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ME3 Powers - The Complete List


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#2976
Ahglock

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luckyloser62 wrote...

So since throw, shockwave, and nova all detonate other biotics, will reave as well? i surely hope so.


What exactly does warp bring to the party?  

#2977
luckyloser_62

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Ahglock wrote...

luckyloser62 wrote...

So since throw, shockwave, and nova all detonate other biotics, will reave as well? i surely hope so.


What exactly does warp bring to the party?  


It does a bit more damage than either of the other two, works better against protections, and causes a damage ovver time affect that can be upgraded to cause more damage from other sources. Basically throw and shockwave work better on mobs while warp is better for tough, highly protcted enemies like the atlas.

#2978
littlezack

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Ahglock wrote...

luckyloser62 wrote...

So since throw, shockwave, and nova all detonate other biotics, will reave as well? i surely hope so.


What exactly does warp bring to the party?  


It can increase the damage weapons do to enemies for a certain amount of time. Heave damage on Armor and Barriers. 

Is Reave even back, though.

#2979
Ahglock

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luckyloser62 wrote...

Ahglock wrote...

luckyloser62 wrote...

So since throw, shockwave, and nova all detonate other biotics, will reave as well? i surely hope so.


What exactly does warp bring to the party?  


It does a bit more damage than either of the other two, works better against protections, and causes a damage ovver time affect that can be upgraded to cause more damage from other sources. Basically throw and shockwave work better on mobs while warp is better for tough, highly protcted enemies like the atlas.


I hope the damage boost and its ability vs protections is signifigant because given its longer cooldwon and its much narrower purpose it does not seem to hold up very well IMO.

#2980
The Spamming Troll

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MELTOR13 wrote...

So, Spamming, what do you think, overall?


enemy protections arent on every enemy, only elite types so im less worried about health bars. it certainly makes me happy and i can unclench my butthole a lil.

combat is essentially exactly like ME2 but every individual ability is made more usefull. which really seems to help the hybrids alot.

something i can easily see myself complaining about come march 6th is the lack of the adept having the best biotic skillset befitting an adept. if im needing to add a bonus power to be a complete adept, then theres a problem. between singularity, and throw, im not sure i need pull/shockwave/warp. investing in bionades doesnt seem far off for my adept either considering its devestating and off the cooldown so i might as well maximize it or im gimping my adept. its unfortunate we cant drop greandes and get more of a cooldown bonus.

if it was up to me id remove shockwave from the adept and give it stasis. i dont think alot of adept players will miss shockwave in favor if stasis. its also too OP of a biotic ability to be an bonus power. or i would make singularity instacast. the adpet doesnt have an "oh ****" button in terms of doing something NOW. drone, cloak, charge, tech armor, adrenalin rush are all excelent instant effective abilties. i think the adept truely needs an insta cast ability in order to be a great CCer. idk how many time in ME2 i used stasis instead of singualrity becasue i knew i wouldnt die by the time the biobubble hit the enemy.

#2981
MELTOR13

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Warp has reverted back to it's ME1 status, while the others got an upgrade.

#2982
luckyloser_62

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@aghlock
I agree, but it is still fun to use, it has a new animation that makes affected enemies look like they are burning with blue fire. But I think shockwave might be one of my new favorite powers, it is so much better now. I had so much fun setting up a singularity then blasting all the enemies caught in it with a shockwave. Yes reave is still in, two squaddies use it. I am pretty sure it will detonate other biotics since everything else does. I'm having trouble deciding between that and barrier for my vanguard, my adept will use barrier to be a pure biotic sentinel.

Modifié par luckyloser62, 13 février 2012 - 06:08 .


#2983
MELTOR13

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I did notice that Singularity moves ALOT faster now. I know it's not instant, but it's better than the molasses-type Singularity we get in ME2.

#2984
Biotic Sage

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<<UPDATE>>

I have incorporated all of the numerical information from the demo given to me by you guys, and again thank you so much for compiling all of the new info!  A very special thanks to DayusMakhina for making a kickass list.

Modifié par Biotic Sage, 13 février 2012 - 06:09 .


#2985
PrinceLionheart

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MELTOR13 wrote...

Warp has reverted back to it's ME1 status, while the others got an upgrade.


