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ME3 Powers - The Complete List


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Biotic Sage

Biotic Sage
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All information here should be considered unofficial; the data of the 1st Post is taken from the official demo, not the final version of the game and the data from the 2nd Post is taken primarily from the leaked script.

(Please note that the recharge rate of powers varies depending on things like your total weapon weight, your passive upgrades, and your armor bonuses; see the thread link below for all of the details on calculating power stat upgrades, provided by Bioware's own Senior Gameplay Designer, Mr. Manveer Heir):
http://social.biowar...7/index/9291444

1st Post Contents                                2nd Post Contents:
Soldier   [jump to soldier]                      Squadmate Powers and Bonus Powers   [jump to bonus]
Adept   [jump to adept]                        Screenshots for Reference   [jump to screenshots]
Engineer   [jump to engineer]               Comprehensive List of All Powers According to Type   [jump to list]
Vanguard   [jump to vanguard]            Descriptions of All Powers in Alphabetical Order   [jump to descriptions]
Infiltrator   [jump to infiltrator]              Overview of Squadmate Powers   [jump to squad]
Sentinel   [jump to sentinel]

>>>Search: [jump to x] without the brackets after hitting ctrl F to find content; then hit "next"<<<

Soldier   [jump to soldier]

Adrenaline Rush   <10 sec recharge / 4 sec duration / +30% time dilation / +50% weap. dmg. bonus>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Health/Shields take 25% less dmg.] -or- [Dilation incr. by 15% and Weap. Dmg. incr. by 25%]
Rank 5: [Duration increased by 40%] -or- [Melee Damage increased by 50%]
Rank 6: [Shields incr. by 50% while active] -or- [Instantly Recharges powers, allowing use of 1 during adrenaline rush]

Frag Grenade   <600 pts dmg. / 6.5m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 30%
Rank 4: [Damage increased by 40%] -or- [Impact Radius increased by x%]
Rank 5: [Grenade Capacity incr. by x] -or- [Bleed Damage of x pts over x sec to organic foes]
Rank 6: [Shield Damage increased by x%] -or- [Armor Damage increased by x%]

Concussive Shot   <5 sec recharge / 100pts dmg. / 300N force>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Impact Radius of 1.5m]
Rank 5: [Recharge reduced by 35%] -or- [Force/Dmg. to Frozen Targets incr. by 100%]
Rank 6: [Properties of Active Ammo Power applied] -or- [Organic Dmg. incr. by 100% over 10 sec and Force incr. by 50%]

Incendiary Ammo   <+10% health dmg. / +10% armor dmg.>
Rank 2: Panic chance increased by 15%
Rank 3: Armor/Health Damage increased by 4%
Rank 4: [Armor Health Damage incr. by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Armor/Health Damage incr. by 10%] -or- [Splash Radius of 2.5m for 100pts dmg.]

Disruptor Ammo   <+5% health dmg. / +20% shield dmg. / +20% barrier dmg.>
Rank 2: Stun Chance incr. by 15%
Rank 3: Health Dmg. incr. by 2% and Shield/Barrier Dmg. incr. by 8%
Rank 4: [Health Dmg. incr. by 3% and Shield/Barrier Dmg. incr. by 12%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Health Dmg. incr. by 5% and Shield/Barrier Dmg. incr. by 20%] -or- [Stun Chance incr. by 25%]

Cryo Ammo   <3 sec freeze dur. / x% freeze chance / -15% movement speed / -25% armor weakening>
Rank 2: Freeze Chance increased by 30%
Rank 3: Freeze Duration increased by 40%
Rank 4: [Freeze Duration incr. by 40%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 35%]
Rank 6: [Frz. Chance incr. by 50%, Move. Spd. red. by 20%] -or- [Dmg. to Frozen incr. by 50% and Weakens Arm. by 25%]

Combat Mastery   <+4% reputation bonus / +5% weap. dmg. / +20pts weight capacity>
Rank 2: Weapon Damage incr. by 5% and Influence incr. by 4%
Rank 3: Weight Capacity incr. by 30pts and Influence incr. by 4%
Rank 4: [Weap. Dmg. incr. by 5% and Pwr. Dmg. incr. by 10%] -or- [Infl. incr. by 8% and Pwr. Dur. incr. by 25%]
Rank 5: [Squad Weap. Dmg. incr. by 20%] -or- [Headshot Damage incr. by 20%]
Rank 6: [Weight Capacity incr. by 50pts] -or- [Weapon Damage incr. by 10% / Ammo Power Dmg. incr. by 40%]

