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Post by spiffthespaceman on Feb 19, 2017 9:56:31 GMT
Here goes a list of combo primers and detonators, mostly from the last combat video. Some abilities vary whether they do combos, e.g. overload lvl 6 can be a primer but most footage shows overload as detonator only, so I tagged them (depends) when they vary, presumably based on the skill tree.
combo primers: barricade incinerate flamethrower cryo beam pull annihilation singularity nova overload (depends) assault turret (depends) throw (depends) shockwave (depends) energy drain (depends)
combo detonators: concussive shot overload energy drain remnant vi charge shockwave lance throw trip mine (depends) flamethrower (depends)
edit: added energy drain under primers. remnant vi is based on old footage only.
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Post by unofficialgreycolor on Feb 19, 2017 10:04:09 GMT
Here goes a list of combo primers and detonators, mostly from the last combat video. Some abilities vary whether they do combos, e.g. overload lvl 6 can be a primer but most footage shows overload as detonator only, so I tagged them (depends) when they vary, presumably based on the skill tree. combo primers: barricade incinerate flamethrower cryo beam pull annihilation singularity nova overload (depends) assault turret (depends) throw (depends) shockwave (depends) combo detonators: concussive shot overload energy drain remnant vi charge shockwave lance throw trip mine (depends) flamethrower (depends) The thing you said about overload. How does it work that it has the potential to be both a primer and detonator? Can you tell us where in the video we see that?
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Post by ProbeAway on Feb 19, 2017 11:00:13 GMT
Here goes a list of combo primers and detonators, mostly from the last combat video. Some abilities vary whether they do combos, e.g. overload lvl 6 can be a primer but most footage shows overload as detonator only, so I tagged them (depends) when they vary, presumably based on the skill tree. combo primers: barricade incinerate flamethrower cryo beam pull annihilation singularity nova overload (depends) assault turret (depends) throw (depends) shockwave (depends) combo detonators: concussive shot overload energy drain remnant vi charge shockwave lance throw trip mine (depends) flamethrower (depends) The thing you said about overload. How does it work that it has the potential to be both a primer and detonator? Can you tell us where in the video we see that? One of the pics of it in the OP, from the Dec 1 gameplay, shows it with both primer and detonation markers.
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Post by DayusMakhina on Feb 19, 2017 11:05:14 GMT
Here goes a list of combo primers and detonators, mostly from the last combat video. Some abilities vary whether they do combos, e.g. overload lvl 6 can be a primer but most footage shows overload as detonator only, so I tagged them (depends) when they vary, presumably based on the skill tree. combo primers: barricade incinerate flamethrower cryo beam pull annihilation singularity nova overload (depends) assault turret (depends) throw (depends) shockwave (depends) combo detonators: concussive shot overload energy drain remnant vi charge shockwave lance throw trip mine (depends) flamethrower (depends) The thing you said about overload. How does it work that it has the potential to be both a primer and detonator? Can you tell us where in the video we see that? I'm presuming it'll be the same way as previously on ME3, if you use Overload on an already primed enemy you'll get a Tech Combo, but if you use Overload on an enemy that hasn't been primed then you'll then need to detonate with whatever else power you have. That said, with regards to Overload being both a primer and a detonator based on footage we've seen: I wouldn't take earlier footage as gospel unfortunately, as it is plausible things have changed, for example here's Overload at Rank 2 from the January 4 NVIDIA footage (sourced from first page of this thread): Yet here's Overload at the same rank based off of the latest footage: Notice they are the same rank and we know they haven't branched out yet as that only begins at Rank 4 yet earlier footage shows Overload as both Primer and Detonator and later footage as just as Detonator. ... Basically we can only really trust the latest video and even that could be subject to change.
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Post by spiffthespaceman on Feb 19, 2017 11:06:35 GMT
Here goes a list of combo primers and detonators, mostly from the last combat video. Some abilities vary whether they do combos, e.g. overload lvl 6 can be a primer but most footage shows overload as detonator only, so I tagged them (depends) when they vary, presumably based on the skill tree. combo primers: barricade incinerate flamethrower cryo beam pull annihilation singularity nova overload (depends) assault turret (depends) throw (depends) shockwave (depends) combo detonators: concussive shot overload energy drain remnant vi charge shockwave lance throw trip mine (depends) flamethrower (depends) The thing you said about overload. How does it work that it has the potential to be both a primer and detonator? Can you tell us where in the video we see that? I might have gotten the level 6 part wrong, since I see that the picture (from january 4) in the thread's opening post actually shows rank 2 overload that both primes and and detonates - might have changed. Anyway, at 2:15 in you can see energy drain (shield with lightning icon) having both the primer and detonator indicators, unlike at 2:26 where it (and overload) only has a detonator indicator. At 5:09 there's a primer indicator on overload. So somehow it can gain a primer function. Maybe the dual primer/detonator skills like energy drain detonates primed enemies but primes unprimed enemies (speculation)?
