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ME3 Powers - The Complete List


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#3301
AVPen

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littlezack wrote...

Chomposaur wrote...

Does anybody know what Overpower and Lockdown were going to be like? I'd like to know what kind of stuff was cut from the game. Also I wish Slam/Dark Channel were available for a mutli-player class.


Don't know about Lockdown, but Overpower would basically give you cooldown bonuses for using tech and biotic powers in succession.

Actually, you're thinking of the Sentinel's Amplification (which was also scrapped) - Overpower was going to be a power for the Adept, which would allow you to use multiple biotic powers without a cooldown for a short period of time.

Lockdown (which was intended for the Infiltrator) was a power that was only usable for when you were under Tactical Cloak, which would essentually freeze an enemy and prevent him from moving or attacking for a brief period of time.

#3302
littlezack

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Ah, my bad. Shame they were scrapped, seemed like cool powers. They ever say why?

#3303
Ghost43

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implodinggoat wrote...

JSLfromBx wrote...

That's disapointing, I know stasis works through protection but I am pretty sure I read that they were supposed to have the ability to absorb biotic power thrown at them , what's the point if they can't absorb the one power that is dangerous for them :/


Phantoms are plenty dangerous as it is.
 

1: They're very fast and mobile which makes them hard to hit with your weapons.
2: They can instakill you if they can get behind you with their sword.
3: Their sword strikes from the front still stagger you leaving you vulnerable to a follow up hit (like the flamethrower units in ME2).
4:  When you take down their barriers they activate tactical cloak and try to sneak in close to you

Stasis is the only power that's really effective against them.  Cryo blast, warp or concussive blast will slow them down a little; but only stasis can shut them down.


Curious, were you playing on PC?

#3304
implodinggoat

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Ghost43 wrote...

implodinggoat wrote...

Phantoms are plenty dangerous as it is.

1: They're very fast and mobile which makes them hard to hit with your weapons.
2: They can instakill you if they can get behind you with their sword.
3: Their sword strikes from the front still stagger you leaving you vulnerable to a follow up hit (like the flamethrower units in ME2).
4:  When you take down their barriers they activate tactical cloak and try to sneak in close to you

Stasis is the only power that's really effective against them.  Cryo blast, warp or concussive blast will slow them down a little; but only stasis can shut them down.


Curious, were you playing on PC?


I was playing the multiplayer demo on 360.  I'd imagine Phantoms behave the same on the PC version though.

I was playing as a Human Soldier and as a Human Adept.   Against Phantoms my tactic was to try and take them down at a distance and use my Soldier's Concussive Blast or my Adept's warp attack to slow them down while I tried to put some distance between me and them.

My comments on stasis come from the few times I played with a dude who had unlocked the Asari Adept class which I believe is the only class in multiplayer that has stasis.  Stasis is the only power that outright stop a phantom with barriers up. 

If you can get a Phantom's barriers down they become less of a threat since you can immobilize them with a lot of different powers; but as I said they try to activate their tactical cloak once the barriers go down so you need to try and incapacitate them quickly once you drop their barriers or you won't be able to cast your powers on them.  Although they are still vulnerable to powers even if they are nearly invisible so if you spot one's silhouette you can still cast a singularity next to them and watch them go flying.

Modifié par implodinggoat, 25 février 2012 - 10:38 .


#3305
Ghost43

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implodinggoat wrote...

Ghost43 wrote...

implodinggoat wrote...

Phantoms are plenty dangerous as it is.

1: They're very fast and mobile which makes them hard to hit with your weapons.
2: They can instakill you if they can get behind you with their sword.
3: Their sword strikes from the front still stagger you leaving you vulnerable to a follow up hit (like the flamethrower units in ME2).
4:  When you take down their barriers they activate tactical cloak and try to sneak in close to you

Stasis is the only power that's really effective against them.  Cryo blast, warp or concussive blast will slow them down a little; but only stasis can shut them down.


Curious, were you playing on PC?


I was playing the multiplayer demo on 360.  I'd imagine Phantoms behave the same on the PC version though.

