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ME3 Powers - The Complete List


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#2751
goofyomnivore

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Kronner wrote...

After watching some Vanguard footage, it looks like a properly built Vanguard is going to be pretty much invincible.


Same. Although I'm curious if reload cancelling works.

Modifié par strive, 11 février 2012 - 08:01 .


#2752
Ghost43

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Someone With Mass wrote...

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.


I suspect you're right. Seems like base cool downs are higher than ME2, unless you strip down, and if you strip down enough, you can go below the ME2 baseline. A lot more variance.

#2753
Praetor Knight

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*does giddy happy dance*

I really, really like what I'm seeing with the powers so far.

#2754
Ghost43

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How much shield does charge refill this time around?

Modifié par Ghost43, 11 février 2012 - 08:09 .


#2755
Ghost43

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DayusMakhina wrote...

 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.


Thanks, biotics sound like they're between ME1 and ME2, power-wise, which I think is a good place to be.

#2756
AVPen

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Hmm, so if you take all the "Reputation" Ranks for your class passive, you end up with.... a 21% increase to Reputation. That doesn't seem very high at all compared to ME2's 70% or 100% increase to Paragon/Renegade as you increase a class passive's rank (but then again, BW has said that this new Reputation system is somewhat different than previous Morality systems from ME/ME2).

Modifié par AVPen, 11 février 2012 - 08:19 .


#2757
Ghost43

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repost

Modifié par Ghost43, 11 février 2012 - 08:13 .


#2758
DayusMakhina

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Ghost43 wrote...

How much shield does charge refill this time around?

50% of barrier is restored after a charge, 100% if you opt to choose that at stage 6 which obviously has great synergy with Nova.

#2759
Elecbender

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Ghost43 wrote...

How much shield does charge refill this time around?


50% barrier restored by default.
Last evolution gives you a choice to refill 100% barrier.

EDIT: Beat to the punch.

Modifié par Elecbender, 11 février 2012 - 08:15 .


#2760
Ghost43

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DayusMakhina wrote...

Ghost43 wrote...

How much shield does charge refill this time around?

50% of barrier is restored after a charge, 100% if you opt to choose that at stage 6 which obviously has great synergy with Nova.


Thanks, 100 % seems like an obvious choice, unless that no-cooldown chance is pretty high.

#2761
Bhaal

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@DayusMakhina

Thx for the ans... wait a minute; shockwave does direct damage too? I are happy.

Modifié par Adakutay, 11 février 2012 - 08:27 .


#2762
DayusMakhina

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Adakutay wrote...

@DayusMakhina

Thx for the ans... wait a minute; shockwave does direct damage too?

Correct, straight up damage, force damage if enemies get knocked into objects and dropped damage if you have it as Lifting.

To give you a broad idea of the scale of it's damage in comparison to other powers... maxed out Nova does 612.50 damage compared to Shockwave's 310, though it would probably be best to compare it to a power that is solely damage based like Warp rather than something like Nova which is both damage and CC.

Modifié par DayusMakhina, 11 février 2012 - 08:28 .


#2763
Bhaal

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DayusMakhina wrote...

Correct, straight up damage, force damage if enemies get knocked into objects and dropped damage if you have it as Lifting.

To give you a broad idea of the scale of it's damage in comparison to other powers... maxed out Nova does 612.50 damage compared to Shockwave's 310, though it would probably be best to compare it to a power that is solely damage based like Warp rather than something like Nova which is both damage and CC.


Well considering the lifting ability of shockwave it can even be used for warp explosions... I are even more happy

#2764
LawRecordings

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Those that have access to the demo - can you see the power descriptions of the ones that havent been filled out on the front page of this thread yet? Like all the fitness passives?

#2765
Aurellia

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Ghost43 wrote...

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.


As others have pointed out the big difficulty is that because the game loaded you out with 4 weapons the cooldowns are much worse than they should be.   I was able to mitigate this some by putting the lion's share of my points into the passive power that reduces cooldown.

I forgot to mention this but there appears to be a bug (or at least user interface problem) in the cool down numbers.  I saw stuff like 25% cool-down reduction take a power from 20 to 18 seconds.  I think what is going on is the 25% modifies the base cooldown and and then is subtracted from the base delay.  Has anyone else looked at this?

#2766
Aurellia

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LawRecordings wrote...

Those that have access to the demo - can you see the power descriptions of the ones that havent been filled out on the front page of this thread yet? Like all the fitness passives?


The power spending screen allows you to browse all the options well even you have earned them.

#2767
Mike Shepard

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Aurellia wrote...

LawRecordings wrote...

Those that have access to the demo - can you see the power descriptions of the ones that havent been filled out on the front page of this thread yet? Like all the fitness passives?


The power spending screen allows you to browse all the options well even you have earned them.


yes but idk if the OP has the demo. it will be filled out come tuesday I'm sure

#2768
Stabby McGoodstab

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Stabby McGoodstab wrote...

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.


As promised, Sticky Grenade:

Rank 1: 750 Damage, 2m Radius
Rank 2: Grenade Capacity +1
Rank 3: 900 Damage
Rank 4: [+225 Damage] or [+30% Radius]
Rank 5: [Grenade Capacity +2] or [+50% Damage to armor]
Rank 6: [+300 Damage] or [+50% radius, attaches to wall/surface for 15 seconds and detonates when enemy is near]

Modifié par Stabby McGoodstab, 11 février 2012 - 08:49 .


