ME3 Powers - The Complete List
#3126
Posté 15 février 2012 - 12:58
#3127
Guest_BhelShep_*
Posté 15 février 2012 - 01:02
Guest_BhelShep_*
I'm digging it, but dunno if it's just me but sometimes Warp and Throw look (they aren't) almost the same, maybe because of the detonation effect(?). In ME2 I loved to send those baddies just flying out of orbit. It's mostly visually speaking, I liked it better the old way, now it seems to be more about detonation combos... not sure though, gotta play some more. =)
Modifié par BhelShep, 15 février 2012 - 01:04 .
#3128
Posté 15 février 2012 - 02:43
#3129
Posté 15 février 2012 - 02:49
#3130
Guest_BhelShep_*
Posté 15 février 2012 - 03:03
Guest_BhelShep_*
Mand0l1n wrote...
BhelShep - You can still send folks flying - I think the low ceilings in the demo make it hard to see. Even a detonated throw sends folk flying into ordbit as its a force based explosion not damage based like warp.
Totally missed that little detail, LOL. You are right! Thxs =)
#3131
Posté 15 février 2012 - 03:15
zeypher wrote...
Just a question to folks who have tried the soldier. Is the cooldown for concussive shot and Adrenaline rush seperate or they tied together?
Tied together. Frag grenade is seperate; but you have a limited number of grenades.
#3132
Posté 15 février 2012 - 03:35
Only way i see concussive shot being of any use if Adrenaline rush is evolved to allow use of power in its rank 6 evolution. If that evolution is not taken its a waste to put points in concussive shot.
Modifié par zeypher, 15 février 2012 - 03:37 .
#3133
Posté 15 février 2012 - 04:05
#3134
Posté 15 février 2012 - 04:23
#3135
Posté 15 février 2012 - 04:31
- with Combat Mastery at Rank 3 (which increases the class's maximum weight capacity to 50 points) and Adrenaline Rush at Rank 2 (decreases recharge by 25%), AR's recharge speed is 17 seconds
- with Combat Mastery's Rank 6 "Weight Capacity" (which increase the class's maximum weight capacity to 100 points) and Adrenaline Rush at Rank 2, AR's recharge speed is 12.5 seconds
zeypher wrote...
so again soldiers will choose to ignore concussive shot in favour of Adrenaline rush. As so gain maximum efficiency as a soldier one has to ensure that Adrenaline rush is pretty much always on cooldown.
Only way i see concussive shot being of any use if Adrenaline rush is evolved to allow use of power in its rank 6 evolution. If that evolution is not taken its a waste to put points in concussive shot.
Speak for yourself - I can easily see CS being far more usable to a Soldier this time around, thanks to it's reduced cooldown, amplifiying the power with ammo powers, and evolving Adrenaline Rush to using 1 offensive power during AR. (I actually plan to prioritize evolving CS over Frag Grenade since I can see myself getting a ton of use out of CS)
Modifié par AVPen, 15 février 2012 - 04:42 .
#3136
Posté 15 février 2012 - 04:36
#3137
Posté 15 février 2012 - 04:37
AVPen wrote...
Did a little experimenting with my favorite class Soldier and even with the sorta "nerfed" weapon loadout of the Demo, I can already tell that Combat Mastery's 6th Rank "Weight Capacity" is going to play a huge role in cooldown reduction for the class:
- with Combat Mastery at Rank 3 (which increases the class's maximum weight capacity to 50 points) and Aderinaline Rush at Rank 2 (decreases recharge by 25%), AR's recharge speed is 17 seconds
- with Combat Mastery's Rank 6 "Weight Capacity" (which increase the class's maximum weight capacity to 100 points) and Aderinaline Rush at Rank 2, AR's recharge speed is 12.5 seconds
with your testing and earlier calculations done in the thread, for a soldier the sweet spot appears to be 3 guns as base cooldown of AR is 10. So 2 guns max if rank 6 damage evolution is chosen and 3 guns max if carry weight is chosen.