I was playing as a Human Soldier and as a Human Adept.   Against Phantoms my tactic was to try and take them down at a distance and use my Soldier's Concussive Blast or my Adept's warp attack to slow them down while I tried to put some distance between me and them.

My comments on stasis come from the few times I played with a dude who had unlocked the Asari Adept class which I believe is the only class in multiplayer that has stasis.  Stasis is the only power that outright stop a phantom with barriers up. 

If you can get a Phantom's barriers down they become less of a threat since you can immobilize them with a lot of different powers; but as I said they try to activate their tactical cloak once the barriers go down so you need to try and incapacitate them quickly once you drop their barriers or you won't be able to cast your powers on them.  Although they are still vulnerable to powers even if they are nearly invisible so if you spot one's silhouette you can still cast a singularity next to them and watch them go flying.


  Thanks, I figure it'll be easier to hit them playing on a PC, unless they move very herky-jerky like the Geth Hoppers of yore? I play mostly Vanguard, though, so this may be less of an issue.

#3306
Wulfram

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littlezack wrote...

Ah, my bad. Shame they were scrapped, seemed like cool powers. They ever say why?


I assume they just didn't end up playing particularly well.

#3307
Aurellia

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littlezack wrote...

Ah, my bad. Shame they were scrapped, seemed like cool powers. They ever say why?


If I had to hazard a guess I think they became redundant once they got the weight based and passive ability cooldown stuff in.  This makes cooldowns crazy short as it is.  An Adept with 200% bonus and the passives built right can virtually spam singuality+warp anyway.  Given this I am glad they gave us another power instead even if it is a kind of lame one.

Modifié par Aurellia, 26 février 2012 - 12:32 .


#3308
MasterEcabob

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More or less that. As for Lockdown, I'm betting they scrapped that whenever they decided to merge A.I Hacking into Sabotage, as the two powers function virtually the same. And of all the classes to get a grenade power, infiltrators make the most sense.

#3309
littlezack

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MasterEcabob wrote...

More or less that. As for Lockdown, I'm betting they scrapped that whenever they decided to merge A.I Hacking into Sabotage, as the two powers function virtually the same. And of all the classes to get a grenade power, infiltrators make the most sense.


Yeah, I am starting to feel Sticky Grenade, especially since I found out using it doesn't deactivate the cloak or reset the cooldown.

#3310
Wulfram

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Do powers which boost the squad also boost the person who takes them?

If so, why would anyone take the headshot damage in this power?
Rank 5: [Squad Weap. Dmg. incr. by 20%] -or- [Headshot Damage incr. by 20%]

#3311
littlezack

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Wulfram wrote...

Do powers which boost the squad also boost the person who takes them?

If so, why would anyone take the headshot damage in this power?
Rank 5: [Squad Weap. Dmg. incr. by 20%] -or- [Headshot Damage incr. by 20%]


Depends on if the Weapon Damage increase stacks on to whatever bonus you get from headshots. Do you get 200% damage from headshots regardless of the weapon damage increase, or would the weapon damage increase make it 220%?

#3312
littlezack

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Actually, scratch that, just checked it on the demo - Shepard does not benefit from the Squad Bonus.

#3313
implodinggoat

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Ghost43 wrote...

  Thanks, I figure it'll be easier to hit them playing on a PC, unless they move very herky-jerky like the Geth Hoppers of yore? I play mostly Vanguard, though, so this may be less of an issue.


Nah, the Phantoms don't leap around like Geth hoppers.  They tend to run at you in a serpentine pattern and do the occasional evasive cartwheel.   They aren't super hard to hit unless they go invisible; but they have a lot of barriers and health so you need to put a lot of rounds into them.  In my experience its pretty easy to keep laying into them with a fully automatic; but once they get close it can be a little hard to hit them with an accurate semi auto assault rifle like the Mattock.

Just one Phantom coming at you isn't that dangerous; but when you combine them with troopers they get to be a challenge since the troopers can provide them with suppressive fire to keep you occupied while they close in on you and then once they get close you have to abandon your cover to get away from them and in the process expose yourself to fire from the troopers.

