Sure the game isn’t even out yet, but I like coming up with stuff like this for games and I already did one for Amara, so after getting this idea I figured, “why not?”
So I present the ShockOp tree, all about Shock damage and making Zane a speedy, acrobatic Boi with hacking.
Action Skill: Gun Hack
Zane initiates a hack in a large area around himself, disabling the guns of all enemies caught in the AoE and leaving them vulnerable.
Tier 1 Skills:
Conductor, 5 ranks: Increases Shock damage by X% and increases Stun duration from Shock damage by Y seconds.
Feedback Loop, 3 ranks: Dealing Shock damage has a chance to start recharging your shields, while taking Shock damage has a chance to also deal it to your attacker.
On The Move, 5 ranks: While Zane is moving, he has an X% chance to avoid incoming enemy fire.
Tier 2 Skills:
Shock Trooper, 5 ranks: Kill Skill, Killing an enemy restores up to X% of your shields, the lower your shields, the greater the effect.
High Voltage Tackle, 3 ranks: Sprinting for 3 seconds charges Zane with electricity, increasing his movement speed by X%. If Zane runs into an enemy, they are dealt Y amount of shock damage and stunned, when the stun ends they are knocked back.
Electric Acrobat, 3 ranks: When Zane jumps, he releases a small nova that stuns enemies around him. When Zane lands, he releases a small nova that deals shock damage. Z second cooldown.
- Action Skill Augment, Overload: The guns of enemies caught in Zane’s hack discharge high levels of electricity, dealing Shock damage, stunning them, and potentially arcing towards enemies not caught in the initial hack.
Tier 3 Skills:
Defibrillator, 1 rank: Melee Override: Zane delivers a punch that overloads the enemy’s shield, shocking them and sending them flying backwards. When they collide with a wall or another enemy, they let out an explosion of Shock damage that also stuns any other enemy hit by the explosion. Z second cooldown.
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Action Skill Augment, Manufacturer Defect: Enemies now take fire damage from their guns overheating, the damage steadily climbs over time and ends with the weapon exploding in their hands, dealing high damage and leaving them disarmed.
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Action Skill Augment, Shoot To Heal: Augment the bullets fired by enemies to instead have a healing property, restoring health to Zane and his allies for 6 seconds before returning to normal.
Tier 4 Skills:
Live Wire, 1 rank: Killing an enemy causes Zane’s movement speed to increase by X% and leaves behind a trail of electricity that stuns and deals Shock damage to any enemy it comes in contact with.
Electromagnetic Shielding, 3 ranks: While Zane’s shields are active, there is an X% chance for projectiles fired at him to deal no damage and be reflected back at the enemy who shot them as Shock projectiles that deal a reduced Y% of their original damage.
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Action Skill Augment, Tediore Malware: Upload a virus to enemy guns that forces them to perform a random Tediore reload function.
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Action Skill Augment, Shield Hack: Strip the shields from all enemies in a cone in front of Zane and redistribute them to him and his allies. Bosses take a large amount of damage instead of having all shields stripped.
Tier 5 Skills:
Defensive Arcs, 5 ranks: Every X seconds, an arc of electricity leaps from Zane to a nearby enemy, damaging and stunning them for Y Shock damage and restoring Z% of Zane’s shields.
Thunderlord, 1 rank: Ground Slam Augment: When Zane performs a ground slam he also calls down a bolt of lightning on top of him. Enemies directly under him take massive Shock damage and enemies in a small area around him are stunned.
Striking Twice, 1 rank: Enemies who have been damaged by Shock damage in the past 5 seconds take X% more Shock damage from all sources. If the enemy is also stunned from Shock damage, they take even more bonus damage.
Tier 6 Skill:
Bullet Time: Holding down the jump button causes Zane to gain increased jump height and distance. Zane has an X% chance to dodge shots fired at him while in Bullet Time and all of his shots fired while in Bullet Time deal Shock damage. Aiming down sights while in this jump causes Zane’s descent to slow. Z second cooldown.