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How would you rate the combat bonus powers?


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#1
Binary_Helix 1

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The consensus is they're the worst but how do they stack up against each other?

Modifié par Binary_Helix 1, 25 octobre 2012 - 08:43 .


#2
RedCaesar97

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I apologize in advance for such a long post.

Combat bonus powers in Mass Effect 3 (as of October 25, 2012):
- Proximity Mine
- Carnage
- Marksman
- Inferno Grenades
- Fortification

And if you want to include Ammo Powers:
- Warp Ammo
- AP Ammo

Proximity Mine: Low-to-middling damage, but totally worth it for rank 5 Damage Taken evolution (affected enemies take +25% more damage from all sources). Combine with rank 4 radius to affect more enemies. Can detonate tech burts and fire/cryo explosions.

Carnage: Low-to-middling damage, but does gain damage bonus to armor (which can be increased through a rank 4 evolution). More damage than Concussive Shot, but is slower and requires rank 5 Knockdown evolution to become more useful. Can detonate tech bursts and fire/cryo explosions. Since patch 1.04 should be able to set up fire explosions now.

Fortification: Provides damage protection, and nice melee bonus when purged. Its main draw (to me anyway) would be rank 5 Power Damage evolution which adds +20% power damage to all powers including Ammo Powers. Rank 5 evolution Shield Recharge is also okay if you want your shields to recharge +15% faster.

Marksman: Provides more accuracy and a faster rate of fire for a short time.

Inferno Grenades: Damage over time. A grenade power, so you only have a limited number. Investing in this power can give you more grenades for your current grenade power if you have one. Since the changes in patch 1.04, much easier to set up fire explosions with this power since you no longer have to kill the enemy outright to detonate it. Should be able to detonate tech bursts and fire/cryo explosions.

AP Ammo: Allows your gun to shoot through cover WITHOUT a damage penalty (unlike Shedder/AP mods). Adds damage to armor and armor weakening.

Warp Ammo: Provides a damage bonus to Barriers. Provides a big damage bonus to enemies lifted by biotics.

My rankings:
(1) Proximity Mine
(2) Carnage
(3) Inferno Grenades. NOTE: Patch 1.04 really makes this power useful for something other than just increasing your grenade limit, although I generally hate/suck with grenades. I either forget i have grenades or I am always out of grenades. There is a reason why I like powers on a cooldown and not powers that have a limited number of uses. I either horde the uses or waste them quickly.
(4) Marksman.
(5) Fortification
(6) AP Ammo
(7) Warp Ammo

Note that I dislike AP Ammo since you can get cover penetration from mods, and Warp Ammo's biggest draw (to me anyway) is its increased damage to lifted targets. If you have a class that can lift a target (Adept and Vanguard), then you do not need it since you can detonate those targets. For other classes, you will need to bring Liara and/or Javik to get use out of it, but Soldier and Infiltrator can already shoot them dead quickly enough without it, and Sentinel can detonate it. Engineers could use it, but you should be bringing tech-based squadmates instead.

Modifié par RedCaesar97, 25 octobre 2012 - 11:59 .


#3
Eckswhyzed

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TC + Marksman = Winning. Nothing else like unlimited marksman.

#4
darkchaosbunny

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RedCaesar97 wrote...

I apologize in advance for such a long post.

Combat bonus powers in Mass Effect 3 (as of October 25, 2012):
- Proximity Mine
- Carnage
- Marksman
- Inferno Grenades
- Fortification

And if you want to include Ammo Powers:
- Warp Ammo
- AP Ammo

Proximity Mine: Low-to-middling damage, but totally worth it for rank 5 Damage Taken evolution (affected enemies take +25% more damage from all sources). Combine with rank 4 radius to affect more enemies. Can detonate tech burts and fire/cryo explosions.

Carnage: Low-to-middling damage, but does gain damage bonus to armor (which can be increased through a rank 4 evolution). More damage than Concussive Shot, but is slower and requires rank 5 Knockdown evolution to become more useful. Can detonate tech bursts and fire/cryo explosions. Since patch 1.04 should be able to set up fire explosions now.

Fortification: Provides damage protection, and nice melee bonus when purged. Its main draw (to me anyway) would be rank 5 Power Damage evolution which adds +20% power damage to all powers including Ammo Powers. Rank 5 evolution Shield Recharge is also okay if you want your shields to recharge +15% faster.

Marksman: Provides more accuracy and a faster rate of fire for a short time.

Inferno Grenades: Damage over time. A grenade power, so you only have a limited number. Investing in this power can give you more grenades for your current grenade power if you have one. Since the changes in patch 1.04, much easier to set up fire explosions with this power since you no longer have to kill the enemy outright to detonate it. Should be able to detonate tech bursts and fire/cryo explosions.

AP Ammo: Allows your gun to shoot through cover WITHOUT a damage penalty (unlike Shedder/AP mods). Adds damage to armor and armor weakening.

Warp Ammo: Provides a damage bonus to Barriers. Provides a big damage bonus to enemies lifted by biotics.

