Aller au contenu

Photo

ME3 Powers - The Complete List


3405 réponses à ce sujet

#3001
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

PrinceLionheart wrote...

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? 


Exactly my point.  If you want to have Adrenaline Rush be constantly on, there should be a tradeoff for that.  Otherwise damage-output Soldiers will need to use it as a support power, not as an activate-every-3 seconds power.  That's called balancing and Bioware did a great job.

And again, Soldier still has the highest weight capacity out of any class to begin with, so you won't suffer that big of a cooldown penalty even if you don't take the weight capacity evolutions.

Modifié par Biotic Sage, 13 février 2012 - 06:54 .


#3002
Adhin

Adhin
  • Members
  • 2 997 messages
If you focus entirely on your cooldowns that means less weapons and the lower grade ones. I mean... think of it this way. Would you rather have the Revanant 'and' Widow at the same time? Or go for cooldowns so you can spam Concussive Shot with a Shuriken and Pred-pistol? =P

Ammo powers don't have a cooldown at all so that's a non issue. Soldiers are more about just shooting folks. And if you compare the slow-mo DMG mode (Adrenaline Rush) with other shooters of like ability, they usually have a 30 second to 1 minute cooldown. Or require you kill a lot of stuff with it off to fill up a meter. Having a 20 second cooldown on it isn't going to heavily impact the gameplay.

Also keep in mind Frag Grenade is outside of the cooldown 'entirely'. And you pick up more grenades from any normal ammo pick up if the demos right. So you could cap out with major guns killing your cooldowns. And you'd still have Grenades for some heavy explosive damage you could practically spam if you have to.

Adrenaline Rush when things get hairy, have Concussive taking your ammo power once in awhile. Frankly, that's how I'll play a soldier if i make one. When I played one in ME3 I rarely used AR or Concussive as is on Insanity, just wasn't a point. Or, well, I'd use AR sparingly.

Ultimately the DMG boost from AR is there to compensate for you firing slower, so your dmg per second overall doesn't change 'to' much. Granted it means more damage per-shot so you can conserve ammo but that's the overall effect of it - an ammo conserve while giving you advance mobility.

I think yall will be fine on Soldier if you go crazy on the good guns. Gods know I intend to when I play one.

Modifié par Adhin, 13 février 2012 - 07:01 .


#3003
Omega-202

Omega-202
  • Members
  • 1 227 messages
I've got a question, as I haven't done a Soldier run in the demo yet:

- Does the Mattock still have the essentially infinite fire rate which can be abused during AR? On my Sentinel, Adept and Vanguard playthroughs the Mattock fired basically as fast as I could pull the trigger but that could have just been coincidental with the maximum firing rate.

#3004
Ghost43

Ghost43
  • Members
  • 199 messages

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 Biotic and DayusMakhina!

Modifié par Ghost43, 13 février 2012 - 07:08 .


#3005
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

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.


Lets do the math....

Final evolution of Combat Mastery built to max damage would give me....
+25% weapon damage and + 40%  Ammo Power Damage.

Disruptor Ammo, max it out for damage.
Health Damage +15% and Shields/Barrier +60% X 1.4 from combat mastery =  + 21% health, +84%shield/barrier

Incendiary Ammo, max it out for damage.
+ 30% Health damage, +30% armor damage X1.4 from combat mastery = +42% health, +42% armor.

I'm not really impressed.  Nothing I see there really eclipses the bonuses I was getting from my ME2 ammo powers and thats assuming I max out combat mastery to get that +40% bonus.

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.


Adrenaline Rush was broken in ME2, no doubt and it needed to be Nerfed; but they didn't give my soldier anything comparable to replace what they took away.  Making my weapons outside of Adrenaline Rush do more damage relative to the amount I do during AR and giving AR a longer cooldown so I don't spam it is a step in the right direction. But offsetting the power of ME2 Adrenaline Rush with a paltry +25% weapon damage for maxing out Combat Mastery just doesn't cut it.

