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Post by The Elder King on Feb 26, 2017 9:28:21 GMT
Yep, they've been clear there isn't. The d-pad is used to squad commands and scanner, I think. K, Thanks for letting me know. I don't think that is a problem really, just would be convenient. I don't think it's a problem either, it just seems weird given they decision to remove the power wheel for a more reactive combat. Weapons and ammo can be changed quite quickly, but one can logically take a bit of time to decide which profile he wants to use next.
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Post by DayusMakhina on Feb 26, 2017 10:12:38 GMT
They probably get way less points than we do per level up. Otherwise they'd be completely maxed out in the first half of the game! :/ Seems like they are gimping the companions pretty hard if that is the case. Not thrilled about that. Not thrilled about that? It's exactly the same as the way it was in the entire Mass Effect Trilogy.
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Post by unofficialgreycolor on Feb 26, 2017 10:16:24 GMT
:/ Seems like they are gimping the companions pretty hard if that is the case. Not thrilled about that. Not thrilled about that? It's exactly the same as the way it was in the entire Mass Effect Trilogy.I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3.
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The Elder King
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Post by The Elder King on Feb 26, 2017 10:18:52 GMT
Not thrilled about that? It's exactly the same as the way it was in the entire Mass Effect Trilogy.I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3. Companions had less skill trees in ME2-ME3 compared to Shepard, so they received less points then him at each level up. While I think they'll be scaled down to not complete the trees early in the game, I think they'll be maxed out before Ryder, quite a bit before him.
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Post by DayusMakhina on Feb 26, 2017 10:22:15 GMT
Not thrilled about that? It's exactly the same as the way it was in the entire Mass Effect Trilogy.I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3. Oh right, well to give you an example: Mass Effect 3 I believe was every time you levelled up Shepard got 2 points to upgrade with whereas all companions got 1. It's honestly something that has never been too much of an issue and something that considering this time Ryder clearly has ALOT more things to upgrade i'd presume each companion upgrade would make more of a difference than it would for Ryder.
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Post by ProbeAway on Feb 26, 2017 11:52:10 GMT
I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3. Oh right, well to give you an example: Mass Effect 3 I believe was every time you levelled up Shepard got 2 points to upgrade with whereas all companions got 1. It's honestly something that has never been too much of an issue and something that considering this time Ryder clearly has ALOT more things to upgrade i'd presume each companion upgrade would make more of a difference than it would for Ryder. To be fair, this will be a much more extreme version of that concept. In the Trilogy you only had a few more powers available to put points in than your squadmates did. Here, it's 36 vs 5, which is a massive disparity (although apparently the whole SAM thing gives us an in game explanation for that). EDIT: just realised you were basically saying that. My bad.
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Post by vanguarddoken on Feb 26, 2017 12:03:07 GMT
I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3. Oh right, well to give you an example: Mass Effect 3 I believe was every time you levelled up Shepard got 2 points to upgrade with whereas all companions got 1. It's honestly something that has never been too much of an issue and something that considering this time Ryder clearly has ALOT more things to upgrade i'd presume each companion upgrade would make more of a difference than it would for Ryder. If I were to hazard a guess, I imagine that the level which your squadmates can max everything out is quite lower than Ryder's. It's been said by one of the devs that Ryder maxes out at about Level 123, and Ryder needs 756 skill points to max out everything whereas squadmates need only 105. I'm betting you'll max out your squadmates by the end of a single playthrough.
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Post by azarhal on Feb 26, 2017 13:08:45 GMT
Oh right, well to give you an example: Mass Effect 3 I believe was every time you levelled up Shepard got 2 points to upgrade with whereas all companions got 1. It's honestly something that has never been too much of an issue and something that considering this time Ryder clearly has ALOT more things to upgrade i'd presume each companion upgrade would make more of a difference than it would for Ryder. To be fair, this will be a much more extreme version of that concept. In the Trilogy you only had a few more powers available to put points in than your squadmates did. Here, it's 36 vs 5, which is a massive disparity (although apparently the whole SAM thing gives us an in game explanation for that). EDIT: just realised you were basically saying that. My bad. How is it more extreme? While Ryder has more skills available, Ryder's class is not those 36 skills. You'll want to focus on about the same amount of skills as the classes in the previous games for most of your playthrough. Being able to switch between combat/biotic/tech like in the combat gameplay trailer #2 isn't going to happen until you are level 70+. The MET capped at level 60...
