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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
Biotic Sage

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Squadmate Powers / Bonus Powers and Squadmate Passives   [jump to bonus]

Proximity Mine [Garrus]   <x sec recharge / 375pts dmg. / 3m impact radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 40%]
Rank 5: [Targets take 25% more dmg. for 8 sec] -or- [Targets slowed by 30% for 8 sec]
Rank 6: [Damage increased by 50%] -or- [Recharge reduced by 40%]

Armor-Piercing Ammo [Garrus]   <+10% health dmg. / +10% armor dmg. / -50% armor effectiveness / 0.5m pen.>
Rank 2: Penetration Depth increased by 40%
Rank 3: Health/Armor Damage increased by 4%
Rank 4: [Health/Armor Dmg. incr. by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Health/Armor Dmg. incr. by 10%] -or- [Penetration Depth incr. by 60% and Weakens Armor by 25%]

Stasis [Liara]   <x sec recharge / 4 sec duration>
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: [Duration increased by 40%] -or- [Target Can Take 150% more dmg. before stasis breaks]
Rank 5: [Chance of 30% for stasis to not activate a cooldown] -or- [Recharge reduced by 35%]
Rank 6: [Temporary Stasis Bubble forms] -or- [Dmg.Taken incr. by 50% and T.C.T. 35% more dmg. before stasis breaks]

Warp Ammo [Liara]   <15% health dmg. / 15% armor dmg. / 30% barrier dmg. / 30% armor weaken / 50% lifted dmg.>
Rank 2: Lifted Target Dmg. increased by 25%
Rank 3: Health/Armor Dmg. incr. by 5% and Barrier Dmg. incr. by 10%
Rank 4: [Health/Armor Dmg. incr. by 7.5% and Barrier Dmg. incr. by 15%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by 25%]
Rank 6: [Hlth/Arm. Dmg. incr. by 12.5% / Bar. Dmg. incr. by 25%] -or- [Lifted Dmg. incr. by 50% and Arm. Weak incr. by 25%]

Energy Drain [Tali]
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Damage increased by 30%] -or- [Impact Radius increased by 100%]
Rank 5: [Shield Restoration incr. by 50%] -or- [Recharge reduced by 25%]
Rank 6: [Damage incr. by 40%] -or- [Armor is added to Shield Restoration that reduces dmg. taken by 15% for 10 sec]

Defense Drone [Tali]
Rank 2: Recharge reduced by x%
Rank 3: Damage increased by x%
Rank 4: [Duration increased by x%] -or- [Attack Range increased by x%]
Rank 5: [Drone Attack Rate increased by x%] -or- [Damage incr. by x% and Attack Range incr. by x%]
Rank 6: [Incapacitate Chance of x%] -or- [Attack chains to hit x additional targets]

Marksman [Ashley]
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Accuracy Bonus of x%] -or- [Rate of Fire Bonus of x%]
Rank 5: [Duration increased by x%] -or- [Headshot Damage increased by x%]
Rank 6: [Accuracy Bonus of x%] -or- [Recharge reduced by x%]

Inferno Grenade [Ashley]   <112.5 dmg. per second / 8 sec duration / 5m radius>
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 20%
Rank 4: [Impact Radius increased by 30%] -or- [Damage increased by 30%]
Rank 5: [Grenade Capacity incr. by 1] -or- [Damage increased by 40%]
Rank 6: [Armor Damage increased by 50%] -or- [Impact Radius incr. by 40% and Number of Fragments incr. by 1]

Reave [Kaidan]
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Impact Radius of x m] -or- [Duration increased by x%]
Rank 5: [???] -or- [???]
Rank 6: [???] -or- [???]