Fitness [Soldier]   <+15% health / +15% shield / +15% melee dmg.>
Rank 2: Health/Shields increased by 10%
Rank 3: Melee Damage increased by 20%
Rank 4: [Melee Dmg. incr. by 30%] -or- [Health/Shields increased by 15%]
Rank 5: [Melee Dmg. incr. by 75% for 30 sec after h.m. kill] -or- [Shield Recharge Delay reduced by 15%]
Rank 6: [Melee Dmg. incr. by 30% and Weap Dmg. incr. by 25% for 20 sec after h.m. kill] -or- [Health/Shield incr. by 25%]


Adept   [jump to adept]

Singularity   <4 sec recharge / 4 sec duration / 1.5m radius>
Rank 2: Duration increased by 25%
Rank 3: Radius/Hold Duration increased by 20%
Rank 4: [Radius increased by 25%] -or- [Duration increased by 30%, more enemies affected]
Rank 5: [Recharge reduced by 30%] -or- [Targets Affected take 20 damage per sec]
Rank 6: [Radius increased by 35% for 10 sec] -or- [Implosion at end of duration with 300 damage across 5m]

Cluster Grenade   <350pts dmg. / 1000N force / 4m radius>
Rank 2: Grenade Capacity incr. by 1
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force incr. by 30%] -or- [Radius incr. by 35%]
Rank 5: [Grenade Capacity incr. by 2] -or- [Damage to Lifted Targets incr. by 100%]
Rank 6: [Shrapnel Count incr. by 2] -or- [Damage/Force incr. by 50%]

Pull   <4 sec recharge / 4 sec duration>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 40%
Rank 4: [Duration increased by 50%] -or- [Impact Radius of +2 meters]
Rank 5: [Damage of 20 pts per sec while pulled] -or- [Damage to Target incr. by 25% while pulled]
Rank 6: [Additional Pull Field seeks nearby target] -or- [Recharge reduced by 60%]

Warp   <250pts dmg. / 8 sec recharge / 350N det. force / 10 sec dur. / 90 pts detonation dmg. / 3m det. radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Detonation Force/Impact Radius/damage incr. by 50%]
Rank 5: [Damage incr. by 40% and Dur. incr. by 60%] -or- [Weapon/Power Dmg. to Target incr. by 15% for 10 sec]
Rank 6: [Barrier/Armor Dmg. incr. by 50% and Weakens Armor by 25%] -or- [Recharge reduced by 35%]

Throw   <600N force / 4 sec recharge>
Rank 2: Recharge reduced by 25%
Rank 3: Force increased by 30%
Rank 4: [Force increased by 40%] -or- [Impact Radius of 2m]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Cooldown is reset if target is lifted by biotics]
Rank 6: [Additional Throw seeks out nearby target] -or- [Recharge reduced by 60%]

Shockwave   <600N force / 8 sec recharge / 200pts dmg. / 2m radius / 10m range>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Range increased by 50%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for a brief time]

Biotic Mastery   <+4% reputation / +10% power damage / +10pts weight capacity>
Rank 2: Weight Capacity incr. by 20  and Influence incr. by 4%
Rank 3: Damage and Force incr. by 10% and Influence incr. by 4%
Rank 4: [Duration incr. by 25% and Reputation incr. by 8%] -or- [Damage/Force incr. by 15%]
Rank 5: [Damage/Force incr. by 10% and Weight incr. by 20] -or- [Henchmen Force/Dmg. incr. by 30%]
Rank 6: [Power Recharge reduced by 40% for 30 sec after biotic detonation] -or- [Force/Dmg/Duration incr. by 25%]

