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ME3 Powers - The Complete List


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#1326
MasterEcabob

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mineralica wrote...

Someone With Mass wrote...

AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.

Can't find source or place on BSN where it was initially posted. Help?


I'd also appreciate some kind of source for Reave [Kaidan] and Barrier [Kaidan].


New Kinect voice commands were released at CES earlier this week, although there is an embargo on it so you won't find any pics yet.  It revealed voice commands for Liara and Vega, which naturally included the four powers you could tell them to use.  Check this hread for more info.

As for Kaidan's powers, that is mere speculation; no one has revealed his build yet.  However, since most characters seem to have at least one ME2 bonus power, it is possible that he could have one of those powers. 

#1327
Someone With Mass

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Graunt wrote...

Overload worked just like Sabotage, except mostly better; so I have no idea why they are bringing it back.


Overload doesn't hack mechanical enemies and makes organics' weapons explode in their faces.

#1328
CroGamer002

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Someone With Mass wrote...

Graunt wrote...

Overload worked just like Sabotage, except mostly better; so I have no idea why they are bringing it back.


Overload doesn't hack mechanical enemies and makes organics' weapons explode in their faces.


HOLY SH*T, IT DOES THAT?!

#1329
mineralica

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MasterEcabob wrote...


New Kinect voice commands were released at CES earlier this week, although there is an embargo on it so you won't find any pics yet.  It revealed voice commands for Liara and Vega, which naturally included the four powers you could tell them to use.  Check this hread for more info.

As for Kaidan's powers, that is mere speculation; no one has revealed his build yet.  However, since most characters seem to have at least one ME2 bonus power, it is possible that he could have one of those powers. 

Thanks for link. I supposed that it's from Kinect interview, but couldn't find actual proof.

I've asked about Kaidan because this speculation, coupled with fact that squadmates can carry special weapons now, created an amazing picture of the most paragonish squadmate Reaving around while carrying Graal (which is supposed to be used when hunting Thresher Maws). Not healthy.

#1330
Graunt

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Someone With Mass wrote...

Graunt wrote...

Overload worked just like Sabotage, except mostly better; so I have no idea why they are bringing it back.


Overload doesn't hack mechanical enemies and makes organics' weapons explode in their faces.


I wrote that before knowing that it was going to be drastically changed.  The original just overheated weapons just like Overload and made snythetics stand around; which was worse than what Overload does.  Now it just sounds like a cross between AI hacking and the original Sabotage (the damage portion), unless it actually does make enemy weapons "blow up".  Kind of doubt that they meant the weapons are literally broken though.

#1331
Biotic Sage

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mineralica wrote...

Someone With Mass wrote...

AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.

Can't find source or place on BSN where it was initially posted. Help?


I'd also appreciate some kind of source for Reave [Kaidan] and Barrier [Kaidan].


SPOILERS IN LINK!!!*****SPOILERS IN LINK*****!!!!!

http://forums.someth...40&pagenumber=5

Page 5 about 3/4 of the way down.  It's somewhat sketchy, but the info is consistent with the other leaked info I've seen.  And BE CAREFUL in there; there are story spoilers all around, albeit blacked out until you scroll over them.  The list of squadmate powers is also blacked out, so you'll have to scroll over it I'm afraid.

#1332
AVPen

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Biotic Sage wrote...

mineralica wrote...

Someone With Mass wrote...

AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.

Can't find source or place on BSN where it was initially posted. Help?


I'd also appreciate some kind of source for Reave [Kaidan] and Barrier [Kaidan].


SPOILERS IN LINK!!!*****SPOILERS IN LINK*****!!!!!

http://forums.someth...40&pagenumber=5

Page 5 about 3/4 of the way down.  It's somewhat sketchy, but the info is consistent with the other leaked info I've seen.  And BE CAREFUL in there; there are story spoilers all around, albeit blacked out until you scroll over them.  The list of squadmate powers is also blacked out, so you'll have to scroll over it I'm afraid.

Here's the exact post in question (for those that want to avoid the rest of the spoilers on the page):
http://forums.someth...5#post397994777 

#1333
Fathom72

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Ok, so after talking with Biotic Sage, I've decided to post the info about powers found in the leak. I'll be updating this post as I work.

IF YOU WANT TO AVOID GAMEPLAY SPOILERS, DO NOT LOOK AT THE TEXT BELOW!!!




I think I'll start with the powers that were considered lackluster in ME2, such as Shredder Ammo and Inferno Grenade.

Something to note, is that some powers have more specific descriptions than others.  At times, it can be difficult to tell which evolution goes where, or to find hard gameplay stats.

