ME3 Powers - The Complete List
#3026
Posté 13 février 2012 - 11:49
#3027
Posté 13 février 2012 - 11:57
I noticed that too,you get 450 Xp for not needing the Medigel on Insanity,but only about 100 XP on Normal.Someone With Mass wrote...
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.
Modifié par Patrick2602, 13 février 2012 - 11:58 .
#3028
Posté 13 février 2012 - 12:19
But do want to point out that a number of squadmates only have two powers listed (plus the passive).. as this clearly won't be the case, it is not a complete list as such. If you do know which additional powers these squadmates will have but don't want to repeat powers already outlined (such as Garrus' Overload) then could you note down somewhere what they are as I would find knowing the full power set up of each squadmate very interesting
#3029
Posté 13 février 2012 - 12:20
Modifié par Someone With Mass, 13 février 2012 - 12:24 .
#3030
Posté 13 février 2012 - 12:21
#3031
Posté 13 février 2012 - 12:23
muse108 wrote...
Is there a reason why Biotic Charge must still have a target. I always dream of being able to get away from combat as quickly as I can get into it.
That's because if you could target cover, they'd get in the way of your real target when Charge is needed for the enemies. Would practically remove the ability to Charge through cover too.
#3032
Posté 13 février 2012 - 02:03
TobyHasEyes wrote...
Will start by saying thank you for bringing together all this information on powers
But do want to point out that a number of squadmates only have two powers listed (plus the passive).. as this clearly won't be the case, it is not a complete list as such. If you do know which additional powers these squadmates will have but don't want to repeat powers already outlined (such as Garrus' Overload) then could you note down somewhere what they are as I would find knowing the full power set up of each squadmate very interesting
Your request is a valid one. I have included it at the end of the 2nd post. Here ya go:
Squadmate Powers Overview [jump to squad]
Garrus
Concussive Shot, Overload, Proximity Mine, Armor-Piercing Ammo, Turian Rebel
Liara
Singularity, Warp, Warp Ammo, Stasis, Pure Biotic
Tali
Combat Drone, Sabotage, Defense Drone, Energy Drain, Quarian Machinist
Ashley
Concussive Shot, Disruptor Ammo, Inferno Grenade, Marksman, Spectre
Kaidan
Overload, Cryo Blast, Barrier, Reave, Spectre
James
Incendiary Ammo, Frag Grenade, Carnage, Fortification, Combat Training
Secret Squadmate 1
Overload, Incinerate, Defense Matrix, Decoy, AI Mastery
Secret Squadmate 2
Pull?, Shockwave?, Biotic Focus, Slam, Passive?
#3033
Posté 13 février 2012 - 02:06
Kaidan has Overload.. my Adept Shepard will be pleased
#3034
Posté 13 février 2012 - 02:09
TobyHasEyes wrote...
Oh great thank you (!), sorry I didn't go down that far
Kaidan has Overload.. my Adept Shepard will be pleased
No no, I just added it haha. I saw your post and I said, hm that's a good idea. A lot of people don't know the squadmate power situation. I was just focusing on the bonus powers above that.
So thanks for the suggestion!
Modifié par Biotic Sage, 13 février 2012 - 02:09 .
#3035
Posté 13 février 2012 - 03:14
Are they tied to you using a particular squad member?
Say the VS - whoever is dead and not in the game, would you have access to their powers at some point, or would you need to play ME3 with them alive?
I'm thinking in particular about barrier, and that Kaidan will be dead in the first save I import.
#3036
Posté 13 février 2012 - 03:44
Modifié par Phantom818, 13 février 2012 - 03:45 .
#3037
Posté 13 février 2012 - 04:35
Biotic Sage wrote...
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.
I'd say that is the lack of balance of ME3 not the balance. Additional weapons effect your effective power a lot less than a shorter cooldown will. A sodlier with one gun and living in adrenaline rush will be a lot more effective than a soldier with 4 guns who has to wait for adrenaline rush.
#3038
Posté 13 février 2012 - 04:36
Huh, most interesting....Patrick2602 wrote...
I noticed that too,you get 450 Xp for not needing the Medigel on Insanity,but only about 100 XP on Normal.Someone With Mass wrote...
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.
Ponders if I should dare start ME3 on the Hardcore or Insanity settings for that first playthrough.... though I'd probably get severely butched a hundred or so times in doing so.
Modifié par AVPen, 13 février 2012 - 04:47 .
#3039
Posté 13 février 2012 - 04:39
My player, Combat Drone, Sentry Turret, Defense Drone, Tali, her Combat Drone, her Defense Drone, and someone else.
That's 8 sources of pain as opposed to 3.
#3040
Posté 13 février 2012 - 04:43
Someone With Mass wrote...
Wow, the Tech Armor is so useless on Insanity against the Atlas. Even with all the damage reduction evolutions, the Atlas still took out the shield with one shot.
I don't think it's useless. Defense wise, while you can't Tank like you could in ME2, it's great for flanking enemies.
#3041
Posté 13 février 2012 - 04:46
PrinceLionheart wrote...
Someone With Mass wrote...
