Aller au contenu

Photo

ME3 Powers - The Complete List


3405 réponses à ce sujet

#2726
Adhin

Adhin
  • Members
  • 2 997 messages
@Felidae_5 : ahh right sorry, that part is in finesse. And it's that or better health/barriers.

Fitness (Vanguards)
Rank 6: [Melee Dmg. incr. by x% and Biotic Charge recharge red. by x% when h.m. kill] -or- [Health/Barrier incr. by x%]

So yeah not in charge it's self but theres a passive that'll do it. Universal melee dmg boost + %cooldown reduction on Charge when you get a hm kill. I intend to take that over better hp/shields.

#2727
Ghost43

Ghost43
  • Members
  • 199 messages
So...
-Vanguards are weak.
-Cerberus can't afford shields for its dudes.
-Insanity is still too easy.
-Sentinel's are still impossible to kill.

Modifié par Ghost43, 11 février 2012 - 07:23 .


#2728
LilyasAvalon

LilyasAvalon
  • Members
  • 5 076 messages

AVPen wrote...

LilyasAvalon wrote...

So can anyone tell me what the equation for this weapon load / recharge delay is and if the heavys are at all included?

It's dependent on the weight of the weapon/s you have equipped - weapons of the various classes (pistol, shotgun AR, SR, SMG) all have different weights (some pistols are lighter while others are heavier, etc), and Heavy Weapons do factor into increasing weight and reload speeds.

. . . **** just got complicated. :mellow:

#2729
Aurellia

Aurellia
  • Members
  • 254 messages

Ghost43 wrote...

So...
-Vanguards are weak.
-Cerberus can't afford shields for its dudes.
-Insanity is still too easy.
Sentinel's are still impossible to kill.


It isn't that Vanguards are weak, it just appears to take more skill to play them powerfully.  The main issue was that I didn't have my Geth Plasma Shottie and my upgrades.  I also don't feel I utilized charge+nova combo very well.  I'm going to replay Vanguard tonight and see if I can make it sing.

So rather than Vanguards being weak, It is more that the game has been rebalanced so Adepts and casters in general can play more of a caster style if they wish.  This is a good thing.

There are enough things that have shields that I don't see this as a problem.  I am happy that we have a variety of enemies that require you to use different combos to deal with them effectively.  My favorite thing is the shield guardians because they present a soldier with a similar challenge that adepts are faced with on a shielded or armored emeny.  I really think they nailed the enemy capabilities this time around.

Sentinals still can die pretty quick.  They just are 1.5-2x more robust than an Adept or Vanguard.  I'm going to play Soldier, Infiltrator, Engineer tonight so I'll have a better idea how Sentinal compares to Soldier.

Insanity is pretty easy on ME2 with the exception of 1-3 fights that were more difficult mostly due to annoying game mechanics.  (ie Collector ship platform fight)

Insanity in ME3 is harder in a good way in that you have to really observe and figure out enemy weaknesses and exploit them.  If you don't do this then you will get overrun pretty quicky.  Figuring out how to 'solve' these battles was very satafying.  The spacing of saves made it a bit harder.  I actually hope that the full game continues this where you have to complete 2 or 3 combats before you can save or autosave.  This significantly ups the challenge over the save and crawl kind of gameplay that many other games allow.

Also the enemy grenades do a good job of forcing you out of a static hide and shoot play style.  The best thing is that they have dramatically reduced the losing for what felt like BS reasons in ME2.

This is no Halo 2 Legendary in Co-op but compared to that everything is easy:)  It it is at least as challenging as the top difficulty level in other games (Halo 1/III/reach, Gears1-3, Resitance, etc.)  Hell if we get some nice much larger battle fields and some vehicles  I'd say that it could be as fun as Halo at its best. (Hey a girl can dream can't she?)

So it has gained some from the Dark Souls kind of hard which is a very good thing.  I wouldn't call it easy although once you figure stuff out it becomes 'managable'

Modifié par Aurellia, 11 février 2012 - 07:49 .


#2730
Stabby McGoodstab

Stabby McGoodstab
  • Members
  • 521 messages
I managed to get this from a friend. She got it straight from the demo.

Cluster Grenade

Rank 1: Damage 350; Force 1000N; Radius 4m
Rank 2: Grenade Capacity +1
Rank 3: Damage 420; Force 1200N; Radius 4m
Rank 4: [Damage 455 and Force 1300N] or [Radius 5.4m]
Rank 5: [Grenade Capacity +2] or [Increased damage to lifted targets by 100%]
Rank 6: [Increased Shrapnel count by 2] or [Damage 525 and Force 1500N]

She's working on the Sticky Grenade now.