Nothing really stands out to me about inferno grenade; I'm seeing standard capacity upgrades, damage, armor damage, fragment amounts, radius, etc.  One thing to note is that one of the upgrades expands the radius of the initial blast, which will probably allow it to act like Incinerate with extra fragments.

I am also having difficulty finding solid info on Shredder Ammo, as the format of the info looks somewhat like this: 

Recharge Time: {CooldownTime} secondsDuration: lasts until overridden by another ammo powerHealth Damage: +{Damage%p}% of weapon damage

Right beneath a line that says Shredder Ammo, there is something which is referred to as Anti-Organic Ammo, and from reading its description, it seems to have the same function as Shredder.  Therefore, I believe the two powers to be one and the same.  If this is the case, then Shredder Ammo has recieved a significant buff from ME2.  From what I can see, the power will be able to have bonuses of 95%, 130%, and 175% against organic health.  I can also confirm that there is still a split where you choose between a heavy and squad version.

It appears that Shepard will finally have a reason to choose Fortification over the other protections.  As has been explained earlier in the thread, all armor powers are now permanent, lasting until you disengage them.  And yes, there is definitely a reason to disengage.  For Fortification, disengaging will give you a bonus to melee attacks for a short pweriod of time.  I also have found evidence of an evolution that will make it heal your health upon activation (remember, only shields recharge in this game.  If your health is low, it will still be low when your shields are up.  There also seems to be an evolution choice which will cause it to increase the impact force+damage of your other powers when active.  Another evolution allows you to reduce the encumberance penalty that an active fortification brings.  Other info was sandwiched between Fortification upgrades (an evolution to increase the rate of shield regen, and an evolution to lower the recharge rate of a detonated Fortification).  These may or may not be a part of the power.

Ok, thats enough for tonight.  I will post more tomorrow.  Does anyone have any requests for powers?  Perhaps old ME2 favorites, or new ones taken from the list in the OP?

Modifié par Fathom72, 16 janvier 2012 - 07:10 .


#1334
luckyloser_62

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I would love to see anything about Reave and Stasis

#1335
Dariustwinblade

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Will Stasis still allow us to one shot sciron and YMMIR heavy mechs. An immobalise any similar size enemy. And one hit kill armored husks.

#1336
JeffZero

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I second Reave. Thank you for all that!

#1337
Fathom72

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Resuming my work now. Today is OP ME2 bonus powers edition!


IF YOU WANT TO AVOID GAMEPLAY SPOILERS, DO NOT LOOK AT THE TEXT BELOW!!!






Stasis appears to function similarly to ME2's.  I don't think I will be able to determine if the stasis knockdown glitch is present.  Rank 2 stasis appears to last 5.25 seconds, while rank 3 lasts for 6.5 seconds.  Its first evolution path has also been changed.  While deep stasis is still an option, Stasis Field has replaced enhanced stasis.  It will cause every enemy within a certain radius at the impact point to be affected by stasis.  If the glitch is still present, I can imagine this being VERY good (perhaps comboed with Adrenaline rush?).  If hard knockdown still one shots husk, this power will be a staple.  

I also found a line that says that doing damage to a target in stasis has a chance of removing the effect ( I have found a line describing this as "Vulnerability stasis").  This makes me disinclined to believe the glitch is still present, as this would make it activation VERY easy.  This would appear to be a branching power, as right beneath it is a VERY interesting line.  Apparently, the opposing power in the tree allows it to bypass resistances.  So, it can't affect everything right off the bat, ala Mass Effect 2.  Finally, there would appear to be an evolution branch which mirrors ME2's choice.  It is also worth mentioning that targets still build up resistance to the power, and some of the more interesting evolutions speed up that process.

WHOA, interesting evolutions for stasis coming up.  There is an evolution which has you choosing between a stasis which drains the health and protection of enemies, and a cooldown reduction.  Another has a choice between a stasis bubble (which will freeze any enemies who walk into it), and an explosion at the end of it. This explosion is not damaging, but it does have the effect of slowing any enemy in its vacinity (safe to assume no hard knockdown?).  These changes would appear to be ranks 5 and 6, repectively.  It would also seem that this pushes its evolution choices past 6 options; either the leak has conflicting information, or some of the effects in the first paragraphs are applied to ranks 2 and 3 (I think the latter likely, given the language of the leak).

WOW, I HAVE CONIFRMATION THAT THE GLITCH IS STILL PRESENT!  I found a line that appears to play during the game's loading screen, which says that enemies leaving Stasis become disoriented, making them more susceptible to damage.  A small disclaimer: the developers always intended for enemies to take more damage after stasis ends.  The glitch was the AMOUNT of extra damage that enemies would take.  I believe it safe to assume that stasis's multiplier will not be as large in this game.  Also, I found nothing which suggests hard knockdown after a stasis.