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Post by Element Zero on Feb 26, 2017 18:04:39 GMT
Not thrilled about that? It's exactly the same as the way it was in the entire Mass Effect Trilogy.I don't have much experience with the MET, admittedly. I got as far as fighting the collectors in ME2 and as far as becoming a Specter and doing some exploring in ME1. Never touched ME3. Others have addressed the mechanical angle, so I'll address the thematic angle. Your companions are support characters. Ryder is the Pathfinder; the person who can do it all, mechanically and thematically. Just as with Shepard, you will do the heavy-lifting in combat, even if you build a "support-style" character. The companions are there to play off of your actions. That's why they only get 3 actives and 2 passives. They don't need more than this. (Also, more than this would require active management by you, instead of the AI, which is not MEA's thing.) Your companions will lay down constant fire; target the enemies you tell them to target; and prime and detonate combos (their most useful role). They don't need a lot of skills to accomplish this. Really, Ryder doesn't need a ton of skills, either. We're getting them this time because it's fun. Shepard was able to easily crush all opposition with three active skills and two passives (pretty much how I played Insanity ME2/3). So, they aren't gimped. They should feel very capable and distinct. The limited skill lists will only come to mind when you're actively leveling them, I imagine.
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Post by ProbeAway on Feb 26, 2017 20:24:28 GMT
To be fair, this will be a much more extreme version of that concept. In the Trilogy you only had a few more powers available to put points in than your squadmates did. Here, it's 36 vs 5, which is a massive disparity (although apparently the whole SAM thing gives us an in game explanation for that). EDIT: just realised you were basically saying that. My bad. How is it more extreme? While Ryder has more skills available, Ryder's class is not those 36 skills. You'll want to focus on about the same amount of skills as the classes in the previous games for most of your playthrough. Being able to switch between combat/biotic/tech like in the combat gameplay trailer #2 isn't going to happen until you are level 70+. The MET capped at level 60... Because the devs said you can unlock all skills in one playthrough, and because you can choose between more than 7 times as many skills as your squadmates. Neither of those things was true in the trilogy.
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Post by PillarBiter on Feb 26, 2017 23:15:03 GMT
Odd. We've already seen nova's skill tree, and I haven't seen that option (see last combat gameplay video). you can spec it to Generate shields, yes, but not to use them instead of cooldown. unless this is a vanguard skill or something. That Nova skill tree was for Cora though, so that explains the difference. The AI had different skill trees at times in the trilogy too if I recall correctly. Considering what i'd quoted was a direct dev quote there's really no reason to doubt it's validity. It's not that I doubt the validitym but I've checked and rechecked the videos, and found not a single trace of lance nor nova being able to use barrier instead of the normal way. Also, I doubt they would make a skill different in evolving for companions. especially since we see ryder use a fully evolved nova as a primer plenty of times in the gameplay videos. not saying it isn't true. just sayin'... dont get yoru hopes up too plenty Also, if you have a link to where they state it, please do share. on another note, do we know what the profile bonus "power restoration & defense +20%" means? it has it on (among others, probably) the explorer profile.
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Post by DayusMakhina on Feb 27, 2017 5:55:46 GMT
That Nova skill tree was for Cora though, so that explains the difference. The AI had different skill trees at times in the trilogy too if I recall correctly. Considering what i'd quoted was a direct dev quote there's really no reason to doubt it's validity. It's not that I doubt the validitym but I've checked and rechecked the videos, and found not a single trace of lance nor nova being able to use barrier instead of the normal way. Also, I doubt they would make a skill different in evolving for companions. especially since we see ryder use a fully evolved nova as a primer plenty of times in the gameplay videos. not saying it isn't true. just sayin'... dont get yoru hopes up too plenty Also, if you have a link to where they state it, please do share. on another note, do we know what the profile bonus "power restoration & defense +20%" means? it has it on (among others, probably) the explorer profile. Not to be a stickler but that is doubting the validity of it. Anyway, here's direct quotes from the link and the link itself (which was in my first post about this!): PC Gamer articleAs you can see Ian Frazier talks about it a lot in that article...
