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ME3 Powers - The Complete List


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#1901
mineralica

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luckyloser62 wrote...

Is anyone else now imagining a vanguard with barrier charging into a group of enemies, detonating barrier to lift all of them, then using nova to send them flying. I'm really stoked to play my canon vanguard.

@AVPen is there anything suggesting that barrier lasts only a limited time like Phantom had suggested? from the power description you found it looks to me like it lasts until detonated just like the other shield powers.

It looks like Barrier, Tech Armor and Fortification are biotic, tech and combat versions of same power to me.

#1902
AVPen

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luckyloser62 wrote...

@AVPen is there anything suggesting that barrier lasts only a limited time like Phantom had suggested? from the power description you found it looks to me like it lasts until detonated just like the other shield powers.

There's one or two Rank descriptions that say that Barrier lasts only 10 seconds, but the sentences read like really old data, like information or concepts that the devs came up with at the very inception of evolution Ranks for powers.

So in my opinion, I think Barrier will be the same as all the other shield powers and lasts till it has been detonated, but I guess we'll find out for sure once the game has been released.

#1903
Omega-202

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luckyloser62 wrote...

Is anyone else now imagining a vanguard with barrier charging into a group of enemies, detonating barrier to lift all of them, then using nova to send them flying. I'm really stoked to play my canon vanguard.

@AVPen is there anything suggesting that barrier lasts only a limited time like Phantom had suggested? from the power description you found it looks to me like it lasts until detonated just like the other shield powers.


Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

#1904
Derahu

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Omega-202 wrote...

luckyloser62 wrote...

Is anyone else now imagining a vanguard with barrier charging into a group of enemies, detonating barrier to lift all of them, then using nova to send them flying. I'm really stoked to play my canon vanguard.

@AVPen is there anything suggesting that barrier lasts only a limited time like Phantom had suggested? from the power description you found it looks to me like it lasts until detonated just like the other shield powers.


Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

I agree with the barrier encumbrance not being needed for vanguard but it is a bonus power that can be applied to anyone.  If you gave this power to an adept or a spell casting sentinel then encumbrance would be a no brainer as it reduces cooldown time.

#1905
No Snakes Alive

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Omega-202 wrote...

luckyloser62 wrote...

Is anyone else now imagining a vanguard with barrier charging into a group of enemies, detonating barrier to lift all of them, then using nova to send them flying. I'm really stoked to play my canon vanguard.

@AVPen is there anything suggesting that barrier lasts only a limited time like Phantom had suggested? from the power description you found it looks to me like it lasts until detonated just like the other shield powers.


Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  


I like that. A nice focused build with good synergy. I can't see a Charging, Nova-bombing Vanguard needed many more Biotic powers than those two and Barrier for it's synergy and CC detonation capabilities. If not Barrier than one other Biotic power than goes well, like Stasis or Pull, but I think Barrier is easily def the best choice.

And I def don't see needing any more than a shotgun and sidearm. As for ammo needs, don't forget Vanguards are easily the most capable class in the game at picking up clips in the heat of battle.

#1906
The Spamming Troll

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No Snakes Alive wrote...
Bioware can't appease both the people that want to be forced to play more focused builds and the people that want jack-of-all-trades builds, right? Not possible. That's easy enough to understand I hope? So I proposed that even though I fall into the former category, it would make more sense for Bioware to give us extra points and people such as myself just don't use the points we find unnecessary for our planned builds rather than give other people too few points and they're assed out unless they mod the game.


they could appease both crowds very easily.

instead of bioware giving us predefined classes, they should allow each player to pick abilities they want to use that are allowed within its classes limits.

wouldnt this be the best approach bioware could take wit hclasses, making classes as "modable" as weapons.

#1907
Omega-202

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No Snakes Alive wrote...

I like that. A nice focused build with good synergy. I can't see a Charging, Nova-bombing Vanguard needed many more Biotic powers than those two and Barrier for it's synergy and CC detonation capabilities. If not Barrier than one other Biotic power than goes well, like Stasis or Pull, but I think Barrier is easily def the best choice.

And I def don't see needing any more than a shotgun and sidearm. As for ammo needs, don't forget Vanguards are easily the most capable class in the game at picking up clips in the heat of battle.


But a focused build with those three keystones + passives with only a shotgun and sidearm leaves you with no way to handle un-Chargeable enemies up on balconies.  Good luck plinking at snipers with your pistol, especially without being backed by a solid ammo power.  Its the exact reason I always included Pull or Reave on my Vanguards, not to mention having an AR or SR.  