ATM rank 6 of combat mastery for soldiers both the options are too good to pass up. Also agree that concussive shot becomes useful if the particular rank 6 evolution of concussive shot is taken.
Modifié par zeypher, 15 février 2012 - 04:39 .
#3138
Posté 15 février 2012 - 04:39
AVPen wrote...
Did a little experimenting with my favorite class Soldier and even with the sorta "nerfed" weapon loadout of the Demo, I can already tell that Combat Mastery's 6th Rank "Weight Capacity" is going to play a huge role in cooldown reduction for the class:
- with Combat Mastery at Rank 3 (which increases the class's maximum weight capacity to 50 points) and Aderinaline Rush at Rank 2 (decreases recharge by 25%), AR's recharge speed is 17 seconds
- with Combat Mastery's Rank 6 "Weight Capacity" (which increase the class's maximum weight capacity to 100 points) and Aderinaline Rush at Rank 2, AR's recharge speed is 12.5 seconds
The difference is astounding. Damn it, just when I thought I would play ME3 as a weapon-for-every-situation Soldier, we get encumbrance. I'm afraid that on my first playthrough I'll have to sacrifice one of my four weapons in favor of greater recharge speed. I got the hang of the weight system in the online coop, too, though I'm mostly sure that it's a simpler version of the SP one.
#3139
Posté 15 février 2012 - 04:55
Of course, that's under the assumption that weapons all have a specific "class weight", which they don't - each weapon has it's own individual weight, so the Encumbrance will obviously have some wiggle-room as far as various weapon loadouts.zeypher wrote...
with your testing and earlier calculations done in the thread, for a soldier the sweet spot appears to be 3 guns as base cooldown of AR is 10. So 2 guns max if rank 6 damage evolution is chosen and 3 guns max if carry weight is chosen.
Hell, just seeing the weight of my beloved Revenant over in the Weapons thread (weighting even more than the heavy as hell Mattock) makes me weep as to which other weapons I'll have to give up just to carry it.
Modifié par AVPen, 15 février 2012 - 04:56 .
#3140
Posté 15 février 2012 - 05:18
Its like the same problem from me2 but in reverse. Before concussive shots long cooldown would eat adrenaline rush. Now Adrenaline rush's long cool down will eat concussive shot. Me2 concussive shot had twice as long cooldown as adrenaline rush, now adrenaline rush has twice as long cooldown of concussive shot.
Modifié par zeypher, 15 février 2012 - 05:34 .
#3141
Posté 15 février 2012 - 05:21
#3142
Posté 15 février 2012 - 05:47
#3143
Posté 15 février 2012 - 06:24
#3144
Posté 15 février 2012 - 06:35
zeypher wrote...
well the revenant pic was from multiplayer. I think we will have to wait and see once the game is out. Still i am a bit annoyed that i have to choose between AR or concussive shot as i really like the new concussive shot. Just that the long cooldown of AR also ties down concussive shot massively.
Its like the same problem from me2 but in reverse. Before concussive shots long cooldown would eat adrenaline rush. Now Adrenaline rush's long cool down will eat concussive shot. Me2 concussive shot had twice as long cooldown as adrenaline rush, now adrenaline rush has twice as long cooldown of concussive shot.
One of the last evolution of AR allows you to use one offensive power which is obviously would be CS.
AVPen wrote...
Did a little experimenting with my favorite class Soldier and even with the sorta "nerfed" weapon loadout of the Demo, I can already tell that Combat Mastery's 6th Rank "Weight Capacity" is going to play a huge role in cooldown reduction for the class:
- with Combat Mastery at Rank 3 (which increases the class's maximum weight capacity to 50 points) and Aderinaline Rush at Rank 2 (decreases recharge by 25%), AR's recharge speed is 17 seconds
- with Combat Mastery's Rank 6 "Weight Capacity" (which increase the class's maximum weight capacity to 100 points) and Aderinaline Rush at Rank 2, AR's recharge speed is 12.5 seconds
There is a bug with class masteries. Look at power coolwown without investing points in mastery then put some there (you can even reset poinst) and watch cooldown time again, it will be longer now.
