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Three questions about Tanking Abilities


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#1
Abraham_uk

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In Mass Effect 3 you get five tanking abilities just like you did in Mass Effect 2.



What are the differences between the following besides their tech/biotic/combat flavours?


Tech Armour (tech)
Defense Matrix (tech)
Fortification (combat)
Barrier (biotic)
Fitness (no flavour)

Also how do you use your tanking abilities?


Weapon damage boost
Power damage boost
Melee damage boost
Reduction in power cooldown induced by tanking ability
Defence boost
Explosion (assault armour)

Finally does Sentinel get a double whammy when activating two tanking abilities?

Modifié par Abraham_uk, 23 mars 2012 - 05:57 .


#2
Soja57

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Tech Armor - Gives more damage protection than other defense powers. Exclusive to Sentinel. Can manually detonate for an area-of-effect damage blast.

Defense Matrix - Slight damage protection. Can be consumed (purged) to restore the user's shields. Available as a bonus power.

Fortification - Slight damage protection. Can be consumed (purged) to give massive melee damage boost. Available as a bonus power.

Barrier - Slight damage protection. Can be detonated to biotically lift enemies in the air. Good for setting up biotic combos. Available as a bonus power.

Fitness - Passive ability that grants melee and health/shield bonuses. Recommended for most class builds and a available to all classes.

All defense powers (except Fitness) add power encumbrance, therefore powers take longer to recharge when active. However, detonating or purging will remove the power encumbrance effect. To purge or detonate the defense power, simply re-use the power when you are not on a power cooldown. Take note that purging or detonating will also force you on a cooldown.

Also, Tech Armor can stack on with other defense powers for extra damage protection, but power cooldowns take significantly longer to recharge due to both defense powers being active at the same time.

#3
Abraham_uk

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Umm so if someone wants an almost invincible build for a sentinel it's

Fitness + Tech Armour + (One of the other tanking powers).
That sentinel would rarely use the other powers and would probably be carrying powerful guns further slowing down the cool downs.

Or one could add heavy melee evolution fitness to heavy melee evolution to fortification to make a heavy melee build.

Or someone could have the tank power as an offensive ability.

I maxed out the tanking version of fitness and left the heavy melee unimproved for my adept. Adept needs those extra hit points. But the way I play the adept meant that I didn't want too much encumbrance on my powers. I already had one weapon (raptor assault/sniper rifle) equipped. So I found energy drain very useful.

Thanks for the advice.