Barrier [Kaidan]
Rank 2: ???
Rank 3: Impact Radius of Detonation incr. by x%
Rank 4: [???] -or- [???]
Rank 5: [Shield Regen. Rate incr. by x%] -or- [Biotic Power Damage/Force incr. by x%]
Rank 6: [Damage Reduction incr. by x%] -or- [Encumbrance Penalty reduced by x pts]

Carnage [James]   <10 sec recharge / 350 damage / 1m radius>
Rank 2: Recharge reduced by 25%
Rank 3: Damage increased by 20%
Rank 4: [Impact Radius incr. by 50%] -or- [Damage incr. by 30%]
Rank 5: [Incapacitates targets on contact] -or- [Recharge reduced by 35%]
Rank 6: [Armor Damage incr. by 65%] -or- [Damage increased by 50%]

Fortification [James]   <5 sec recharge / 15% damage reduction / +50% melee dmg. / 20 sec melee dmg. dur.>
Rank 2: Recharge reduced by 25% after detonation
Rank 3: Melee Damage incr. by 20% on detonation
Rank 4: [Melee Damage incr. by 30% on detonation] -or- [Damage Reduction increased by 15%]
Rank 5: [Shield Regen. Rate incr. by 15%] -or- [All Powers' Damage/Force incr. by 20%]
Rank 6: [Damage Reduction incr. by 10%] -or- [Encumbrance Penalty reduced by x pts]

Decoy [Secret Squadmate 1]
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [Decoy Shields increased by x%]
Rank 5: [Shocks on for brief stun within radius of x m] -or- [Recharge reduced x%]
Rank 6: [Explodes when destroyed for x dmg. in x m radius] -or- [Decoy Duration/Shields incr. by x%]

Defense Matrix [Secret Squadmate 1]
Rank 2: Recharge reduced by x% after detonation
Rank 3: Shield Restoration incr. by x% after detonation
Rank 4: [Damage Reduction incr. by x%] -or- [Shield Restoration incr. by x% after detonation]
Rank 5: [Shield Regen. incr. by x%] -or- [Tech Power Damage incr. by x%]
Rank 6: [Damage Reduction incr. by x%] -or- [Encumbrance Penalty reduced by x%]

Dark Channel [Prothean DLC] 
Rank 2: Recharge reduced by x%
Rank 3: Damage increased by x%
Rank 4: [Damage increased by x%] -or- [Duration increased by x%]
Rank 5: [Target Movement Speed reduced by x%] -or- [Recharge reduced by x%]
Rank 6: [Damage increased by x%] -or- [Armor/Barrier Damage increased by x%]

Slam [Prothean DLC]
Rank 2: Recharge reduced by x%
Rank 3: Force increased by x%
Rank 4: [Force increased by x%] -or- [Impact Radius of xm]
Rank 5: [Detonation Damage/Force increased by x%] -or- [Force increased by x%]
Rank 6: [Incapacitate target for x sec] -or- [Recharge reduced by x%]

Turian Rebel [Garrus]   <+10% health / +10% shield / +20% weapon dmg.>
Rank 2: Health/Shields incr. by 10% and Weapon Dmg. incr. by 20%
Rank 3: Health/Shields incr. by 10% and Weapon Dmg. incr. by 20%
Rank 4: [Weapon Dmg. incr. by 40%] -or- [Health/Shields incr. by 20%]
Rank 5: [Power Damage incr. by 20%] -or- [Assault Rifle Dmg. incr. by 50%]
Rank 6: [Squad Power Dmg. incr. by 10%] -or- [Sniper Rifle Dmg. incr. by 60%]

Pure Biotic [Liara]   <+10% health / +10% barrier / +20% cooldown reduction for powers>
Rank 2: Health/Shields incr. by 10% and Power Recharge reduced by 20%
Rank 3: Health/Shields incr. by 10% and Power Recharge reduced by 20%
Rank 4: [Power Recharge reduced by 40%] -or- [Health/Shields incr. by 20%]
Rank 5: [Weapon Damage incr. by 20%] -or- [Power Force/Duration incr. by 30%]
Rank 6: [Squad Biotic Power Recharge reduced by 10%] -or- [Singularity Recharge reduced by 100%]