#1908
Omega-202

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The Spamming Troll wrote...

they could appease both crowds very easily.

instead of bioware giving us predefined classes, they should allow each player to pick abilities they want to use that are allowed within its classes limits.

wouldnt this be the best approach bioware could take wit hclasses, making classes as "modable" as weapons.


That does nothing to solve the issue we're discussing.  Choosing your powers has nothing to do with the number of points you get.  

Can you please stop shoving the same tired and hated ideas around.  You're not getting your custom classes.  You're not getting the overheat system back.  You're not getting super biotics back.  Just stop.  

#1909
No Snakes Alive

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The Spamming Troll wrote...

No Snakes Alive wrote...
Bioware can't appease both the people that want to be forced to play more focused builds and the people that want jack-of-all-trades builds, right? Not possible. That's easy enough to understand I hope? So I proposed that even though I fall into the former category, it would make more sense for Bioware to give us extra points and people such as myself just don't use the points we find unnecessary for our planned builds rather than give other people too few points and they're assed out unless they mod the game.


they could appease both crowds very easily.

instead of bioware giving us predefined classes, they should allow each player to pick abilities they want to use that are allowed within its classes limits.

wouldnt this be the best approach bioware could take wit hclasses, making classes as "modable" as weapons.


I'm not even going to touch that one lol, but the discussion at place here is over how many powers we should be able to max, predetermined or otherwise. That won't solve a thing in that regard.

And for the record, I like the 6 class system. I'm sure I could come up with some awesome builds on my own if given powers to choose instead of classes, but I definitely like the current system as is.

I'm sure Bioware will playtest the s%#$ out of it and come up with the right number of skill points, though. It bodes well for us that they already changed powers that weren't working. I gots faith that they'll find the right balance btwn the hardcore and casual rpg fans' wants.

#1910
No Snakes Alive

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Omega-202 wrote...

No Snakes Alive wrote...

I like that. A nice focused build with good synergy. I can't see a Charging, Nova-bombing Vanguard needed many more Biotic powers than those two and Barrier for it's synergy and CC detonation capabilities. If not Barrier than one other Biotic power than goes well, like Stasis or Pull, but I think Barrier is easily def the best choice.

And I def don't see needing any more than a shotgun and sidearm. As for ammo needs, don't forget Vanguards are easily the most capable class in the game at picking up clips in the heat of battle.


But a focused build with those three keystones + passives with only a shotgun and sidearm leaves you with no way to handle un-Chargeable enemies up on balconies.  Good luck plinking at snipers with your pistol, especially without being backed by a solid ammo power.  Its the exact reason I always included Pull or Reave on my Vanguards, not to mention having an AR or SR.  


Oh, I didn't realize you leave your squadmates at the loading dock. My Vanguard lets his squadmates debuff distant, unreachable enemies and then headshots them with his sidearm if need be. I find squadmate + pistol kills way more satisfying on my Vanguard, who has little concern with casting powers and distant enemies. Anything more than a pistol is way excessive for a close-range class to me. My Vanguard is focused on causing massive damage up close. If he can't, that's what his buddies are for. It's worked beyond perfectly for me in ME2 and I expect the same of ME3.

If you want your Vanguard Shep to be able to deal with enemies you can't reach with something like Reave, that's cool. But don't act like we all NEED to or wish me luck with a playstyle I find plenty of success with. It's obnoxious. And that's what I'm talking about: some people feel like their Shep needs to be able to do this and do that, whereas some are fine specializing just in what they feel their Shep was built for. I feel like Barrier has way more synergy with what my Vanguard wants to accomplish and anything that doesn't fit into what my Shep does my squad can manage.

Each Shep has their advantages and disadvantages but let's not act like our preference is better than the other's. Sure your Shep can Reave the occasional distant enemy and mine can't, but I guarantee my Shepard gives more hell in close than yours does. And that's what makes these games great: different strokes for different folks.

Modifié par No Snakes Alive, 22 janvier 2012 - 09:22 .


#1911
Shepard the Leper

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JaegerBane wrote...

Omega-202 wrote...
I completely and vehemetly disagree.

We still get plenty of progression from 30 to 60.  Its just as much progression as there was in ME2.  And in terms of choices, we now have 8 different unique evolutionary combinations for each power.  Multiply that by 8 possible max-out powers and you have 64 combos for each class, NOT counting the extra points for an extra power, bonus powers, weapon loadouts+upgrades and squadmate combos.  

