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ME3 Powers - The Complete List


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#2126
AVPen

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Here are the remaining power descriptions that I've found in the leaked script (save for the various versions of Fitness):


Adrenaline Rush   Boosts your combat awareness for a brief time, slowing your enemies by comparison.

Armor-Piercing Ammo   Piercing rounds increase weapon damage and are highly effective against armor. These rounds can also penetrate through thin layers of armor and cover.

Assault Mastery   Be faster, fiercer, and more dominant on the battlefield.

Biotic Charge   Using a damaging shockwave, ram into the enemy with incredible force. After a successful charge, restores some of your barrier.

Biotic Mastery   Unleashes your biotic power faster, quicker, and with more intensity.

Combat Drone   Spawns a tech drone to draw enemy fire. The drone sends out electric pulses that damage enemies. Only one drone can be active at a time.

Combat Mastery   Years of combat experience impart bonuses to strength, speed, and charisma.

Concussive Shot   An explosive shot knocks down and damages your opponents, leaving them open for additional attacks.

Cyro Ammo   Rounds of supercooled subatomic particles can instantly freeze targets. Enemies with resistances are chilled instead of frozen, reducing their movement speed and weakening their armor, allowing more weapon damage to pass through.

Cryo Blast   Your omni-tool fires a mass of super-cooled subatomic particles capable of snap-freezing impacted targets, or slowing movement speed for enemies that resist.

Disruptor Ammo   This ammunition pulses electromagnetically, disrupting shields, barriers, and synthetic enemies.

Energy Drain   High damage energy pulse that drains shields, barriers, and robotic enemies, restoring your shields. Reduced damage to organics.

Frag Grenade   Powerful explosives that rip through enemies and send them flying.

Incinerate   This explosive plasma blast inflicts damage to all nearby enemies and permanently stops their health regeneration. Very effective against armor.

Incendiary Ammo   Blistering shells that burn through armor and health, with a chance to set enemies on fire, causing enemies to panic.

Inferno Grenade   Launches a volatile grenade that explodes on impact, sending searing waves of flame in all directions that burns enemies. Highly effective against armor.

Infiltrator Mastery   Your weapon damage is more punishing and frequent, and targeting enemies is easier.

Neural Shock   Delivers a shock to the opponent's nerves, briefly incapacitating one organic enemy at a time.

Nova   Uses all the energy in your barrier to unleash a massive biotic blast in a cone in front of you. The more barrier you have the more damage is done.

Overload   An immense electrical surge that does high damage to shields, barriers, and robotic enemies, but reduced damage to organics. Has a chance of stunning enemies.

Proximity Mine   Deploy a mine that detonate when enemies are near.

Pull   Levitates enemies, rendering them helpless while they drift towards you.

Sentinel Mastery   Fine-tunes your brain, making your powers more potent and efficient.

Shockwave   Biotic shockwaves that topple enemies in your path.

Singularity   Enemies are dragged into a sphere of dark energy and dangle helplessly in the air, wide-open to attack. Singularity fades after affected a few enemies.

Slam   A biotic body-slam that inflicts massive damage.

Tactical Cloak   Makes you invisible to enemies. Taking any offensive action will disrupt your cloak, but being cloaked gives you a damage bonus to all weapon, power, and melee attacks. The longer you stay cloaked, the longer your power cooldown will be. 

Throw   Using mass effect fields, hurls targets away and damages them if they hit objects.

Warp   A mass effect field damages enemy targets and stops health regeneration. Detonates a biotic explosion on any target already lifted by biotics, causing further damage. Effective against armor and biotic barriers.

Warp Ammo   Transforms absorbed biotic energy and funnels it into your weapon, increasing damage. Highly effective against armor and barriers.

Modifié par AVPen, 24 janvier 2012 - 09:02 .


#2127
No Snakes Alive

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^Awesome post as usual, bro. And that's crazy what they did with Tactical Cloak. Unlimited duration until offensive action is taken and the duration length impacts the cooldown length. Something tells me that's pretty brilliant of Bioware. Infiltrators are back on my radar.

#2128
BatmanPWNS

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Sorry if this has been answered but how many points will we get to spend?

#2129
Wulfram

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No Snakes Alive wrote...

^Awesome post as usual, bro. And that's crazy what they did with Tactical Cloak. Unlimited duration until offensive action is taken and the duration length impacts the cooldown length. Something tells me that's pretty brilliant of Bioware. Infiltrators are back on my radar.


