ME3 Powers - The Complete List
#2826
Posté 12 février 2012 - 02:02
#2827
Posté 12 février 2012 - 02:05
There's a bonus against biotic affected enemies.JSLfromBx wrote...
I am also urious about warp ammo sinc I'll play with Liara all the time throing singularity left and right then it could be a very good bonus power to have assuming it still does increased damage versus target affected by biotic.
#2828
Posté 12 février 2012 - 02:12
Elecbender wrote...
Sorry no Engineer yet (since I've yet to see anyone play an Engineer).
Luckily for you, I have.
Sentry Turret:
Rank 2: Increase recharge speed by 25%
Rank 3: Increase turret's shields by 30%. Increase turret's damage by 30%
Rank 4:
Increase turret's shields by 40%. Increase turret's damage by 40%
OR: Upgrade turret with shock attack that stuns enemies
Rank 5: Upgrade turret with cryo ammo, gicing it a chance to freeze enemies for 3 seconds
OR: Upgrade turret with armor-piercing ammo, giving it a 100% damage bonus against armor
Rank 6: Upgrade the turret with long-range rockets that deal 210 points of damage across a 1.50 meter radius
OR: Upgrade turret with a close-range flamethrower that deals 77 points of damage per second
#2829
Posté 12 février 2012 - 02:24
Someone With Mass wrote...
Elecbender wrote...
Sorry no Engineer yet (since I've yet to see anyone play an Engineer).
Luckily for you, I have.
Sentry Turret:
Rank 2: Increase recharge speed by 25%
Rank 3: Increase turret's shields by 30%. Increase turret's damage by 30%
Rank 4:
Increase turret's shields by 40%. Increase turret's damage by 40%
OR: Upgrade turret with shock attack that stuns enemies
Rank 5: Upgrade turret with cryo ammo, gicing it a chance to freeze enemies for 3 seconds
OR: Upgrade turret with armor-piercing ammo, giving it a 100% damage bonus against armor
Rank 6: Upgrade the turret with long-range rockets that deal 210 points of damage across a 1.50 meter radius
OR: Upgrade turret with a close-range flamethrower that deals 77 points of damage per second
That's probably the best squadmate I've ever seen.
#2830
Posté 12 février 2012 - 02:34
No Snakes Alive wrote...
I've been wondering what class is going to end up being the best for a melee-centric build. I'm sure it'll come down to Sentinel, Vanguard and Soldier, but I wonder who will come out on top. I'd ask for some insight from those who've played the demo but without having been able to utilize Fortification as a bonus power I doubt anyone can truly know yet (since that is definitely looking like THE melee-focused build's bp of choice, for sure).
I'm gonna bet Sentinel spec'd to melee with Fort for bp will end up just barely edging out a similarly-spec'd Vanguard for top honors.
I really hope we can unlock bonus powers early because I already know I wanna try the aforementioned Sentinel with Fort melee build, a Sentinel with Decoy for my ultimate CC build and a master space summoner/Engineer with Defense Drone build. Don't wanna have to do a full playthrough without bonus powers just to get to make the builds I wanna play.
nope, its gotta be the vangaurd. havent tried your sentinel yet.
i just tried the vangaurd and i meleed, novaed, meleed, charged, nova, meleed, i htink i shot a little then melee and nova again. i dont even know what the hell was going on around me. literally. i just kept meleeing and novaing and charging. i got a lil dizzy. even giving the vangaurd a bonus power that detonates like the sentinels tech armor and its not even close.
im pretty sure im never going to invest in any abilities outside of the number i have hotkesys for. so ill prolly be investing in melee and prolly the stupid bionade, just because i dont have enough hotkeys.
Modifié par The Spamming Troll, 12 février 2012 - 02:36 .
#2831
Posté 12 février 2012 - 02:38
That depend on how fast the rocket actually is because if it misses 90% of the time because the target get back into cover while it's still in midflight it's gonna be quite useless.
Modifié par JSLfromBx, 12 février 2012 - 03:16 .
#2832
Posté 12 février 2012 - 02:42
#2833
Posté 12 février 2012 - 02:43
Lift Grenade + Throw = Awesome.Kakita Tatsumaru wrote...
Am I the only one thinking that with how shockwave have been buffed and throw did not, throw became really redundant (as much as pull with singularity I would say)?
#2834
Posté 12 février 2012 - 02:43
Someone With Mass wrote...