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Post by PillarBiter on Feb 27, 2017 6:27:09 GMT
It's not that I doubt the validitym but I've checked and rechecked the videos, and found not a single trace of lance nor nova being able to use barrier instead of the normal way. Also, I doubt they would make a skill different in evolving for companions. especially since we see ryder use a fully evolved nova as a primer plenty of times in the gameplay videos. not saying it isn't true. just sayin'... dont get yoru hopes up too plenty Also, if you have a link to where they state it, please do share. on another note, do we know what the profile bonus "power restoration & defense +20%" means? it has it on (among others, probably) the explorer profile. Not to be a stickler but that is doubting the validity of it. Anyway, here's direct quotes from the link and the link itself (which was in my first post about this!): PC Gamer articleAs you can see Ian Frazier talks about it a lot in that article... I'm an umimprovable critic by nature u_u. It helps me at my job, but little in real life I'm afraid. In any case, nice to hear that nova or lance can indeed consume barrier. I think I found my 4th profile: vanguard with lance, charge and annihilation field specced for shield absorbing. You can just walk up to an enemy and keep casting lance
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Post by Element Zero on Feb 27, 2017 6:35:13 GMT
Not to be a stickler but that is doubting the validity of it. Anyway, here's direct quotes from the link and the link itself (which was in my first post about this!): PC Gamer articleAs you can see Ian Frazier talks about it a lot in that article... I'm an umimprovable critic by nature u_u. It helps me at my job, but little in real life I'm afraid. In any case, nice to hear that nova or lance can indeed consume barrier. I think I found my 4th profile: vanguard with lance, charge and annihilation field specced for shield absorbing. You can just walk up to an enemy and keep casting lance I pointed a guy toward this exact build, earlier, who was unfamiliar with Lance and Annihilation, and looking to round out his biotic. The synergy seems pretty staggering, at this point.
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Post by PillarBiter on Feb 27, 2017 7:34:55 GMT
I'm an umimprovable critic by nature u_u. It helps me at my job, but little in real life I'm afraid. In any case, nice to hear that nova or lance can indeed consume barrier. I think I found my 4th profile: vanguard with lance, charge and annihilation field specced for shield absorbing. You can just walk up to an enemy and keep casting lance I pointed a guy toward this exact build, earlier, who was unfamiliar with Lance and Annihilation, and looking to round out his biotic. The synergy seems pretty staggering, at this point. Hah! Nice that my build is being confirmed It does seem to be very synergetic. Nova kind of lost a bit of it's purpose for this build, seeing as it is not a detonator. Hey, does anyone know if some of the following is possible: - charge up an overload, perform a nova, instantly release a charged up overload. - pull and hold someone, charge an enemy in the distance while carrying with you the pulled enemy, throw pulled enemy. - dodge while holding flamethrower or cryo beam without interrupting or triggering cooldown. - hold a frag grenade ready to throw, charge/nova/..., instantly throw frag grenade It would make for some more creative combos
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Post by ProbeAway on Feb 27, 2017 11:53:29 GMT
I pointed a guy toward this exact build, earlier, who was unfamiliar with Lance and Annihilation, and looking to round out his biotic. The synergy seems pretty staggering, at this point. Hah! Nice that my build is being confirmed It does seem to be very synergetic. Nova kind of lost a bit of it's purpose for this build, seeing as it is not a detonator. Hey, does anyone know if some of the following is possible: - charge up an overload, perform a nova, instantly release a charged up overload. - pull and hold someone, charge an enemy in the distance while carrying with you the pulled enemy, throw pulled enemy. - dodge while holding flamethrower or cryo beam without interrupting or triggering cooldown. - hold a frag grenade ready to throw, charge/nova/..., instantly throw frag grenade It would make for some more creative combos Hard to say for certain, but I doubt you will be able to use powers or dodges while holding another power on because of the controller button mapping. If the power you were holding was L1 + R1 on the controller then you physically wouldn't be able to press either button to use another power. I think the pull -> throw combo we saw will require you to let go of pull and quickly hit throw. Nice idea tho. I like where your head's at!
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Post by lastpawn on Feb 27, 2017 18:23:14 GMT
I'm an umimprovable critic by nature u_u. It helps me at my job, but little in real life I'm afraid. In any case, nice to hear that nova or lance can indeed consume barrier. I think I found my 4th profile: vanguard with lance, charge and annihilation field specced for shield absorbing. You can just walk up to an enemy and keep casting lance I pointed a guy toward this exact build, earlier, who was unfamiliar with Lance and Annihilation, and looking to round out his biotic. The synergy seems pretty staggering, at this point. Presumably Annihilation can only prime the same enemy once every X many seconds. Otherwise this would be incredibly broken.
