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ME3 Powers - The Complete List


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#2451
Omega-202

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lightsnow13 wrote...

With that said..being able to upgrade all your abilities to the max means it doesn't matter what you take - there's nothing special if you're able to get everything.


Not even close to true.  

A Vanguard who goes with the "Chance for no cooldown" Charge, the Nova recharge booster and "chance for no drain", Flashbang as a bonus power, power damage bonuses, weight limit increases, recharge drops and heavy melee focus in the Fitness line will play a hell of a lot different than one who focuses on the durability upgrades for Charge, Fitness and Assault Mastery, Barrier as a bonus power and weapon damage bonuses.  

And that's not even talking about their ammo powers or ranged biotics.  

The same holds for all other classes.  You could have a Soldier who focuses on melee heavy Fitness branches, Adrenaline rush used for its cooldowns and shotguns or one that makes use of Concussive Shot's ammo power variants and stays way back, stripping defenses and uses a sniper rifle.  

#2452
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RVNX wrote...

have they shown any footage of the "new" revamped shockwave? or else described how it has been improved?


Not really any footage. Go to the first page of this thread and you can check out the evolutions of this ability. Apparently, it's far more useful on insanity (according to tweets from game developers). Increasing travel speed, lifting people for a few seconds (which seems insanely good).

#2453
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Omega-202 wrote...

lightsnow13 wrote...

With that said..being able to upgrade all your abilities to the max means it doesn't matter what you take - there's nothing special if you're able to get everything.


Not even close to true.  

A Vanguard who goes with the "Chance for no cooldown" Charge, the Nova recharge booster and "chance for no drain", Flashbang as a bonus power, power damage bonuses, weight limit increases, recharge drops and heavy melee focus in the Fitness line will play a hell of a lot different than one who focuses on the durability upgrades for Charge, Fitness and Assault Mastery, Barrier as a bonus power and weapon damage bonuses.  

And that's not even talking about their ammo powers or ranged biotics.  

The same holds for all other classes.  You could have a Soldier who focuses on melee heavy Fitness branches, Adrenaline rush used for its cooldowns and shotguns or one that makes use of Concussive Shot's ammo power variants and stays way back, stripping defenses and uses a sniper rifle.  


I see what you're saying. Having the option to choose all options gives way to more variability.

I guess I'm just use to games that can't implement the system very well. I most games, if you have access to all abilities and that's it..you're pretty much OP by the end of the game.

#2454
RVNX

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lightsnow13 wrote...

RVNX wrote...

have they shown any footage of the "new" revamped shockwave? or else described how it has been improved?


Not really any footage. Go to the first page of this thread and you can check out the evolutions of this ability. Apparently, it's far more useful on insanity (according to tweets from game developers). Increasing travel speed, lifting people for a few seconds (which seems insanely good).


thanks.

I hope we will be able to check it out in the demo.

#2455
Nerevar-as

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lightsnow13 wrote...

Omega-202 wrote...

lightsnow13 wrote...

I'm thinking it'll be like ME2 where you don't get your bonus power until after you beat the game. If that's the case, then yes, I'd be right. But if you do get to choose your bonus power early, then sweet. More access to awesome powers early on.


...In ME2 you get your bonus powers after Horizon on your first playthrough.  You don't need to start a new playthrough.  As soon as you unlock the "Advanced Training" ability in the Research Lab (right after playing through Horizon for the first time) and unlock a single bonus power (Jacob's Barrier is the first available), you can get a bonus power.  

I'd imagine it will be the same with ME3.  Halfway through, you'll probably start unlocking bonus powers on your first playthrough.  




Really? Wow. I'm just so use to starting an imported new game and they force you to choose a power at the start. I think you only really had to choose a power later when you played the game for the first time...I've played ME2 way too many times to really remember my first game.


You get the powers as your squadies unlock them after the loyalty missions during the first playthrough. So if you start a new game you have to choose one of them during the creator, save for Stasis (at least on PC) which you can´t get before recruiting Mordin.

#2456
Last Vizard

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  At 7:35 Garrus uses concussive shot and the guardian throws his shied arm to the side for a moment, not as bad as I though however I wonder what would happen if say three guardians are advancing in a stagered formation and you shoot one thats slightly to the right and behind the one in front.  Either way I can only hope Adepts are equal with the other classes, is it possible for an enemy to roll out of the way from insta concussive shot?

#2457
Omega-202

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lightsnow13 wrote...

Omega-202 wrote...

lightsnow13 wrote...