Kind of. Warp is essentially what Reave was in ME2 in addition to gaining it's debuffer ability in ME1.

#2986
The Spamming Troll

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when are you going to make a talent calculator?

anyone rembmer this....

masseffect.mass-relay.com/TalentCalculator.aspx

warp is still on a longer cooldown, wont OSOK a single mook like dual throw will, and doesnt have a instant cooldown reset evolution either. i also feel like throw detonations are just as effective as warplosions too. im glad i can put throw on a hotkey instead of warp. throw always gives me a rewarding feeling whenever i use it.

Modifié par The Spamming Troll, 13 février 2012 - 06:15 .


#2987
Biotic Sage

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MELTOR13 wrote...

I did notice that Singularity moves ALOT faster now. I know it's not instant, but it's better than the molasses-type Singularity we get in ME2.


The faster travel speed of all the powers was a huge deal for me to see in the demo.  I have to say I am very pleased as well.

#2988
luckyloser_62

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PrinceLionheart wrote...

MELTOR13 wrote...

Warp has reverted back to it's ME1 status, while the others got an upgrade.


Kind of. Warp is essentially what Reave was in ME2 in addition to gaining it's debuffer ability in ME1.


Yep, and now reave seems to have a damage reduction effect rather than healing you as per ME2 according to the leak. I hope this is true, and I really hope it stays in line with the other offensive biotic abilities in that it will detonate other biotics. It would make a caster vanguard build extremely viable, which is how I plan to play my vanguard.

#2989
D.Kain

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Biotic Sage wrote...

<<UPDATE>>

I have incorporated all of the numerical information from the demo given to me by you guys, and again thank you so much for compiling all of the new info!  A very special thanks to DayusMakhina for making a kickass list.


Thanks, appreciate it. 

#2990
PrinceLionheart

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luckyloser62 wrote...

PrinceLionheart wrote...

MELTOR13 wrote...

Warp has reverted back to it's ME1 status, while the others got an upgrade.


Kind of. Warp is essentially what Reave was in ME2 in addition to gaining it's debuffer ability in ME1.


Yep, and now reave seems to have a damage reduction effect rather than healing you as per ME2 according to the leak. I hope this is true, and I really hope it stays in line with the other offensive biotic abilities in that it will detonate other biotics. It would make a caster vanguard build extremely viable, which is how I plan to play my vanguard.


I honestly think Vanguard has had the best overhaul of all the classes. Biotics in general are much better than they were in ME2, but you can finally do more than just charge as Vanguard. Personally, I love playing as an Aggressive!Vanguard, but I know that was a love it or hate it play style that turned a lot of people off.

#2991
D.Kain

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 This sums up the Adept gameplay for me. :D

#2992
implodinggoat

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Jesus, my marksman soldier totally sucks ass now.

My adrenaline rush has a much longer cooldown and if I max it out totally for weapon damage it gives me a +75% weapon damage bonus as opposed to the base +100% weapon damage bonus or the +150% weapon damage bonus of heightened adrenaline rush that I got in ME2.

And Maxing out my class passive Combat Mastery for weapons damage only gives me a +25% bonus.

And if I want my ammo powers to apply to my concussive shot (the one improvement to the soldier I was pleased about) then I have to max out the power.

On top of that it seems like I'm still going to have to worry about weight capacity so I can't even carry whatever weapons I damned well please.  

This just sucks.    My Soldier got his brains NERFED out.

#2993
Biotic Sage

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implodinggoat wrote...

Jesus, my marksman soldier totally sucks ass now.

My adrenaline rush has a much longer cooldown and if I max it out totally for weapon damage it gives me a +75% weapon damage bonus as opposed to the base +100% weapon damage bonus or the +150% weapon damage bonus of heightened adrenaline rush that I got in ME2.

And Maxing out my class passive Combat Mastery for weapons damage only gives me a +25% bonus.

And if I want my ammo powers to apply to my concussive shot (the one improvement to the soldier I was pleased about) then I have to max out the power.

On top of that it seems like I'm still going to have to worry about weight capacity so I can't even carry whatever weapons I damned well please.  

This just sucks.    My Soldier got his brains NERFED out.


Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.

Modifié par Biotic Sage, 13 février 2012 - 06:40 .


#2994
D.Kain

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Biotic Sage wrote...

Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.