Fitness [Adept]   <+15% melee damage / +15% health / +15% barrier>
Rank 2: Health/Barrier incr. by 10%
Rank 3: Melee Damage incr. by 20%
Rank 4: [Melee Damage incr. by 30%] -or- [Health/Barrier incr. by 15%]
Rank 5: [Shield Recharge Delay reduced by 15%] -or- [Melee Damage incr. by 75% for 30 sec after heavy melee kill]
Rank 6: [Melee Dmg./Power Dmg. incr. by 30% for 20 sec after heavy melee kill] -or- [Health/Barrier incr. by 25%]


Engineer   [jump to engineer]

Combat Drone   <5 sec recharge / 40pts damage / 500pts shields>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Shields increased by 30%
Rank 4: [Damage/Shields increased by 40%] -or- [Explodes on death for 156pts dmg. in 5m radius]
Rank 5: [Basic Attack for 130pts dmg. in 2.5m and Stuns briefly] -or- [Damage/Shields incr. by 50%]
Rank 6: [Rockets long range for 195 dmg. in 1.5m] -or- [Basic Attack jumps to 3 more targets]

Sentry Turret   <5 sec recharge / 25pts damage / 500pts shields>
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Shields increased by 30%
Rank 4: [Damage/Shields incr. by 40%] -or- [Short Range Shock added that stuns enemies briefly]
Rank 5: [Turret Cryo Ammo with chance to freeze for 3 sec] -or- [Turret Armor-Piercing Ammo with arm. dmg. incr. by 100%]
Rank 6: [Turret Rocket long range for 195 dmg. in 1.5m radius] -or- [Turret Flamethrower short range 71.5 dmg. per sec]

Overload   <8 sec recharge / 220pts damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Jumps to 2 more targets in 8m for 60% reduced damage] -or- [Dmg. increased by 30%]
Rank 5: [Incapacitates weaker organic enemies briefly] -or- [Recharge reduced by 25%]
Rank 6: [Dmg. incr. by 15% and Jumps to 1 more target in 8m for 60% red. dmg.] -or- [Shield/Barrier Dmg. incr. by 100%]

Sabotage   <8 sec recharge / 12 sec hack duration / 2.5m radius / 150pts weapon backfire damage>
Rank 2: Recharge reduced by 25%
Rank 3: Impact Radius increased by 30%
Rank 4: [Duration increased by 50%] -or- [Weapon Backfire Dmg. increased by 30%]
Rank 5: [Synthetics explode when destroyed for 350pts dmg. in 4m radius] -or- [Recharge reduced by 25%]
Rank 6: [Hacked Synthetics Dmg. incr. by 100% and move faster] -or- [Tech Power Dmg. to Target incr. by 100% for 10 sec]

Incinerate   <8 sec recharge / 300pts damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius of 2m]
Rank 5: [Burning Effect for damage incr. of 40% over 8 sec] -or- [Recharge reduced by 25%]
Rank 6: [Damage to Frozen/Chilled targets incr. by 100%] -or- [Armor Damage incr. by 50%]

Cryo Blast   <6 sec recharge / 3 sec freeze duration / -15% movement speed>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 40%
Rank 4: [Duration increased by 60%] -or- [Impact Radius of 2m]
Rank 5: [Movement Speed of Chilled Targets reduced by 20%] -or- [Dmg. to Frozen/Chilled targets incr. by 10%]
Rank 6: [Recharge reduced by 50%] -or- [Dmg. to Frozen/Chilled targets incr. by 15% and Weakens Armor by 25%]

Tech Mastery   <+4% reputation / +10% power damage / +10pts weight capacity>
Rank 2: Weight Capacity incr. by 20 pts and Influence incr. by 4%
Rank 3: Power Damage incr. by 10% and Influence incr. by 4%
Rank 4: [Power Duration incr. by 25% and Influence incr. by 8%] -or- [Power Damage incr. by 15%]
Rank 5: [Power Dmg. incr. by 10% and Weight Cap incr. by 20pts] -or- [Squad Power Damage/Force incr. by 30%]
Rank 6: [Power Dmg./Dur. incr. by 25%] -or- [Drone/Turret Dmg. incr. by 50% and Drone/Turret Shields inc. by 100%]