Reave appears to function similarly to Mass Effect 2.  Its first branch would appear to be retained from Mass Effect 2.  Unfortunately, that is all I am able to find at the moment.  I read the document by searching for keywords.  Sometimes, the effects are mentioned with an alternate name for a power (such as Anti-Organic Ammo/Shredder), or not at all.  The only way for me to find other Reave stuff is to scour the entire document, which I do not have time for.  Sorry.  :(

Flashbang is another power which appear to be intact, however I believe you must reach rank three for its better effects to become active (power damping, and weapon overheating).  As I'm certain most of you have guessed, there will be a carrying capacity, and you will be able to upgrade that.  Also, like Frag Grenades, there is no recharge time.  The first evolution is still a choice between damage and radius (The Improved Flashbang option still retains all its better properties).  The second is a choice between duration and shield damage.  The final choice is between concussive force, and a bundle of radius and damage.

I am now leaving to get lunch, but when I return, I shall focus on all things grenade related.  All I'll say about them, is that you should be hype for cluster grenade.  From the description, its definitely my favorite.  

Modifié par Fathom72, 16 janvier 2012 - 03:34 .


#1338
No Snakes Alive

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Can I get some info on Sticky Grenades and their upgrades, since it sounds lackluster and Backstab Infiltrators were probz my fav class in ME2. Thanks in advance.

#1339
Fathom72

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Btw Sage, I dunno if you'll be able to put my info in the OP in the form that I've posted it. Perhaps you could include a link to this page, so that everyone can find my posts before they get buried?

#1340
Fathom72

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Unfortunately, I've had difficulty finding solid info on the grenades.  I think this is because each grenade has gone through several name revisions (i.e. lift grenade was once lift orb), and info for the powers is listed under both names.  It is hard to find info for powers that had unknown developmental names, as I don't know what word to search for.

Frag

Cluster- Gah, I'm having difficulty finding it in the document.  While I was looking at other powers, I did see a reference to what it does.  It is a grenade which produces several biotic explosions, with staggered delays between them.

Sticky- Sadly, I was not able to find much, except for the fact that it'll stick to any surface.

Lift- It appears the lift grenade will damage foes in addition to inflcting the lift effect on them.

Proximity Mine- I can confirm what Sage has posted on the front page, and am trying my darndest to figure out what the improved evolution does.

Flashbang and Inferno have already been covered in my above posts.


Another note about grenades: I found  a line that confirms that you'll be able to replenish grenades in mission areas.  Also, the grenade powers are kind of like Ammo powers for weapons, in that they can be applied to any grenade you find.  I also beileve this info explains why the sentinel and adept recieved grenade powers instead of Amplification and Overpower, as they would have been unable to use the grenades they found (also AFAWK, the only squaddies capable of using them would be Ashley, Garrus, and Vega.).

Also, it is safe to assume that all grenades will have evolutions increasing damage and carrying capacity, as I have seen such upgrades close to every grenade reference.

Modifié par Fathom72, 16 janvier 2012 - 10:11 .


#1341
jasonsantanna

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I'm glad fortification will be useful now always like the visual look of it , but hated the cool down . . . Can you give any info on the soldiers CC shot

#1342
Ahglock

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RVNX wrote...

so.......what's this I hear?

is it true that Adepts only get 1 new power, and it's going to be a Biotic Grenade ( an actual grenade ) instead of Overpower?

are Adepts getting any new Biotic powers?


Yup.  The incredibly lame cluster grenade.  They should give us something that feels like an actual biotic power instead of a moronic biotic grenade.  

#1343
blitzkkrieg

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Anything from the leak about Geth Shield Boost? The more information we get, the more I'm liking how the powers are shaping up.

#1344
No Snakes Alive

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This whole manual activation/deactivation + accompanying effects thing is going to add a lot of depth to a lot of classes. I can totally see the possibility of entire unique builds being made to revolve around/focus on the boosts that deactivating a power grants.

IE off the top of my head maybe like a melee-centric Soldier build with Martial Artist upgrade that takes advantage of Foritification's melee damage boost upon deactivation.

#1345
Fathom72

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Fathom72 wrote...

I'm kinda curious about the other protections myself, so i'm going to do them before moving on to the grenades.

IF YOU WANT TO AVOID GAMEPLAY SPOILERS, DO NOT LOOK AT THE TEXT BELOW!!!






