ME3 Powers - The Complete List
#3051
Posté 13 février 2012 - 05:36
#3052
Posté 13 février 2012 - 05:36
#3053
Posté 13 février 2012 - 05:49
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.
Oh man, that´s SO NOT good :/
Wouldn´t matter if you´re able to get to level 60 (at least with an imported character) in one go though...
#3054
Posté 13 février 2012 - 05:52
Priisus wrote...
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.
True, but using a bypass reduces the effectiveness of a legitamate build, not punching the Claymore to reload faster.
I need to try the demo, I'll have time to play all the builds so.
#3055
Posté 13 février 2012 - 05:55
BatmanPWNS wrote...
Why does no squadmate ever have Cyro ammo? >.>
Probably because they don't know when to stop shooting and let them all freeze.
Or because they need more offensive powers.
#3056
Posté 13 février 2012 - 05:58
Yes, but you forget: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.
The enemies will be level 30 as well.
Modifié par AVPen, 13 février 2012 - 05:58 .
#3057
Posté 13 février 2012 - 06:00
I've seen many a post already with adept players planning on going, adept shepard, and two biotic teammates but a level with a cerebus phantom and a couple of enginneers will mess you up big time I predict...
As an aside, did anyone notice that the cerebus engineer will repair not just his own turret that he deploys but also any other one? Nice AI there as I watched a video where a player killed one engineer but for some reason left the other one alive and said engineer repaired both...
Nasty.
#3058
Posté 13 février 2012 - 06:03
#3059
Guest_lightsnow13_*
Posté 13 février 2012 - 06:06
Guest_lightsnow13_*
#3060
Posté 13 février 2012 - 06:06
#3061
Posté 13 février 2012 - 06:12
Aurellia wrote...
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.
I played Adept too, I focused on Singularity/Warp combos, and compensate the ridiculously long cooldowns with Liara powers, in the actual game, I will be the only Adept on the field, but I will likely be able to create biotic combos by myself
AVPen wrote...
Yes, but you forget:
The enemies will be level 30 as well.
Well I can easily trade lvl 30 ennemies versus insta-cooldowns
I think Insanity will be very satisfaying, if Sur'kesh is representative of the game in terms or level-design, combined with the tweaked gameplay and improved AI !
Modifié par Vapaä, 13 février 2012 - 06:13 .
#3062
Posté 13 février 2012 - 06:15
cuz it sucks....BatmanPWNS wrote...
Why does no squadmate ever have Cyro ammo? >.>
#3063
Guest_lightsnow13_*
Posté 13 février 2012 - 06:19
Guest_lightsnow13_*
atheelogos wrote...
cuz it sucks....BatmanPWNS wrote...
Why does no squadmate ever have Cyro ammo? >.>
When I played soldier and evolved cryo to affect squadmates..it was so much better this time around. Not only was it slow enemies everywhere, but anytime I turned around I noticed another enemy was frozen so I'd shotgun him.
It's one of the only CC powers a soldier can get - and it's totally worth it.
#3064
Posté 13 février 2012 - 07:43
#3065
Posté 13 février 2012 - 07:46
#3066
Posté 13 février 2012 - 08:37
Vapaä wrote...
Aurellia wrote...
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.
I played Adept too, I focused on Singularity/Warp combos, and compensate the ridiculously long cooldowns with Liara powers, in the actual game, I will be the only Adept on the field, but I will likely be able to create biotic combos by myself
I got Liara down to 4/6s on singularity/warp and I was able to get Shepard down to 8/12 on singularity/warp. However in a later playthrough I maxed out throw including getting insta-cooldown on biotic detonation and that with dual throw plus 4s liara singularity == teh win.
Basically I could do singularity+throw detonation every 4 seconds. This is nuts, especially considering that I'm carrying a soldier weapon loadout.
I can't wait until the full game
Modifié par Aurellia, 13 février 2012 - 08:37 .
#3067
Posté 13 février 2012 - 09:16
Someone With Mass wrote...
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.
Thanks. I think Fitness would def be key for my planned melee build so here's hoping it makes a dif. And I know we detonate the armor with the same button, though. That's why I'm wondering if we still only have three hotkeys to work with, because with Lift Grenades and Cryo Blast taking up two of them, I'd either have to pause to the power wheel to use Throw or detonate my armor, depending on which I have take up my third hotkey slot. So I'm hoping for even just one more hotkey, but not holding my breath.