Quarian Machinist [Tali]
Rank 2: Health/Shields incr. by x% and Power Recharge reduced by x%
Rank 3: Health/Shields incr. by x% and Power Recharge reduced by x%
Rank 4: [Health/Shields incr. by x%] -or- [Power Recharge reduced by x%]
Rank 5: [Tech Power Force/Dur. incr. by x%] -or- [Weapon Damage incr. by x%]
Rank 6: [Squad Tech Power Recharge reduced by x%] -or- [Drone Powers Recharge reduced by x%]

Spectre [Ashley]
Rank 2: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 3: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 4: [Weapon Dmg. incr. by x%] -or- [Health/Shields incr. by x%]
Rank 5: [Power Damage incr. by x%] -or- [Sniper Rifle Dmg. incr. by x%]
Rank 6: [Squad Weapon Dmg. incr. by x%] -or- [Assault Rifle Dmg. incr. by x%]

Spectre [Kaidan]
Rank 2: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 3: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 4: [Weapon Dmg. incr. by x%] -or- [Health/Shields incr. by x%]
Rank 5: [Biotic Power Dmg. incr. by x%] -or- [Tech Power Dmg. incr. by x%]
Rank 6: [Squad Tech/Biotic Power Dmg. incr. by x%] -or- [Squad Shield Recharge Delay reduced by x%]

Combat Training [James]
Rank 2: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 3: Health/Shields incr. by x% and Weapon Dmg. incr. by x%
Rank 4: [Health/Shields incr. by x%] -or- [Weapon Dmg. incr. by x%]
Rank 5: [Power Dmg. incr. by x%] -or- [Time Before Shields Regerate reduced by x%]
Rank 6: [Squad Health/Shields incr. by x%] -or- [Health/Shields incr. by x% and Melee Dmg. incr by x%]

Squadmate 1 Passive [Secret Squadmate 1]
Rank 2: Health/Shields incr. by x% and Power Damage incr. by x%
Rank 3: Health/Shields incr. by x% and Power Damage incr. by x%
Rank 4: [Health/Shields incr. by x%] -or- [Power Damage incr. by x%]
Rank 5: [Tech Power Damage incr. by x%] -or- [Weapon Damage incr. by x%]
Rank 6: [Squad Tech Power Dmg./Dur. incr. by x%] -or- [Time Before Shields Regenerate reduced by x%]

Vengeful Ancient [Prothean DLC]
Rank 2: Health/Shields incr. by x% and Power Damage incr. by x%
Rank 3: Health/Shields incr. by x% and Power Damage incr. by x%
Rank 4: [Power Damage incr. by x%] -or- [Health/Shields incr. by x%]
Rank 5: [Weapon Damage incr. by x%] -or- [Power Damage incr. by x%]
Rank 6: [Squadmate Powers' Dmg./Force/Dur. incr. by x%] -or- [Squadmate Shield Recharge Speed incr. by x%]

[jump to screenshots]

The Soldier class's power screen with Concussive Shot highlighted:
Posted Image

Power evolution screen when you expand the Engineer's Tech Mastery, a passive power:
Posted Image

Weapon loadout screen; note that the more weapon weight you carry the slower your power cooldowns will be:
Posted Image

A Krogan's power screen in multiplayer:
Posted Image


Comprehensive List of Powers   [jump to list]

Shepard Actives
Adrenaline Rush
Concussive Shot
Frag Grenade
Singularity
Biotic/Cluster Grenade
Combat Drone
Sentry Turret
Biotic Charge
Nova
Tactical Cloak
Sticky Grenade
Tech Armor
Lift Grenade
Incendiary Ammo
Disruptor Ammo
Cryo Ammo
Pull
Warp
Throw
Shockwave
Overload
Sabotage
Incinerate
Cryo Blast

