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ME3 Powers - The Complete List


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#1351
jasonsantanna

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@fathom72 is there any info on the soldiers concussive shot evolutions. . .

#1352
No Snakes Alive

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Not quite understanding the thought process behind armor powers that only last ten or so seconds before "detonating" (which provides additional effects). It's like the worst of both worlds: who wants to activate said power for its armor effect if that only lasts ten seconds and who wants to activate them for their detonation effects if you have to wait ten seconds for it?


Unless you can manually det 'em still, in which case the whole ten seconds of extra protection is no longer the main purpose of these skills but an added gimmick to accompany the detonation effects.

Then again, if the detonations lead to some really awesome crap I can sort of see this working. Like Barrier essentially casting Warp and Lift on anyone caught in the blast radius: I could kinda see why they'd make us wait ten seconds after activation for that sort of effect, and it's cool that we at least get some defensive boosts in the meantime.

I dunno. I gotta find out more about exactly how these work before I can take a stance on whether they suck or rule lol. As of now I'm pretty sure it's one or the other but pretty lost on which.

#1353
AVPen

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jasonsantanna wrote...

@fathom72 is there any info on the soldiers concussive shot evolutions. . .

Check my post at the bottom of the previous page.

#1354
Fathom72

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Yep, AVPen is referencing the same source as me. I've sent him a PM asking if he's interested in splitting the available powers, so that there's less for each of us to sift through.

Edit: So yeah, we'll be working together, to save time/prevent each other from covering powers the other person is researching.

Modifié par Fathom72, 16 janvier 2012 - 09:37 .


#1355
implodinggoat

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No Snakes Alive wrote...

Not quite understanding the thought process behind armor powers that only last ten or so seconds before "detonating" (which provides additional effects). It's like the worst of both worlds: who wants to activate said power for its armor effect if that only lasts ten seconds and who wants to activate them for their detonation effects if you have to wait ten seconds for it?


I think its a matter of how you use it.   A ten second duration is plenty if you're planning on using it as a means of saving your ass if your shields go down or if you fire it up and then use the added durability to make a charge with your shotgun letting it soak up damage and letting its detonation effect stun enemies once you get in close.

Modifié par implodinggoat, 16 janvier 2012 - 09:22 .


#1356
Fathom72

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I believe that you will have the option to detonate any barrier power, whenever you wish.

#1357
No Snakes Alive

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implodinggoat wrote...

No Snakes Alive wrote...

Not quite understanding the thought process behind armor powers that only last ten or so seconds before "detonating" (which provides additional effects). It's like the worst of both worlds: who wants to activate said power for its armor effect if that only lasts ten seconds and who wants to activate them for their detonation effects if you have to wait ten seconds for it?


I think its a matter of how you use it.   A ten second duration is plenty if you're planning on using it as a means of saving your ass if your shields go down or if you fire it up and then use the added durability to make a charge with your shotgun letting it soak up damage and letting its detonation effect stun enemies once you get in close.


Maybe... If they provide significantly more protection than they did in ME2. Otherwise it's hard to see them being worth it. Unless again the detonations are just that awesome. Guess time will tell.

#1358
Fathom72

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No Snakes Alive wrote...

implodinggoat wrote...

No Snakes Alive wrote...

Not quite understanding the thought process behind armor powers that only last ten or so seconds before "detonating" (which provides additional effects). It's like the worst of both worlds: who wants to activate said power for its armor effect if that only lasts ten seconds and who wants to activate them for their detonation effects if you have to wait ten seconds for it?


I think its a matter of how you use it.   A ten second duration is plenty if you're planning on using it as a means of saving your ass if your shields go down or if you fire it up and then use the added durability to make a charge with your shotgun letting it soak up damage and letting its detonation effect stun enemies once you get in close.


Maybe... If they provide significantly more protection than they did in ME2. Otherwise it's hard to see them being worth it. Unless again the detonations are just that awesome. Guess time will tell.


Seems to me like Barrier is Nova, but it restores shields instead of draining them.  Not mention biotically levitating enemies.  Sounds good to me.

GSB also looks like it gives a pretty serious overlay, so I think it'll also be viable.

Btw, after finishing up greandes, I'm going to cover Biotic powers from ME2 in addition to class powers (i.e. tech mastery).  Stay tuned!

edit:  The grenade post is nearly finished, although I wasn't able to find much info.  If you want to look, its on the previous page.

Modifié par Fathom72, 16 janvier 2012 - 10:12 .