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Post by unofficialgreycolor on Feb 19, 2017 11:11:57 GMT
You are talking about the blue icons next to the ability icon right?
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Post by ProbeAway on Feb 19, 2017 11:12:47 GMT
Some observations from the gameplay trailer. Warp is gone. RIP Warp. On the one hand, Warp was a boring power. On the other hand, it was very useful, since it was a debuff, a primer, and a detonator. (And don't say that Lace is the new Warp, it shares nothing with Warp other than being a detonator. Neither is Annihilation, that's a returning ME3 multiplayer ability.) What does this mean? It means that pure biotics users will once again be in a serious disadvantage against shielded or armored enemies, since there'll be no way way to prime these enemies with biotics in ME:A. Happy to see the clever Pull + Throw combination where a held enemy is thrown against other enemies. I guess it remains to be seen whether this is actually useful on any of the higher difficulties or just something that looks neat. Passive abilities rely on spending points in a given tree branch. I guess this makes sense, since I'd only max out weapon passives from the combat tree and ignore the humdrum powers otherwise. No more tech combos? Overload, at least, seems unable to prime a combo. It's possible we'll only have fire/cryo/biotic combos, if that's the case. Maybe not. No more headshot decapitations. Too bad. Interesting biotic teleport(?) (non-power based, likely a dash upgrade) happens a few times throughout the video. For example, just before the hammer smash. Possibly a profile-tied passive ability? Overall, looks good. As long as we don't run into ME2 "biotics are useless on higher difficulties" again, in which case tech will be the tree of choice for Insanity playthroughs. Let's hope Bioware manages to strike a good balance this time with how useful biotics are. Yeah, I'm pretty disappointed that warp is gone. It was such a useful all-round power and one of the few that survived the trilogy from start to finish. All in all I'm a bit underwhelmed with the biotics selection from a ranged caster point of view. The loss of warp's armour debuff and priming effects in particular seem to leave a bit of a hole. Of course, this could all change once we learn more about the effects and upgrades for each power. Overload can prime combos, if the symbols shown on its icon in the Dec 1 gameplay are still correct. All-in-all I'm liking what I've seen of tech skills. Good variety in terms of range, defence stripping, damage and crowd control. I'm thinking my first playthrough will focus mainly on the tech tree, with a couple of biotic powers and some passives from combat and biotics to boost health, shields and weapon damage.
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Post by spiffthespaceman on Feb 19, 2017 11:14:14 GMT
You are talking about the blue icons next to the ability icon right? The little circle to the upper left (primer) and the jagged one to the upper right (detonator) of the ability icon yes.
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Post by unofficialgreycolor on Feb 19, 2017 11:41:28 GMT
I can wait till they explain how profiles/favorites work. It looks like even if we are using a profile that specializes in (for simplicities sake) one kind of combat, say biotics, that we can still use combat abilities for our favorites loadout. I'm happy about this. Can't wait to have 4 Explorer favorite loadouts though.
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Post by Sailears on Feb 19, 2017 12:02:43 GMT
I'm pretty happy that Warp is gone given it was the most boring biotic power since it got changed to a projectile and contributed to adepts becoming "blue artillery". I really didn't like it.
I much preferred the ME1 implementation of warp - which reave became the spiritual successor. But it looks like the description of Lance indicates an AoE field at the target location - so perhaps it sets up a warp field or similar debuff? Or perhaps an alternate cast of some power creates a ground targeted warp field - maybe Annihilation? I'm sure there must be some way to access the effects of warp even if it is not present as a standalone power, given everything has alternate cast modes and the different power evolutions.
From the power list it looks like they are trying to reduce the frequency and accessibility of biotic explosions, which is fantastic - makes them feel more impactful when you are able to combo one and allows each biotic power to stand up on it's own effects rather than only caring about whether they prime, detonate, apply DoT or debuff for weapon damage.
wonder where Stasis is. Hope it is accessible at least as a bonus power. A bit weird that something like Shockwave makes it onto the base list but Stasis is missing, but I supposed that happened in ME2 also with Liara bringing Stasis back.