There's going to be more meaningful character building permutations in ME3 than there was in some of BioWare's old D&D based games and definitely more meaningful variations than ME1, hands down.  

There's no reason to handcuff players.  Allow us the freedom to choose, don't force us to choose.  You advocate having to make choices and yet support a loss of freedom in imagining our character's potential.  Your request is non-sensical and hypocritical in all honesty.


I have to admit that I've never understood the obession with forcing the player to have to make extremely painful choices in terms of which powers to improve. Some specialisation is welcome, yes, but when you create a situation where the player can realistically only experience half of what the class has to offer on a single playthrough is just frustrating. ME1 seemed to do a much better job in this regard than ME2.

It also implies that all powers are perfectly balanced against each other, otherwise they just don't get chosen and the class builds become all similar - look what happened to the adept and vanguard, both as a result of shockwave not being balanced.


Freedom of choice is great, but if you get to have (almost) all in the end, only the choice when to get what is relevant. That's rather dull imho and not something that encourages build diversity, only leveling up diversity, although it's likely that most people are going to max out their best - unique - powers first (like ME2) anyway.

Making choices that have consequences is one of the key elements of any "role-playing" game and it's great for replayability. I definitely don't want all conversation options to result in the exact same response, cutscene or ending. That would limit "choice" to the order in which you trigger all events only.

ME2's upgrade system is pretty crappy in my book. It's completely linear. You start with Shotgun Upgrade 1 and end up with 5/5 or 6/6. I love the return of weapon mods, but they present the player with a choice. This time you won't be able to install all upgrades. Is that a bad thing? It surely does limit your option, but definitely isn't something hypocritical.

In the end it all comes down to finding the sweet spot. One should have enough skillpoints to create flexible and specialized characters, but too few to get nearly everything in the end. Anyone who likes to play with all powers maxed out, all weapons, all upgrades and so forth can always mod their game or use a savegame editor.

ME2 gives us 51 out of 70 points. That's 73%. There's more than enough build-flexibility in my opinion and this includes the lame "unlocking powers" feature. Furthermore, ME2 has a couple powers that rock even with only one skillpoint invested (Stasis, Slam, Neural Shock, Pull, Throw, Warp, Barrier, Cryo Ammo and more). I fail to understand the point why one should be able to max out (nearly) all powers to create their own specialized and customized Shepard. I would like ME3 to offer a little more replayability for every class beyond selecting two different evolution and using a sniper rifle instead of a shotgun next time around.

#1912
DayusMakhina

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Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.

Modifié par DayusMakhina, 22 janvier 2012 - 09:35 .


#1913
No Snakes Alive

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Shepard the Leper wrote...

JaegerBane wrote...

Omega-202 wrote...
I completely and vehemetly disagree.

We still get plenty of progression from 30 to 60.  Its just as much progression as there was in ME2.  And in terms of choices, we now have 8 different unique evolutionary combinations for each power.  Multiply that by 8 possible max-out powers and you have 64 combos for each class, NOT counting the extra points for an extra power, bonus powers, weapon loadouts+upgrades and squadmate combos.  

There's going to be more meaningful character building permutations in ME3 than there was in some of BioWare's old D&D based games and definitely more meaningful variations than ME1, hands down.  

There's no reason to handcuff players.  Allow us the freedom to choose, don't force us to choose.  You advocate having to make choices and yet support a loss of freedom in imagining our character's potential.  Your request is non-sensical and hypocritical in all honesty.


I have to admit that I've never understood the obession with forcing the player to have to make extremely painful choices in terms of which powers to improve. Some specialisation is welcome, yes, but when you create a situation where the player can realistically only experience half of what the class has to offer on a single playthrough is just frustrating. ME1 seemed to do a much better job in this regard than ME2.

It also implies that all powers are perfectly balanced against each other, otherwise they just don't get chosen and the class builds become all similar - look what happened to the adept and vanguard, both as a result of shockwave not being balanced.


Freedom of choice is great, but if you get to have (almost) all in the end, only the choice when to get what is relevant. That's rather dull imho and not something that encourages build diversity, only leveling up diversity, although it's likely that most people are going to max out their best - unique - powers first (like ME2) anyway.

Making choices that have consequences is one of the key elements of any "role-playing" game and it's great for replayability. I definitely don't want all conversation options to result in the exact same response, cutscene or ending. That would limit "choice" to the order in which you trigger all events only.