#2769
Razgriz9327

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 not sure if i missed these in the thread somewhere, but here is adepts power tree. only weapon is a pistol

Singularity   <1.5 sec recharge / 4 sec duration / 1.5 m 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 (Biotic Grenade) <350 dam / 1200N / 4 m radius>
Rank 2:Max Grenade +1
Rank 3:Damage/force increased 20%
Rank 4:Force/Damage increased 30% or Impact radius by 35%
Rank 5:Max Grenade +2 or increase damage to lifted target by 100%
Rank 6:Damage force increase 50% or increase shrapnel by 2

Pull  <1.33 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- [Targets affected take 25% more dmg. while pulled]
Rank 6: [Additional Pull Field seeks nearby target] -or- [Recharge reduced by 60%]

Warp   <250pts dmg. / 2.67 sec recharge / 90 pts detonation dmg. / 350N det. force / 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 40% duration 60%] -or- [Targets affected take 15% more weapon dmg. power damaege +15% for 10 sec]
Rank 6: [Barrier/Armor Dmg. of 50% and Weaken Armor Dmg. incr. by 25%] -or- [Recharge reduced by 35%]

Throw   <600N force / 1.33 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 +50% ] -or- [Cooldown is reset if target is lifted by biotics]
Rank 6: [A second throw seeks out nearby target] -or- [recharge reduced 60%]

Shockwave <600N force / 2.67 sec recharge / Damage 200 / Radius 2m / Range 10m>
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 +50%] -or- [Range increased by 50%]
Rank 6: [Recharge reduced by 40%] -or- [Lifts targets hit for brief time]

Biotic Mastery < Rep bonus 4% / power damage 10% / Weight bonus 10>
Rank 2: Weight bonus +20  and Influence incr. by 4%
Rank 3: damage and force +10% and Influence incr. by 4%
Rank 4: [Duration +25% Reputation +8%] -or- [damage/force 15%]
Rank 5: [Damage/Force +10% / Weight +20] -or- [Henchmen Force/Dmg. incr. by 30%]
Rank 6: [Rechage of all powers reduced 40% for 30 sec after biotic detonation] -or- [Force/Dmg/duration incr. by 25%]

Fitness [Adept] Melee damage 15% Health Shield 15%
Rank 2:Health Barrier +15%
Rank 3: Melee damage +20%
Rank 4:Melee +30% or health shield 15%
Rank 5:Decrease shield recharge delay 15% or melee damage +75% for 30 sec after kill w/ Heavy Melee
Rank 6 Melee damage +30/ power damage +30 for 20 sec after kill w/ Heavy Melee or Health shield +25%[/b]



#2770
Bhaal

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Well, warp explosion is nerfed greatly it seems...:pinched:

Modifié par Adakutay, 11 février 2012 - 09:28 .


#2771
Kakita Tatsumaru

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Vapaä wrote...

atheelogos wrote...
is barrier still in? I remember hearing that we can keep our bonus power from ME2. Anyone know for sure?

It's a bonus power provided by Kaidan, and by the way, you don't keep your ME2 bonus power

What? So I'll have to deal with shields without Energy Drain again?
No way!

#2772
No Snakes Alive

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Can we get the rest of the classes fleshed out too? Starting with Infiltrator please because I wanna know about the sticky grenades.

#2773
Stabby McGoodstab

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No Snakes Alive wrote...

Can we get the rest of the classes fleshed out too? Starting with Infiltrator please because I wanna know about the sticky grenades.


Sticky Grenade

Rank 1: 750 Damage, 2m Radius
Rank 2: Grenade Capacity +1
Rank 3: 900 Damage
Rank 4: [+225 Damage] or [+30% Radius]
Rank 5: [Grenade Capacity +2] or [+50% Damage to armor]
Rank 6: [+300 Damage] or [+50% radius, attaches to wall/surface for 15 seconds and detonates when enemy is near]

Modifié par Stabby McGoodstab, 11 février 2012 - 09:44 .


#2774
Someone With Mass

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Nova:
Rank 2: Increase impact radius by 25%
Rank 3: Increase damage and force by 30%
Rank 4: Increase damage and force by 40%
OR increase impact radius by 40 %
Rank 5: Increase recharge speed of all powers by 25% for 15 seconds
OR gain the option to use Nova two times in a row by reducing its barrier consumption by 50% but at the cost of reducing the damage and force by 40%
Rank 6: Increase damage to shields, barrier and armored targets by 100%
OR Nova gains a 25% chance of not using up barriers.

#2775
Adhin

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Just to throw this out there but the formula for how cooldowns work was already given, I think in another thread though but maybe this one. It's 'very' simple and could easily explain why 25% reduction isn't seeming like much. So here it is.

Base CD / (1+CD bonus)

If your loaded with 4 weapons that's putting you well over your weight limit your going to be well under that 1 mark. +25% may not even bring you back to a 1. And the scale for dividing by < 1 vs higher then is... rather dramatic.