With that said..being able to upgrade all your abilities to the max means it doesn't matter what you take - there's nothing special if you're able to get everything.


Not even close to true.  

A Vanguard who goes with the "Chance for no cooldown" Charge, the Nova recharge booster and "chance for no drain", Flashbang as a bonus power, power damage bonuses, weight limit increases, recharge drops and heavy melee focus in the Fitness line will play a hell of a lot different than one who focuses on the durability upgrades for Charge, Fitness and Assault Mastery, Barrier as a bonus power and weapon damage bonuses.  

And that's not even talking about their ammo powers or ranged biotics.  

The same holds for all other classes.  You could have a Soldier who focuses on melee heavy Fitness branches, Adrenaline rush used for its cooldowns and shotguns or one that makes use of Concussive Shot's ammo power variants and stays way back, stripping defenses and uses a sniper rifle.  


I see what you're saying. Having the option to choose all options gives way to more variability.

I guess I'm just use to games that can't implement the system very well. I most games, if you have access to all abilities and that's it..you're pretty much OP by the end of the game.


The thing is that there's a shared cooldown.  You really can only use 1 (2 if you include Nova and the Grenade powers) at any one time.

As I said earlier in the thread, I experimented with playing through ME2 with all powers maxed and it was still completely balanced.  The only class that played easier than its normal variant was the Sentinel.  Infiltrators get Incineration Blast and maxed Hacking which are really only good for Husks and Geth missions respectively, but 99% of the time Cloak takes precendence anyway.  Vanguards only benefitted by being able to have Area Pull and Squad Cryo which is of little total benefit.  Area Pull was only used for a handful of instances and most of the time it was just better to have a squadmate use it instead and use your cooldown for Charge.

Sentinels were only a bit too good because you got full defense stripping as well as the Cryo/Throw shatter ability.  Soldiers were totally the same as normal because you would only use your cooldowns in ME2 for Adrenaline Rush anyway.

I have a solid belief that it will be the same in ME3.

#2458
Loki_344

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Last Vizard wrote...

  At 7:35 Garrus uses concussive shot and the guardian throws his shied arm to the side for a moment, not as bad as I though however I wonder what would happen if say three guardians are advancing in a stagered formation and you shoot one thats slightly to the right and behind the one in front.  Either way I can only hope Adepts are equal with the other classes, is it possible for an enemy to roll out of the way from insta concussive shot?

No, just like it wouldn't be possible for them to roll out of the way of an instant throw. Squad powers won't have the same limitiations that Shepard's do.

#2459
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Omega-202 wrote...

The thing is that there's a shared cooldown.  You really can only use 1 (2 if you include Nova and the Grenade powers) at any one time.

As I said earlier in the thread, I experimented with playing through ME2 with all powers maxed and it was still completely balanced.  The only class that played easier than its normal variant was the Sentinel.  Infiltrators get Incineration Blast and maxed Hacking which are really only good for Husks and Geth missions respectively, but 99% of the time Cloak takes precendence anyway.  Vanguards only benefitted by being able to have Area Pull and Squad Cryo which is of little total benefit.  Area Pull was only used for a handful of instances and most of the time it was just better to have a squadmate use it instead and use your cooldown for Charge.

Sentinels were only a bit too good because you got full defense stripping as well as the Cryo/Throw shatter ability.  Soldiers were totally the same as normal because you would only use your cooldowns in ME2 for Adrenaline Rush anyway.

I have a solid belief that it will be the same in ME3.


However, it seems they're allowing abilities to be used during AR or Tech Armor or cloaking now. At least, you're able to evolve your AR so when you use it, it resets the CD allowing you to use your other abilities during AR.

Tech armor seems to be massively improved if you're able to turn it off and on. If you turn it on, it's on. Forever. But you can detonate it to allow for a blast. When it's on you're encumbered though.

Variations of cloak will allow you to use an ability and remained stealthed.

I see BW has changed the way class abilities work - making them more in sync and useful when used with other abilities. I think this will add far more different gameplay styles since it's not going to be a "mash this button to win." Especially for the new armor abilities. They're permenantly on and the cooldowns seem reduced. Not to mention you can detonate to gain a different effect.

(I also preferred shockwave on my vanguard. and 1 point in pull. I use to go for area pull, but then I realized 1 point was enough to get the effect desired (warp bombs). Shockwave was a very useful area cc ability.)

Modifié par lightsnow13, 03 février 2012 - 08:04 .


#2460
jasonsantanna

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Loki_344 wrote...

Last Vizard wrote...