Squadmate / Bonus Actives
Armor-Piercing Ammo
Warp Ammo
Inferno Grenade
Marksman
Carnage
Fortification
Stasis
Reave
Barrier
Slam
Biotic Focus
Proximity Mine
Energy Drain
Defense Drone
Decoy
Defense Matrix

Shepard Passives
Combat Mastery
Fitness [Soldier]
Biotic Mastery
Fitness [Adept]
Tech Mastery
Fitness [Engineer]
Assault Mastery
Fitness [Vanguard]
Infiltrator Mastery
Fitness [Infiltrator]
Sentinel Mastery
Fitness [Sentinel]

Squadmate Passives
Turian Rebel
Biotic Training
Quarian Machinist
Spectre [Ashley]
Spectre [Kaidan]
Combat Training
AI Mastery
??? Secret Squadmate #2 Passive ???

--------------------------------------------------------------------------------------------------------------------------------------

Descriptions of All Powers in Alphabetical Order   [jump to descriptions]

Adrenaline Rush
Boosts your combat awareness for a brief time, slowing your enemies by comparison.

AI Mastery
description

Armor-Piercing Ammo
Piercing rounds increase weapon damage and are highly effective against
armor. These rounds can also penetrate through thin layers of armor and
cover.

Assault Mastery
Be faster, fiercer, and more dominant on the battlefield.

Barrier
Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage.  You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads the power for a short time.

Biotic Charge
Using a damaging shockwave, ram into the enemy with incredible force. After a successful charge, restores some of your barrier.

Biotic Focus
Increases the potency of your powers and resets the cooldown of offensive powers for all squadmates.

Biotic Grenade (Cluster Grenade)
description

Biotic Mastery
Unleashes your biotic power faster, quicker, and with more intensity.

Biotic Training
Extensive combat experience hones Liara's biotic and defensive abilities.

Carnage
A large blast rips enemies and anyone nearby to shreds.  Highly effective against armor.

Combat Drone
Spawns a tech drone to draw enemy fire. The drone sends out electric
pulses that damage enemies. Only one drone can be active at a time.

Combat Mastery
Years of combat experience impart bonuses to strength, speed, and charisma.

Combat Training
James's offensive and defensive abiltiies are increased through intense physical and weapon training.

Concussive Shot
description

Cryo Ammo
An explosive shot knocks down and damages your opponents, leaving them open for additional attacks.

Cryo Blast
Your omni-tool fires a mass of super-cooled subatomic particles capable
of snap-freezing impacted targets, or slowing movement speed for enemies
that resist.

Decoy
Creates a decoy that will attract enemy fire.

Defense Drone
Spawns a drone that follows its user around and defends it by shocking enemies who get within range.

Defense Matrix
Multi-layered armor that reduces all damage taken but increases encumbrance, slowing down power usage.  You can purge this armor to give a boost to your shields, but this overloads the power for a short time.

Disruptor Ammo
This ammunition pulses electromagnetically, disrupting shields, barriers, and synthetic enemies.

Energy Drain
High damage energy pulse that drains shields, barriers, and robotic enemies, restoring your shields. Reduced damage to organics.

Fitness [Adept]
description

Fitness [Engineer]
description

Fitness [Infiltrator]
description

Fitness [Sentinel]
description

Fitness [Soldier]
description

Fitness [Vanguard]
description

Fortification
Armor that reduces all damage taken but increases encumbrance, slowing down power usage.  You can purge this armor to give a massive boost to melee damage for a short time.  (?and possibly health?)

Frag Grenade
Powerful explosives that rip through enemies and send them flying.

Incinerate
This explosive plasma blast inflicts damage to all nearby enemies and
permanently stops their health regeneration. Very effective against
armor.

Incendiary Ammo
Blistering shells that burn through armor and health, with a chance to set enemies on fire, causing enemies to panic.

Inferno Grenade
Launches a volatile grenade that explodes on impact, sending searing
waves of flame in all directions that burns enemies. Highly effective
against armor.