Wow, the Tech Armor is so useless on Insanity against the Atlas. Even with all the damage reduction evolutions, the Atlas still took out the shield with one shot.
I don't think it's useless. Defense wise, while you can't Tank like you could in ME2, it's great for flanking enemies.
Unless they flank you first.
#3042
Posté 13 février 2012 - 04:48
Someone With Mass wrote...
PrinceLionheart wrote...
Someone With Mass wrote...
Wow, the Tech Armor is so useless on Insanity against the Atlas. Even with all the damage reduction evolutions, the Atlas still took out the shield with one shot.
I don't think it's useless. Defense wise, while you can't Tank like you could in ME2, it's great for flanking enemies.
Unless they flank you first.
You just need to outflank the flanking flankers.
#3043
Posté 13 février 2012 - 04:59
Someone With Mass wrote...
Wow, the Tech Armor is so useless on Insanity against the Atlas. Even with all the damage reduction evolutions, the Atlas still took out the shield with one shot.
Damn, that's disappointing. The damage prevention evolutions actually making a difference this time around was going to play a large role in my planned Sentinel melee build. Maybe combined with Fortification it'll make enough of a dif. And we ARE talking about Atlas mechs here, not your typical cannon fodder enemies. I'll still hold out hope.
Can anyone confirm for me if it's still just three hotkeys for us console players? I was really hoping for one more so I wouldn't have to choose between tacking Throw on to my Sentinel for CC and being able to detonate my armor on the fly.
#3044
Posté 13 février 2012 - 05:01
Someone With Mass wrote...
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.
Did you find all the medgel stations and avoid using them when you played in normal?
#3045
Posté 13 février 2012 - 05:05
Aurellia wrote...
Someone With Mass wrote...
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.
Did you find all the medgel stations and avoid using them when you played in normal?
Yep. I even used some medi-gel on Insanity and I still got to level 15 at the end of it.
#3046
Posté 13 février 2012 - 05:06
No Snakes Alive wrote...
Someone With Mass wrote...
Wow, the Tech Armor is so useless on Insanity against the Atlas. Even with all the damage reduction evolutions, the Atlas still took out the shield with one shot.
Damn, that's disappointing. The damage prevention evolutions actually making a difference this time around was going to play a large role in my planned Sentinel melee build. Maybe combined with Fortification it'll make enough of a dif. And we ARE talking about Atlas mechs here, not your typical cannon fodder enemies. I'll still hold out hope.
Can anyone confirm for me if it's still just three hotkeys for us console players? I was really hoping for one more so I wouldn't have to choose between tacking Throw on to my Sentinel for CC and being able to detonate my armor on the fly.
I didn't have any points invested in Fitness, so maybe there's something to look for in there. You detonate the armor with the same button as you activate it with, by the way.
#3047
Posté 13 février 2012 - 05:15
#3048
Posté 13 février 2012 - 05:16
AVPen wrote...
Ponders if I should dare start ME3 on the Hardcore or Insanity settings for that first playthrough.... though I'd probably get severely butched a hundred or so times in doing so.
Honestly Insanity in the demo isn't a big deal, with a right build and a smart playstyle that should do the trick....and besides in the actual game, you'll start at lvl 30 and have a customisable loadout.
#3049
Posté 13 février 2012 - 05:27
incinerator950 wrote...
Anyone try any defensive Sentinel builds? I'm curious as to more opinions then an offensive Tech Armor try out, but so far all I hear is that the Armor has taken a different turn into mechanics.
From what I heard in other threads (I havedn't played the demo) that Tech Armor essentially makes the cooldown long (something about having weight and it giving a -80% penalty to cd reduction). Although the op lists that at Rank 6, the upgrade for Tech Armor is power recharge penalty reduced by 30% albeit in expense to damage reduction. Some people are not happy about this mechanic but the upgrades for the powers (Throw, Warp, Overload, Cyro Blast etc have an option to upgrade power recharge penalty). But again the forced weapon loadout is so icky, I guess we just have to wait for the main game to decide how Tech Armor and powers will co-exist.
Also in another thread, a guy mentioned that a throw-combo (singularity/pull/lift - throw combo) instantly resets the Sentinel's/Adept's cooldown so it may actually be interesting on the offensive side. I personally play as an offensive Sentinel in ME2 and love it. I mean Reave + Tech Armor almost renders the Sentinel invincible (health + shields going to 1400 ish), I don't think extra defence is necessary.
Modifié par Priisus, 13 février 2012 - 05:32 .
#3050
Posté 13 février 2012 - 05:31
Vapaä wrote...
AVPen wrote...
Ponders if I should dare start ME3 on the Hardcore or Insanity settings for that first playthrough.... though I'd probably get severely butched a hundred or so times in doing so.
Honestly Insanity in the demo isn't a big deal, with a right build and a smart playstyle that should do the trick....and besides in the actual game, you'll start at lvl 30 and have a customisable loadout.
My first playthrough of the demo as Adept was on insanity and it was challenging but fun to figure out how to beat the fights. It doesn't require super fast twitch skills. It just requires good build and good thinking during the fights.





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