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Originally found at User_blog:Vision0/Agent_Symbiotic_Power_Armors

After playdom is done with empowered armors, i have an idea of what will be next, are you ready?

Symbiotic Power Armors!

Explanation: After hank,reed and tony learned about the venom symbiote for a long enough time, they are sending the agent on a covert task mission, of giving them things they need for the armor. at the end they will give you a generalists symbiotic armor! this one:

Generalists Symbiotic Armor
Cost: Covert task
Passives:
Venom Symbiote - Restores health every turn.
Under Control - Under control of the venom symbiote.
Symbiote Shield (2 rounds from the start of the combat)


Recharge Extension:
Venom blitz
Target: One enemy
Cooldwon: 1 Round
Total damage : 228 - 420
Hit\Critical : 90%\65%
# of hits: 3
Type : Melee Slashing
Animation: The agent grows an a venom thing like in agent venom's bullet blitz, and attacks the target with it like in along came a venom.
Effects:
Deadly Crits
Infested(3 rounds)
Pressure Points


And after further researches they are making more armors, in different costs that are made for a specific class:

Infiltrator:

Infiltrators (toxin) Symbiotic Armor
Cost: Limited edition item(or that you complete a few tasks in pvp to be able to research it, if you wanna just buy, then use gold)
Passives:
Toxin Symbiote - Restores health every turn.causes poisoned and infested to attackers.
Under Control - Under control of the toxin symbiote.
Poisonous Fangs - Extends recharge to use a unique ability of the symbiote. extends combat reflexes to use another ability(something only in the symbiote suits).


Recharge Extension: Poison Bite
Target: One enemy
Cooldwon: 1 Round
Total damage : 300 - 390
Hit\Critical : 90%\60%%
# of hits: 1
Type : Melee Slashing
Animation: The agent grows and becomes more toxin-ish(like in here) and bites the target.
Effects:
High Crits
Infested(3 rounds)
Envenomed
Off-Balance
Dizzy

Combat Reflexes Extension(and explanation) : It will cause one random move of the agent to glow in purple at the first time it is activated in every combat(like the infiltrator class) and it will become a multi function like recharge extension, some kind of a "each class only" thing.
Extension: Track Scent
Target: One enemy
Cooldwon: 1 Round
Total damage : 0
Hit\Critical : 100%
# of hits: 1
Type : Debuff
Animation: The agent grows two toxin-ish arms(like the things on the back of toxin in the picture i showed) that are going around the target and then they return to the armor.
Effects:
Tracking Scents - Attackers will gain a unique scent that will allow the agent to ignore their defenses and will increase chance to hit them.(expires next round)
Quick action
Revenge! - If the tactician that triggered combat reflexes is still alive, it gains unique scent and flanked without attacking.
intimidated on target

Tactician:

Tacticians (scorn) Symbiotic Armor
Cost: PVP Prize
Passives:
Scorn Symbiote - Restores health every turn. gains upgraded(adds damage to this agent's attacks) when attacked by tech attacks.
Under Control - Under control of the scorn symbiote.
Techno Hybrid - Extends recharge to use a unique ability of the symbiote. extends tactical maneuvers to use another ability.


Recharge Extension:
Mechanical Arm
Target: One enemy
Cooldwon: 1 Round
Total damage : 200 - 500
Hit\Critical : 50%\80%%
# of hits: 1
Type : Ranged Tech
Animation: The agent turns one of his arms to a mechanical arm(like this one) and then turns it into a cannon and shoots the target with it.
Effects:
Deadly Crits
Infested(3 rounds)
Short Circuit
Splash Damage
Obsolete Technology


Tactical Maneuvers Extension:
It will cause one random move of the agent to glow in green at the first time it is activated in every combat(like the tactician class) and it will become a multi function like recharge extension, some kind of a "each class only" thing.

Tech Upgrade
Target: Self
Cooldwon: 1 Round
Hit\Critical : 100%
# of hits: 1
Type : Buff Tech
Animation: The agent does the same thing like in the recharge extension with the arm and then changes it back to the normal arm.
Effects:
Tech Upgrade - Tech attacks will cause extra damage and will become subtle.
Quick Upgrade - The next tech attack that is not a quick action will become a quick action for this turn.(2 turns, but removed when you use that attack).
Restorative Nanobots
Quick action

Blaster:

Blasters (agony) Symbiotic Armor
Cost: Store CP Purchase(one of a kind and in a limited number of days to purchase)
Passives:
Agony Symbiote - Restores health every turn. absorbs bio attacks and turns them to stacks of metabolic acid, can stack up to 20.
Under Control - Under control of the agony symbiote.
Metabolic Acid Generation - Extends recharge to use a unique ability of the symbiote. extends focused attacks to use another ability.


Recharge Extension:
Acid Spit
Target: One enemy
Cooldwon: 1 Round
Total damage : 200 - 500
Hit\Critical : 50%\80%%
# of hits: 1
Type : Ranged
Animation: The agent spits acid on the target.
Effects:
Deadly Crits
Infested(3 rounds)
Melt Armor
Burning
Exposed


Focused attacks Extension:
It will cause one random move of the agent to glow in red at the first time it is activated in every combat(like the blaster class) and it will become a multi function like recharge extension, some kind of a "each class only" thing.

Focused Acid Generation
Target: Self
Cooldwon: 1 Round
Hit\Critical : 100%
# of hits: 1
Type : Buff
Animation: The agent absorbs some gas into himself.
Effects:
Chemicals Absorption - The next acid spit does extra damage.
Focused Targeting - If the bruiser that triggered focused attacks is still alive,  he is targeted.
Quick action


More coming. comment me please!

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