I'll reserve judgement to a degree until I get my hands on the game; but the stats don't fill me with confidence.

Modifié par implodinggoat, 13 février 2012 - 07:17 .


#3006
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

Omega-202 wrote...

I've got a question, as I haven't done a Soldier run in the demo yet:

- Does the Mattock still have the essentially infinite fire rate which can be abused during AR? On my Sentinel, Adept and Vanguard playthroughs the Mattock fired basically as fast as I could pull the trigger but that could have just been coincidental with the maximum firing rate.


From what I've heard the Mattock's firing rate has been capped.  So if you're using it outside AR it fires about as fast as you pull the trigger; but in AR you can't lay down as much fire anymore.

#3007
Ghost43

Ghost43
  • Members
  • 199 messages
Delete/Wrong Quote

Modifié par Ghost43, 13 février 2012 - 07:17 .


#3008
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

implodinggoat 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.


Lets do the math....

Final evolution of Combat Mastery built to max damage would give me....
+25% weapon damage and + 40%  Ammo Power Damage.

Disruptor Ammo, max it out for damage.
Health Damage +15% and Shields/Barrier +60% X 1.4 from combat mastery =  + 21% health, +84%shield/barrier

Incendiary Ammo, max it out for damage.
+ 30% Health damage, +30% armor damage X1.4 from combat mastery = +42% health, +42% armor.

I'm not really impressed.  Nothing I see there really eclipses the bonuses I was getting from my ME2 ammo powers and thats assuming I max out combat mastery to get that +40% bonus.

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.


Adrenaline Rush was broken in ME2, no doubt and it needed to be Nerfed; but they didn't give my soldier anything comparable to replace what they took away.  Making my weapons outside of Adrenaline Rush do more damage relative to the amount I do during AR and giving AR a longer cooldown so I don't spam it is a step in the right direction. But offsetting the power of ME2 Adrenaline Rush with a paltry +25% weapon damage for maxing out Combat Mastery just doesn't cut it.


All of that depends on how powerful the base damage of your weapons are.  If you take a bunch of heavy hitting guns with you, and then take into consideration the rate of fire for DPS, your damage output is going to be much more significant even in small percentage increases to weapon damage bonus.  When powers get an increase in damage percentage, you have to remember that they have a much slower "rate of fire" than the weapons, so weapon damage percentage increases have to be smaller or else it would completely nullify powers' usefulness.

I'm looking forward to playing Soldier in ME3 seeing all this new info, I guess we'll have to disagree.

Modifié par Biotic Sage, 13 février 2012 - 07:19 .


#3009
Ghost43

Ghost43
  • Members
  • 199 messages

Seracen wrote...

Sentinel has always been my favorite, followed by Engineer. Odd thing though, Tech Armor doesn't seem to offer much protection in the demo. I mean, I lost shields, my health was deteriorating, and Tech Armor was still up, what's up with that? Unless the new Tech Armor is only good for detonating, I have always used it to help Shepard tank.

Also surprised that Turrets don't take the place of Grenades for Engineer. Constant spamming of them, with Drone, seems even more broken-tastic than I could have hoped.


I believe it reduces incoming damage by a percent now, but doesn't act as an extra shield.

#3010
Elecbender

Elecbender
  • Members
  • 2 427 messages
I'm seeing videos of Adrenaline Rush and it sure as hell doesn't seem like the "real-time" DPS is slowed down. I saw a video of someone getting 3 shots off with the Eviscerator while in Adrenaline Rush. I even saw a video of someone shooting the Predator at full speed while in Adrenaline Rush.

#3011
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

Biotic Sage wrote...

I'm looking forward to playing Soldier in ME3 seeing all this new info, I guess we'll have to disagree.


Honestly man I don't know what to think.   I thought Soldier looked like the weakest class before ME2 too and it turned out to be very powerful.   I'll just have to wait until I get my hands on the game to make a proper judgement, its really hard to get your mind around how a game is going to play just by looking at stats.