Infiltrator Mastery
Your weapon damage is more punishing and frequent, and targeting enemies is easier.

Lift Grenade
Detonates a biotic grenade that does a massive amount of damage and briefly lifts all nearby targets, leaving them vulnerable to attack.

Marksman
Grants the user increased focus for a time, which will allow them to shoot faster and more accurately.

Neural Shock
Delivers a shock to the opponent's nerves, briefly incapacitating one organic enemy at a time.

Nova
Uses all the energy in your barrier to unleash a massive biotic blast in
a cone in front of you. The more barrier you have the more damage is
done.

Overload
An immense electrical surge that does high damage to shields, barriers,
and robotic enemies, but reduced damage to organics. Has a chance of
stunning enemies.

Proximity Mine
Deploy a mine that detonate when enemies are near.

Pull
Levitates enemies, rendering them helpless while they drift towards you.

Quarian Machinist
Increases Tali's health and shields, and also increases the recharge speed of Tali's powers.

Reave
Damages target's nervous or synthetic systems to prevent healing.  Creates a biotic field between you and the target that provides a damage reduction effect on the user.  Reave is highly effective against armor and barriers.

Sabotage
Sabotages technology, causing enemy weapons to overheat and backfire causing damage, and turning synthetic enemies against their own allies.

Sentry Turret
Deploy a turret that blasts any nearby enemy.  Only one turret can be active at a time.

Sentinel Mastery
Fine-tunes your brain, making your powers more potent and efficient.

Shockwave
Biotic shockwaves that topple enemies in your path.

Singularity
Enemies are dragged into a sphere of dark energy and dangle helplessly
in the air, wide-open to attack. Singularity fades after affected a few
enemies.

Slam
A biotic body-slam that inflicts massive damage.

Spectre [Ashley]
Ashley gains boosts to weapon damage, health, and shields.

Spectre [Kaidan]
Kaidan gains boosts to power damage, health, and shields.

Stasis
A powerful mass effect field immobilizes a target for a short time.  Doing damage to the target has a chance of removing the stasis effect.  Stasis is ineffective against larger creatures.

Sticky Grenade
An explosive grenade adheres to your enemy, violently mangling them after a brief period of time.

Tactical Cloak
Makes you invisible to enemies. Taking any offensive action will disrupt
your cloak, but being cloaked gives you a damage bonus to all weapon,
power, and melee attacks. The longer you stay cloaked, the longer your
power cooldown will be.

Tech Armor
Energy-charged armor that reduces all damage taken but increases encumbrance, slowing down power usage.  You can detonate this armor to damage all nearby enemies.

Tech Mastery
description

Throw
Using mass effect fields, hurls targets away and damages them if they hit objects.

Turian Rebel
Garrus's combat expertise augments his health, weapon damage, and powers.

Warp
A mass effect field damages enemy targets and stops health regeneration.
Detonates a biotic explosion on any target already lifted by biotics,
causing further damage. Effective against armor and biotic barriers.

Warp Ammo
Transforms absorbed biotic energy and funnels it into your weapon,
increasing damage. Highly effective against armor and barriers.


Squadmate Powers Overview   [jump to squad]

Garrus
Concussive Shot, Overload, Proximity Mine, Armor-Piercing Ammo, Turian Rebel

Liara
Singularity, Warp, Warp Ammo, Stasis, Pure Biotic

Tali
Combat Drone, Sabotage, Defense Drone, Energy Drain, Quarian Machinist

Ashley
Concussive Shot, Disruptor Ammo, Inferno Grenade, Marksman, Spectre

Kaidan
Overload, Cryo Blast, Barrier, Reave, Spectre

James
Incendiary Ammo, Frag Grenade, Carnage, Fortification, Combat Training

Secret Squadmate 1
Overload, Incinerate, Defense Matrix, Decoy, AI Mastery

Secret Squadmate 2
Pull?, Shockwave?, Biotic Focus, Slam, Passive?