  At 7:35 Garrus uses concussive shot and the guardian throws his shied arm to the side for a moment, not as bad as I though however I wonder what would happen if say three guardians are advancing in a stagered formation and you shoot one thats slightly to the right and behind the one in front.  Either way I can only hope Adepts are equal with the other classes, is it possible for an enemy to roll out of the way from insta concussive shot?

No, just like it wouldn't be possible for them to roll out of the way of an instant throw. Squad powers won't have the same limitiations that Shepard's do.



Isn't there evoultions to make the Adepts powers travel faster . . .I thought it was part of the Adepts passive power. . .or am I wrong . . .I could have sworn I read that here. . . :blush: If it is true wouldn't that help with enemies dodging powers. . .:innocent:

#2461
Stardusk78

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Interesting. Cloak will not be able to be spammed as often.

#2462
Lvl20DM

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The tweets from some of the devs indicate that we will get something like 178 points by level 60. In the more recent gameplay footage we've seen (like the Xxplosion video from Montreal) it looks like, at least prior to level 20, we will be getting 2 points per level.

Do you think that the 178 is wrong, and that we will receive 2 points per level until level 60? Or that as Shep levels, he will get more and more points per level (receiving 4-6 points per level near level 60)?

#2463
Ahglock

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Lvl20DM wrote...

The tweets from some of the devs indicate that we will get something like 178 points by level 60. In the more recent gameplay footage we've seen (like the Xxplosion video from Montreal) it looks like, at least prior to level 20, we will be getting 2 points per level.

Do you think that the 178 is wrong, and that we will receive 2 points per level until level 60? Or that as Shep levels, he will get more and more points per level (receiving 4-6 points per level near level 60)?


I suspect he will get more points as he levels so when you near the end of an evolution you don't have to wait 3 levels to spend your points.  

#2464
Razgriz9327

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jasonsantanna wrote...

Loki_344 wrote...

Last Vizard wrote...

  At 7:35 Garrus uses concussive shot and the guardian throws his shied arm to the side for a moment, not as bad as I though however I wonder what would happen if say three guardians are advancing in a stagered formation and you shoot one thats slightly to the right and behind the one in front.  Either way I can only hope Adepts are equal with the other classes, is it possible for an enemy to roll out of the way from insta concussive shot?

No, just like it wouldn't be possible for them to roll out of the way of an instant throw. Squad powers won't have the same limitiations that Shepard's do.



Isn't there evoultions to make the Adepts powers travel faster . . .I thought it was part of the Adepts passive power. . .or am I wrong . . .I could have sworn I read that here. . . :blush: If it is true wouldn't that help with enemies dodging powers. . .:innocent:



only thing i saw about power speed was on shockwave, which has a speed boost i believe

#2465
jasonsantanna

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Razgriz9327 wrote...

jasonsantanna wrote...

Loki_344 wrote...

Last Vizard wrote...

  At 7:35 Garrus uses concussive shot and the guardian throws his shied arm to the side for a moment, not as bad as I though however I wonder what would happen if say three guardians are advancing in a stagered formation and you shoot one thats slightly to the right and behind the one in front.  Either way I can only hope Adepts are equal with the other classes, is it possible for an enemy to roll out of the way from insta concussive shot?

No, just like it wouldn't be possible for them to roll out of the way of an instant throw. Squad powers won't have the same limitiations that Shepard's do.



Isn't there evoultions to make the Adepts powers travel faster . . .I thought it was part of the Adepts passive power. . .or am I wrong . . .I could have sworn I read that here. . . :blush: If it is true wouldn't that help with enemies dodging powers. . .:innocent:



only thing i saw about power speed was on shockwave, which has a speed boost i believe




your right it was shockwave. . . .:innocent: 

#2466
Phoenix_Fyre

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I think I posted this a looong time ago but...sticky grenande? As an infiltrator, I'd rather get inferno or something

#2467
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#2468
Derahu

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PDesign wrote...

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If that is final game footage I like!! :wub:

#2469
andy6915

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PDesign wrote...

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Interesting, that soldier has barrier as a bonus power. At least, that's what it looks like it says. Makes sense, he has 575 shields, which no soldier could possibly have without some kind of defensive bonus power. I mean, that's about how much my soldier had with fortification active last run through ME2. Then again, he only has a single point in it, yet the shields are rivaling a maxed out ME2 defensive powers worth of shields. It appears that ME3 has increased the shields for all classes. That also makes sense, because with health not auto filling completely up anymore, shields need to be stronger to compensate.

Modifié par andy69156915, 04 février 2012 - 02:54 .