#1359
No Snakes Alive

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Will do and thanks again for all the info, guys!

#1360
Ahglock

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No Snakes Alive wrote...

Not quite understanding the thought process behind armor powers that only last ten or so seconds before "detonating" (which provides additional effects). It's like the worst of both worlds: who wants to activate said power for its armor effect if that only lasts ten seconds and who wants to activate them for their detonation effects if you have to wait ten seconds for it?


Unless you can manually det 'em still, in which case the whole ten seconds of extra protection is no longer the main purpose of these skills but an added gimmick to accompany the detonation effects.

Then again, if the detonations lead to some really awesome crap I can sort of see this working. Like Barrier essentially casting Warp and Lift on anyone caught in the blast radius: I could kinda see why they'd make us wait ten seconds after activation for that sort of effect, and it's cool that we at least get some defensive boosts in the meantime.

I dunno. I gotta find out more about exactly how these work before I can take a stance on whether they suck or rule lol. As of now I'm pretty sure it's one or the other but pretty lost on which.


My guess is the extra protection is only supposed to get you some time to soften up the enemies so when it does explode it is epic.  Like the 10 seconds buys you the time to strip a few shields so the effect ragdolls all the enemies when it goes off.

#1361
AVPen

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Going through and checking off the evolutions for Ammo Powers:
- the majority of Warp Ammo's evolutions are apparently missing (aside from one which mentioned a damage increase to lifted enemies)

- the "Stun" evolution for Disruptor Ammo may not be correct (although it was present twice around the rest of Disruptor's evolution ranks, so I'm assuming that it is and refers to the stun duration for synthetics and/or weapon overheating)

- Ammo Powers all seem to follow the following Evolution paths: 1st rank unlockes the power, 2nd rank is Effect, 3rd rank is Damage, 4th rank is either Damage or Squad Bonus (giving the ammo to entire squad), 5th rank is either Ammo Capacity (increases your ammo capacity by a certain amount) or Headshots (increase headshot damage), and 6th rank is either Damage or Effect.


Armor-Piercing Ammo
Rank 2
Penetration   Increases the depth bullets can penetrate through cover by x%, and reduces the effectiveness of armored targets by an additional x%, allowing more weapon damage to pass through. 

Rank 3
Damage   Adds x% to health and armor damage. 

Rank 4
Damage   Adds x% to health and armor damage.
OR
Squad Bonus   Applies the effects of your ammo power to squad members at x% effectiveness.

Rank 5
Ammo Capacity   x% increase to ammo capacity.
OR
Headshots   x% increase to headshot damage.

Rank 6
Damage   Adds x% to health and armor damage.
OR
Penetration   Increases the depth bullets can penetrate through cover by x%, and reduces the effectiveness of armored targets by an additional x%, allowing more weapon damage to pass through.



Disruptor Ammo
2nd Rank
Stun   Adds x% to stun chance. 

3rd Rank
Damage   Adds x% to health damage and x% to shield and barrier damage. 

4th Rank
Damage   Adds x% to health damage and x% to shield and barrier damage. 
OR
Squad Bonus   Applies the effects of your ammo power to squad members at x% effectiveness. 

5th Rank
Ammo Capacity   x% increase to ammo capacity.
OR
Headshots   x% increase to headshot damage.

6th Rank
Damage   Adds x% to health damage and x% to shield and barrier damage.
OR
Stun   Adds x% to stun chance.

Modifié par AVPen, 17 janvier 2012 - 01:15 .


#1362
No Snakes Alive

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Nice. Any chance you can skip right over to Lift Grenade and Sticky Grenade next?

#1363
The Spamming Troll

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no snakes,

what do you think of biotics having the potential for working more efficiently through protections in ME3? your sentinel can do the same kind of CC an adept can do, and all that other sentinel stuff too.



also, i wish this topic could be redone with a structured class/abilities listing closer to the OP..........

Modifié par The Spamming Troll, 17 janvier 2012 - 12:12 .


#1364
No Snakes Alive

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I'm with you on that wish, Spamming, but for now I'll take what I can get.

And in spite of what I'm sure you expect me to say about CC powers bypassing protections, I'm all for it. IF they implement it correctly, which it looks like they might be doing.

And what I mean by that is, first and foremost, still keeping the rock/paper/scissors nature of some powers bypassing some protections and others bypassing others. I'm all for not necessarily having to debuff first as long as I'm still actively engaging in having to think and choose what powers to use at what times in that manner instead. AND as long as they don't then make debuff powers obsolete or redundant, which I'm sure they won't.