One thing I am looking forward to with my Soldier though is playing around with my weapon loadout.  Picking the right guns for the situation seems like its going to be a much bigger factor this time around.

#3012
Guest_lightsnow13_*

Guest_lightsnow13_*
  • Guests
I don't know.. when I played the demo on hardcore, I had a tough time w/ the adept (but that's b/c they overloaded him with tons of weapons..) However, the soldier made the game far easier. Not as easy as the sentinel (surprisingly) but still pretty easy. I actually evolved cryo ammo for the squad...amazing..it's fantastic! Enemies were slowed and if they weren't slowed they were frozen. I'd just shotgun em and they'd blast apart.

The adept was SO fun in the beginning portion of the demo. Such short cooldowns on warp and singularity! Warp was pretty strong too, I felt like it was rather weak in ME2. The adept has some serious combo potential. Also, I actually liked the adepts grenades. They did massive amounts of damage against the atlas.

Engineer was probably my second favorite..which is weird because I can't stand him. I think the only ability that made me want to play him was sabotage. I mean..being able to render enemies useless AND take over their turrets? Amazing!

#3013
ralx22

ralx22
  • Members
  • 83 messages

Elecbender wrote... I'm seeing videos of Adrenaline Rush and it sure as hell doesn't seem like the "real-time" DPS is slowed down. I saw a video of someone getting 3 shots off with the Eviscerator while in Adrenaline Rush. I even saw a video of someone shooting the Predator at full speed while in Adrenaline Rush.


I think this is the video you might be referring to:



#3014
Greystone

Greystone
  • Members
  • 101 messages
My guess is that adrenaline rush will be spammable if you carry 1-2 weapons only. Besides cooldown reduction due to less weight nobody is factoring in potential modifications from gear.

Looking at adrenaline rush and combat mastery it looks like it'll be possible to get a 7.5 seconds adrenaline rush IF combat mastery's rank 4 upgrade applies to AR.

Adrenaline rush maxed out applies 75% damage boost. Rank 6 combat mastery is another 25% besides the possible 35% weapon damage you can get ranking it up.

That's 135% weapon damage boost or roughly equal to heightened ar from ME 2.

In ME 2 you then had 15% damage boost from commando combat mastery.

So it looks like ME 2 soldier is up about 20% damage over ME 3 soldier only during ar if my addition is correct.

The benefit now appears to be in ME 3 you will have significant ability to make varied builds. There are alot of solid tanky choices. It appears you can potentially build for +65% health and shield. During adrenaline rush you could have an additional 25% resist to health AND shields on top of the +65% hp/shield plus and additional +50% shield.

And then you have possible gear itemization boosting your hp/shields even further.

Then actually useful defensive powers like barrier/fortitude etc.

Being able to use damaging powers during ar is pretty big. Before all you could do was shoot your guns. Now you can shoot an inferno ammo'd concussive shot with the damage boost from ar. But, I got something better.

Adrenaline rush+carnage...

I have no idea how hard carnage hits, but I'm sure it'll hit solidly so having a powerful attack to fire off during ar will be a nice change. Ar'd grenades could be fun too.

Then there's the option of picking up Ashley's marksman bonus power. I have no idea what the stats on that are, but it might be very viable to use that preferentially over ar and use ar for emergency manuevering or to drop a big grenade etc.

Hard to say at this point

#3015
The JoeMan

The JoeMan
  • Members
  • 426 messages
Just FYI I set my soldiers weight capacity to 100 and still had about a 15 second cooldown on Adrenaline Rush and this is without a sniper rifle equiped. I don't know what difference weapon and armor mods will make but I don't think AR will be anywhere near as spamable as it was in ME2 unless you're doing a pistol only run.