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Post by Element Zero on Feb 27, 2017 18:33:20 GMT
I pointed a guy toward this exact build, earlier, who was unfamiliar with Lance and Annihilation, and looking to round out his biotic. The synergy seems pretty staggering, at this point. Presumably Annihilation can only prime the same enemy once every X many seconds. Otherwise this would be incredibly broken. Yeah, I was speaking more of the synergy between Lance and Charge, though my post doesn't really make that clear. The person with whom I'd been speaking wasn't familiar with any "close-quarters" biotic powers beyond nova, so I mentioned Annihilation.
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Post by DayusMakhina on Feb 27, 2017 18:39:59 GMT
Presumably Annihilation can only prime the same enemy once every X many seconds. Otherwise this would be incredibly broken. Yeah, I was speaking more of the synergy between Lance and Charge, though my post doesn't really make that clear. The person with whom I'd been speaking wasnt familiar with any "close-quarters" biotic powers beyond nova, so I mentioned Annihilation. That said synergy between Lance and Charge is somewhat dependent on Lance being able to prime, which as far we are currently aware it doesn't (atleast I think?). If you can set it to prime you'd be able to create a biotic combo instantly by yourself.
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Post by Element Zero on Feb 27, 2017 18:43:34 GMT
Yeah, I was speaking more of the synergy between Lance and Charge, though my post doesn't really make that clear. The person with whom I'd been speaking wasnt familiar with any "close-quarters" biotic powers beyond nova, so I mentioned Annihilation. That said synergy between Lance and Charge is somewhat dependent on Lance being able to prime, which as far we are currently aware it doesn't (atleast I think?). If you can set it to prime you'd be able to create a biotic combo instantly by yourself. That's precisely my thinking. I'd be surprised if it doesn't prime, but it's true that we don't know. It could be that we have to make choices with Lance. It could otherwise run the risk of being the "do everything" power. It's known features are already damn good, as is. Edit: On second thought, this really does seem like a direct damage + detonator power.
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Post by PillarBiter on Feb 28, 2017 10:47:02 GMT
That said synergy between Lance and Charge is somewhat dependent on Lance being able to prime, which as far we are currently aware it doesn't (atleast I think?). If you can set it to prime you'd be able to create a biotic combo instantly by yourself. That's precisely my thinking. I'd be surprised if it doesn't prime, but it's true that we don't know. It could be that we have to make choices with Lance. It could otherwise run the risk of being the "do everything" power. It's known features are already damn good, as is. Edit: On second thought, this really does seem like a direct damage + detonator power. I'd be surprised if it primes. Nova would have been an equally overpowered skill if it could both prime and detonate, and they nerfed that to only prime. Lance is probably it's detonating shield-using counterpart.
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Post by DayusMakhina on Feb 28, 2017 17:08:35 GMT
That's precisely my thinking. I'd be surprised if it doesn't prime, but it's true that we don't know. It could be that we have to make choices with Lance. It could otherwise run the risk of being the "do everything" power. It's known features are already damn good, as is. Edit: On second thought, this really does seem like a direct damage + detonator power. I'd be surprised if it primes. Nova would have been an equally overpowered skill if it could both prime and detonate, and they nerfed that to only prime. Lance is probably it's detonating shield-using counterpart. Yeh, tis why i'm really debating putting Shockwave on my Vanguard. Close range crowd control that can both prime and detonate sounds like it could be pretty useful, especially if it's alongside Nova (primer) and Charge (detonator). Backlash seems very appealing too though... too many decisions.