But then he can't carry all the weapons he wants. :)

#2995
Biotic Sage

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D.Kain wrote...

Biotic Sage wrote...

Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.


But then he can't carry all the weapons he wants. :)


He can carry whatever he wants without worrying about anything.  It's just going to increase the power cooldown penalty.  If he's worried about power cooldown, then yes he will need to carry fewer weapons.  That's the balance of ME3.  Increasing weight capacity just reduces the penalty for power cooldowns when you carry more weapons.

Modifié par Biotic Sage, 13 février 2012 - 06:45 .


#2996
PrinceLionheart

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double post.

Modifié par PrinceLionheart, 13 février 2012 - 06:47 .


#2997
PrinceLionheart

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Biotic Sage wrote...

D.Kain wrote...

Biotic Sage wrote...

Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.


But then he can't carry all the weapons he wants. :)


He can carry whatever he wants without worrying about anything.  It's just going to increase the power cooldown penalty.  If he's worried about power cooldown, then yes he will need to carry fewer weapons.  That's the balance of ME3.  Increasing weight capacity just reduces the penalty for power cooldowns when you carry more weapons.


And as a soldier, you want to carry more weapons. :whistle:

#2998
Biotic Sage

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PrinceLionheart wrote...

Biotic Sage wrote...

D.Kain wrote...

Biotic Sage wrote...

Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.


But then he can't carry all the weapons he wants. :)


He can carry whatever he wants without worrying about anything.  It's just going to increase the power cooldown penalty.  If he's worried about power cooldown, then yes he will need to carry fewer weapons.  That's the balance of ME3.  Increasing weight capacity just reduces the penalty for power cooldowns when you carry more weapons.


And as a soldier, you want to carry more weapons. :whistle:


...right.  So why would a Soldier worry about power cooldown rates?  If you did want to build a Soldier focused on powers, then you would select the weight capacity increase so that you could carry 5 weapons without increasing the cooldown penalty.  If you do a normal Soldier build that just focuses on weapon damage though, you can carry 5 weapons around without a care in the world regardless of your weight capacity evolution decisions.  Soldiers have the highest base weight capacity out of any class.

Modifié par Biotic Sage, 13 février 2012 - 06:51 .


#2999
luckyloser_62

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Honestly I don't see how it is that big of a deal to carry fewer weapons, even on a soldier. How many missions are there where you really use more than two or three. On my engineer and adept I only ever use a sidearm and either an AR or a sniper, on a vanguard I only ever used a shotgun and the locust. I plan on using the same loadout this time around. my engineer and adept will use a pistol and possibly a smg, and my vanguard will use a shotty and a pistol, maybe a sniper as well for some missions. a drone and turret focused engineer with nothing but one of those snazzy new heavy weapons might be pretty awesome too.

Modifié par luckyloser62, 13 février 2012 - 06:52 .


#3000
PrinceLionheart

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Biotic Sage wrote...

PrinceLionheart wrote...

Biotic Sage wrote...

D.Kain wrote...

Biotic Sage wrote...

Check out the evolutions of Combat Mastery, especially the final one.  Max that out and one good ammo power and you have yourself all the damage output you will ever need haha.

And if you're a Soldier you really shouldn't be worried about power cooldowns or weight capacity.  You have a huge weight capacity to begin with, and the Soldier is supposed to be the typical shooter experience: weapons only, fire away.


But then he can't carry all the weapons he wants. :)


He can carry whatever he wants without worrying about anything.  It's just going to increase the power cooldown penalty.  If he's worried about power cooldown, then yes he will need to carry fewer weapons.  That's the balance of ME3.  Increasing weight capacity just reduces the penalty for power cooldowns when you carry more weapons.


And as a soldier, you want to carry more weapons. :whistle:


...right.  So why would a Soldier worry about power cooldown rates?  If you did want to build a Soldier focused on powers, then you would select the weight capacity increase so that you could carry 5 weapons without increasing the cooldown penalty.  If you do a normal Soldier build that just focuses on weapon damage though, you can carry 5 weapons around no matter without a care in the world regardless of your weight capacity evolution decisions.  Soldiers have the highest base weight capacity out of any class.


Maybe so they can use Adrenaline Rush at a faster rate? 

Modifié par PrinceLionheart, 13 février 2012 - 06:51 .