ME2's upgrade system is pretty crappy in my book. It's completely linear. You start with Shotgun Upgrade 1 and end up with 5/5 or 6/6. I love the return of weapon mods, but they present the player with a choice. This time you won't be able to install all upgrades. Is that a bad thing? It surely does limit your option, but definitely isn't something hypocritical.

In the end it all comes down to finding the sweet spot. One should have enough skillpoints to create flexible and specialized characters, but too few to get nearly everything in the end. Anyone who likes to play with all powers maxed out, all weapons, all upgrades and so forth can always mod their game or use a savegame editor.

ME2 gives us 51 out of 70 points. That's 73%. There's more than enough build-flexibility in my opinion and this includes the lame "unlocking powers" feature. Furthermore, ME2 has a couple powers that rock even with only one skillpoint invested (Stasis, Slam, Neural Shock, Pull, Throw, Warp, Barrier, Cryo Ammo and more). I fail to understand the point why one should be able to max out (nearly) all powers to create their own specialized and customized Shepard. I would like ME3 to offer a little more replayability for every class beyond selecting two different evolution and using a sniper rifle instead of a shotgun next time around.


Amen, brutha. I agree 100%.

#1914
No Snakes Alive

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DayusMakhina wrote...

Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.


That's only when you detonate it though, AND right above what you bolded it says it damages and lifts enemies into the air upon detonation, so I don't think having to use Nova right after would even be all that necessary. Still looks like an awesome power for a Charge and Nova-heavy Vanguard to me but I guess we really won't be able to tell until we get the final numbers.

The way Barrier works as far as lasting ten seconds or lasting until manually detonated would have a huge impact on that too.

#1915
Omega-202

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DayusMakhina wrote...

Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.


A) Nova's not on the main cooldown.  Its completely independent of the power cooldown system so you can use Nova whenever you still have shields.

B) There's no evidence that popping Barrier pops your shields.  So popping Barrier should still allow you to use Nova because you still have shields.

C) Check the attitude at the door.  

#1916
Adragalus

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DayusMakhina wrote...

Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.

Nova is off cooldown, mate.

Charge -> detonate Barrier to Lift -> Nova is perfectly viable, from what I understand.

#1917
ZenJestr

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DayusMakhina wrote...

Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.


maybe it locks out the cooldown? if it's a cooldown thing, then we can still use Nova...otherwise yea...no nova

#1918
Shepard the Leper

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AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The description doesn't mention how Barrier will work. Does it increases Shepard's base barrier? Or maybe it just makes it stronger (so Shep's base barrier lasts longer)? Or perhaps it's an additional (third) layer of protection (on top of Shep's own barrier)? I cannot tell, but it is critical to figure out whether or not Barrier is going to suit the Vanguard.

#1919
AVPen

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Shepard the Leper wrote...

ME2's upgrade system is pretty crappy in my book. It's completely linear. You start with Shotgun Upgrade 1 and end up with 5/5 or 6/6. I love the return of weapon mods, but they present the player with a choice. This time you won't be able to install all upgrades. Is that a bad thing? It surely does limit your option, but definitely isn't something hypocritical.

I wouldn't be too sure of that - I've found references in the leaks to what I believe are Research Upgrades for all the weapon classes.

#1920
Shepard the Leper

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AVPen wrote...

Shepard the Leper wrote...

ME2's upgrade system is pretty crappy in my book. It's completely linear. You start with Shotgun Upgrade 1 and end up with 5/5 or 6/6. I love the return of weapon mods, but they present the player with a choice. This time you won't be able to install all upgrades. Is that a bad thing? It surely does limit your option, but definitely isn't something hypocritical.

I wouldn't be too sure of that - I've found references in the leaks to what I believe are Research Upgrades for all the weapon classes.


That would be bad news, if they use the ME2 system. But maybe we'll have to make choices this time - do you want to increase ammo capacity or accuracy (or something). That would be really nice.

I don't have the detailed info you have - thanks for sharing - but I'm quite sure we won't be able to install unlimited (weapon) mods. That's something at least ;)

#1921
DayusMakhina

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Omega-202 wrote...

DayusMakhina wrote...

Omega-202 wrote...

Barrier is definitely shaping up to be the bonus power of choice for a Charge/Nova Vanguard.  Toughens up the Vanguard, gives it a point-blank AoE CC and transitions quite well into a Nova. 