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Post by ewigDunkelheit on Feb 28, 2017 17:41:47 GMT
Damnit, due to learning that on profile switching your abilities reset – which basically neuters cross-profile combos unless you have a sick rapid cooldown build – I had to revise my profile layout to make sure every profile can stand on its own, and has a full autonomous battle plan. We basically should’ve seen this coming, it’s a nice way to balance things out: I’m actually quite pleased with this. I’ll run with an overheat revenant and a charge sniper rifle, if that exists (if not: a semi-auto milky way sniper rifle). The revenant will be boosted heavily for accuracy and stability, and due to its innate damage potential, serves well as a pseudo-shotgun at close range. I’m running with Drack, without question, since he’s just… awesome. Blood rage overkill? Check. Incinerate primer and detonator? Check. Overkill frag grenade option? Triple. Fucking. Check. My second squadmate’s still on the fence but I’d like someone who has overload or energy drain (a skill with detonator and primer), just… not Liam. I’m hoping Vetra or Peebee are good people. We’ll see. Must-have passive skills are of course assault rifle (and maybe sniper?) passives, as well as all fitness skills which serve reduced cool downs. I’ll focus first on my 2 basic profiles, which are: Infiltrator with tactical cloak, turbocharge and cryo beam. This setup is used to take down armored enemies – like the fiends – with maximum efficiency, but also serves as good long range support and has a primer for squadmate detonation. Tactical cloak is used in conjunction with the profile and sniper rifle for some good ol’ fashioned headshot overkill, but may also be used for kiting. Turbocharge is the overheat revenant’s best friend and could help you get out of a pickle, or just plainly allow you to spray many, many bullets. Cryo beam weakens armor and primes for squadmates if needed. The final evolution can also turn it into a trap, which I’m hoping remains after you switch profiles for some self detonation. I chose infiltrator, because of the hitzone bonuses and weapon accuracy/stability which helps the revenant as well as the sniper, should I go with semi-auto. The tech recharge bonus affects both tactical cloak and cryo beam for maximum efficiency. Explorer with nova, charge and overload. Somewhat of a weird combo, I know, but hear me out. This setup based on high mobility and rapid cooldowns. It will be used for shielded enemies, close combat and combos. I’ll mainly switch to this if there are no large enemies. Charge will be specced for rapid cooldown and enhanced biotic explosions. Charge is it’s every fantastic self again. Fantastic for close range, getting out of a tight spot through shield regeneration and detonating combos. It has a long starting cooldown, but you can get that down to 10 seconds through enhancements and even lower with passives. I’m hoping there’s a profile which has both blink and biotic power cooldowns, but we don’t know that yet. If not, It’ll be explorer. Nova will also be specced for radius, anti-shield and priming. This way, I can get as many enemies as possible around me into getting primed. This will make for a good primer for charge, but an especially fantastic primer for (and works great for clearing shields off enemies symbiotic with) … Overload. Since overload can be charged up to hit multiple enemies, everyone caught in nova's primer gets a taste of a chain-biotic combo. Overload is mainly used for stripping shields, as ever, but also serves as a primer as well! Such skill. Great effect. Much wow. If an enemy isn't caught in the nova-overload detonation combo, overload can still prime them through a charged overload side effect hit for a charge detonation. Explorer is chosen mainly for biotic blink, which seems to be the ultimate dodge skill. Allowing you to remain relatively safe at close distances. Explorer also has tech cooldown which should help seeing as overload is the central crutch of this combo fest of a profile. Explorer also gets tiny weapon damage and damage resistance bonuses, which are great for CQB shotgunning. However! If there’s a profile with biotic cooldown and also blink, I might just switch to that (hopefully vanguard?). I’ll first focus on developing the 2 profiles above so that they are fully functional and rock-solid to be relied upon. I will invest a very slight amount of points in a third profile though: Soldier with flak cannon, barricade and trip mine. This setup will serve as an impromptu-gotta-kill-this-muthafucka-now!-profile. Since profile switching resets cooldowns, it will be good for clutch moments to have one profile which has great killing potential immediately available. Personally, I’m not a fan of consumable skills which I need to craft, but if I keep ‘m only for clutch moments to unload everything I have (like the guy in the video did at the end to kill the fiend), it might still serve some use. Additionally, I only have to invest a low amount of points in the skills to make ‘m useful. Flak cannon seems to be made for damage. So this is just for high DPS when required. Barricade is for defense, and apparently can serve as a primer as well. Nice bonus. Also, I’m thinking that barricade will probably remain if you switch profiles, as it is not a sustained skill. Another nice bonus. Trip mine. Also for damage. Also for detonating. Also, probably not a sustained skill so never lost. Soldier is used because of the marksman’s kill bonus (heavily boosted by your high DPS power unloading), and extra damage and accuracy which help the revenant be awesome at all ranges. In NG+, I might add a 4th profile, which will make use of the Adept profile for biotic echoes (chain biotic combos? Yes please!). I’ll probably slap on singularity, lance and throw. But this is still subject to change. Meh. I’ll see where I end up with my fourth profile once I play. My main ussue is that this profile doesn't serve a tactical purpose other than biotic amusement. Well, my mind is put at ease now that I have been able to make a sound battle plan I’m ready for march 23! Bring it! Since I first heard about a new Mass Effect title being made, I was planning on making a pure sniper build (in the trilogy I was a crowd-control CQC Engineer), but I actually might try my hand with some interesting amalgamations. I haven't been following all the information closely enough, so I may have missed it, but how many passives can Ryder choose to equip? Also, I wanted to quote you PillarBiter, because, outside of enjoying your brainstorming, I wanted to tell you that I enjoy your choice of avatar. The Universalist was pretty much tied for my character choice in Kingdoms of Amalur. I actually ended up with a maul/chakram/talisman, heavy armored battlemage using the Sorcerer destiny, but I nearly was a heavy armored, faeblade/dagger/talisman, 3-element Universalist. Good times.
