12, 2012 9:33:10 GMT -5
This list is for those who select to be Vanguards. It includes all ranks and powers of Vanguard Abilites.
Full Vanguard Abilities List
Incendiary Ammo
Cryo Ammo Unlocked at Level 3
Pull Unlocked at Level 6
Biotic Charge
Shockwave Unlocked at Level 9
Nova Unlocked at Level 12
Assault Mastery Unlocked at level 9
Fitness Unlocked at Level 3
Incendiary Ammo:
Causes the enemy to light on fire. Deals damage that lights them on fire and deals residual fire damage for the next two posts. Adds 10 fire damage to each shot with a residual 5 damage being dealt each post for the next two posts.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: Increases residual damage to 10 per post.
4: Increases both Initial and residual damage by 5
5a:Increases damage when hitting opponents head by an additional 10
5b Increases duration of the fire damage to 3 posts.
6a: Increases damage on both initial and residual damage by 5
6b: Occasionally creates an explosion that damages all the others around the target for 15 damage.
Cryo Ammo:
Freezes the enemies armor and bodies. Dealing extra damage once shot. Deals 10 base damage. After two shots it will freeze the opponent for one round. After frozen deals additional 10 damage.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: After frozen damage increased to 15
4a: Decreases shots to freeze to a single shot.
4b: Increases duration of the freeze to last two posts.
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage of the cryo damage to 20 damage.
6: Increases damage on both initial and frozen damage by 5
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
Biotic Charge
Vanguard specific Biotic ability. Use focuses biotic energy and uses it to propel themselves much farther and faster than they normally could move in a straight line wither toward or away from a target. 5 post cooldown.
Level 1: Restores 50% of your biotic barrier and deals 35 damage to impacted target.
2: Reduces recharge time by two posts.
3: Now restores 50% of your shields as well as deals 50 damage to target.
4a: Reduces cooldown to a single turn.
4b: Restores barrier to full and deals 65 damage.
5a: Increases damage to 80
5b: Restores shields to 100%.
6: Increases damage to 85 but allows for a second jump which deals and additional 40 damage to a nearby target.
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 size of pulse to a 10 foot knockback and 45 damage.
4a: Reduces cooldown to a single turn.
4b: Increases damage to 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.
Nova
Create a biotic wave off of the Vanguards own biotic barrier dissolving the barrier in the process. Deals damage to all within ten feet of the Vanguard. Four post cooldown.
Level 1: Deals 30 damage and staggers to all opponent in range.
2: Reduces recharge time by two posts.
3: Increases damage to 40.
4a: Increase radius to 20 feet
4b: Increases damage to 70 damage.
5a: The wave now knocks opponents prone. Takes one turn for them to regain footing.
5b: Increases range to a 25 foot pulse.
6: Reduces charge time to a single turn.
Assault Mastery:
A specially designed mastery for the Vanguard Class. Increases damage from shotguns and base weapon damage and powers damage.
Level 1: Increases Health by 50 and base weapon damage by 50
2: Increases Health by 75 and shotgun based damage by 75
3: Increases Health by 100 and power damage by 50
4: Increases Health by 125 and base weapon damage by 75
5: Increase base weapon damage and power damage by 90
6: Increases Health by 150
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
Full Vanguard Abilities List
Incendiary Ammo
Cryo Ammo Unlocked at Level 3
Pull Unlocked at Level 6
Biotic Charge
Shockwave Unlocked at Level 9
Nova Unlocked at Level 12
Assault Mastery Unlocked at level 9
Fitness Unlocked at Level 3
Incendiary Ammo:
Causes the enemy to light on fire. Deals damage that lights them on fire and deals residual fire damage for the next two posts. Adds 10 fire damage to each shot with a residual 5 damage being dealt each post for the next two posts.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: Increases residual damage to 10 per post.
4: Increases both Initial and residual damage by 5
5a:Increases damage when hitting opponents head by an additional 10
5b Increases duration of the fire damage to 3 posts.
6a: Increases damage on both initial and residual damage by 5
6b: Occasionally creates an explosion that damages all the others around the target for 15 damage.
Cryo Ammo:
Freezes the enemies armor and bodies. Dealing extra damage once shot. Deals 10 base damage. After two shots it will freeze the opponent for one round. After frozen deals additional 10 damage.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: After frozen damage increased to 15
4a: Decreases shots to freeze to a single shot.
4b: Increases duration of the freeze to last two posts.
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage of the cryo damage to 20 damage.
6: Increases damage on both initial and frozen damage by 5
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
Biotic Charge
Vanguard specific Biotic ability. Use focuses biotic energy and uses it to propel themselves much farther and faster than they normally could move in a straight line wither toward or away from a target. 5 post cooldown.
Level 1: Restores 50% of your biotic barrier and deals 35 damage to impacted target.
2: Reduces recharge time by two posts.
3: Now restores 50% of your shields as well as deals 50 damage to target.
4a: Reduces cooldown to a single turn.
4b: Restores barrier to full and deals 65 damage.
5a: Increases damage to 80
5b: Restores shields to 100%.
6: Increases damage to 85 but allows for a second jump which deals and additional 40 damage to a nearby target.
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 size of pulse to a 10 foot knockback and 45 damage.
4a: Reduces cooldown to a single turn.
4b: Increases damage to 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.
Nova
Create a biotic wave off of the Vanguards own biotic barrier dissolving the barrier in the process. Deals damage to all within ten feet of the Vanguard. Four post cooldown.
Level 1: Deals 30 damage and staggers to all opponent in range.
2: Reduces recharge time by two posts.
3: Increases damage to 40.
4a: Increase radius to 20 feet
4b: Increases damage to 70 damage.
5a: The wave now knocks opponents prone. Takes one turn for them to regain footing.
5b: Increases range to a 25 foot pulse.
6: Reduces charge time to a single turn.
Assault Mastery:
A specially designed mastery for the Vanguard Class. Increases damage from shotguns and base weapon damage and powers damage.
Level 1: Increases Health by 50 and base weapon damage by 50
2: Increases Health by 75 and shotgun based damage by 75
3: Increases Health by 100 and power damage by 50
4: Increases Health by 125 and base weapon damage by 75
5: Increase base weapon damage and power damage by 90
6: Increases Health by 150
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