Modifié par Biotic Sage, 25 février 2012 - 08:28 .


#3
eternalnightmare13

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Thanks for the info. Anything about vanguards yet?

#4
Illusive

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So is ME3's power evolution basically the same system as ME2, except with 3 evolutions instead of one?

#5
Biotic Sage

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Kings19 wrote...

So is ME3's power evolution basically the same system as ME2, except with 3 evolutions instead of one?


Correct.  Each rank costs more and more points just like in ME2 too.  Rank 1 costs 1 squad point, Rank 2 costs 2 sp's, Rank 3 - 3, etc.  Which means a fully maxed power costs a total of 21 squad points.  This huge cost for one fully maxed power definitely makes a compelling argument for the balanced build approach for characters.

#6
littlezack

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Kings19 wrote...

So is ME3's power evolution basically the same system as ME2, except with 3 evolutions instead of one?


Basically, but I think that's understating it a bit. The changes to playstyle seem a lot more drastic with each evolution - for instance, with the Combo abilities, I might be able to design an Adept that's built for rapid fire, or with High Impact (if it bypasses shields) I can design one that's design to go through defenses in tandem with Warp, or I could just design one that's designed to dish out HEAVY punishment.

In the end, I think it actually might allow more unique builds than ME1 did. I basically takes what was good about ME2's system - having each point give you a noticeable difference instead of minor percentages - and allows you to better tweak the process. I'm mostly spitballing, I'll admit, but I see some good possibilities.

#7
Biotic Sage

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littlezack wrote...

Kings19 wrote...

So is ME3's power evolution basically the same system as ME2, except with 3 evolutions instead of one?


Basically, but I think that's understating it a bit. The changes to playstyle seem a lot more drastic with each evolution - for instance, with the Combo abilities, I might be able to design an Adept that's built for rapid fire, or with High Impact (if it bypasses shields) I can design one that's design to go through defenses in tandem with Warp, or I could just design one that's designed to dish out HEAVY punishment.

In the end, I think it actually might allow more unique builds than ME1 did. I basically takes what was good about ME2's system - having each point give you a noticeable difference instead of minor percentages - and allows you to better tweak the process. I'm mostly spitballing, I'll admit, but I see some good possibilities.


Oh it for sure allows way more build options.  Whereas each of ME2's powers only had 2 possible outcomes (evolve this way or that way), each of ME3's powers has 8 possible outcomes.  That's amazing.

Modifié par Biotic Sage, 27 août 2011 - 09:39 .


#8
No Snakes Alive

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I very much approve of this thread - I've been trying to find out more about power evolution choices for a while now, so thanks for this. Any chance we can get some more details about what exactly some of those choices entail though? Like Amplification for example: what do Amplifying Recharge and Armor Amplification do exactly?

Same with the ambiguous choices for the rest of them (multi-throw and combo for Throw, etc.) and I would love it if anyone who's played the demo as an Engineer would be able to inform us what the Sentry Turret's evolutions are. Thanks to all who contribute.

#9
Biotic Sage

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No Snakes Alive wrote...

I very much approve of this thread - I've been trying to find out more about power evolution choices for a while now, so thanks for this. Any chance we can get some more details about what exactly some of those choices entail though? Like Amplification for example: what do Amplifying Recharge and Armor Amplification do exactly?

Same with the ambiguous choices for the rest of them (multi-throw and combo for Throw, etc.) and I would love it if anyone who's played the demo as an Engineer would be able to inform us what the Sentry Turret's evolutions are. Thanks to all who contribute.


I am working on the specifics of each choice right now for the post I reserved below my original one.  However, we don't know a lot of them yet, so you guys will have to keep me informed as we hear more so I can continue to update.

#10
Illusive

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I can't wait to see what evolutions the devs have planned for Vanguard and Charge :D

#11
RocketManSR2

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It makes me wonder what Armor Piercing Throw is. Unless they've already changed something during development.

#12
Biotic Sage

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RocketManSR2 wrote...

