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ME3 Powers - The Complete List


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#3101
Jesterofinsanity

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I have not played the demo but much like the combat drone was in ME2 its another form of distraction. Just another Tool in the engineers toolbox of battlefield control. Now if you could only have a combat drone OR a sentry turret out at a time, then i could see an issue. However this is not he case and the sheer fact that both can exist on the battlefield at once only enhances each other.

" But Jester! They die in two seconds on insanity!" Me2s drone died in two seconds. These aren't beloved pets from other rpgs who are there to dramatically increase damage output. They are badass tools of control with really short cooldown times!

#3102
Biotic Sage

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Jesterofinsanity wrote...

I have not played the demo but much like the combat drone was in ME2 its another form of distraction. Just another Tool in the engineers toolbox of battlefield control. Now if you could only have a combat drone OR a sentry turret out at a time, then i could see an issue. However this is not he case and the sheer fact that both can exist on the battlefield at once only enhances each other.

" But Jester! They die in two seconds on insanity!" Me2s drone died in two seconds. These aren't beloved pets from other rpgs who are there to dramatically increase damage output. They are badass tools of control with really short cooldown times!


That's exactly my take on the drones.  And now the Engineer can use an Assault Rifle, which makes them much more appealing.  Drones to disrupt and cause irritation to enemies while you light them up.  Or don't bother with drones and do the Cryo Blast / Incinerate synergy!

#3103
Jesterofinsanity

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The cyroblast incinerate synergy seems like a lot of fun. Man its going to be hard making an engineer build this time around. ( I'm kind of a engineer freak since me1) Am i the only one reaaaallly excited about sabotage? More control over organics and can hack the dreaded turrets with armor still up?

#3104
luckyloser_62

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I honestly wasn't very impressed with drone, and tech armor rather disappointed me too. I loved the biotics though. They felt extremely potent on all levels, and the new combos were awesome. I already have my barrier adept and reave vanguard builds planned out. Everything cryo got a nice buff as well. Infiltrator seems really powerful, and a elemental damage engineer looks to be awesome as well. I loved sabotage too, it was my favorite tech power in ME and looks to be again in ME3.

Modifié par luckyloser62, 15 février 2012 - 01:59 .


#3105
Andy the Black

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So... now I've run through the demo (more times that I care to mention) I want to start planing my builds. Do we have a final total number of squad points? I'm guessing 121 but I keep hearing 170+.

#3106
luckyloser_62

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Andy the Black wrote...

So... now I've run through the demo (more times that I care to mention) I want to start planing my builds. Do we have a final total number of squad points? I'm guessing 121 but I keep hearing 170+.


One of the devs recently confirmed 178 total points, which I am happy about. Whileit doesn't force you to sacrifice owers it does encourage you to use powers that you normally would sacrifice, and the variety of evolutions and bonus powers allow for a lot of different builds. For instance I already have two different vanguards planned. One will be a caster with reave that uses charge for manuverablitiy more than attack and uses pistols and ARs. The other will be a more damage based build with barrier to increase survivability, use SMs and shotties, and will primarily use charge, then detonate barrier for the lift, then use nova to detonate said lifted enemies. I'm so excited for the variety of builds that look possible.

edit* lost my train of thought, about the number of squad points, the working theory right now is that we will get more points at later levels to prevent you form having to wait so long to level up later evolutions of powers. For example, if later levels only gave 1 point or even 2 points, we would have to wait 3-6 levels befor leveling up the later evolutions. With this system you should only ever have to wait a level or two to evolve a power.

Modifié par luckyloser62, 15 février 2012 - 02:55 .


#3107
Biotic Sage

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Jesterofinsanity wrote...

The cyroblast incinerate synergy seems like a lot of fun. Man its going to be hard making an engineer build this time around. ( I'm kind of a engineer freak since me1) Am i the only one reaaaallly excited about sabotage? More control over organics and can hack the dreaded turrets with armor still up?


I am excite as well.  My Infiltrator will be making heavy use of it.  To me it has a really "infiltrator" feel to it, all hacky and technology-y.  (Yeah I'm not so great with computers in real life...when someone asked me how much RAM my computer had I picked it up and swung it against my door to find out).

Modifié par Biotic Sage, 15 février 2012 - 02:59 .


#3108
Jesterofinsanity

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Its made even better by the fact that people are growing a rather intense hatred for enemy engineers. An intense hatred that i don't think engineers or infiltrators packing sabotage will share

#3109
Andy the Black

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luckyloser62 wrote...

Andy the Black wrote...

