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Mass effect 3 | ULTIMATE THREAD |
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Mass effect 3 | ULTIMATE THREAD |Posted:
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Joined: Mar 02, 201212Year Member
Posts: 351
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Status: Offline
Joined: Mar 02, 201212Year Member
Posts: 351
Reputation Power: 26
Welcome to zotox ultimate thread for Mass effect 3! Here you will find everything there is to know about the multiplayer and maybe some single player tips! In-joy!
This thread contents
-Mulitplayer pack info
-Item ranks
-Item Rarity
-Classes
-Races
-Upgrading your character
-Weapons
-Defeating major enemies
-Multiplayer Maps
-Resurgence DLC
-Achievements
-Mulitplayer pack info
-Item ranks
-Item Rarity
-Classes
-Races
-Upgrading your character
-Weapons
-Defeating major enemies
-Multiplayer Maps
-Resurgence DLC
-Achievements
Achievements
Thanks Rain_Trauma For this Idea!
Red=Single player only
Blue=Mulit-player And single-player
Driven (5 points): Return to active duty.
Bringer of War (10 points): Chase down an assassin.
Mobilizer (15 points): Bring a veteran officer aboard.
World Shaker (15 points): Destroy an Atlas dropped from orbit.
Pathfinder (15 points): Explore a lost city.
Tunnel Rat (15 points): Survive the swarm.
Party Crasher (15 points): Sabotage a dreadnought.
Hard Target (15 points): Call down an orbital strike.
Saboteur (15 points): Disable a group of fighter squadrons.
Arbiter (25 points): Win a political stand-off.
Last Witness (25 points): Extract ancient technology.
Executioner (25 points): Defeat an old adversary.
Well Connected (15 points): Send a warning across the galaxy.
Fact Finder (15 points): Discover an enemy's monstrous origin.
Liberator (15 points): Stop a Cerberus kidnapping.
Problem Solver (15 points): Evacuate a scientific facility.
Patriot (25 points): Make the final assault.
Legend (50 points): Mission accomplished.
Shopaholic (10 points): Visit a store in the single-player campaign.
Master and Commander (50 points): Deliver most of the Galaxy at War assets to the final conflict.
Lost and Found (25 points): Dispatch 10 probes to retrieve people or resources in Reaper territory.
Long Service Medal (50 points): Complete Mass Effect 3 twice, or once with a Mass Effect 2 import.
Insanity (75 points): Finish the game on Insanity without changing difficulty after
leaving Earth.
A Personal Touch (10 points): Modify a weapon.
Paramour (25 points): Establish or rekindle a romantic relationship.
Combined Arms (25 points): Perform any combination of 50 biotic combos or tech bursts.
Focused (25 points): Evolve any of your powers to rank 6.
Recruit (10 points): Kill 250 enemies.
Soldier (15 points): Kill 1,000 enemies.
Veteran (25 points): Kill 5,000 enemies.
Bruiser (10 points): Kill 100 enemies with melee attacks.
Untouchable (10 points): Escape a Reaper in the galaxy map.
Defender (25 points): Attain the highest level of readiness in each theater of war.
Overload Specialist (15 points): Overload the shields of 100 enemies.
Sky High(15 points): Lift 100 enemies off the ground with powers.
Pyromaniac (15 points): Set 100 enemies on fire with powers.
Eye of the Hurricane (10 points): Kill a brute while it's charging you.
Mail Slot (10 points): Kill 10 guardians with headshots from the front while their shields are raised.
Hijacker (10 points): Hijack an Atlas mech.
Giant Killer (10 points): Defeat a harvester.
Enlisted (5 points): Start a character in multiplayer or customize a character in single-player.
Tour of Duty (20 points): Finish all multiplayer maps or all N7 missions in single-player.
Always Prepared (10 points): Obtain two non-customizable suits of armor.
Tourist (5 points): Complete one multiplayer match or two N7 missions.
Explorer (15 points): Complete three multiplayer matches or five N7 missions.
Gunsmith (25 points): Upgrade any weapon to level 10.
Almost There (15 points): Reach level 15 in multiplayer or level 50 in single-player.
Peak Condition (25 points): Reach level 20 in multiplayer or level 60 in single-player.
Battle Scarred (25 points): Promote a multiplayer character to the Galaxy at War or import an ME3 character.
Unwavering (50 points): Finish all multiplayer maps on Gold or all single-player missions on Insanity.
The following achievements require the "From Ashes" bonus downloadable content:
Freedom Fighter (25 points): Find all required intel to help Eden Prime's colonists.
Prothean Expert (25 points): Learn more about the Prothean Empire.
Multiplayer Pack info
Packs
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Starter Pack
The Starter Pack is a free, one-time pack which is available the first time you play multiplayer. This pack will probably have one new weapon or character and several types of equipment.
Recruit Pack
The Recruit Pack costs 5,000 Credits, and is available an unlimited number of times. It will include several types of equipment and maybe one item of at least Uncommon rank. For single-use items, you will receive one.