When it comes to CC powers working through protections (or not) I really think they may have found the happy medium between the two extremes we've both argued time and time again here lol. And I'm all for that! Hope you are too.

#1365
MasterEcabob

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Thanks for going through the script for us Fathom and Pen, as someone who's read most of it, it really is a huge pain in the ass making any sense out of anything in there.

Do you think you could look up Cyro Blast/Incinerate? I seem to recall that one of them had an evolution that increased synergy between the two (more fire damage to frozen targets or vis versa) and think that would be an interesting thing to check out.

Also, what do you guys make of Disrupter Ammo effecting both Shields and Barriers? That seems to imply that other powers may be the same way, or at least Overload would be.

Frankly, I don't forsee Shields and Barriers overlapping nearly as much as in ME2, where you had Eclipse who would mix the two. Most Cerberus units (Geth as well) seem to use exclusively shields, and Reaper forces seem to use Barriers if anything.

#1366
AVPen

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Going through the Tech Powers from ME2 right now:


Energy Drain
2nd Rank
Recharge   x% increase to recharge.

3rd Rank
Damage   x% increase to damage.

4th Rank
Damage   x% increase to damage. 
OR
Impact Radius   x% increase to impact radius.

5th Rank
Drain   Adds x% to shields restored when draining shields, barriers, or robotic enemies.
OR
Recharge Speed   x% increase to recharge. 

6th Rank
Damage   x% increase to damage.  
OR
Armor   Draining shields, barriers, or robotic enemies gives you a temporary layer of armor that reduces all incoming damage by x% for x seconds.

The first four ranks of Energy Drain are pretty similar to how it was in ME2, but the 5th evolution "Drain" and the 6th evolution "Armor" really add a lot of survivablity to Tali (and whoever else has ED as a power) with Drain increasing the amount of shields the character has (not sure if this is a permenant boost for the mission duration or until the shields have been drained) and Armor providing a temporary reduction to all damage for a certain amount of time from using it.


Combat Drone
2nd Rank
Recharge Speed    Increases the recharge speed of this power by x%

3rd Rank
Shields/Damage   Increases your Combat Drone's damage by x% and shields by x%. 

4th Rank
Shields/Damage   Increases your Combat Drone's damage by x% and shields by x%.
OR
Detonation   Upgrades your Combat Drone so it causes a massive explosion when it is destroyed, doing x points of damage to all targets within x meters.

5th Rank
Shock   Upgrades your Combat Drone with a short-range shock attack that does x points of damage in a x meter radius. This attack can also stun enemies for a short time.
OR
Shield Damage   Increases shield damage that the drone inflicts by x%.

6th Rank
Rocket   Upgrades your Combat Drone with long-range rockets that do x points of damage in a x meter radius.
OR
Chain Lightning   Upgrades your Combat Drone's basic attack so the electric pulse jumps to x additional nearby targets.

With "Shock" and "Rocket" evolutions, your Combat Drone could pretty much handle both long-range and short-range enemies, while "Chain Lightning" would more benefit a drone that engages close-combat.


Incinerate
2nd Rank
Recharge Speed   Increases the recharge speed of Incinerate by x%

3rd Rank
Damage   Increases Incinerate's damage by x% 

4th Rank
Damage   Increases Incinerate's damage by x%
OR
Impact Radius   Adds a x meter impact radius.

5th Rank
Burning Damage   Adds an additional burning effect to impacted targets, causing x% of initial damage over x seconds.
OR
Recharge Speed   Increases Incinerate's recharge speed by x%.

6th Rank
Freeze Combo   Incinerate does x% more damage to frozen or chilled targets.
OR
Armor Damage   Increases Incinerate's damage against armored targets by x%.


Cryo Blast
2nd Rank
Recharge Speed   Increases Cryo Blast's recharge speed by x% 

3rd Rank
Duration   Increases the duration of Cryo Blast by x%.

4th Rank
Duration  Increases the duration of Cryo Blast by x%.
OR
Impact Radius   Adds a x meter impact radius.

5th Rank
Trip Mine(??)   Targets that resist Cryo Blast's freeze effect have movement speed reduced by an additional x%.
OR
(Name Missing)   Power damage increase of x% to chilled or frozen targets.

