I know that melee damage has a specified duration counting from when you purge armour. This one is obvious.
But is Fort otherwise a passive? Power Synergy description says I get +20% power damage while Fort is active. Does "while Fortification is active" here mean a passive ability or does it mean that the +20% power damage lasts only as long as the purge/melee damage duration?
How exactly does fortification work?
Débuté par
LukeSkywhacker2
, mai 02 2012 08:15
#1
Posté 02 mai 2012 - 08:15
#2
Posté 02 mai 2012 - 08:35
Fortification is a largely passive power.
Once you turn it on, you get a 15% damage reduction (this can be evolved up to 30%). It remains on until you purge it (which I've never done), at which point you get a bonus to melee for about 20 seconds. After the power cools down, you can activate it again.
While the power is active (e.g. not purged for melee bonus) you have a 20% power bonus. This applies to grenades, ammo, and, in the case of James, Carnage. If you're playing as a Soldier, it applies to your Concussive shot as well.
The downside is that while it's active (again, not purged) you take a 60% hit to your cooldown speed. This can be reduced to 30% in the final evolution. If you limit yourself to only a couple of weapons or opt for lighter ones, it's very easy to maintain ridiculous cooldown times. Since James only has one power with a cooldown time, it make sense to take the addional DR evolution for him rather than the power recharge bonus.
This is the go-to bonus power for my Soldier build. With the Durability, Power Synergy, and Power Recharge evolutions, I get 20% DR, 20% power bonus, and still have a 4 second cooldown for Adrenaline Rush and 2.11 second cooldown for Concussive Shot.
I hope this helps.
Once you turn it on, you get a 15% damage reduction (this can be evolved up to 30%). It remains on until you purge it (which I've never done), at which point you get a bonus to melee for about 20 seconds. After the power cools down, you can activate it again.
While the power is active (e.g. not purged for melee bonus) you have a 20% power bonus. This applies to grenades, ammo, and, in the case of James, Carnage. If you're playing as a Soldier, it applies to your Concussive shot as well.
The downside is that while it's active (again, not purged) you take a 60% hit to your cooldown speed. This can be reduced to 30% in the final evolution. If you limit yourself to only a couple of weapons or opt for lighter ones, it's very easy to maintain ridiculous cooldown times. Since James only has one power with a cooldown time, it make sense to take the addional DR evolution for him rather than the power recharge bonus.
This is the go-to bonus power for my Soldier build. With the Durability, Power Synergy, and Power Recharge evolutions, I get 20% DR, 20% power bonus, and still have a 4 second cooldown for Adrenaline Rush and 2.11 second cooldown for Concussive Shot.
I hope this helps.
#3
Posté 02 mai 2012 - 11:12
Thanks, it did help. Glad to hear things are working so great with it for your soldier. I had a soldier in one run through ME2, I liked it a lot, probably more than vanguard, which is what I've run throughout the series. Hope the 20% applies to my biotics or at least Nova.
Modifié par LukeSkywhacker2, 02 mai 2012 - 11:12 .
#4
Posté 02 mai 2012 - 11:36
It probably does. Have you considered Barrier?
http://masseffect.wi...om/wiki/Barrier
You have to do at least one run with Kaidan to unlock it, but it might be right up your alley.
For Vanguard, I'm a huge fan of Warp Ammo
http://masseffect.wi...om/wiki/Barrier
You have to do at least one run with Kaidan to unlock it, but it might be right up your alley.
For Vanguard, I'm a huge fan of Warp Ammo





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