Personally I think they're a really fun enemy type.  They provide a good challenge without being unfair although every now and then they'll get a cheap hit in on you.

PS:
  Vanguards are pretty effective against them since their Charge and Nova will both stun the Phantom, although on the downside by charging in to them you're also close to them and thus prone to being stabbed.

Modifié par implodinggoat, 26 février 2012 - 03:11 .


#3314
implodinggoat

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MasterEcabob wrote...

 And of all the classes to get a grenade power, infiltrators make the most sense.


I've found the grenades to be surprisingly useful at least for my soldier.   They don't get in the way of my Adrenaline Rush cooldown and they can lay down a lot of damage in a hurry.

I wasn't sold on the idea of grenade powers initially; but having something in your back pocket that won't get in the way of your power cooldown is very handy.

#3315
Ghost43

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implodinggoat wrote...

Ghost43 wrote...

  Thanks, I figure it'll be easier to hit them playing on a PC, unless they move very herky-jerky like the Geth Hoppers of yore? I play mostly Vanguard, though, so this may be less of an issue.


Nah, the Phantoms don't leap around like Geth hoppers.  They tend to run at you in a serpentine pattern and do the occasional evasive cartwheel.   They aren't super hard to hit unless they go invisible; but they have a lot of barriers and health so you need to put a lot of rounds into them.  In my experience its pretty easy to keep laying into them with a fully automatic; but once they get close it can be a little hard to hit them with an accurate semi auto assault rifle like the Mattock.

Just one Phantom coming at you isn't that dangerous; but when you combine them with troopers they get to be a challenge since the troopers can provide them with suppressive fire to keep you occupied while they close in on you and then once they get close you have to abandon your cover to get away from them and in the process expose yourself to fire from the troopers.

Personally I think they're a really fun enemy type.  They provide a good challenge without being unfair although every now and then they'll get a cheap hit in on you.

PS:
  Vanguards are pretty effective against them since their Charge and Nova will both stun the Phantom, although on the downside by charging in to them you're also close to them and thus prone to being stabbed.


This sounds great.

#3316
el master pr

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implodinggoat wrote...

Ghost43 wrote...

  Thanks, I figure it'll be easier to hit them playing on a PC, unless they move very herky-jerky like the Geth Hoppers of yore? I play mostly Vanguard, though, so this may be less of an issue.


Nah, the Phantoms don't leap around like Geth hoppers.  They tend to run at you in a serpentine pattern and do the occasional evasive cartwheel.   They aren't super hard to hit unless they go invisible; but they have a lot of barriers and health so you need to put a lot of rounds into them.  In my experience its pretty easy to keep laying into them with a fully automatic; but once they get close it can be a little hard to hit them with an accurate semi auto assault rifle like the Mattock.

Just one Phantom coming at you isn't that dangerous; but when you combine them with troopers they get to be a challenge since the troopers can provide them with suppressive fire to keep you occupied while they close in on you and then once they get close you have to abandon your cover to get away from them and in the process expose yourself to fire from the troopers.

Personally I think they're a really fun enemy type.  They provide a good challenge without being unfair although every now and then they'll get a cheap hit in on you.

PS:
  Vanguards are pretty effective against them since their Charge and Nova will both stun the Phantom, although on the downside by charging in to them you're also close to them and thus prone to being stabbed.


Yeah, on MP Phantoms are dead after a Charge + Nova + Heavy Melee combo on Bronze. On Silver, they're gone after a Charge + Nova + Charge + Heavy Melee combo. Haven't tried on Gold, though.

I really liked how Charge and Nova synergize with each other. It's really awesome! The thought that I would one day prefer the Vanguard over the Soldier in ME never crossed my mind. I was proven wrong, in MP at least. My canon Shep is a Soldier, so I'm sticking with that. I assure you, though, that I'll be making a playthrough as a Vanguard.

#3317
royard

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implodinggoat wrote...

Felidae_5 wrote...

which bonus power do you think would benefit a vanguard more, stasis or reave? And can pull detonate biotics such as singularity?