Fitness [Engineer]   <+15% health / +15% shield / +15% melee dmg.>
Rank 2: Health/Shields increased by 10%
Rank 3: Melee Damage increased by 20%
Rank 4: [Melee Dmg. incr. by 30%] -or- [Health/Shields increased by 15%]
Rank 5: [Melee Dmg. incr. by 75% for 30 sec after h.m. kill] -or- [Shield Recharge Delay reduced by 15%]
Rank 6: [Melee Dmg. incr. by 30% and Weap Dmg. incr. by 25% for 20 sec after h.m. kill] -or- [Health/Shield incr. by 25%]


Vanguard   [jump to vanguard]

Biotic Charge   <10 sec recharge / 250pts damage / 500N force / 50% barrier restored
Rank 2: Recharge reduced by 25%
Rank 3: Damage/Force increased by 20%
Rank 4: [Damage/Force incr. by 30%] -or- [Impact Radius of 2m to hit up to 2 additional targets]
Rank 5: [Weapon Dmg. incr. by 15% for 3 sec after charging] -or- [Power Dmg./Force incr. by 25% for 15 sec after charging]
Rank 6: [Chance of 25% for no cooldown after use] -or- [Restor 100% of Barrier after charging]

Nova   <350pts damage / 450N force / 4m radius>
Rank 2: Impact Radius increased by 35%
Rank 3: Damage/Force increased by 30%
Rank 4: [Dmg./Force incr. by 40%] -or- [Impact Radius incr. by 40%]
Rank 5: [Power Recharge reduced by 25% for 15 sec on use] -or- [Dmg./Force reduced 40% but only consumes 50% of barrier]
Rank 6: [Shield/Barrier/Armor Dmg. incr. by 100%] -or- [Gain a 25% chance to not expend any barrier on use]

Incendiary Ammo   <+10% health dmg. / +10% armor dmg.>
Rank 2: Panic chance increased by 15%
Rank 3: Armor/Health Damage increased by 4%
Rank 4: [Armor Health Damage incr. by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Armor/Health Damage incr. by 10%] -or- [Splash Radius of 2.5m for 100pts dmg.]

Cryo Ammo   <3 sec freeze dur. / x% freeze chance / -15% movement speed / -25% armor weakening>
Rank 2: Freeze Chance increased by 30%
Rank 3: Freeze Duration increased by 40%
Rank 4: [Freeze Duration incr. by 40%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 35%]
Rank 6: [Frz. Chance incr. by 50%, Move. Spd. red. by 20%] -or- [Dmg. to Frozen incr. by 50% and Weakens Arm. by 25%]

Pull   <4 sec recharge / 4 sec duration>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 40%
Rank 4: [Duration increased by 50%] -or- [Impact Radius of +2 meters]
Rank 5: [Damage of 20 pts per sec while pulled] -or- [Damage to Target incr. by 25% while pulled]
Rank 6: [Additional Pull Field seeks nearby target] -or- [Recharge reduced by 60%]

Shockwave   <600N force / 8 sec recharge / 200pts dmg. / 2m radius / 10m range>
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 20%
Rank 4: [Force/Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Range increased by 50%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for a brief time]

Assault Mastery   <+4% reputation / +2.5% weapon dmg. / +5% power dmg. / +15pts weight capacity>
Rank 2: Weight Capacity incr. by 20pts and Influence incr. by 4%
Rank 3: Influence incr. by 4%, Weapon Dmg. incr. by 2.5%, and Power Damage incr. by 5%
Rank 4: [Power Dmg. incr. by 10% and Weap. Dmg. incr. by 5%] -or- [Power Force incr. by 30% and Infl. incr. by 8%]
Rank 5: [Squad Power Dmg. incr. by 15% and Squad Weap. Dmg. incr. by 10%] -or- [Weight Cap. incr. by 35pts]
Rank 6: [Shotgun Damage incr. by 15%] -or- [Power Damage/Force/Duration incr. by 25%]

Fitness [Vanguard]   <+15% melee damage / +15% health / +15% barrier>
Rank 2: Health/Barrier incr. by 10%
Rank 3: Melee Damage incr. by 15%
Rank 4: [Melee Damage incr. by 25%] -or- [Health/Barrier incr. by 15%]
Rank 5: [Shield Recharge Delay reduced by 15%] -or- [Melee Damage incr. by 75% for 30 sec after heavy melee kill]
Rank 6: [Melee Dmg. incr. by 25% and Biotic Charge Recharge red. by 200% after h.m. kill] -or- [Health/Barrier incr. by 25%]