#2470
Aumata

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Warp starts off with ME1 effect along with the ability to warp bomb cats, the rank 5 is to improve either of the effects. So adepts can affect shields it becomes weaker and has damage overtime, so you can strip them of their protections and as long as they are still affected it still carries over seeing it has. I might have been wrong on the numbers but it would seem that (going on information that upgrades carries over) a maxed damage warp bomb does 421 damage in a 6 meter raidus. Note that this is with 6\\6 biotic damage, and if i remember instead of getting 15% increase damage we get 10% but biotic mastery can have it increase twice so that is an extra 20% added that with out liara and kaiden increasing biotic damage.

Now the only thing I am hoping for is that singularity gets double the radius at rank 3 for 3 meters, and have the two other evolutions increase the radius by 50%, hoping for an increase in the duration for 8 seconds by rank 2, as Stasis should be king at single cc, but singularity is king at multi-cc. You might say that is op but stasis does what singularity was doing in ME3, so singularity should go to actually ccing multiple people instead of one unless you encounter a freaking husk horde. Besides warp bombs looking mighty op and having multi mini warp bombs in throw seems beastly as it is. Considering that the other classes signature abilities have gotten improvements.

#2471
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PDesign wrote...

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Overall everyone is getting a boost to their health and shields - depending on their class. In ME2 the health and shields were ridiculously low. Even end game, after all the upgrades, it was no where near as "powerful" feeling as ME1. It seems this time around, classes that specialize in shields/barriers (sentinel, engineer, possibly adept) will be getting a bigger boost to their shields yet won't have as much health. Soldier, infiltrator, vanguard will be getting a bigger boost to their health. I noticed their health/shields during E3 and the different classes playing the sur'kesh demo.

I'm excited about it actually. Garrus also get's a MUCH bigger boost to his shields. In ME1 he specialized in shields but it completely disappeared in ME2. Instead, his passive increased his power/weapon damage and health. (And not even that much..) That's probably one of the more frustrating things about the passives in ME2. They didn't do much for their upgrades. Especially on insanity. Granted, I'd always get character passives - any bit helps. But it certainly didn't make me feel powerful.

#2472
luckyloser_62

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I hope thats true, and besides that the armor powers look amazing this time around. they look much more effective than in ME2.

#2473
incinerator950

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Ahglock wrote...

Lvl20DM wrote...

The tweets from some of the devs indicate that we will get something like 178 points by level 60. In the more recent gameplay footage we've seen (like the Xxplosion video from Montreal) it looks like, at least prior to level 20, we will be getting 2 points per level.

Do you think that the 178 is wrong, and that we will receive 2 points per level until level 60? Or that as Shep levels, he will get more and more points per level (receiving 4-6 points per level near level 60)?


I suspect he will get more points as he levels so when you near the end of an evolution you don't have to wait 3 levels to spend your points.  


We could receive secondary points for objectives, rewards, and achievements.  I remember tuning in AC4 and ACFA, you would get them for S-Ranking missions, but also completing Arena, and then actually completing all missions in a Chapter, all missions on a difficulty. 

#2474
incinerator950

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lightsnow13 wrote...

PDesign wrote...

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Overall everyone is getting a boost to their health and shields - depending on their class. In ME2 the health and shields were ridiculously low. Even end game, after all the upgrades, it was no where near as "powerful" feeling as ME1. It seems this time around, classes that specialize in shields/barriers (sentinel, engineer, possibly adept) will be getting a bigger boost to their shields yet won't have as much health. Soldier, infiltrator, vanguard will be getting a bigger boost to their health. I noticed their health/shields during E3 and the different classes playing the sur'kesh demo.

I'm excited about it actually. Garrus also get's a MUCH bigger boost to his shields. In ME1 he specialized in shields but it completely disappeared in ME2. Instead, his passive increased his power/weapon damage and health. (And not even that much..) That's probably one of the more frustrating things about the passives in ME2. They didn't do much for their upgrades. Especially on insanity. Granted, I'd always get character passives - any bit helps. But it certainly didn't make me feel powerful.


That's because they wanted to shy away from ME1's rediculously easy combat immortality in ME2.  Also, Passives for the squad were meant to boost their offense, healing, and cooldowns.  That, or higher weapon damage. 

ME 3 is supposed to be harder, and they learned a few things in ME 2 about the defense.  

I'm still contemplating if I want to continue my Adept Legacy, or just stick to the Sentinel.  

#2475
JeffZero

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What really grabs me about the health and shield levels is the fact that the character is only Level 13.