Modifié par Stabby McGoodstab, 11 février 2012 - 07:47 .


#2731
LilyasAvalon

LilyasAvalon
  • Members
  • 5 076 messages
@Aurellia: You uploaded a vanguard playthrough? Any chance I can grab your youtube page or whatever? And yeah, it's gonna be awkward playing as a vanguard without that geth shotgun. Loved that little bugger.

#2732
goofyomnivore

goofyomnivore
  • Members
  • 3 762 messages
How is the Sentinel Heavy Melee is it still terrible looking?

#2733
Andy the Black

Andy the Black
  • Members
  • 1 215 messages
OK, so not a lot I can add to Aurellis's analysis so I'm just gonna post the power evos for the Soldier.

Adrenaline Rush:
Rank 1: Recharge Speed 23 sec, Duration 4 sec, Time Dilation 30%, Weapon Damage Bonus 50%
Rank 2: Recharge reduced by 25%
Rank 3: Duration increased by 30%
Rank 4: Decrease Health/Shields damage by 25% -or- Increase Dilation by 15% and Weapon Bonuse Damage 25%
Rank 5: Duration 40%-or- Melee Damage by 50%
Rank 6: Shield incr. by 50% -or- Use one offensive power

Concussive Shot
Rank 1: Rechage Speed 11.50 sec, Damg 100, Force 300n
Rank 2: Recharge Reduced by 25%
Rank 3: Increase Force/Damage by 20%
Rank 4: Force/Damage 30%% -or- Impact Radius by 1.5m
Rank 5: Incr Force/Dmg. to Frozen Targets by 100% -or- Recharge reduced by 35%
Rank 6: Properties of Active Ammo Power -or- Dmg to Organic incr. by 100% over 10 sec and Force incr. by 50%

Frag Grenade
Rank 1: Damage 600 Radius 6.50m
Rank 2: Grenade Capacity by 1
Rank 3: Increase Damage by 20%
Rank 4: Increase Damage by 30% -or- Impact Radius by 30%
Rank 5: Grenade Capacity by 2 -or- Dmg to Organic incr 40% over 10 sec
Rank 6: Increase Damage to Armour by 50% -or Increase Damage to Shields by 50%

Incendiary Ammo
Rank 1: Health Damage Bonus +10% Amour Bonus +10%
Rank 2: Improve Panick Change by 15%
Rank 3: Health/Amour Damage Bonus by 4%
Rank 4: Health/Amour Damage Bonus by 6% -or- Squad Ammo at 50% effectiveness
Rank 5: Ammo Capacity increase by 30% -or- Headshot Damage increase by 25%
Rank 6: Health/Amour Damage Bonuse. by 10% -or- I gnite enemies with intermittent explosion within 2.50m for 100 damg

Disruptor Ammo
Rank 1: Cance to Stun, Health Damage Bonus +5 Shield and Barrier Damage Bonus +20%
Rank 2: Stun Chance incr. by 15%
Rank 3: Health Damg Bonus incr by 2% Shield & Barrier Dmg incr by 8%
Rank 4: Health Damg Bonus incr by 3% Shield & Barrier Dmg incr by 12% -or- Squad Ammo at 50% effectiveness
Rank 5: Ammo incr by 30% -or- Headshot Damage incr by 25%
Rank 6: Health Damg Bonus incr by 5% Shield & Barrier Dmg incr by 20% -or- Stun Chance incr by 25%

Cryo Ammo
Rank 1: Freez Duration 3sec, Movement Speed -15%, Armour Weakning -25%
Rank 2: Increase Freeze Chance by 30%
Rank 3: Increase Freeze Duration by 40%
Rank 4: Increase Freeze Duration by 40% -or- Squad Ammo at 50% effectiveness
Rank 5: Ammo Capacity incr by 30% -or- Headshot Damage incr by 35%
Rank 6: Increase Freeze Duration by 50%, Movement Speed -20% -or- Frozen targets take 50% more damage, Weaken Amour -50%

Combat Mastery
Rank 1: Reputation Bonus 4%, Weapon Damage 5%, Weight Capacity 20
Rank 2: Reputation Bonus 5%, Weapon Damage increased by 4%
Rank 3: Weight Capacity +30, Reputation Bonus 4%
Rank 4: Weapon Damage 5%, Power Damage 10% -or- Reputation Bonus 8%, Power Duration 25%
Rank 5:Squadmate weapon Damage incr by 20% -or- Headshot Damage incr by 20%
Rank 6: Weight Capacity incrby 50 -or- Weapon Damage incr by 10%, Ammo Power Damage incr by 40%

Fitness
Rank 1: Increase Health & Shield by 15%
Rank 2: Increase Health & Shield by 10%
Rank 3: Increase Melee Damage by 20%
Rank 4: Increase Melee Damage by 30% -or- Increase Health & Shield by 15%
Rank 5: Increase Melee Damage by 75% for 30 sec after an enemy is killed with a heavy melee. -or- Decrease Shield recharge by 15%
Rank 6: Increase Melee Damage by 30% and Weapon Damage by 25% for 20sec after HM kill -or- Increase Health & Shield by 25%

#2734
Aurellia

Aurellia
  • Members
  • 254 messages

LilyasAvalon wrote...