It gives a pretty strong incentive to just use it as a simple damage booster though.

#2130
mineralica

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No Snakes Alive wrote...

Yeah I already figured it wasn't Jack because of what I recall reading about the DLC character's species being. But that's assuming the biotic mystery squadmate is that rumored DLC one...

Without spoiling too much can you verify that much? Is it that DLC character? Codename Dodo-bird. (Lol I'm trying not to give TOO much away as far as spoilers but obviously having a difficult time).

And is the Tech mystery squadmate as easy to guess as AI Mastery being its passive makes it seem?

Dodo-bird? Lol :)

#2131
The Spamming Troll

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No Snakes Alive wrote...

And yeah I love that this topic is free of whining... when Spamming Troll isn't posting! Oooo sick burn. (JK dude don't rage at me; we're like best friends now.)



BFFs, bro!

#2132
Someone With Mass

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I want the Proximity Mine to be a bonus power. It would work great with my Infiltrator.

#2133
blitzkkrieg

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Was anything ever posted about if sticky grenade was in the leaked script, and any word of how the piercing effect of armor piercing ammo (and some weapon mods) works?  Everything seems to be shaping up quite fantastically, with lots and lots of options.  I like options. B)

#2134
AVPen

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blitzkkrieg wrote...

Was anything ever posted about if sticky grenade was in the leaked script, and any word of how the piercing effect of armor piercing ammo (and some weapon mods) works?  Everything seems to be shaping up quite fantastically, with lots and lots of options.  I like options. B)

Outside of it's description, I found next to nothing on the power Sticky Grenade or its evolution ranks in the leaks.

#2135
Someone With Mass

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All I know is that it'll be a power for the Infiltrator in the co-op.

#2136
No Snakes Alive

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Where are my gotdamn class reveal videos? :(

#2137
Vapaa

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Intersting the new tactical cloak, but I still don't now what to do with this, I guess I'll stick with the TC being just a damage boost for the sniper rifle

#2138
Ghost43

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BatmanPWNS wrote...

Sorry if this has been answered but how many points will we get to spend?

People seem to think between 140 and 180, including ME2 points, about 8 powers maxed.

#2139
blitzkkrieg

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Someone With Mass wrote...

All I know is that it'll be a power for the Infiltrator in the co-op.


Only co-op or single player too?  Cause I was planning on running around sticking people while cloaked in single player

#2140
luckyloser_62

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AVPen wrote...


Nova   Uses all the energy in your barrier to unleash a massive biotic blast in a cone in front of you. The more barrier you have the more damage is done.

so since Nova has obviously changed from a cone attack to an attack affecting the entire are around you, how much else has changed about it. I'm really excited for the possibilities. I am torn between hoping the amount of barriers still afects the amount of damage and hoping that it will be a flat damage amount. On one hand, the damage boost from more shields will synergize well with charge and barrier. On the other hand having a flat damage amount would make it more consistently viable on higher levels where your shields go down really quickly.

#2141
Biotic Sage

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AVPen wrote...

Here are the remaining power descriptions that I've found in the leaked script (save for the various versions of Fitness):

*Snip*


Thanks a lot AVPen, I'll get to these right after I eat my dinner.

#2142
Ghost43

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luckyloser62 wrote...

AVPen wrote...


Nova   Uses all the energy in your barrier to unleash a massive biotic blast in a cone in front of you. The more barrier you have the more damage is done.

so since Nova has obviously changed from a cone attack to an attack affecting the entire are around you, how much else has changed about it. I'm really excited for the possibilities. I am torn between hoping the amount of barriers still afects the amount of damage and hoping that it will be a flat damage amount. On one hand, the damage boost from more shields will synergize well with charge and barrier. On the other hand having a flat damage amount would make it more consistently viable on higher levels where your shields go down really quickly.


If Nova is tied the amount of barrier you have, could get ugly. Either A) Charge, Nova, take non regenerating health damage for a few seconds or B) Nova at last second, do pidley damage.

#2143
Ghost43

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Vapaä wrote...

Intersting the new tactical cloak, but I still don't now what to do with this, I guess I'll stick with the TC being just a damage boost for the sniper rifle


Stab people! You know, were supposed to be able to sneak now, at least some of the time.

#2144
AVPen

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Ghost43 wrote...

Vapaä wrote...