I personally think that the Sentinel's melee would have fit better with the Infiltrator.
This. A million, bajillion times this. This is the one gripe I had with the gameplay of the demo. The Sentinel seems much more suited to some kind of cool tech/electro strike, to fit their Overload/Tech Armor vibe and because they're kind of a quirky class anyway. The Infiltrator, a lighter, sneakier, assasin class, would have been awesome with dual omni-blades. Maybe that's just me...
Eh, it's not terrible. Especially considering all the other improvements and balancing and customization they've been adding on.
#2835
Posté 12 février 2012 - 02:47
Kakita Tatsumaru wrote...
Am I the only one thinking that with how shockwave have been buffed and throw did not, throw became really redundant (as much as pull with singularity I would say)?
brother, you are 100% right.
never thought id rather hotkey shockwave instead of pull playing my adept. i tried the lift version of shockwave and its nice, tho the lift duration isnt very long. i havent tried fully upgraded pull/throw yet tho. but shockwave is very much does the same dame thing.
its confusing trying the adept.
throw/pull/shockwave = same thing
bionade = weapon added to a nonweapon-centric class
vangaurd = why play an adept?
Modifié par The Spamming Troll, 12 février 2012 - 02:51 .
#2836
Posté 12 février 2012 - 02:51
As an Adept I mean.JakePT wrote...
Lift Grenade + Throw = Awesome.Kakita Tatsumaru wrote...
Am I the only one thinking that with how shockwave have been buffed and throw did not, throw became really redundant (as much as pull with singularity I would say)?
#2837
Posté 12 février 2012 - 03:00
#2838
Posté 12 février 2012 - 03:06
The Spamming Troll wrote...
Kakita Tatsumaru wrote...
Am I the only one thinking that with how shockwave have been buffed and throw did not, throw became really redundant (as much as pull with singularity I would say)?
brother, you are 100% right.
never thought id rather hotkey shockwave instead of pull playing my adept. i tried the lift version of shockwave and its nice, tho the lift duration isnt very long. i havent tried fully upgraded pull/throw yet tho. but shockwave is very much does the same dame thing.
its confusing trying the adept.
throw/pull/shockwave = same thing
bionade = weapon added to a nonweapon-centric class
vangaurd = why play an adept?
Do we even need pull with lift shockwave. I mean ridic short cooldowns shockwave they are lifted, shockwave again and they are flying off before the lift ends even if it is 3 seconds. Hell now that shockwave does damage and throw does not(why??) what does throw add outside the ocasional trick shot.
#2839
Posté 12 février 2012 - 03:07
JSLfromBx wrote...
Is it just me or did you guys noticed that the ragdoll damage bonus seem to be gone? I have watched vids and it looks like troops flooting in the singularity take the same damage from each bullet as the guys still fighting. If i's true it's quite a nerf.
I think it is gone as a default but most bitoic duration powers let you add it in at one of the evolutions.
#2840
Posté 12 février 2012 - 03:09
Ahglock wrote...
JSLfromBx wrote...
Is it just me or did you guys noticed that the ragdoll damage bonus seem to be gone? I have watched vids and it looks like troops flooting in the singularity take the same damage from each bullet as the guys still fighting. If i's true it's quite a nerf.
I think it is gone as a default but most bitoic duration powers let you add it in at one of the evolutions.
Apparently singularity doesn't, making it much less usefull than I thought, besides in MZ2 it was a 100% damage bonus, I haven't seen anything like it in any of the powers.
Modifié par JSLfromBx, 12 février 2012 - 03:15 .
#2841
Guest_cheezanator48_*
Posté 12 février 2012 - 03:12
Guest_cheezanator48_*
Ahglock wrote...
JSLfromBx wrote...
Is it just me or did you guys noticed that the ragdoll damage bonus seem to be gone? I have watched vids and it looks like troops flooting in the singularity take the same damage from each bullet as the guys still fighting. If i's true it's quite a nerf.
I think it is gone as a default but most bitoic duration powers let you add it in at one of the evolutions.
Atleast Warp Ammo still retains its bonus damage vs lifted enemies.
#2842
Posté 12 février 2012 - 03:19
If you have some hard numbers on warp ammo I am sure I wouldn't be the only one interested.
Modifié par JSLfromBx, 12 février 2012 - 03:22 .