I'm also wondering if Remnant VI includes Sabotage/AI hacking.
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Post by ProbeAway on Feb 19, 2017 12:21:42 GMT
I'm pretty happy that Warp is gone given it was the most boring biotic power since it got changed to a projectile and contributed to adepts becoming "blue artillery". I really didn't like it. I much preferred the ME1 implementation of warp - which reave became the spiritual successor. But it looks like the description of Lance indicates an AoE field at the target location - so perhaps it sets up a warp field or similar debuff? Or perhaps an alternate cast of some power creates a ground targeted warp field - maybe Annihilation? I'm sure there must be some way to access the effects of warp even if it is not present as a standalone power, given everything has alternate cast modes and the different power evolutions. From the power list it looks lime they are trying to reduce the frequency and accessibility of biotic explosions, which is fantastic - makes them feel more impactful when you are able to combo one and allows each biotic power to stand up on it's own effects rather than only caring about whether they prime, detonate, apply DoT or debuff for weapon damage. Lol no one forced you to use warp if you didn't like it. I didn't like grenades but I didn't want them taken out of the game either. And I would have been happy enough if they kept reave instead, or just went back to the ME1 style warp. Biotic explosions helped rebalance ranged biotics in ME3 after they were horribly nerfed in ME2, and warp was at the heart of that rebalance. They were also offset by the fact that most biotic powers were relatively useless against shielded or armoured enemies. Anyway, it's more the armour debuffing I'll miss with warp gone. Singularity can still prime targets for throw/lance and there will still be loads of BEs for CQC players, particularly with annihilation available. BTW, lance only looks to be a detonator, not a primer.
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Post by Sailears on Feb 19, 2017 12:48:14 GMT
Sure I didn't use it in SP anyway, however I didn't like that it was present in MP on quite a few characters which could have been more interesting (human adept, sentinel, asari adept, turian sentinel, krogan shaman...) I tolerated it on the Krogan Shaman because he's a krogan, but otherwise I wish those kits had another power instead.
EDIT: Oops I forgot it was also on the Asari Huntress, Batarian Slasher and the Asari Valkyrie. Probably one of the most overused filler powers in multiplayer, where a more interesting power could have been added to any of those kits instead. I suppose most of my issue comes from it being a projectile with a very uninteresting visual effect, whose sole purpose was debuff or explosion setup/detonator, hence preferring Reave -> if they merged Warp's armour debuff with Reave's cast mechanics (more like ME1 warp) then I'd have no problem with it.
Cqc explosions look like they will be plentiful, yeah - and could be kind of mindless given the overwhelming power of the Novaguard and Fury combined. I hope it isn't completely overpowered.
But ranged explosions look harder to pull off now and may need skill of aiming with Lance (but of course Throw is still there as an easy detonator).
Regardless I agree with you I also would like to see Reave back, maybe combined with warp's debuff - however I do wonder if it will be accessible as an alternate cast of some other power, if not a bonus power.
Missing Stasis is probably the biggest issue I have with the starting line up.
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Post by guanxi on Feb 19, 2017 12:55:44 GMT
What I don't get is why get Mac Walters to do these videos instead of the people in charge of gameplay? It would be like asking the lead game designers to discuss the story or the soundtrack. Maybe Mac has more time on his hands I guess.