Geth Shield Boost- I found very little in the document about this power.  From what I can see, it does not appear to function the same as other defensive powers.  Instead of giving permanent protection that enhances your shields, it gives you temporary overlay of shields.  One line suggests that an evolution will allow it to absorb the impact of heavy weapons.  The power appears to last 8 seconds, and at ranks 2-4 has the strengths of 350, 400, and 450 (which is pretty significant, as that was about the amount of your shields in ME2 iirc).  I suspect that Defense Matrix might have taken GSB's place in the protection trinity, functioning as the permanent tech eqivalent.  

Barrier- Alright, I was wrong.  GSB is not unique, as Barrier lasts only 10 seconds.  I do not believe these powers to have a cooldown, until they are detonated.  Speaking of which, Barrier's detonation effect is to damage nearby enemies, in addition to biotically levitating them.  One the protection side, it appears weaker than GSB, only providing boosts of 130 and 160 at ranks 2 and 3.  I have also found a choice between Enhanced Barrier and Deadly Barrier, but I do not see what either of these evolutions do.

Tech armor-  Whoa, Tech Armor is looking AMAZING.  It functions the same as before, with a manual detonation of its old explosion (which would appear to trigger its cooldown).  It also appears that an evolution is required to have it reset squadmate's cooldowns.  However, this same evolution also gives each squaddie a weaker version of your tech armor.  This appears to happen at rank 2 of the power armor branch (I'm guessing the 5th evolution, maybe 4th?), and the squad's tech armor lasts for 30 seconds while absorbing 25% of damage.  It is also possible to reduce its encumberance penalty.  Another evolution increases melee damage while tech armor is active.

Defense Matrix- I see no indication that this power lasts only for a specific duration.  This may or may not mean that it is permanent.  You can detonate it to restore shields.  One evolution makes it speed up shield regen when active, while another increases the damage of tech powers.  I also saw similar evolutions to Fortification, such as encumberance reduction and detonation cooldown reduction.

Something else to note, is that it appears that the encumberance penalty is an increase in power cooldown types.  AFAIK, armor powers and weapons add to this penalty.

Modifié par Fathom72, 16 janvier 2012 - 08:05 .


#1346
Fathom72

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Whoops, quoted myself instead of editing.  Guess I'll just reserve this post for more power information.

Modifié par Fathom72, 16 janvier 2012 - 07:40 .


#1347
No Snakes Alive

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@Fathom72: thanks for the abundance of info, man. Much appreciated after the vast powers-information drought we've had these past couple of months. Armor powers def seem more distinctive and interesting this time around.

I'm keeping my fingers crossed for some hopefully (surprisingly) sweet info on the sticky grenades. I won't hold my breath though lol.

#1348
blitzkkrieg

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Thanks for all the info, fathom. I take it there wasn't anything indicating an evolution of GSB that increased weapon damage like it did in ME2?

#1349
pmac_tk421

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Mesina2 wrote...

Someone With Mass wrote...

Graunt wrote...

Overload worked just like Sabotage, except mostly better; so I have no idea why they are bringing it back.


Overload doesn't hack mechanical enemies and makes organics' weapons explode in their faces.


HOLY SH*T, IT DOES THAT?!

I suggested something like as an upgrade for overload but I guess its in the game. F***. YES.

#1350
AVPen

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Been doing some digging around in the power evolutions for the Soldier (my favorite class) and I think I've found out what the 6th Evolutions for Adrenaline Rush and the 5th & 6th Evolutions for Concussive Shot do:

**GAMEPLAY SPOILERS**





6th rank for Adrenaline Rush:

Shield Boost   Increases shields by x% while active. (may have been changed to Health/Shields?) 
OR
Power Use   Recharges powers, allowing use of x offensive power while active.

So in other words, it sounds like Shield Boost would increase your maximum amount of shields by a certain percent while AR was active, while Power Use would recharge your other powers' global cooldown and allow you to use your offensive powers (Concussive Shot, any Bonus Power that you have, etc) while you're in AR.


5th rank for Concussive Shot
Recharge Speed   x% increase to recharge.
OR
Shatter   x% increase to force and damage on frozen targets.

Recharge Speed is a no-brainer as it further reduces the recharge rate for CS, but Shatter is interesing in how it increases both the damage and force of CS to frozen enemies (great for those that use Cryo Ammo).


6th rank for Concussive Shot 
Amplification   Makes the concussive shot take on the properties of the active ammo power, enabling it to burn, freeze, disrupt, warp, or pierce armor
OR
Shredder   Shreds organics, doing an additional x% damage over x seconds. x% increase to force.

Looks like I was right before about Amplification in that that's the power evolution that allows CS to take on your Ammo Power properties, while Shredder appears to do additional "damage over time" effect to organic enemies while also increased the force of CS.

Modifié par AVPen, 17 janvier 2012 - 04:57 .