Intersting the new tactical cloak, but I still don't now what to do with this, I guess I'll stick with the TC being just a damage boost for the sniper rifle


Stab people! You know, were supposed to be able to sneak now, at least some of the time.

Tacical Cloak now increases weapon, melee, and power damage while cloaked, so yeah it does a lot more than just increasing damage for sniping this time.

#2145
MasterEcabob

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Ghost43 wrote...

Vapaä wrote...

Intersting the new tactical cloak, but I still don't now what to do with this, I guess I'll stick with the TC being just a damage boost for the sniper rifle


Stab people! You know, were supposed to be able to sneak now, at least some of the time.


You know what else this means?  UNLIMITED CLOAK IN CUTSCENES! 

...er, I mean, it works out great for CQC Infiltrators too.  

#2146
Vapaa

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AVPen wrote...

Ghost43 wrote...

Vapaä wrote...

Intersting the new tactical cloak, but I still don't now what to do with this, I guess I'll stick with the TC being just a damage boost for the sniper rifle


Stab people! You know, were supposed to be able to sneak now, at least some of the time.

Tacical Cloak now increases weapon, melee, and power damage while cloaked, so yeah it does a lot more than just increasing damage for sniping this time.


Oh....melee and power damage as well ? that's neat, my Infiltrator is more the type to deal with things from a mile away, but I guess she will get closer to give some "hugs" more often....I can give her the Tali's defense drone as bonus power: cloak>sneak to a group of ennemies>activate defense drone>heavy melee while cloaked, that would require a SG+SR loadout, but give her more firepower, thanks for the clarification ! :wizard:

Modifié par Vapaä, 25 janvier 2012 - 09:50 .


#2147
Chuffnubble

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Biotic Sage wrote...


Soldier
   [jump to soldier]

Adrenaline Rush
Rank 2: Recharge reduced by 20%
Rank 3: Duration increased by 30%
Rank 4: [Health/Shields take 30% less dmg.] -or- [Dilation/Damage increased by 40%]
Rank 5: [Duration increased by x%] -or- [Melee Damage increased by x%]
Rank 6: [Shields incr. by x% while active] -or- [Instantly Recharges powers, allowing use during adrenaline rush]

Frag Grenade
Rank 2: Grenade Capacity increased by 1
Rank 3: Damage increased by 30%
Rank 4: [Damage increased by 40%] -or- [Impact Radius increased by x%]
Rank 5: [Grenade Capacity incr. by x] -or- [Bleed Damage of x pts over x sec to organic foes]
Rank 6: [Shield Damage increased by x%] -or- [Armor Damage increased by x%]

Concussive Shot
Rank 2: Recharge reduced by 25%
Rank 3: Force/Damage increased by 30%
Rank 4: [Force/Damage increased by x%] -or- [Impact Radius of 1.5m]
Rank 5: [Recharge reduced by x%] -or- [Force/Dmg. to Frozen Targets incr. by x%]
Rank 6: [Properties of Active Ammo Power applied] -or- [Organic Dmg. incr. by x% over x sec and Force incr. by x%]

Incendiary Ammo   <+15% health dmg. / +15% armor dmg.>
Rank 2: Panic chance increased by 15%
Rank 3: Armor/Health Damage increased by 4%
Rank 4: [Armor Health Damage incr. by 6%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by 30%] -or- [Headshot Damage incr. by x%]
Rank 6: [Armor/Health Damage incr. by x%] -or- [Splash Radius of xm]

Disruptor Ammo   <+5% health dmg. / +20% shield and barrier dmg.>
Rank 2: Stun Chance incr. by x%
Rank 3: Health/Shield/Barrier Dmg. incr. by x%
Rank 4: [Health/Shield/Barrier Dmg. incr. by x%] -or- [Squad Ammo at x% effectiveness]
Rank 5: [Ammo Capacity incr. by x%] -or- [Headshot Damage incr. by x%]
Rank 6: [Health/Shield/Barrier Dmg. incr. by x%] -or- [Stun Chance incr. by x%]

Cryo Ammo   <3 sec freeze dur. / x% freeze chance>
Rank 2: Freeze Chance increased by x%
Rank 3: Freeze Duration increased by x%
Rank 4: [Freeze Duration incr. by x%] -or- [Squad Ammo at 50% effectiveness]
Rank 5: [Ammo Capacity incr. by x%] -or- [Headshot Damage incr. by x%]
Rank 6: [Freeze Chance incr. by x%] -or- [Damage Combo]