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Post by souljahbill14 on Feb 28, 2017 17:54:36 GMT
I can't decide what powers I want to use until I know the evolutions of Lance. This would be a no-brainer if Warp and/or Reave were still a thing.
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Post by PillarBiter on Feb 28, 2017 21:35:13 GMT
Damnit, due to learning that on profile switching your abilities reset – which basically neuters cross-profile combos unless you have a sick rapid cooldown build – I had to revise my profile layout to make sure every profile can stand on its own, and has a full autonomous battle plan. We basically should’ve seen this coming, it’s a nice way to balance things out: I’m actually quite pleased with this. I’ll run with an overheat revenant and a charge sniper rifle, if that exists (if not: a semi-auto milky way sniper rifle). The revenant will be boosted heavily for accuracy and stability, and due to its innate damage potential, serves well as a pseudo-shotgun at close range. I’m running with Drack, without question, since he’s just… awesome. Blood rage overkill? Check. Incinerate primer and detonator? Check. Overkill frag grenade option? Triple. Fucking. Check. My second squadmate’s still on the fence but I’d like someone who has overload or energy drain (a skill with detonator and primer), just… not Liam. I’m hoping Vetra or Peebee are good people. We’ll see. Must-have passive skills are of course assault rifle (and maybe sniper?) passives, as well as all fitness skills which serve reduced cool downs. I’ll focus first on my 2 basic profiles, which are: Infiltrator with tactical cloak, turbocharge and cryo beam. This setup is used to take down armored enemies – like the fiends – with maximum efficiency, but also serves as good long range support and has a primer for squadmate detonation. Tactical cloak is used in conjunction with the profile and sniper rifle for some good ol’ fashioned headshot overkill, but may also be used for kiting. Turbocharge is the overheat revenant’s best friend and could help you get out of a pickle, or just plainly allow you to spray many, many bullets. Cryo beam weakens armor and primes for squadmates if needed. The final evolution can also turn it into a trap, which I’m hoping remains after you switch profiles for some self detonation. I chose infiltrator, because of the hitzone bonuses and weapon accuracy/stability which helps the revenant as well as the sniper, should I go with semi-auto. The tech recharge bonus affects both tactical cloak and cryo beam for maximum efficiency. Explorer with nova, charge and overload. Somewhat of a weird combo, I know, but hear me out. This setup based on high mobility and rapid cooldowns. It will be used for shielded enemies, close combat and combos. I’ll mainly switch to this if there are no large enemies. Charge will be specced for rapid cooldown and enhanced biotic explosions. Charge is it’s every fantastic self again. Fantastic for close range, getting out of a tight spot through shield regeneration and detonating combos. It has a long starting cooldown, but you can get that down to 10 seconds through enhancements and even lower with passives. I’m hoping there’s a profile which has both blink and biotic power cooldowns, but we don’t know that yet. If not, It’ll be explorer. Nova will also be specced for radius, anti-shield and priming. This way, I can get as many enemies as possible around me into getting primed. This will make for a good primer for charge, but an especially fantastic primer for (and works great for clearing shields off enemies symbiotic with) … Overload. Since overload can be charged up to hit multiple enemies, everyone caught in nova's primer gets a taste of a chain-biotic combo. Overload is mainly used for stripping shields, as ever, but also serves as a primer as well! Such skill. Great effect. Much wow. If an enemy isn't caught in the nova-overload detonation combo, overload can still prime them through a charged overload side effect hit for a charge detonation. Explorer is chosen mainly for biotic blink, which seems to be the ultimate dodge skill. Allowing you to remain relatively safe at close distances. Explorer also has tech cooldown which should help seeing as overload is the central crutch of this combo fest of a profile. Explorer also gets tiny weapon damage and damage resistance bonuses, which are great for CQB shotgunning. However! If there’s a profile with biotic cooldown and also blink, I might just switch to that (hopefully vanguard?). I’ll first focus on developing the 2 profiles above so that they are fully functional and rock-solid to be relied upon. I will invest a very slight amount of points in a third profile though: Soldier with flak cannon, barricade and trip mine. This setup will serve as an impromptu-gotta-kill-this-muthafucka-now!