#3016
zeypher

zeypher
  • Members
  • 2 910 messages
so adrenalin rush now appears to be a hybrid of me1 and me2. Me1 it was immunity therefore defensive. Me2 it was completly offensive and now in me3 it appears to be a mix of both

#3017
D.Kain

D.Kain
  • Members
  • 4 244 messages
 Guys I feel invested!  7 months ago, making own class throwing random ideas:


Powers: 

- Biotic Grip: lift a target with biotics and drag the target in any direction for a couple of seconds, ends with a biotic throw in the dragged direction. Advanced a) Area grip - pick up multiple targets or objects. B) Strong grip - dragged target is under biotic warp effect reducing targets hp and the final throw is stronger.
- Biotic Repulse: unleash a 360 degrees biotic wave. Advanced a) Strong repulse - use biotic lift on all targets that are near before using Repusle. B) Recharges biotic barrier ( shields ).
- Unstable Singularity: works like a regular singularity but has less working time and when it collapses it detonates and warps all the targets that were inside. Advanced: a) Stronger warp. B) Wider singularity. 
- class mastery - each point increases biotic damage, weapon damage, biotic recharge time and makes biotics bypass shields and armor by percent. Advanced: a) greater increase in biotic recharge time and weapon damage. B) biotics almost ignore shields and armor. 



How much of this is close to what really came up? :happy:

Modifié par D.Kain, 13 février 2012 - 09:01 .


#3018
drak4806.2

drak4806.2
  • Members
  • 207 messages
Regarding ammo powers when one of the options says increase ammo capacity by 30% does it mean per clip or total ammo capacity?

#3019
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

drak4806.2 wrote...

Regarding ammo powers when one of the options says increase ammo capacity by 30% does it mean per clip or total ammo capacity?


That's a good question.  Per clip would be useful for everyone; increasing the total capacity would be useful for power-focused builds equipping only one or two weapons.

#3020
Yuri11

Yuri11
  • Members
  • 25 messages

drak4806.2 wrote...

Regarding ammo powers when one of the options says increase ammo capacity by 30% does it mean per clip or total ammo capacity?


Total i think. You'll either have 1.3 (imagine that) ammo loaded in claymore or wont benefit from bonus at all.

#3021
DayusMakhina

DayusMakhina
  • Members
  • 752 messages

Yuri11 wrote...

drak4806.2 wrote...

Regarding ammo powers when one of the options says increase ammo capacity by 30% does it mean per clip or total ammo capacity?


Total i think. You'll either have 1.3 (imagine that) ammo loaded in claymore or wont benefit from bonus at all.

It is total, and it appears to only apply when that ammo power is active.

#3022
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

DayusMakhina wrote...

Yuri11 wrote...

drak4806.2 wrote...

Regarding ammo powers when one of the options says increase ammo capacity by 30% does it mean per clip or total ammo capacity?


Total i think. You'll either have 1.3 (imagine that) ammo loaded in claymore or wont benefit from bonus at all.

It is total, and it appears to only apply when that ammo power is active.


My Vanguard will definitely be taking the increased ammo capacity evolution for Incendiary Ammo so he can stuff some more precious shells in his disciple shotgun.

#3023
incinerator950

incinerator950
  • Members
  • 5 617 messages
I always wondered how Incendiary rounds never reduced the amount of ammunition you could fire.

#3024
VinWizzy

VinWizzy
  • Members
  • 359 messages

The Spamming Troll wrote...

VinWizzy wrote...

Anybody make a good sentinel build yet. I would like to know the ranks and details. Of your powers you chose and how you played. Thanks.


sure i did.

i maxxed throw, actiavated tech armor, then spammed the **** out of throw. i remember trying cryo blast once to see how much enemies would slow down, but it duffed into a wall so i used throw again and completly forgot i had any other abilties. to me, tech armor seems like its alot more durable. i cant beielve i didnt try lift grenade, oh well, next time!

Wait so did you max out throw AND tech armor or just tech? If you did the latter then what rank was your tech armor? Also did you upgrade any other powers?

#3025
Someone With Mass

Someone With Mass
  • Members
  • 38 560 messages
Huh. It seems like you're getting more XP on higher difficulties, because I got to level 15 on Insanity and the highest level I could get on Normal was 14.