Infiltrator  [jump to infiltrator]

Tactical Cloak   <10 sec recharge / 8 sec duration / 50% damage bonus>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Damage increased by 40%] -or- [Duration increased by 40%]
Rank 5: [Recharge reduced by 30%] -or- [Melee Damage increased by 50%]
Rank 6: [Fire One Power while cloaked and remain hidden] -or- [Sniper Rifle Damage increased by 40%]

Sticky Grenade   <750pts dmg. / 2m radius>
Rank 2: Grenade Capacity incr. by 1
Rank 3: Damage incr. by 20%
Rank 4: [Damage incr. by 30%] -or- [Radius incr. by 30%]
Rank 5: [Grenade Capacity incr. by 2] -or- [Armor Damage incr. by 50%]
Rank 6: [Damage incr. by 40%] -or- [Radius incr. by 50% / Attaches to surface for 15 sec and detonates when enemy is near]

Disruptor Ammo   <+5% health dmg. / +20% shield dmg. / +20% barrier dmg.>
Rank 2: Stun Chance incr. by 15%
Rank 3: Health Dmg. incr. by 2% and Shield/Barrier Dmg. incr. by 8%
Rank 4: [Health Dmg. incr. by 3% and Shield/Barrier Dmg. incr. by 12%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Health Dmg. incr. by 5% and Shield/Barrier Dmg. incr. by 20%] -or- [Stun Chance incr. by 25%]

Cryo Ammo   <3 sec freeze dur. / x% freeze chance / -15% movement speed / -25% armor weakening>
Rank 2: Freeze Chance increased by 30%
Rank 3: Freeze Duration increased by 40%
Rank 4: [Freeze Duration incr. by 40%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 35%]
Rank 6: [Frz. Chance incr. by 50%, Move. Spd. red. by 20%] -or- [Dmg. to Frozen incr. by 50% and Weakens Arm. by 25%]

Incinerate   <8 sec recharge / 300pts damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius of 2m]
Rank 5: [Burning Effect for damage incr. of 40% over 8 sec] -or- [Recharge reduced by 25%]
Rank 6: [Damage to Frozen/Chilled targets incr. by 100%] -or- [Armor Damage incr. by 50%]

Sabotage   <8 sec recharge / 12 sec hack duration / 2.5m radius / 150pts weapon backfire damage>
Rank 2: Recharge reduced by 25%
Rank 3: Impact Radius increased by 30%
Rank 4: [Duration increased by 50%] -or- [Weapon Backfire Dmg. increased by 30%]
Rank 5: [Synthetics explode when destroyed for 350pts dmg. in 4m radius] -or- [Recharge reduced by 25%]
Rank 6: [Hacked Synthetics Dmg. incr. by 100% and move faster] -or- [Tech Power Dmg. to Target incr. by 100% for 10 sec]

Operational Mastery   <+4% reputation / +2.5% weapon dmg. / +15pts weight capacity / +25% sniper time-dilation>
Rank 2: Weight Capacity incr. by 20pts and Influence incr. by 4%
Rank 3: Influence incr. by 4%, Sniper T.D. incr. by 10%, and Weap. Dmg. incr. by 2.5%
Rank 4: [Weap. Dmg. incr. by 5%, Power Dmg. incr. by 10%] -or- [Power Dur. incr. by 25% and Influence incr. by 8%]
Rank 5: [Squad Weap. Dmg. incr. by 10% and Squad Pwr. Dmg./Force incr. by 15%] -or- [Weight Cap. incr. by 35pts]
Rank 6: [Power Dmg./Duration incr. by 25%] -or- [Sniper Rifle Dmg. incr. by 15% and Headshot Dmg. incr. by 15%]

Fitness [Infiltrator]   <+15% health / +15% shield / +15% melee dmg.>
Rank 2: Health/Shields increased by 10%
Rank 3: Melee Damage increased by 20%
Rank 4: [Melee Dmg. incr. by 30%] -or- [Health/Shields increased by 15%]
Rank 5: [Melee Dmg. incr. by 75% for 30 sec after h.m. kill] -or- [Shield Recharge Delay reduced by 15%]
Rank 6: [Melee Dmg. incr. by 30% and Weap Dmg. incr. by 25% for 20 sec after h.m. kill] -or- [Health/Shield incr. by 25%]