-profile. Since profile switching resets cooldowns, it will be good for clutch moments to have one profile which has great killing potential immediately available. Personally, I’m not a fan of consumable skills which I need to craft, but if I keep ‘m only for clutch moments to unload everything I have (like the guy in the video did at the end to kill the fiend), it might still serve some use. Additionally, I only have to invest a low amount of points in the skills to make ‘m useful. Flak cannon seems to be made for damage. So this is just for high DPS when required. Barricade is for defense, and apparently can serve as a primer as well. Nice bonus. Also, I’m thinking that barricade will probably remain if you switch profiles, as it is not a sustained skill. Another nice bonus. Trip mine. Also for damage. Also for detonating. Also, probably not a sustained skill so never lost. Soldier is used because of the marksman’s kill bonus (heavily boosted by your high DPS power unloading), and extra damage and accuracy which help the revenant be awesome at all ranges. In NG+, I might add a 4th profile, which will make use of the Adept profile for biotic echoes (chain biotic combos? Yes please!). I’ll probably slap on singularity, lance and throw. But this is still subject to change. Meh. I’ll see where I end up with my fourth profile once I play. My main ussue is that this profile doesn't serve a tactical purpose other than biotic amusement. Well, my mind is put at ease now that I have been able to make a sound battle plan I’m ready for march 23! Bring it! Since I first heard about a new Mass Effect title being made, I was planning on making a pure sniper build (in the trilogy I was a crowd-control CQC Engineer), but I actually might try my hand with some interesting amalgamations. I haven't been following all the information closely enough, so I may have missed it, but how many passives can Ryder choose to equip? Also, I wanted to quote you PillarBiter, because, outside of enjoying your brainstorming, I wanted to tell you that I enjoy your choice of avatar. The Universalist was pretty much tied for my character choice in Kingdoms of Amalur. I actually ended up with a maul/chakram/talisman, heavy armored battlemage using the Sorcerer destiny, but I nearly was a heavy armored, faeblade/dagger/talisman, 3-element Universalist. Good times. Universalist life, bruh! Glad someone enjoys the builds! I've been amending my builds ever so slightly to the point of perfection. I think 've arrived (for me personally, anyway) Most tactics of my original post remain intact. Profile 1 (main): ExplorerOverload, concussive shot, novaI've changed charge for concussive shot because it now allows you to be versatile at all ranges. Also, having a build with a combat, tech and biotic ability seems awesome if it works. Gret combo potential, great short to mid to long range skills. good synergy with the profile. And blink. let's not forget that one. Profile 2: VanguardLance, annihilation field, chargeSpec lance for using barrier instead of cooldown, prime enemies with annihilation, switch between lance and charge/heavy melee to deplete and refill shields at will, basically making you a walking biotic explosion. Profile 3: infiltrator.turbocharge, infiltrator cloak, cryo beamunchanged from before. used for taking down heavy armor and supplying fire support. Profile 4: soldieromni grenade, trip mine, barrierI switched omni grenade with flak cannon because omni probably either detonates or primes enemies --> extra win. Besidesm flak is bad against armor... Other profiles if people want, but not really my playstyle: Engineer remnant VI, assault turret, invasion running interference with helper friends Adept Singularity, throw, shockwave Boom. sentinel backlash, energy drain, incinerate Unkillable tank and tech combos
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