#2843
Posté 12 février 2012 - 03:35
Just an update that I've noticed in Level Point totals, but in one of the video I saw of the new demo, the total skill points for a Level 12 character is 25 points. Which means so far (at least in these early levels), you apparently get 2 points per level increase - of course, whether or not these skill points increase in amount as you get higher in Level is currently unknown.Biotic Sage wrote...
JeffZero wrote...
Hmm. 31 at Level 15. 31 out of an alleged 176, I believe? And 15 out of a definitive 60. Easiest math ever there, we're at one quarter of the way, of course. Hm, about a sixth of the way to that kind of point total though.
That's good. Since most of us will start at Level 30, I'm at least hoping we don't have half the game's points waiting for us already, since I can feel like there's a bit more of a fun grind going on if I see greater bonuses with successive levels than I 'already have' when I start the game. That and the theory that there'd be more points at latter levels was a very sound one with very good rationale, and it looks like it's coming true.
I still can't believe that point total. If we consistently get 2 points per level, that would equal 121 points at level 60 (since you start out with 1 point apparently). 121 points seems like the perfect amount to me; you can max out 5 powers and get to Rank 5 with another one. That's pretty much 6 powers, who would actually use more than 6 powers on their character? And if you really want to, you can always go the route of non-specialization and spread points around to get to at least rank 4 with all 9 of them. It only costs 90 points to get to Rank 4 with all of your powers.
Modifié par AVPen, 12 février 2012 - 03:42 .
#2844
Posté 12 février 2012 - 03:38
Ahglock wrote...
Do we even need pull with lift shockwave. I mean ridic short cooldowns shockwave they are lifted, shockwave again and they are flying off before the lift ends even if it is 3 seconds. Hell now that shockwave does damage and throw does not(why??) what does throw add outside the ocasional trick shot.
im starting to think shockwave is better then throw and pull in ME3. i thought sockwave was supposed to target, and move towards enemies tho. i didnt see it following them.
ofcorse shockwave doesnt make the adept better due to its redundancy, so much as it makes the vangaurd more complete.
i also wanted to mention singularity is entirely underwhelming, especially for being a signature power.
Modifié par The Spamming Troll, 12 février 2012 - 03:39 .
#2845
Posté 12 février 2012 - 03:49
#2846
Posté 12 février 2012 - 03:54
#2847
Posté 12 février 2012 - 04:42
kregano wrote...
I think pull is basically the default anti-Guardian power for biotic classes, since it does a great job of stripping Guardians of their shields. Between me and Liara, my pull-and-shockwave Vanguard had a lot easier time clearing through Sur'Kesh than my charge-and-Nova Vanguard (although that could partly be due to me having a better handle on the demo's controls).
I thought this too until I started playing classes that don't get pull. Singularity strips the shield too. I can get Liara's singularity down to 4.5 seconds (4 if I want to give up warp) during my soldier playthrough so there really isn't any better CC power than Liara singularity.
#2848
Posté 12 février 2012 - 05:27
Warp Ammo <Health Damage 15% Armor 15% Barrier 30% Armor Weakening 25 Lifted Target Damage 50%>
Rank 2: Lifted Target Dam increased by 25%
Rank 3: Health/Armor Dam +5% Barrier 10%
Rank 4: [Health/Armor Dam +7.5 /Barrier +15%] -or- [Squad Warp Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity +30%] -or- [Headshot Dam +25%]
Rank 6: [Health/Armor Dam +12.5% Barrier +25%] -or- [Lifted Target +50% Weaken armor by 25%]
#2849
Posté 12 février 2012 - 06:33
Thanks for the info - hopefully I'll be able to pick Warp Ammo for my Vanguard again early on in the game (that way, I can ignore Incindiary/Cryo Ammos and instead focus on upgrading my Charge, class passives, and other powers)Razgriz9327 wrote...
For Liara fans!
Warp Ammo <Health Damage 15% Armor 15% Barrier 30% Armor Weakening 25 Lifted Target Damage 50%>
Rank 2: Lifted Target Dam increased by 25%
Rank 3: Health/Armor Dam +5% Barrier 10%
Rank 4: [Health/Armor Dam +7.5 /Barrier +15%] -or- [Squad Warp Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity +30%] -or- [Headshot Dam +25%]
Rank 6: [Health/Armor Dam +12.5% Barrier +25%] -or- [Lifted Target +50% Weaken armor by 25%]
#2850
Posté 12 février 2012 - 10:16





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