Can someone please confirm if we only have three hotkeys on the 360 still this time around? Thanks in advance.
Modifié par No Snakes Alive, 13 février 2012 - 09:21 .
#3068
Posté 13 février 2012 - 09:21
#3069
Posté 13 février 2012 - 09:27
#3070
Posté 13 février 2012 - 09:28
Aurellia wrote...
I got Liara down to 4/6s on singularity/warp and I was able to get Shepard down to 8/12 on singularity/warp. However in a later playthrough I maxed out throw including getting insta-cooldown on biotic detonation and that with dual throw plus 4s liara singularity == teh win.
Basically I could do singularity+throw detonation every 4 seconds. This is nuts, especially considering that I'm carrying a soldier weapon loadout.
I can't wait until the full game
This was something I noticed when viewing the demo on YouTube - they seemed to take the basic idea behind Kasumi's Rapid Shadow Strike and apply it to biotics.
March is taking too long to arrive. Hurry up, goddamn you!
#3071
Posté 13 février 2012 - 09:28
BlueDemonX wrote...
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.
Oh man, that´s SO NOT good :/
Wouldn´t matter if you´re able to get to level 60 (at least with an imported character) in one go though...
WAIT A SEC.
After playing some insanity with the demo, I still got XP for picking up medi-gel. Do you just get more XP if you already have full medigel? +450 xp versus say +300xp?
Someone please clarify this, otherwise all my insanity playthroughs will be at level 60 so I can use medi-gel without worrying about lost xp. (Yes, I am really nitpicky about it).
#3072
Posté 13 février 2012 - 09:36
Mand0l1n wrote...
3 hotkeys only I'm afraid but you can remap the y button this time around. You could always get kinect....
Lol I'm definitely considering it. At least my Engineer will only need the three hotkeys for Turret, Combat and Defense Drones. If only I could throw an armor power on top of that too and not even worry about detonating it, I'd be set.
And I'm thinking Charge, Nova and Barrier will be the way to roll for me when it comes to Vanguard.
Hell, speaking of Barrier, I wonder how much synergy a Sentinel build that focused on stacking and detonating Tech Armor and Barrier would be (I mean Barrier IS the Biotic version of Tech Armor, right? And Sentinels ARE the Biotic and Tech tank class...)
Some of these ideas of mine might flop horribly but the fun's in finding out. I love the fact that this game already seems to be allowing for some more unique build ideas than its predecessor. I'm so all about outside-the-box builds that synergize well. And one way or another I will find a way to make a viable walking, tanking Melee God out of the Sentinel class lol.
#3073
Posté 13 février 2012 - 09:38
Huh.... so those assorted passive classes (along with the Rage power) that I found in the leaked script were indeed for the MP and were not NPC squadmate passives for the Single Player.Someone With Mass wrote...
Krogan powers in MP.
#3074
Posté 13 février 2012 - 09:40
Jokes aside I'm also considering kinect
#3075
Posté 13 février 2012 - 10:13
Manveer Heir posted this response in that thread regarding the passive bug:zeypher wrote...
well there seems to be some problem with the passives increasing cooldowns. More details on this post http://social.biowar.../index/9255943.
Manveer Heir wrote...
Hey all, I appreciate your bringing this up. I realize this isn't an optimal bug to have in the demo, but thankfully it is only in the demo. This only occurs if you put 1 point into the passive and then undo that choice (not if you just upgrade normally and don't undo right after putting the point in). I just checked alongside the QA guys on this bug and we confirmed it works fine in the retail version. In fact, I remember this bug and looking into it vaguely.
The demo is not final game code. We fix bugs until the last second and unfortunately that means lots of bugs end up in demos that aren't in the final game. That's pretty much the only way for us to get you guys a demo out BEFORE the game is out (since demo also has to go through Microsoft/Sony certification).
As for the long recharge time for Charge, this is all due to the weight capacity. There is a weight capacity dependent on how many weapons you are holding. If you hold too many, the game tells you your global power recharge speed is going to be negatively affected (conversely, if you are holding very few weapons your recharge speed increases dramatically). Charge at it's base level is a 10 second recharge power and can be sped up significantly from that (down to under 3 seconds).
So all is well, it isn't a bug in the final version, just try to avoid undoing powers from the passive in the demo to avoid this bug (and don't go so far over your weight limit to make Charge and other powers recharge faster).
Thanks!
@manveerheir





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