Pull can't detonate biotics; but it can be detonated.

As for the question of Reave vs. Stasis on a Vanguard.

Stasis is an amazing crowd control power; but as a Vanguard you'll be flying around so much using charge that you won't really need to lock down enemies with Stasis when you could just use charge to stun them or to get away from them.

Reave sounds more useful since it will give you an offensive direct damage attack that you can use from cover which will come in handy if you find yourself in a situation where you get penned into cover and charging out would be near suicidal.

Personally I might go for Warp Ammo though since you can have it active all the time and it won't interfere with the cooldown on your charge.


The base damage of reave is 70.  for comparison, one avenger shot is about 40. 

base duration is 4 seconds. 

Modifié par royard, 26 février 2012 - 06:41 .


#3318
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littlezack wrote...

Having a hard time deciding where I want to go with Tactical Cloak on my Infiltrator. I love headshot damage, but I like the idea of being able to throw a sticky grenade and fire off an Incinerate all without shedding the Cloak, too.


Headshot damage is just headshot.  One energy drain/incinerate could strip the shield/barrier of any enemy. 

#3319
littlezack

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It doesn't seem like Incinerate does extra damage to armor anymore, though. And even if it does, you can clear a room with well-placed, powerful headshots quicker than you could with Incinerate, especially with Tactical Cloak being much faster to use, now.

#3320
AVPen

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littlezack wrote...

It doesn't seem like Incinerate does extra damage to armor anymore, though. And even if it does, you can clear a room with well-placed, powerful headshots quicker than you could with Incinerate, especially with Tactical Cloak being much faster to use, now.

Yes it does, plus you can evolve it on its 6th Rank to do 50% more damage to armor.

#3321
incinerator950

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Doesn't feel like warp hurts barriers.

#3322
littlezack

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AVPen wrote...

littlezack wrote...

It doesn't seem like Incinerate does extra damage to armor anymore, though. And even if it does, you can clear a room with well-placed, powerful headshots quicker than you could with Incinerate, especially with Tactical Cloak being much faster to use, now.

Yes it does, plus you can evolve it on its 6th Rank to do 50% more damage to armor.


Fair enough. Still, I say with the proper rifle, mods, talents and ammo, you get way more bang for your buck out of headshots, especially as an Infiltrator. Yeah, Incinerate is good for armor, but if you're killing just about everything in a single shot...

#3323
implodinggoat

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royard wrote...

The base damage of reave is 70.  for comparison, one avenger shot is about 40. 

base duration is 4 seconds. 


70 points that's all?  That's damned near useless.

Warp does 250 base damage, staggers enemies and detonate's other biotics.  When I reccomended it I was assuming Reave was closer to the power of Warp.

#3324
royard

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implodinggoat wrote...

royard wrote...

The base damage of reave is 70.  for comparison, one avenger shot is about 40. 

base duration is 4 seconds. 


70 points that's all?  That's damned near useless.

Warp does 250 base damage, staggers enemies and detonate's other biotics.  When I reccomended it I was assuming Reave was closer to the power of Warp.


I know that's what you assumed.  That's why I pointed that out.  I just don't know why they chose to nerf perfectly good powers, especially since other powers, like energy drain, are very OP. 

#3325
royard

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littlezack wrote...

AVPen wrote...

littlezack wrote...

It doesn't seem like Incinerate does extra damage to armor anymore, though. And even if it does, you can clear a room with well-placed, powerful headshots quicker than you could with Incinerate, especially with Tactical Cloak being much faster to use, now.

Yes it does, plus you can evolve it on its 6th Rank to do 50% more damage to armor.


Fair enough. Still, I say with the proper rifle, mods, talents and ammo, you get way more bang for your buck out of headshots, especially as an Infiltrator. Yeah, Incinerate is good for armor, but if you're killing just about everything in a single shot...


I don't think you can one-shot anything on insanity.  Even if a centurion only have a little bit of shield left, your shot can only eliminate the shield and not damaging his health at all.  So defense-stripping powers are still very important.