Sentinel   [jump to sentinel]

Tech Armor   <12 sec recharge / -25% damage reduction / 200pts explosion dmg. / 3m explosion radius>
Rank 2: Recharge reduced by 25% after armor detonation
Rank 3: Detonation Damage incr. by 20% and Detonation Radius incr. by 20%
Rank 4: [Damage Reduction incr. by 5%] -or- [Detonation Dmg./Radius incr. by 30%]
Rank 5: [Power Dmg./Force incr. by 20% when active] -or- [Melee Damage incr. by 30% when active]
Rank 6: [Damage Reduction incr. by 10%] -or- [Power Recharge Penalty reduced by 30%]

Lift Grenade   <450pts dmg. / 5m radius / 4 sec duration>
Rank 2: Grenade Capacity inrc. by 1
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Radius increased by 30%]
Rank 5: [Grenade Capacity increased by 2] -or- [Duration increased by 50%]
Rank 6: [Damage/Radius increased by 30%] -or- [Ends With a Slam that stuns for 3 seconds]

Throw   <600N force / 4 sec recharge>
Rank 2: Recharge reduced by 25%
Rank 3: Force increased by 30%
Rank 4: [Force increased by 40%] -or- [Impact Radius of 2m]
Rank 5: [Force and Damage of Detonation incr. by 50%] -or- [Cooldown is reset if target is lifted by biotics]
Rank 6: [Additional Throw seeks out nearby target] -or- [Recharge reduced by 60%]

Warp   <250pts dmg. / 8 sec recharge / 350N det. force / 10 sec dur. / 90 pts detonation dmg. / 3m det. radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Detonation Force/Impact Radius/damage incr. by 50%]
Rank 5: [Damage incr. by 40% and Dur. incr. by 60%] -or- [Weapon/Power Dmg. to Target incr. by 15% for 10 sec]
Rank 6: [Barrier/Armor Dmg. incr. by 50% and Weakens Armor by 25%] -or- [Recharge reduced by 35%]

Overload   <8 sec recharge / 220pts damage>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Jumps to 2 more targets in 8m for 60% reduced damage] -or- [Dmg. increased by 30%]
Rank 5: [Incapacitates weaker organic enemies briefly] -or- [Recharge reduced by 25%]
Rank 6: [Dmg. incr. by 15% and Jumps to 1 more target in 8m for 60% red. dmg.] -or- [Shield/Barrier Dmg. incr. by 100%]

Cryo Blast   <6 sec recharge / 3 sec freeze duration / -15% movement speed>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 40%
Rank 4: [Duration increased by 60%] -or- [Impact Radius of 2m]
Rank 5: [Movement Speed of Chilled Targets reduced by 20%] -or- [Dmg. to Frozen/Chilled targets incr. by 10%]
Rank 6: [Recharge reduced by 50%] -or- [Dmg. to Frozen/Chilled targets incr. by 15% and Weakens Armor by 25%]

Offensive Mastery   <+4% reputation / +2.5% weapon dmg. / +5% power dmg. / +15pts weight capacity>
Rank 2: Weight Capacity incr. by 20pts and Influence incr. by 4%
Rank 3: Influence incr. by 4%, Power Damage incr. by 5%, Weap. Dmg. incr. by 2.5%
Rank 4: [Power Dmg./Force incr. by 15%] -or- [Power Duration incr. by 25% and Influence incr. by 8%]
Rank 5: [Squad Power Dmg./Force incr. by 15% and Squad W. Dmg. incr. by 10%] -or- [Weight Cap incr. by 35pts]
Rank 6: [Gain a 15% chance for a power to have no cooldown] -or- [Power Damage/Force/Duration incr. by 25%]

Fitness [Sentinel]   <+15% health / +15% shield / +15% melee dmg.>
Rank 2: Health/Shields increased by 10%
Rank 3: Melee Damage increased by 20%
Rank 4: [Melee Dmg. incr. by 30%] -or- [Health/Shields increased by 15%]
Rank 5: [Squad Health/Shields incr. by 30%] -or- [Shield Recharge Delay reduced by 15%]
Rank 6: [Melee Dmg. incr. by 30% and Dmg. Protection incr. by 20% for 30 sec after h.m. kill] -or- [Health/Shield incr. by 25%]

Modifié par Biotic Sage, 16 février 2012 - 05:07 .