@Aurellia: You uploaded a vanguard playthrough? Any chance I can grab your youtube page or whatever? And yeah, it's gonna be awkward playing as a vanguard without that geth shotgun. Loved that little bugger.


Sorry I don't.  I am far from being one of the best Vanguard players anyhow.  Maybe once I improve my skills a bit:)

#2735
LilyasAvalon

LilyasAvalon
  • Members
  • 5 076 messages
Awww, that's a shame, I haven't been able to find a vanguard playthrough on youtube. T_T

#2736
cactusberry

cactusberry
  • Members
  • 1 375 messages
I'm confused about Adrenaline Rush. In the Earth portion, all of the ranks for Adrenaline Rush had a cooldown of a few seconds. In the Sur'Kesh portion, all of the ranks have a 20+ second cooldown. Why?

#2737
Stabby McGoodstab

Stabby McGoodstab
  • Members
  • 521 messages

TheDarkRats wrote...

I'm confused about Adrenaline Rush. In the Earth portion, all of the ranks for Adrenaline Rush had a cooldown of a few seconds. In the Sur'Kesh portion, all of the ranks have a 20+ second cooldown. Why?


More weapons = more weight = longer cooldown.

Less weapons = less weight = shorter cooldown

#2738
AVPen

AVPen
  • Members
  • 2 599 messages

Andy the Black wrote...

OK, so not a lot I can add to Aurellis's analysis so I'm just gonna post the power evos for the Soldier.

Mucho thanks, Andy
- 23 second base recharge speed for Adrenaline Rush?!? :blink: Ahhh sh*ttt....

- Hmm, so Distruptor Ammo does have Stun evolutions (wasn't entirely sure about that when I datamined the leaked script)

EDIT: Oh, never mind, totally forgot about the "increased weapons = increased cooldown" factor.... hmm, guess my Soldier's taking fewer weapons this time around to reduce the cooldown. Plus, there's the matter as to whether or not the class's "weight limit" was increased through passive Ranks in that demo.

Modifié par AVPen, 11 février 2012 - 07:52 .


#2739
Bhaal

Bhaal
  • Members
  • 415 messages
I know it's overwhelming to answer all this questions but i must realy know: is shockwave usefull now?

#2740
Aurellia

Aurellia
  • Members
  • 254 messages
Oh one other thing. I am fairly convinced the earth stage cool downs are artificially low. I will double check but I believe I checked to see if cool down changed before and after getting the second gun right before the wait for the calvary fight and it did not change.

#2741
Someone With Mass

Someone With Mass
  • Members
  • 38 560 messages
One neat little feature is that you can see your drones' and turrets' health by looking at the circle they have around them.

#2742
Epic777

Epic777
  • Members
  • 1 268 messages

Ghost43 wrote...

So...
-Vanguards are weak.
-Cerberus can't afford shields for its dudes.
-Insanity is still too easy.
-Sentinel's are still impossible to kill.


I remember when people thought the same when Me2 first came out:devil:

#2743
AVPen

AVPen
  • Members
  • 2 599 messages
If anyone replays a Soldier in the demo, double-check to see if taking the "Weight Capacity & Reputation" 3rd Rank for Combat Mastery affects the cooldown rate of Adrenaline Rush. (I'm thinking it will, but just to be double sure) 

Modifié par AVPen, 11 février 2012 - 07:54 .


#2744
Ghost43

Ghost43
  • Members
  • 199 messages

Aurellia wrote...

Ghost43 wrote...

So...
-Vanguards are weak.
-Cerberus can't afford shields for its dudes.
-Insanity is still too easy.
Sentinel's are still impossible to kill.


It isn't that Vanguards are weak, it just appears to take more skill to play them powerfully.  The main issue was that I didn't have my Geth Plasma Shottie and my upgrades.  I also don't feel I utilized charge+nova combo very well.  I'm going to replay Vanguard tonight and see if I can make it sing.

So rather than Vanguards being weak, It is more that the game has been rebalanced so Adepts and casters in general can play more of a caster style if they wish.  This is a good thing.