So... now I've run through the demo (more times that I care to mention) I want to start planing my builds. Do we have a final total number of squad points? I'm guessing 121 but I keep hearing 170+.


One of the devs recently confirmed 178 total points, which I am happy about. Whileit doesn't force you to sacrifice owers it does encourage you to use powers that you normally would sacrifice, and the variety of evolutions and bonus powers allow for a lot of different builds. For instance I already have two different vanguards planned. One will be a caster with reave that uses charge for manuverablitiy more than attack and uses pistols and ARs. The other will be a more damage based build with barrier to increase survivability, use SMs and shotties, and will primarily use charge, then detonate barrier for the lift, then use nova to detonate said lifted enemies. I'm so excited for the variety of builds that look possible.

edit* lost my train of thought, about the number of squad points, the working theory right now is that we will get more points at later levels to prevent you form having to wait so long to level up later evolutions of powers. For example, if later levels only gave 1 point or even 2 points, we would have to wait 3-6 levels befor leveling up the later evolutions. With this system you should only ever have to wait a level or two to evolve a power.


Thanks for the feed back.

I also like the idea of a 178 points total. I think the power evos will lead to a lot of fun and different builds and the global cooldowns stop you from feeling op'ed.

#3110
Biotic Sage

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^ The devs say "178" but all of the other evidence thus far points to 121...I think people need to be prepared for either scenario.

#3111
Andy the Black

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Jesterofinsanity wrote...

Its made even better by the fact that people are growing a rather intense hatred for enemy engineers. An intense hatred that i don't think engineers or infiltrators packing sabotage will share


Yep. I can see the Cerberus Engineers and their turrets being ether laughable or really annoying depending on whether your Engineer/Infiltrator/have Tali or not.

#3112
Andy the Black

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Biotic Sage wrote...

^ The devs say "178" but all of the other evidence thus far points to 121...I think people need to be prepared for either scenario.


I am planning my builds conservatively just in case. If we get the other 57 points then I can expand my builds mid game which is a bonus. LuckyLoser dose have a point though, at 2 points a level it's gonna take forever to upgrade a power to it's last two levels. 

Mind you though, putting in the effort to get those last evos would make getting them all that better.

Modifié par Andy the Black, 15 février 2012 - 03:47 .


#3113
Ghost43

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Really curious as to when we get bonus powers.

#3114
Biotic Sage

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Ghost43 wrote...

Really curious as to when we get bonus powers.


This is actually a huge deal to me since I want Barrier on my first run on my Adept, but I have Ashley alive in that file and not Kaidan...so I hope I don't have to play through another character run first to unlock it for my main Shep.

#3115
Ghost43

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Andy the Black wrote...

Man, I am really loving the new powers menu UI. Specifically how when you take a passive that boosts power damage or reduces cooldown it now tells you on any power affected what the powers new damage or cooldown is. This makes me happy as math is my enemy.


This is fab.

#3116
Ghost43

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Biotic Sage wrote...

Ghost43 wrote...

Really curious as to when we get bonus powers.


This is actually a huge deal to me since I want Barrier on my first run on my Adept, but I have Ashley alive in that file and not Kaidan...so I hope I don't have to play through another character run first to unlock it for my main Shep.


This... does not sound like it's going to end well. I suspect we'll get our bonus power(s) mid-game, like ME2, but it will depend on who's present, which means Liara and Hunkenstein are the only people you can count on. Don't know about the secret squadmates.

#3117
Andy the Black

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Ghost43 wrote...

Biotic Sage wrote...

Ghost43 wrote...

Really curious as to when we get bonus powers.


This is actually a huge deal to me since I want Barrier on my first run on my Adept, but I have Ashley alive in that file and not Kaidan...so I hope I don't have to play through another character run first to unlock it for my main Shep.


This... does not sound like it's going to end well. I suspect we'll get our bonus power(s) mid-game, like ME2, but it will depend on who's present, which means Liara and Hunkenstein are the only people you can count on. Don't know about the secret squadmates.


I can't imagine Bio would make us play through Mass 1 & 2 again just to unlock bonus powers if we let Ash/Kaidan and Garrus or Tali die. Saying that I to would like to know how/when we can get our hands on the bonus powers, for I, like many others, have already incorporated them into many build plans.

#3118
Ghost43

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Hmmmm...

Fortification [James]
Rank 2: Recharge reduced by x% after detonation
Rank 3: Melee Damage incr. by x% on detonation
Rank 4: [Melee Damage incr. by x% on detonation] -or- [Damage Reduction increased by x%]
Rank 5: [Shield Regen. Rate incr. by x%] -or- [All Powers' Damage/Force incr. by x%]
Rank 6: [Damage Reduction incr. by x%] -or- [Encumbrance Penalty reduced by x pts]

Do squad members have their own weight limits, and melee attacks? I know this can be a bonus bonus power for Shep, but seems like Encumbrance reduction and melee damage increase are also choices for Vega. Seems to indicate these are things they do and are effected by.