#2
Preston Watamaniuk

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Some of the powers are undergoing an overhaul right now. Part of me being on my 8th playthrough of the game is to give feedback on powers to Eric and Manveer and tell them where I feel a certain power has problems or does not feel correct for the specific class. For example in addition to the evolved options I want the Adept to have a lot more combo potential.

#3
Eric Fagnan

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Nova does not put you on cooldown, so yes you can Nova then Charge right away to regain your shields, then Nova again! :)

Makes the Vanguard feel very aggressive but always close to death.

#4
Eric Fagnan

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Someone With Mass wrote...

I'm wondering if Nova won't cause a chain attack when it's used with Charge. By that, I mean, what's stopping me from just going "Nova --> Charge --> Nova --> Charge --> Nova --> Charge" throughout the whole battle?


Well you have to wait for Charge to cool down. So if you Nova then charge, if you Nova again you are very vulnerable with no Barrier left and powers on cooldown.

#5
Eric Fagnan

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-Skorpious- wrote...

Janus Prospero wrote...

Eric ****nan wrote...

Nova does not put you on cooldown, so yes you can Nova then Charge right away to regain your shields, then Nova again! :)

Makes the Vanguard feel very aggressive but always close to death.


That sounds great. Do other powers not have a cooldown? I'm hoping that Adrenaline Rush doesn't put you into a global CD but rather has its own CD that is longer than that in ME2. Because in ME2 as a Soldier to be most effective you just continually chain ARs together and never use Concussive Shot.

All of my solidier playthroughs are done entirely in slow motion, lol.


I would like to know this as well. 


We have experimented with other powers not being strictly tied to the shared cooldown, such as grenade powers, but there are others as well.

#6
Eric Fagnan

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No Snakes Alive wrote...

luckyloser62 wrote...

Sentinels are looking to be the best crowd control class in ME3. I don't have the source anymore but one of the devs had a tweet that said cryo blast could be spread to nearby enemies when frozen enemies are shattered. With throw, tech armor explosion, lift grenades, and virulent cryo blast sentinels may not be matched by even adepts in CC. Not to mention that you can add stasis as a bonus power.


Oh ****, that's wussup! I just wonder if I'll be able to spec 'em into a CQC/melee build with power/passive evolutions like the Soldier's Martial Artist evo. An assault (melee/shotgun) focus with all that sick CC for support sounds like a winning formula to me.


Yes there are some very effective CQC builds for the Sentinel. One of our designers is currently playing a build where he stacks Tech Armor with Fortification as a bonus power and gets a lot of shield regen bonuses. He's extremely survivable.

#7
Eric Fagnan

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Adhin wrote...

Nothing that wipes the entire cooldown but in Biotic Mastery - Rank 5: [Power Recharge reduced by x% when biotic combo] -or- [Power Dmg./Force incr. by up to x% for a full barrier]

You can decide to go with reduces cooldown anytime you do a combo, or up dmg/force of powers if you haven't been hit recently (have max barriers). Not 100% sure what kind of stuff is in the fitness skill but from the other fitness skills we saw there was stuff like... Vanguard getting %cooldowns off charge if you killed with a heavy melee. Possible there's more stuff like that in Adepts Fitness skill.

I personally plan to carry around just a pistol on my Adept. Should keep his weight incredibly low which should result in 25-30% toward global cooldowns. Add to that all the other % and I can see you being able to spam rather continuously.


Carrying only a pistol will increase power recharge speed by a lot more than 30% :)

#8
Eric Fagnan

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SKiLLYWiLLY2 wrote...

Am I correct in thinking I can use maxed out Adrenaline Rush, with the "recharge powers" evolution, and then use something like Marksman immediately after engaging the AR. As in, having both going at pretty much the same time? Or would Engaging Marksman cancel out the AR?


That Adrenaline Rush upgrade only applies to offensive damage powers. It doesn't work on Marksman, so you wouldn't be able to cast Marksman while in Adrenaline Rush.