And by the way it's easier to remove only one weapon to bring cooldown back to normal. In examples:
17=10/0,58 with removing pistol 10/0,58+0,51=9,17 sec. (see my calculations on page 124).
Modifié par Yuri11, 15 février 2012 - 07:10 .
#3145
Posté 15 février 2012 - 06:53
Kakita Tatsumaru wrote...
+1JSLfromBx 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.
I don't want to be bored again until I have energy drain back.
having to need to RE-unlock bonus powers would only make me feel like thats just another reason why ME2 was entirely pointless.
#3146
Posté 15 février 2012 - 07:09
#3147
Posté 15 février 2012 - 07:28
#3148
Posté 15 février 2012 - 07:49
How? I tried but it didn't work.DiscoDarth wrote...
I used artmoney to add skill points, gotta tell you guys: AR+CS+GRANDES=KILLER:wizard:Insanity? Atlas? what Atlas? Never heard of him.
Edit: Figured out myself.
Modifié par Yuri11, 15 février 2012 - 08:08 .
#3149
Posté 15 février 2012 - 09:18
Yuri11 wrote...
AVPen wrote...
Did a little experimenting with my favorite class Soldier and even with the sorta "nerfed" weapon loadout of the Demo, I can already tell that Combat Mastery's 6th Rank "Weight Capacity" is going to play a huge role in cooldown reduction for the class:
- with Combat Mastery at Rank 3 (which increases the class's maximum weight capacity to 50 points) and Aderinaline Rush at Rank 2 (decreases recharge by 25%), AR's recharge speed is 17 seconds
- with Combat Mastery's Rank 6 "Weight Capacity" (which increase the class's maximum weight capacity to 100 points) and Aderinaline Rush at Rank 2, AR's recharge speed is 12.5 seconds
There is a bug with class masteries. Look at power coolwown without investing points in mastery then put some there (you can even reset poinst) and watch cooldown time again, it will be longer now.
And by the way it's easier to remove only one weapon to bring cooldown back to normal. In examples:
17=10/0,58 with removing pistol 10/0,58+0,51=9,17 sec. (see my calculations on page 124).
Manveer Heir confirmed in another thread that the bug with class Masteries and weight capacity/cooldown only occurs when you put a single point into your class passive and then undo it:
EDIT: For official Power stat upgrade information and math guide, go to this thread written by Mannveer: http://social.biowar...7/index/9291444Manveer 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
Modifié par AVPen, 15 février 2012 - 09:57 .
#3150
Posté 15 février 2012 - 11:54
Turian Rebel - (base) health & shields bonus 10%, weapon damage bonus 20%
Rank 2 - increase health & shields bonus by 10%, increase weapon damage bonus by 20%
Rank 3 - increase health & shields bonus by 10%, increase weapon damage bonus by 20%
Rank 4 - increase weapon damage by 40% OR increase health & shields bonus by 20%
Rank 5 - increase power damage by 20% OR increase assault rifle damage by 50%
Rank 6 - increase power damage of squadmates by 10% OR increase sniper rifle damage by 60%
Pure Biotic - (base) health & shields bonus 10%, power recharge speed bonus 20%
Rank 2 - increase health & shields bonus by 10%, increase power recharge speed bonus by 20%
Rank 3 - increase health & shields bonus by 10%, increase power recharge speed bonus by 20%
Rank 4 - increase health & shields bonus by 20% OR increase power recharge speed bonus by 40%
Rank 5 - increase weapon damage bonus by 20% OR increase power force and duration by 30%
Rank 6 - increase all squadmates biotic power recharge speed by 10% OR increase recharge speed of Liara's Singularity by 100% (damnnnn....
Modifié par AVPen, 16 février 2012 - 12:57 .





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