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Post by lastpawn on Feb 19, 2017 15:38:38 GMT
I'm pretty happy that Warp is gone given it was the most boring biotic power since it got changed to a projectile and contributed to adepts becoming "blue artillery". I really didn't like it. I much preferred the ME1 implementation of warp - which reave became the spiritual successor. But it looks like the description of Lance indicates an AoE field at the target location - so perhaps it sets up a warp field or similar debuff? Or perhaps an alternate cast of some power creates a ground targeted warp field - maybe Annihilation? I'm sure there must be some way to access the effects of warp even if it is not present as a standalone power, given everything has alternate cast modes and the different power evolutions. From the power list it looks lime they are trying to reduce the frequency and accessibility of biotic explosions, which is fantastic - makes them feel more impactful when you are able to combo one and allows each biotic power to stand up on it's own effects rather than only caring about whether they prime, detonate, apply DoT or debuff for weapon damage. Lol no one forced you to use warp if you didn't like it. I didn't like grenades but I didn't want them taken out of the game either. And I would have been happy enough if they kept reave instead, or just went back to the ME1 style warp. Biotic explosions helped rebalance ranged biotics in ME3 after they were horribly nerfed in ME2, and warp was at the heart of that rebalance. They were also offset by the fact that most biotic powers were relatively useless against shielded or armoured enemies. Anyway, it's more the armour debuffing I'll miss with warp gone. Singularity can still prime targets for throw/lance and there will still be loads of BEs for CQC players, particularly with annihilation available. BTW, lance only looks to be a detonator, not a primer. Yeah -- I think the big question wrt biotics is whether a biotics user can stand up to armor and shields without going the close quarters route via Annihilation. Because so far Annihilation is the only biotics skill that affects armored or shielded enemies. I am guessing, however, that Lance might have an upgraded version that allows for extra damage vs armor. Something of that sort. Perhaps Singularity, which now has a massive 24 second base CD, will have an upgrade that strips shields. Maybe Pull has an upgrade that allows a Leash effect on shields. Or something. Because otherwise tech will be perhaps less cool but straight up better, seeing as it can directly deal with shields and armor, while guns easily deal with health.
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Post by gaycaravaggio on Feb 19, 2017 15:41:01 GMT
I wanna hear more about the Explorer profile. From the latest combat video, it seemed to be a jack-of-all-trades class: using biotics, combat, and tech. I'm curious what kind of profile-specific ability it might have (since every profile has its own unique ability when you use that profile).
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Post by unofficialgreycolor on Feb 19, 2017 16:08:27 GMT
I wanna hear more about the Explorer profile. From the latest combat video, it seemed to be a jack-of-all-trades class: using biotics, combat, and tech. I'm curious what kind of profile-specific ability it might have (since every profile has its own unique ability when you use that profile). Agreed.
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Post by laxian on Feb 19, 2017 16:29:11 GMT
Do we know if we have to put the passives (especially the weapon-passives that give us more damage etc. for a certain type of weapon) into some sort of passive slot or are they always on? (I am hoping for always on ) greetings LAX
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Post by unofficialgreycolor on Feb 19, 2017 16:31:57 GMT
Do we know if we have to put the passives (especially the weapon-passives that give us more damage etc. for a certain type of weapon) into some sort of passive slot or are they always on? (I am hoping for always on ) greetings LAX Rejoice! Always on. It was confirmed, somewhere.
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Post by unofficialgreycolor on Feb 19, 2017 16:40:16 GMT
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Post by spiffthespaceman on Feb 19, 2017 20:42:17 GMT
Lol no one forced you to use warp if you didn't like it. I didn't like grenades but I didn't want them taken out of the game either. And I would have been happy enough if they kept reave instead, or just went back to the ME1 style warp. Biotic explosions helped rebalance ranged biotics in ME3 after they were horribly nerfed in ME2, and warp was at the heart of that rebalance. They were also offset by the fact that most biotic powers were relatively useless against shielded or armoured enemies. Anyway, it's more the armour debuffing I'll miss with warp gone. Singularity can still prime targets for throw/lance and there will still be loads of BEs for CQC players, particularly with annihilation available. BTW, lance only looks to be a detonator, not a primer. Yeah -- I think the big question wrt biotics is whether a biotics user can stand up to armor and shields without going the close quarters route via Annihilation. Because so far Annihilation is the only biotics skill that affects armored or shielded enemies. I am guessing, however, that Lance might have an upgraded version that allows for extra damage vs armor. Something of that sort. Perhaps Singularity, which now has a massive 24 second base CD, will have an upgrade that strips shields. Maybe Pull has an upgrade that allows a Leash effect on shields. Or something. Because otherwise tech will be perhaps less cool but straight up better, seeing as it can directly deal with shields and armor, while guns easily deal with health. Play sentinel for that long range Warp+Throw playstyle of old. Incinerate and Warp were pretty much the same power anyway, except one was a boring blue ball. ME:A Tech has the better combo primers, since they work against defenses, and don't have 24s recharge. ME:A Biotics has the better combo detonators, since they have low recharges and are extra good once the tech has stripped those defense.