It makes me wonder what Armor Piercing Throw is. Unless they've already changed something during development.


The armor piercing throw is most likely the "High Impact" evolution in Rank 5 of throw.  Don't know the exact details of that one yet.

#13
No Snakes Alive

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Biotic Sage wrote...

No Snakes Alive wrote...

I very much approve of this thread - I've been trying to find out more about power evolution choices for a while now, so thanks for this. Any chance we can get some more details about what exactly some of those choices entail though? Like Amplification for example: what do Amplifying Recharge and Armor Amplification do exactly?

Same with the ambiguous choices for the rest of them (multi-throw and combo for Throw, etc.) and I would love it if anyone who's played the demo as an Engineer would be able to inform us what the Sentry Turret's evolutions are. Thanks to all who contribute.


I am working on the specifics of each choice right now for the post I reserved below my original one.  However, we don't know a lot of them yet, so you guys will have to keep me informed as we hear more so I can continue to update.


Oh sweet, thanks, I didn't even catch that. I believe I remember reading from someone who played the demo as an Engineer that the evolution choices for Overload were all between "Chain Overload" and I thiiiink a damage increase. Don't quote me on it though and again, good work with this thread.

I wonder if the Combat Drone's final evolutions are as straightforward as their descriptions make them seem when it comes to Shepard's playstyle (meaning: Flamethrower benefits a CQC Shotgun Engineer and Rocket Launcher benefits a long range sniper/caster Engineer). Anyone think that's a safe assumption to make?

#14
RocketManSR2

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Biotic Sage wrote...

RocketManSR2 wrote...

It makes me wonder what Armor Piercing Throw is. Unless they've already changed something during development.


The armor piercing throw is most likely the "High Impact" evolution in Rank 5 of throw.  Don't know the exact details of that one yet.


I see. They may have just gotten around to naming them, then?

#15
lazuli

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No Snakes Alive wrote...
I wonder if the Combat Drone's final evolutions are as straightforward as their descriptions make them seem when it comes to Shepard's playstyle (meaning: Flamethrower benefits a CQC Shotgun Engineer and Rocket Launcher benefits a long range sniper/caster Engineer). Anyone think that's a safe assumption to make?


Wouldn't you want the rocket drone when you're playing in close combat?  It could cover you from long range fire while you're wading through the closer opponents.  This is theory-crafting and nothing more, as I have yet to see either of these drones in play.

#16
No Snakes Alive

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Biotic Sage wrote...

RocketManSR2 wrote...

It makes me wonder what Armor Piercing Throw is. Unless they've already changed something during development.


The armor piercing throw is most likely the "High Impact" evolution in Rank 5 of throw.  Don't know the exact details of that one yet.


Sorry if this leads to a doublepost, but wait... You mean to tell me that one of Throw's evolutions has it bypass Armor? Just Armor or other protections too? Hmm Sentinels seem even more awesome now...

#17
littlezack

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No Snakes Alive wrote...

Biotic Sage wrote...

No Snakes Alive wrote...

I very much approve of this thread - I've been trying to find out more about power evolution choices for a while now, so thanks for this. Any chance we can get some more details about what exactly some of those choices entail though? Like Amplification for example: what do Amplifying Recharge and Armor Amplification do exactly?

Same with the ambiguous choices for the rest of them (multi-throw and combo for Throw, etc.) and I would love it if anyone who's played the demo as an Engineer would be able to inform us what the Sentry Turret's evolutions are. Thanks to all who contribute.


I am working on the specifics of each choice right now for the post I reserved below my original one.  However, we don't know a lot of them yet, so you guys will have to keep me informed as we hear more so I can continue to update.


Oh sweet, thanks, I didn't even catch that. I believe I remember reading from someone who played the demo as an Engineer that the evolution choices for Overload were all between "Chain Overload" and I thiiiink a damage increase. Don't quote me on it though and again, good work with this thread.