My rankings:
(1) Proximity Mine
(2) Carnage
(3) Inferno Grenades. NOTE: Patch 1.04 really makes this power useful for something other than just increasing your grenade limit, although I generally hate/suck with grenades. I either forget i have grenades or I am always out of grenades. There is a reason why I like powers on a cooldown and not powers that have a limited number of uses. I either horde the uses or waste them quickly.
(4) Marksman.
(5) Fortification
(6) AP Ammo
(7) Warp Ammo

Note that I dislike AP Ammo since you can get cover penetration from mods, and Warp Ammo's biggest draw (to me anyway) is its increased damage to lifted targets. If you have a class that can lift a target (Adept and Vanguard), then you do not need it since you can detonate those targets. For other classes, you will need to bring Liara and/or Javik to get use out of it, but Soldier and Infiltrator can already shoot them dead quickly enough without it, and Sentinel can detonate it. Engineers could use it, but you should be bringing tech-based squadmates instead.


Did you actually check if the fire explosions change affect single player? A bioware dev seemed to have implied that the explosions edit to fire and cryo were MP only.

#5
RedCaesar97

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darkchaosbunny wrote...
Did you actually check if the fire explosions change affect single player? A bioware dev seemed to have implied that the explosions edit to fire and cryo were MP only. 

Yes. I can confirm that the changes to fire explosions affect single player. Carnage can also prime fire explosions now (I do not think it did before).
Cyro explosions still appear to require that you kill a frozen target with the detonating power in single player.

#6
capn233

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Combat powers are not the worst of the three types of bonus powers on the whole. There are several very good powers in there.

Proximity Mine is easily the best all around power since it will stagger and give you a 25% multiplier for all damage against a target.

Inferno Grenades will melt armored targets if spec'd correctly. I even liked them on my recent character that everyone said was going to be terrible...

Marksman by itself isn't anything to write home about, but if you add it under Tactical Cloak there is a whole bunch of synergy that makes it worthwhile.

Carnage is a big boy concussive shot. Cooldown is long, so it only makes sense on soldiers with bonus power for Adrenaline Rush.

Fortification is a defensive power, and on the whole I don't like defensive powers.

If you add the ammo powers it is nearly a toss up between them. Warp is better for high damage per shot weapons, and AP ammo is better for lower damage per shot weapons (at least in terms of damage to armored targets).

#7
darkchaosbunny

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RedCaesar97 wrote...

darkchaosbunny wrote...
Did you actually check if the fire explosions change affect single player? A bioware dev seemed to have implied that the explosions edit to fire and cryo were MP only. 

Yes. I can confirm that the changes to fire explosions affect single player. Carnage can also prime fire explosions now (I do not think it did before).
Cyro explosions still appear to require that you kill a frozen target with the detonating power in single player.


Cool, thanks for the check.

#8
Athenau

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I've said it before, but cloak + marksman is retarded.

Massive cloak damage boost AND perma marksman? Why would you pick anything else if you're an infiltrator?

#9
capn233

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Athenau wrote...

I've said it before, but cloak + marksman is retarded.

Massive cloak damage boost AND perma marksman? Why would you pick anything else if you're an infiltrator?

Because breaking the game isn't want everyone wants to do with each character. :)

#10
Athenau

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True, but there are so many ways to break the (SP) game at this point.

#11
ZombieGambit

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From best to worst:

- Proximity Mine -> Amazing debuff power, great on any class
- Marksman -> Alone it's not great, but combined with ammo powers, like Explosive Burst Incendiary Ammo, or Tactical Cloak it's amazing
- Inferno Grenades -> Good all around power and decent on any class
- Fortification -> The worst of the three defensive armor powers, but has its uses for melee builds
- Carnage -> It's decent, but there's not much point in choosing this over other Bonus Powers

Modifié par ZombieGambit, 29 octobre 2012 - 08:29 .


#12
Abraham_uk

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Proximity Mine takes some time to getting used to.
Also the inferno grenades take some practice.

Give the shooting range a try if you intend to use these.
Especially with the grenades, since unlike proximity mines, they can't be spammed.

#13
known_hero

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What do you mean by "inferno grenades take some practice"?

#14
Abraham_uk

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Initially I would miss quite a lot.
I wasn't really sure what I was aiming at.
In Uncharted games there is an arc that shows you where the grenade is going to hit.
Mass Effect series doesn't provide grenade arcs.


What is an arc? It is a curved white line that shows where the grenade is going to hit.

Having played a bit of multiplayer, I'm not so inept with grenades anymore.

Modifié par Abraham_uk, 31 octobre 2012 - 04:38 .


#15
known_hero

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Take the two radius evolutions and you'll never miss again ;)

Really, damage isn't all that important anymore since you can now instantly ignite fire explosions

Modifié par known_hero, 31 octobre 2012 - 04:42 .


#16
Abraham_uk

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Athenau wrote...

I've said it before, but cloak + marksman is retarded.

Massive cloak damage boost AND perma marksman? Why would you pick anything else if you're an infiltrator?



Because I love bringing Energy Drain even more.

#17
godlike13

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Inferno Grenades just got a huge boost thanks to the fire Explosive buff. Gonna try um on my Vanguard now

Modifié par godlike13, 31 octobre 2012 - 08:06 .