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Post by laxian on Feb 19, 2017 22:16:53 GMT
Is it deffinitive that WARP and REAVE are gone? (I don't like that, I loved both of them to set up explosions...AREA-REAVE and then DOUBLE-THROW = BOOM!) I mean most "must haves" are there, but some of my faves seem to be gone sadly And some great MP-POWERS aren't there either, like BIOTIC-SPHERE (great to support your team with) haven't made it either it seems UNLESS: We have to remember that this is probably an OLD-Version that they are showing us (they are still polishing the game after all!), so it's very possible that there's more skills (!) greetings LAX ps: For people saying Incinerate is the same as WARP - NOPE, it ain't
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Post by ProbeAway on Feb 19, 2017 22:17:10 GMT
Yeah -- I think the big question wrt biotics is whether a biotics user can stand up to armor and shields without going the close quarters route via Annihilation. Because so far Annihilation is the only biotics skill that affects armored or shielded enemies. I am guessing, however, that Lance might have an upgraded version that allows for extra damage vs armor. Something of that sort. Perhaps Singularity, which now has a massive 24 second base CD, will have an upgrade that strips shields. Maybe Pull has an upgrade that allows a Leash effect on shields. Or something. Because otherwise tech will be perhaps less cool but straight up better, seeing as it can directly deal with shields and armor, while guns easily deal with health. Play sentinel for that long range Warp+Throw playstyle of old. Incinerate and Warp were pretty much the same power anyway, except one was a boring blue ball. ME:A Tech has the better combo primers, since they work against defenses, and don't have 24s recharge. ME:A Biotics has the better combo detonators, since they have low recharges and are extra good once the tech has stripped those defense. Eh, I'll probably try it out at some point but it's not quite the same. Incinerate was slow as hell through the air, so hopefully it's a bit quicker now. Plus warp had unique upgrades (expose, pierce) that weakened enemies and made them take more damage from weapons and powers. Firing off a projectile from your omni tool also doesn't quite feel the same as knowing you're weakening an enemy with your mind. I am planning on using owerload in conjunction with a biotic combo in one of my profiles tho.
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Post by unofficialgreycolor on Feb 19, 2017 22:45:20 GMT
Play sentinel for that long range Warp+Throw playstyle of old. Incinerate and Warp were pretty much the same power anyway, except one was a boring blue ball. ME:A Tech has the better combo primers, since they work against defenses, and don't have 24s recharge. ME:A Biotics has the better combo detonators, since they have low recharges and are extra good once the tech has stripped those defense. Eh, I'll probably try it out at some point but it's not quite the same. Incinerate was slow as hell through the air, so hopefully it's a bit quicker now. Plus warp had unique upgrades (expose, pierce) that weakened enemies and made them take more damage from weapons and powers. Firing off a projectile from your omni tool also doesn't quite feel the same as knowing you're weakening an enemy with your mind. LOL Have an idea of what biotic you are going to focus on early game?
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Post by ProbeAway on Feb 19, 2017 22:59:10 GMT
Eh, I'll probably try it out at some point but it's not quite the same. Incinerate was slow as hell through the air, so hopefully it's a bit quicker now. Plus warp had unique upgrades (expose, pierce) that weakened enemies and made them take more damage from weapons and powers. Firing off a projectile from your omni tool also doesn't quite feel the same as knowing you're weakening an enemy with your mind. LOL Have an idea of what biotic you are going to focus on early game? First I'll probably pick up a couple of tech skills like overload, cryo beam and/or turret that I can use from a distance, and maybe put some points in pistol and defence passives. Singularity, throw/lance (depending on how lance works - hopefully hitscan like reave) and backlash will probably be the biotics I get first. Singularity looks to be the best option for priming targets for BEs from range and I'm sure there will be plenty of unprotected enemies early in the game, so I might even grab that in my first few levels.
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unofficialgreycolor
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Games: Dragon Age: Origins, Dragon Age Inquistion, Mass Effect Andromeda
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unofficialgreycolor
Dragon Age: Origins, Dragon Age Inquistion, Mass Effect Andromeda
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Post by unofficialgreycolor on Feb 19, 2017 23:01:15 GMT
LOL Have an idea of what biotic you are going to focus on early game? First I'll probably pick up a couple of tech skills like overload, cryo beam and/or turret that I can use from a distance, and maybe put some points in pistol and defence passives. Singularity, throw/lance (depending on how lance works - hopefully hitscan like reave) and backlash will probably be the biotics I get first. Singularity looks to be the best option for priming targets for BEs from range and I'm sure there will be plenty of unprotected enemies early in the game, so I might even grab that in my first few levels. One thing was concerning me: late game it is easy because you have a lot of skills at your disposal. But early game you have to unlock them. That could leave choices slim.
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