Post by Amaliana Shepard on Mar 12, 2012 9:33:13 GMT -5
This list is for those who select to be Sentinels. It includes all ranks and powers of Sentinel Abilites.
Full Sentinel Abilities List
Throw
Warp Unlocked at Level 6
Lift Grenade Unlocked at Level 6
Tech Armor
Overload Unlocked at Level 9
Cryo Blast Unlocked at Level 12
Offensive Mastery Unlocked at Level 12
Fitness Unlocked at Level 3
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.
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.
Lift Grenade
A grenade charged to explode and send enemies skyward and hold them for a post. CArry a maximum of 2.
Level 1: AOE is 10 feet, damage is 30, and lifts them 5 feet in the air.
2: Increases AOE to 20 feet.
3: Increases grenade capacity to 3.
4a: Damage increased to 45.
4b: Lift increased to 10 feet in the air.
5a: Increase lift effect to a second post.
5b: Increase damage to 60.
6: AOE increased to 25 feet and Damage to 65.
Tech Armor
Create a holograpic set of armor off of your person. See the armor values chart for amount. The armor explodes with force whenever the shields of the target it is protecting is cut down. Five turn cooldown.
Level 1: Deals 30 damage when armor explodes to all within ten feet.
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: Armor now adds an additional 50 to your shields.
5b: Increases the damage from the exploding shield to 60.
6: Reduces charge time to a two turns.
Overload
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics. Three post recharge timer.
Level 1: Deals 25 damage to targets shields.
2: Decreases post recharge rate by a post.
3: Increase Damage output to 50 against shields.
4a: Decrease recharge to a single post.
4b: Now damages organics with a mild shock, 25 damage.
5a: Increase damage to shields to 100,
5b: Overloads the shields of the target and damages nearby targets shields for 75
6: Increases all damage to shields and barriers to 125.
Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weakens armored opponents. Frozen targets won't regenerate health. Has three post cooldown.
Level 1: Deals 25 damage to target. Slows them down for a post. Freeze lasts for two posts
2: Increase freeze duration to 3 posts
3: Increase Damage output to 35, and slows opponent for two posts.
4a: Decrease recharge to a single post.
4b: Increases damage to 40, slows opponent to 3 posts
5a: Increases duration of freeze to 4 posts
5b: Increases damage to 45, slows opponent for 4 posts
6: Lowers armor on armored target by 25. Damages them for 50
Offensive Mastery:
Specialized Mastery for the Sentinel class. Allows more damage to be dealt out with both powers and weapon damage.
Level 1: Increases Health by 50 and base damage by 50
2: Increases Health by 75 and powers damage by 50
3: Increases Health by 100 and base damage by 75
4: Increases Health by 125 and power damage by 75
5: Increases power damage by 100 and weapon damage by 100
6: Increases Health by 150 and decreases skill recharge by one post.
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 Sentinel Abilities List
Throw
Warp Unlocked at Level 6
Lift Grenade Unlocked at Level 6
Tech Armor
Overload Unlocked at Level 9
Cryo Blast Unlocked at Level 12
Offensive Mastery Unlocked at Level 12
Fitness Unlocked at Level 3
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.
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.
Lift Grenade
A grenade charged to explode and send enemies skyward and hold them for a post. CArry a maximum of 2.
Level 1: AOE is 10 feet, damage is 30, and lifts them 5 feet in the air.
2: Increases AOE to 20 feet.
3: Increases grenade capacity to 3.
4a: Damage increased to 45.
4b: Lift increased to 10 feet in the air.
5a: Increase lift effect to a second post.
5b: Increase damage to 60.
6: AOE increased to 25 feet and Damage to 65.
Tech Armor
Create a holograpic set of armor off of your person. See the armor values chart for amount. The armor explodes with force whenever the shields of the target it is protecting is cut down. Five turn cooldown.
Level 1: Deals 30 damage when armor explodes to all within ten feet.
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: Armor now adds an additional 50 to your shields.
5b: Increases the damage from the exploding shield to 60.
6: Reduces charge time to a two turns.
Overload
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics. Three post recharge timer.
Level 1: Deals 25 damage to targets shields.
2: Decreases post recharge rate by a post.
3: Increase Damage output to 50 against shields.
4a: Decrease recharge to a single post.
4b: Now damages organics with a mild shock, 25 damage.
5a: Increase damage to shields to 100,
5b: Overloads the shields of the target and damages nearby targets shields for 75
6: Increases all damage to shields and barriers to 125.
Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weakens armored opponents. Frozen targets won't regenerate health. Has three post cooldown.
Level 1: Deals 25 damage to target. Slows them down for a post. Freeze lasts for two posts
2: Increase freeze duration to 3 posts
3: Increase Damage output to 35, and slows opponent for two posts.
4a: Decrease recharge to a single post.
4b: Increases damage to 40, slows opponent to 3 posts
5a: Increases duration of freeze to 4 posts
5b: Increases damage to 45, slows opponent for 4 posts
6: Lowers armor on armored target by 25. Damages them for 50
Offensive Mastery:
Specialized Mastery for the Sentinel class. Allows more damage to be dealt out with both powers and weapon damage.
Level 1: Increases Health by 50 and base damage by 50
2: Increases Health by 75 and powers damage by 50
3: Increases Health by 100 and base damage by 75
4: Increases Health by 125 and power damage by 75
5: Increases power damage by 100 and weapon damage by 100
6: Increases Health by 150 and decreases skill recharge by one post.
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