I kinda fear the increased encumbrance but I think that a Vanguard should be able to get by just fine with a SG + only either an AR, SMG or pistol.  I feel that a build like that will almost require the ammo capacity bonuses from the ammo powers due to the limited number of weapons.  

You sure about that?

AVPen wrote...

Barrier    Creates a mass effect shield that reduces all damage taken but increases encumbrance, slowing down power usage. You can detonate this armor to damage all nearby enemies and lift them into the air for a short time, but this overloads powers for a short time.


The bold point makes it sound like immediately after the Barrier detonating you'll have to wait before being able to use powers again, which would obviously stop you from using Barrier to transition into a Nova.


A) Nova's not on the main cooldown.  Its completely independent of the power cooldown system so you can use Nova whenever you still have shields.

B) There's no evidence that popping Barrier pops your shields.  So popping Barrier should still allow you to use Nova because you still have shields.

C) Check the attitude at the door.  


Wait... Vanguards don't have shields in ME3 do they? I swear I read in here that in place of shield they have barrier instead for the extra layer of protection. In fact the final level of Charge does indicate that considering it mentions restores more barrier rather than restores more shield. If that's the case then surely after Barrier pops (presuming 'popping' means removing entirely) you'd have none left to use Nova off of?

Edit: But then I spose Barrier could act as an extra layer of protection leaving your initial layer there. Demo really needs to come around soon.

Also, I was merely asking a question, so im unsure where your attitude comment has come from... Vanguard was my favourite class on ME2 and thus I was genuinely interested in your intepretation as I was seeing it a different way. I apologise if I somehow offended you, not that I should really need to.

Modifié par DayusMakhina, 22 janvier 2012 - 10:12 .


#1922
kregano

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Shepard the Leper wrote...

AVPen wrote...

Shepard the Leper wrote...

ME2's upgrade system is pretty crappy in my book. It's completely linear. You start with Shotgun Upgrade 1 and end up with 5/5 or 6/6. I love the return of weapon mods, but they present the player with a choice. This time you won't be able to install all upgrades. Is that a bad thing? It surely does limit your option, but definitely isn't something hypocritical.

I wouldn't be too sure of that - I've found references in the leaks to what I believe are Research Upgrades for all the weapon classes.


That would be bad news, if they use the ME2 system. But maybe we'll have to make choices this time - do you want to increase ammo capacity or accuracy (or something). That would be really nice.

I don't have the detailed info you have - thanks for sharing - but I'm quite sure we won't be able to install unlimited (weapon) mods. That's something at least ;)

I think it's a combo of ME1 and ME2's systems. Limited mods per individual gun, but you get upgrades to improve the performance of all the guns in the class.

#1923
AVPen

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The evolution Ranks that I've found for the Vanguard's passive class, Assault Mastery:


Assault Mastery
2nd Rank
Influence/Damage   Adds x% to reputation bonus, x% to weapon damage bonus, and x% to power damage bonus. 

3rd Rank
Influence/Capacity   Adds x% to reputation bonus and x points to weight capacity bonus.

4th Rank
Influence/Damage   Adds x% to weapon damage bonus and adds x% to reputation bonus.
OR
Damage/Force   Adds x% to power damage and force bonus.

5th Rank
Squad Damage   Increases damage and force of henchmen powers by x% and henchmen weapon damage by x%.
OR
Weight Capacity   Adds x points to weight capacity.

6th Rank
Shotgun Damage   Increases shotgun damage by x%.
OR
Power Intensity   Adds x% to power damage bonus, and increases force and duration by x%.

#1924
Derahu

Derahu
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Hmm thats tricky to choose between for a vanguard: make your shotgun more powerful or make your charge and nova more powerful? Thanks, AVPen for all this info. It must take hours of sifting just to get the information you want and with only a chance that this stuff will be in the final game good job bro! Luckily, the vanguard will be the third class I play so the best builds for the class should be out in the public by then.

#1925
No Snakes Alive

No Snakes Alive
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I wonder what class and bonus power would make for the most optimal melee build. If Fitness is the same for Sentinels as Soldiers I'm thinking that, with Fortification as the bonus power. You can spec Tech Armor for melee damage and keep that up, and detonate Fort for a huge melee boost.

Then again I'm thinking a soldier would be pretty sweet with Fort and A-Rush, for some slow-motion melee domination. Never a fan of Soldiers in ME or ME2 but seeing a lit of potential in ME3, even if only for that unique build.