Combat Mastery   <+25% influence / +x% weap. dmg. / 20pts weight capacity>
Rank 2: Influence/Damage increased by x%
Rank 3: Influence incr. by x% and Weight Capacity incr. by xpts
Rank 4: [Damage increased by x%] -or- [Influence/Duration increased by x%]
Rank 5: [Henchmen Damage incr. by x%] -or- [Headshot Damage incr. by x%]
Rank 6: [Weight Capacity incr. by 50pts] -or- [Weapon Damage incr. by x%]

Fitness [Soldier]   <+15% health / +15% shield / +15% melee dmg.>
Rank 2: Health/Shields increased by 10%
Rank 3: Melee Damage increased by 15%
Rank 4: [Melee Dmg. incr. by 25%] -or- [Health/Shields increased by x%]
Rank 5: [Melee Dmg. incr. by 75% for 30 sec after h.m. kill] -or- [Time Before Shields Recharge reduced by x%]
Rank 6: [Melee/Weap Dmg. incr. by 25% for 20 sec after h.m. kill] -or- [Health/Shield incr. by x%]





Concussive Shot at Rank 6 can give a Concussive Shot the ‘[Properties of Active Ammo Power applied]’...

Does this mean that a Concussive Shot with Disruptor Ammo activated would be like using Overload on a target? Or a Concussive Shot with Incendiary Ammo activated would be like using Incinerate on a target?
Does the soldier now potentially have its very own versions of Overload, Incinerate and Cryo Blast?Posted Image

Modifié par CatDogCatDog, 25 janvier 2012 - 10:17 .


#2148
DayusMakhina

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Wulfram wrote...

No Snakes Alive wrote...

^Awesome post as usual, bro. And that's crazy what they did with Tactical Cloak. Unlimited duration until offensive action is taken and the duration length impacts the cooldown length. Something tells me that's pretty brilliant of Bioware. Infiltrators are back on my radar.


It gives a pretty strong incentive to just use it as a simple damage booster though.

I'm not sure that will be the case considering that enemies are supposed to be more aggressive now, and couple that with battlefields supposedly being more open (am sure I read that a long time ago) then it might have a more tactical use. If both of the above are true (or even just enemies being more aggressive) then the Cloak could be effectively used to get yourself out of being pinned down/in by enemies with the unlimited duration. That's what i'm hoping anyway, rather than it just being a different version of Adrenaline Rush.

CatDogCatDog wrote...Concussive Shot at Rank 6 can give a Concussive Shot the ‘[Properties of Active Ammo Power applied]’...

Does this mean that a Concussive Shot with Disruptor Ammo activated would be like using Overload on a target? Or a Concussive Shot with Incendiary Ammo activated would be like using Incinerate on a target?
Does the soldier now potentially have its very own versions of Overload, Incinerate and Cryo Blast?Posted Image

Is even more insane considering Disrupter Ammo works on both Shields and Barrier now... a Soldier will have the necessary ammo powers to be effective against every layer of protection in the game and a power to go with it in Concussive Shot. That should certainly stop it just being an AR spamming class.

Modifié par DayusMakhina, 25 janvier 2012 - 11:14 .


#2149
XDMMX

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DayusMakhina wrote...

I'm not sure that will be the case considering that enemies are supposed to be more aggressive now, and couple that with battlefields supposedly being more open (am sure I read that a long time ago) then it might have a more tactical use. If both of the above are true (or even just enemies being more aggressive) then the Cloak could be effectively used to get yourself out of being pinned down/in by enemies with the unlimited duration. That's what i'm hoping anyway, rather than it just being a different version of Adrenaline Rush.


I seem to remember hearing that Tactical Cloak wont be a get out of jail card like in ME2, if you Cloak wile enemies have a line of sight on you they will either shoot in your general direction or start searching for you, also I heard that if your cloaked and move too fast wile close to an enemy it will alert them.:ph34r:

Or maybe I imagined hearing that?

Hopefully im right though, I hated the magical cloak that made enemies forget that I was shooting at them a second ago, as an Infiltrator all I had to do was cloak when a situation got too hot for my liking, made the Infiltrator a bit boring and OP in ME2.

#2150
VinWizzy

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If want CatDogCatDog said is true then I might do a whole soldier playthrough. And tactical cloak sounds like you can get stronger melees through easy stealth.