I wonder if the Combat Drone's final evolutions are as straightforward as their descriptions make them seem when it comes to Shepard's playstyle (meaning: Flamethrower benefits a CQC Shotgun Engineer and Rocket Launcher benefits a long range sniper/caster Engineer). Anyone think that's a safe assumption to make?


I'd say so. The Combat Drone's useful at any range, though, since you can make it pop up right next to enemies. I'm thinking the flamethrowers better for shields and reducing regen - basically a Krogan killer, while the rocket launcher does better overall damage.

#18
littlezack

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lazuli wrote...

No Snakes Alive wrote...
I wonder if the Combat Drone's final evolutions are as straightforward as their descriptions make them seem when it comes to Shepard's playstyle (meaning: Flamethrower benefits a CQC Shotgun Engineer and Rocket Launcher benefits a long range sniper/caster Engineer). Anyone think that's a safe assumption to make?


Wouldn't you want the rocket drone when you're playing in close combat?  It could cover you from long range fire while you're wading through the closer opponents.  This is theory-crafting and nothing more, as I have yet to see either of these drones in play.


I don't know - if memory serves, the drones tend to just go to the nearest enemy and pummel them in the face. I suppose it's possible that they operate a bit differently now. If we could actually order them around, that'd be neat.

#19
No Snakes Alive

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lazuli wrote...

No Snakes Alive wrote...
I wonder if the Combat Drone's final evolutions are as straightforward as their descriptions make them seem when it comes to Shepard's playstyle (meaning: Flamethrower benefits a CQC Shotgun Engineer and Rocket Launcher benefits a long range sniper/caster Engineer). Anyone think that's a safe assumption to make?


Wouldn't you want the rocket drone when you're playing in close combat?  It could cover you from long range fire while you're wading through the closer opponents.  This is theory-crafting and nothing more, as I have yet to see either of these drones in play.


Exactly why I wondered out loud. I don't think it's as straightforward as it seems; it's hard to tell which drone would be better for which situation without actually playing it. You brought up a good point, but then again in ME2 if I cast a drone behind the nearest Krogam and it started firing rockets at distant enemies instead of locking that Krogan down for some sweet back-of-the-head shotgun action I'd have had to change my gameplan drastically.

I have a lot of questions about how Combat Drones (and Sentry Turrets too, for that matter) work in ME3. Flamethrower makes sense with what I know from ME2 but how does a long range rocket launcher on a Combat Drone work if we're still able to cat them directly behind enemies we want them to attack and distract? The whole point and click on any enemy, protected or not, and lock them down indefinitely thing was what made the Combat Drone in ME2 and I'm wondering how a long range rocket launcher fits in with that. o_O

#20
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.

#21
Biotic Sage

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Preston Watamaniuk wrote...

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.


That's great to hear!  As an adept player I very much appreciate that.  It seems like you guys have a lot of really great ideas for keeping the global cooldown as the basis while adding some loopholes/tweaks for more combos.  Thanks for commenting, and keep up the good work.  You guys rock.

#22
NYG1991

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What does influence for soldiers AR mean. It say influence damage, dilation and duration

#23
No Snakes Alive

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Preston Watamaniuk wrote...

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.


Awesome. Is your department hiring? Lol.

Oh and I'm on board with that aforementioned combo potential for Sentinels too. Sounds like Amplification is going to do a lot for those freeze-hurl combos already and I'm all for that! More BioTech combo'ing!

#24
Darth Death

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Preston Watamaniuk wrote...

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.

It never gets old, does it?B)

#25
Bozorgmehr 2.0

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No Snakes Alive wrote...

Oh and I'm on board with that aforementioned combo potential for Sentinels too. Sounds like Amplification is going to do a lot for those freeze-hurl combos already and I'm all for that! More BioTech combo'ing!


Some tech-only combos would be nice too, I really missed that playing Engineer. I'd say more combo'ing in general ;)

Great thread OP. Thanks for sharing.