There is enough things that have shields that I don't see this as a problem.  I am happy that we have a variety of enemies that require you to use different combos to deal with them effectively.  My favorite thing is the shield guardians because they present a soldier with a similar challenge that adepts are faced with on a shielded or armored emeny.  I really think they nailed the enemy capabilities this time around.

Sentinals still can die pretty quick.  They just are 1.5-2x more robust than an Adept or Vanguard.  I'm going to play Soldier, Infiltrator, Engineer tonight so I'll have a better idea how Sentinal compares to Soldier.

Insanity is pretty easy on ME2 with the exception of 1-3 fights that were more difficult mostly due to annoying game mechanics.  (ie Collector ship platform fight)

Insanity in ME3 is harder in a good way in that you have to really observe and figure out enemy weaknesses and exploit them.  If you don't do this then you will get overrun pretty quicky.  Figuring out how to 'solve' these battles was very satafying.  The spacing of saves made it a bit harder.  The enemy grenades do a good job of forcing you out of a static hide and shoot play style.  The best thing is that they have dramatically reduced the losing for what felt like BS reasons in ME2.

This is no Halo 2 Legendary in Co-op but compared to that everything is easy:)  It it is at least as challenging as the top difficulty level in other games (Halo 1/III/reach, Gears1-3, Resitance, etc) 

So it has gained some from the Dark Souls kind of hard which is a very good thing.  I wouldn't call it easy although once you figure stuff out it becomes 'managable'


Thanks, I didn't mean to be that guy, I was just very excited about some of the rumored gameplay chages, and some of what you said put me off, intially. I always liked that eveyone had shields, because it made sense lorewise, and I liked it as gameplay mechanic. I understand why they chaged it, though.

Really like to hear that the A.I. is actually more agressive, and it is harder, it's just that your pretty damn good to begin with. (ME2 insanity was around as difficult Max Payne 1's default difficulty, though they're hard to compare.)

Very interested to hear more about your Vanguarding, any changes to the gameplay would take a while to adjust to, Vanguard having the highest learning curve.

Really appreciate your input.

Modifié par Ghost43, 11 février 2012 - 07:58 .


#2745
Someone With Mass

Someone With Mass
  • Members
  • 38 560 messages
One odd thing is that I noticed a slow down whenever my shields fell when I played as Engineer.

Don't know if it's like that for the other classes.

#2746
Kronner

Kronner
  • Members
  • 6 249 messages
After watching some Vanguard footage, to me, it looks like a properly built Vanguard is going to be pretty much invincible.

Modifié par Kronner, 11 février 2012 - 08:04 .


#2747
cactusberry

cactusberry
  • Members
  • 1 375 messages

Stabby McGoodstab wrote...

TheDarkRats wrote...

I'm confused about Adrenaline Rush. In the Earth portion, all of the ranks for Adrenaline Rush had a cooldown of a few seconds. In the Sur'Kesh portion, all of the ranks have a 20+ second cooldown. Why?


More weapons = more weight = longer cooldown.

Less weapons = less weight = shorter cooldown


Oh, thank you so much for explaining that!

#2748
TheDarkknight02

TheDarkknight02
  • Members
  • 59 messages
Hey can someone post the Fitness Evolutions for Adept, Sentinel, and Engineer?

Modifié par TheDarkknight02, 11 février 2012 - 07:56 .


#2749
Someone With Mass

Someone With Mass
  • Members
  • 38 560 messages
It really didn't help any of the classes except Soldier that Shepard had four weapons, which made the cooldown shoot through the roof. That could have been what made the Vanguard look weak.

#2750
DayusMakhina

DayusMakhina
  • Members
  • 752 messages
 Lifting Shockwave = Quality.

The animation has completely changed and it's now more of a push rather than an uppercut, equally in keeping with that the 'ripples' no longer come from the ground, they are in mid-air making it appear far more of wave rather than a series of explosions it was in ME2.

With all of the damage and force options for Shockwave it ends up doing 310 damage with a Force of 900N (knocks enemies back a few meters). If you forego the 50% extra damage for detonations (ie sending a shockwave into a singularity) the range is 15 meters, which it approximately takes 4 seconds to reach so it's certainly not as pain staking slow as it used to be. As for the lifting part... it holds enemies up in the air for around 3 seconds leaving them powerless to do anything, plus obviously when they collide with the ground afterwards it does more damage totalling up to around about 1/3 of the default enemies total health (playing on Insanity). That certainly doesn't seem anything to scoff at when it can potentially harm a fair few enemies considering the 15 meter range, although it's radius is only 2 meters.

I'm thinking Shockwave will be a staple of my Vanguard build yet again, and this time because it's actually useful rather than because I think it's cool.

Modifié par DayusMakhina, 11 février 2012 - 07:58 .