6th Rank
Recharge Speed   Increases Cryo Blast's recharge speed by x%.
OR
Frozen Vulnerability   Increase damage to frozen and chilled targets by x%, and weakens armored targets by an additional x%, allowing more weapon damage to pass through.

Modifié par AVPen, 17 janvier 2012 - 08:52 .


#1367
AVPen

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MasterEcabob wrote...

Do you think you could look up Cyro Blast/Incinerate? I seem to recall that one of them had an evolution that increased synergy between the two (more fire damage to frozen targets or vis versa) and think that would be an interesting thing to check out.

You're refering to the Incinerate's "Freeze Combo" and Cryo Blast's "Frozen Vunerability" evolution paths (both of their 6th Ranks, respectively) - with both of those evolutions, you'd be doing a ton of damage by hitting enemies with Cryo Blast followed by Incinerate.

MasterEcabob wrote...

Also, what do you guys make of Disrupter Ammo effecting both Shields and Barriers? That seems to imply that other powers may be the same way, or at least Overload would be.

Still searching for Overload's evolution ranks right now, but according to one description of the power that I read, Overload affect both shields and barriers now, in addition to robotic (synthetic) enemies.
EDIT: This may or may not be correct, as I've found other descriptions for Overload which says that it affects shields and synthetics only.

Modifié par AVPen, 17 janvier 2012 - 05:10 .


#1368
No Snakes Alive

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The suspense is killing me. Get to Sticky Grenades and lift Grenades now or I will find and kill you.


Lol jk dude. Much appreciated still and Freeze Combo + Frozen Vulnerability just threw Engineer back in the mix for me. Damn I'm gonna have a real hard time choosing a first and/or favorite class.

#1369
Derahu

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That frozen vulnerability evolution plus trip mine looks useful to use on enemies that just charge at you and don't take cover like Krogan. I can't wait to try out my engineer with these new upgrades and it looks like cryoblast is actually useful this time!

Modifié par Derahu, 17 janvier 2012 - 03:02 .


#1370
Relix28

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Awesome stuff guys. I appreciate it.

And I have a request, if I may. Some info on Charge and Nova, please?

#1371
XDMMX

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New info on Charge and Nova would be appreciated.

#1372
jasonsantanna

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Thanks ,AVPen for the Soldier info its my fav class also. . .
So know more about CS makes me hopeful , in ME2 ppl dogged it out , saying it was terrible , its not a bad power ,just need better evolutions and a better cooldown, but now it just may be what it should have been in ME2. . . .

#1373
blitzkkrieg

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Energy Drain gives us an additional layer of armor?! So there is hope for Shepard getting an armor layer of protection via powers/armor. As always the info is much appreciated.

Also, the energy drain giving armor just solidified my continuation of sentinel drain tank :devil:

Modifié par blitzkkrieg, 17 janvier 2012 - 03:50 .


#1374
luckyloser_62

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I wonder if energy drain's AOE is still the same as ME2 or if it will arc like overload does in ME3. I also wonder if reave will provide damage reduction as an option for one of its last evolutions.

#1375
AVPen

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blitzkkrieg wrote...

Energy Drain gives us an additional layer of armor?! So there is hope for Shepard getting an armor layer of protection via powers/armor. As always the info is much appreciated.

Also, the energy drain giving armor just solidified my continuation of sentinel drain tank :devil:

I don't know if it's really an additional or second layer of Armor over his/her shields - it could simply be a reduction to all damage inflicted for a certain amount of seconds (which is what the description makes it sound like).


Also, trying to find additonal info on the grenades like Biotic, Lift, and Sticky Grenades is a major pain in the @ss - those are less organized than the other powers and the naming conventions are all over the map (Biotic grenade is Cluster, Lift grenade is still Lift Orb, vice versa). The 2nd rank for all grenades seems to be Max Grenade (increases the number of grenades that you carry), while the 3rd rank is Damage (increases grenade damage by x%) , but trying to decipher where and what the remaining evolutions are for each is pretty damn impossible with how the script is organized.

I did find these descriptions, however:
Cluster/Biotic Grenade:  A cluster of grenade fragments that creates a biotic blast that tosses enemies around violently, causing a massive amount of damage. Highly effective against shield/barrier.

Lift Grenade:  Detonates a biotic grenade that does a massive amount of damage and briefly lifts all nearby targets, leaving them vulnerable to attack.

Sticky Grenade:  An explosive grenade adheres to your enemy, violently mangling them after a brief period of time.

Modifié par AVPen, 17 janvier 2012 - 04:05 .