#9
Eric Fagnan

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Wulfram wrote...

Eric ****nan wrote...

Carrying only a pistol will increase power recharge speed by a lot more than 30% :)


Has something been changed to make only having one type of gun more of a handicap?
 
Because currently it seems like a super powerful option, yet I don't really see why it's a style of play you'd want to encourage.  It seems less interesting than if you're switching weapons according to the situation.


We want to give players the option to play more of a "caster" playstyle where they rely more on their powers. Taking only a pistol or any light weapon allows you to kill enemies pretty much exclusively with powers. This works better with certain builds/classes of course, but even the Soldier can be really effective using only 1 weapon and using Concussive Shot and Adrenaline Rush all the time.

#10
Eric Fagnan

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jmsylol wrote...

Anyone have any info on how Cryo Blast will work in ME3?

Completed multiple playthroughs in ME2 Insanity and it just felt useless using Cryo after stripping away enemy defenses (Armor/Shield/Barrier). I would end up just killing them off with my 'Tech Armor explosion + Shotgun' in the face combo or just using Throw after defenses for fun. And the fact that I had Throw already, being a requirement for Warp (and Cryo requiring points in Overload iirc).

Edit: Would it be OP if enemies with defenses up were able to be frozen/chilled?

Cryo Blast
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [Impact Radius of xm]
Rank 5: [Movement Speed of Resistant Targets reduced by x%] -or- [Power Dmg. to Frozen/Chilled targets incr. by x%]
Rank 6: [Recharge reduced by x%] -or- [Dmg. to Frozen/Chilled targets incr. by x% and weakens armor by x%]


Cryo Blast has some extra debuffs this time around, which makes it really effective even against larger enemies that have many resistances.

#11
Eric Fagnan

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Someone With Mass wrote...

I feel very tempted to do a caster/pistol only run with my Engineer.


It's amazing.

#12
Eric Fagnan

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A 3 second cooldown ability with a 140% recharge speed bonus has a cooldown of 1.25 seconds. The speed of your recharge is increased by 140%. We changed the cooldown behavior from ME2 to allow us to stack as many recharge speed bonuses as we wanted (we have lots!).

Final cooldown = Base cooldown / (1 + Bonus)

#13
Eric Fagnan

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PrinceLionheart wrote...

Eric ****nan wrote...

Someone With Mass wrote...

I feel very tempted to do a caster/pistol only run with my Engineer.


It's amazing.


Quick question. Does this "One weapon = Faster Cooldown" apply to other guns as well? Say, if I want to only carry a shotgun as a Vanguard?


It applies to all weapons and classes. And keep in mind that every weapon has it's own weight value, so there are light pistols and heavy pistols, light shotguns and heavy shotguns. Vanguards running around with a single light shotgun are very popular builds.

#14
Eric Fagnan

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Curunen wrote...

Eric ****nan wrote...

A 3 second cooldown ability with a 140% recharge speed bonus has a cooldown of 1.25 seconds. The speed of your recharge is increased by 140%. We changed the cooldown behavior from ME2 to allow us to stack as many recharge speed bonuses as we wanted (we have lots!).

Final cooldown = Base cooldown / (1 + Bonus)

Eric ****nan wrote...
<snip>
It applies to all
weapons and classes. And keep in mind that every weapon has it's own
weight value, so there are light pistols and heavy pistols, light
shotguns and heavy shotguns. Vanguards running around with a single
light shotgun are very popular builds.

Ah an equation! Thanks for clarifying that, nice and simple and helps a lot.

So not all pistols will be the same weight, or cause the same cooldown penalty? Is that distinct catagories of heavy/light, or rather a range of weights and cooldown penalties?


We don't really have distinct categories. We try to balance each gun individually so you'll see a lot of variety in weight. The heaviest pistol is heavier than the lightest assault rifle.

#15
Eric Fagnan

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AVPen wrote...

Well, now we know something new about the Soldier's Concussive Shot: it can apparently strip riot shields from Cerberus soldiers (Guardians, I think they were called?): www.youtube.com/watch


Sorry but looks like the Guardian got killed (probably by flanking gunfire) at the same time as Concussive Shot hits the shield, causing him to drop it. You have to use Biotics to take away the shield from the front.