#3119
Biotic Sage

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Ghost43 wrote...

Hmmmm...

Fortification [James]
Rank 2: Recharge reduced by x% after detonation
Rank 3: Melee Damage incr. by x% on detonation
Rank 4: [Melee Damage incr. by x% on detonation] -or- [Damage Reduction increased by x%]
Rank 5: [Shield Regen. Rate incr. by x%] -or- [All Powers' Damage/Force incr. by x%]
Rank 6: [Damage Reduction incr. by x%] -or- [Encumbrance Penalty reduced by x pts]

Do squad members have their own weight limits, and melee attacks? I know this can be a bonus bonus power for Shep, but seems like Encumbrance reduction and melee damage increase are also choices for Vega. Seems to indicate these are things they do and are effected by.


All of the protection powers like Barrier, Tech Armor, Fortification, and Defense Matrix will have an "encumbrance penalty" that will increase your power recharge times.  I'm not sure if squadmates will have the weight system incorporated, but the encumbrance penalty could still work for them without it.  They definitely have melee attacks though, I've seen Garrus use his melee in the demo.

#3120
JSLfromBx

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Ashley inferno grenades also have an evolution that increase grenades capacity, not sure what to make of that.
Normaly grenades damage is balanced by the limited number of use so I am not sure how that will work when inferno is used as a squadmate power and not a bonus power, as guess they'll just nerf the damage because I don't see Ash using up my own reserver every time she use it.

As far as bonus power goes then I hope that we at least have early acess to the power that our Shepard had when we imported her.

#3121
paul165

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Biotic Sage wrote...

Ghost43 wrote...

Hmmmm...

Fortification [James]
Rank 2: Recharge reduced by x% after detonation
Rank 3: Melee Damage incr. by x% on detonation
Rank 4: [Melee Damage incr. by x% on detonation] -or- [Damage Reduction increased by x%]
Rank 5: [Shield Regen. Rate incr. by x%] -or- [All Powers' Damage/Force incr. by x%]
Rank 6: [Damage Reduction incr. by x%] -or- [Encumbrance Penalty reduced by x pts]

Do squad members have their own weight limits, and melee attacks? I know this can be a bonus bonus power for Shep, but seems like Encumbrance reduction and melee damage increase are also choices for Vega. Seems to indicate these are things they do and are effected by.


All of the protection powers like Barrier, Tech Armor, Fortification, and Defense Matrix will have an "encumbrance penalty" that will increase your power recharge times.  I'm not sure if squadmates will have the weight system incorporated, but the encumbrance penalty could still work for them without it.  They definitely have melee attacks though, I've seen Garrus use his melee in the demo.

Would think squadmates must have some kind of version of the weight system as the devs said you could equip then with any weapon you wanted - so no weight penalty would mean squads running around with revenants and widows.

Great thread thank you to everyone who pulled the information together.

#3122
JSLfromBx

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I hope we can equip squadmate with only one weapon to reduce their cooldown because it's pretty much all they need.
Ash+Garus+Widowx2=yummy!!

#3123
implodinggoat

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Biotic Sage wrote...

^ The devs say "178" but all of the other evidence thus far points to 121...I think people need to be prepared for either scenario.


I'm really hoping for 178.   Having played the demo as a Soldier, I didn't really have any powers that I felt I didn't need.

I have to max out Combat Mastery and Adrenaline Rush, period.  Incindiary Ammo and Disruptor Ammo both seem necccessary for me and Cryo Ammo would be very valuable as a squad ammo.  And I'd really like to max out Concussive Blast so I can modify it with my different ammos.  I'll be brittle as hell if I don't sink a fair number of points into Fitness and I found the frag grenades to be very useful.

I mean even if I completely ignored Concussive Blast, Frag Grenade and my Bonus Power.  I'd still be 5 points shy of maxing out the rest at 121.

Modifié par implodinggoat, 15 février 2012 - 12:43 .


#3124
Mand0l1n

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Concussive shot will gel really well with cryo ammo - it can give 100% damage increase if you take that particular evolution.

#3125
Kakita Tatsumaru

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JSLfromBx wrote...
As far as bonus power goes then I hope that we at least have early acess to the power that our Shepard had when we imported her.

+1
I don't want to be bored again until I have energy drain back.