Veteran Pack
The Veteran Pack costs 20,000 Credits or 80 Microsoft Points (MP). This pack will contain more equipment than the Recruit Pack and at least one item of at least Uncommon rank. For single-use items, you will receive three.
Spectre Pack
The Spectre Pack is available for 60,000 Credits or 160 MP. It is the best pack available. It will have several kinds of equipment, good mods, and at least one item of at least Rare rank. For single-use items, you will receive five.
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Starter Pack
The Starter Pack is a free, one-time pack which is available the first time you play multiplayer. This pack will probably have one new weapon or character and several types of equipment.
Recruit Pack
The Recruit Pack costs 5,000 Credits, and is available an unlimited number of times. It will include several types of equipment and maybe one item of at least Uncommon rank. For single-use items, you will receive one.
Veteran Pack
The Veteran Pack costs 20,000 Credits or 80 Microsoft Points (MP). This pack will contain more equipment than the Recruit Pack and at least one item of at least Uncommon rank. For single-use items, you will receive three.
Spectre Pack
The Spectre Pack is available for 60,000 Credits or 160 MP. It is the best pack available. It will have several kinds of equipment, good mods, and at least one item of at least Rare rank. For single-use items, you will receive five.
Item ranks
Item rarity
Blue(common)
Sliver (Uncommon)
Gold(Rare)
Each item is given a rank that is denoted by the color of the box around the item when you open the pack. Blue = Common, Silver = Uncommon, Gold = Rare, and Black = N7 or Ultra-rare. Below is a list of the available items in each rank. If a character is listed, then that either means that the character is unlocked, or bonus experience and appearance options are unlocked.
Item rarity
Blue(common)
Classes
All Human Classes
Weapons
M3 Predator (Pistol)
M23 Katana (Shotgun)
M8 Avenger (Assault Rifle)
M92 Mantis (Sniper Rifle)
M4 Shuriken (SMG)
Equipment
All Weapon Mods except Armor Piercing
All single-use pieces of equipment
All Human Classes
Weapons
M3 Predator (Pistol)
M23 Katana (Shotgun)
M8 Avenger (Assault Rifle)
M92 Mantis (Sniper Rifle)
M4 Shuriken (SMG)
Equipment
All Weapon Mods except Armor Piercing
All single-use pieces of equipment
Sliver (Uncommon)
Classes
Turian Soldier
Turian Sentinel
Asari Vanguard
Quarian Infiltrator
Drell Adept
Salarian Engineer
Weapons
M5 Phalanx (Pistol)
M9 Tempest (SMG)
M12 Locust (SMG)
M27 Scimitar (Shotgun)
M22 Eviscerator (Shotgun)
M96 Mattock (Assault Rifle)
M15 Vindicator (Assault Rifle)
Phaeston (Assault Rifle)
M97 Viper (Sniper Rifle)
M29 Incisor (Sniper Rifle)
M13 Raptor (Sniper Rifle)
Equipment
Armor Piercing Mods
Turian Soldier
Turian Sentinel
Asari Vanguard
Quarian Infiltrator
Drell Adept
Salarian Engineer
Weapons
M5 Phalanx (Pistol)
M9 Tempest (SMG)
M12 Locust (SMG)
M27 Scimitar (Shotgun)
M22 Eviscerator (Shotgun)
M96 Mattock (Assault Rifle)
M15 Vindicator (Assault Rifle)
Phaeston (Assault Rifle)
M97 Viper (Sniper Rifle)
M29 Incisor (Sniper Rifle)
M13 Raptor (Sniper Rifle)
Equipment
Armor Piercing Mods
Gold(Rare)
Classes
Krogan Soldier
Krogan Sentinel
Asari Adept
Drell Vanguard
Quarian Engineer
Salarian Infiltrator
Weapons
M6 Carnifex (Pistol)
Arc Pistol (Pistol)
M25 Hornet (SMG)
M300 Claymore (Shotgun)
Disciple (Shotgun)
Geth Plasma Shotgun (Shotgun)
Graal Spike Thrower (Shotgun)
M37 Falcon (Assault Rifle)
M76 Revenant (Assault Rifle)
Geth Pulse Rifle (Assault Rifle)
M98 Widow (Sniper Rifle)
Equipment
Respec Kits (Allow you to reset the powers of one character)
Krogan Soldier
Krogan Sentinel
Asari Adept
Drell Vanguard
Quarian Engineer
Salarian Infiltrator
Weapons
M6 Carnifex (Pistol)
Arc Pistol (Pistol)
M25 Hornet (SMG)
M300 Claymore (Shotgun)
Disciple (Shotgun)
Geth Plasma Shotgun (Shotgun)
Graal Spike Thrower (Shotgun)
M37 Falcon (Assault Rifle)
M76 Revenant (Assault Rifle)
Geth Pulse Rifle (Assault Rifle)
M98 Widow (Sniper Rifle)
Equipment
Respec Kits (Allow you to reset the powers of one character)
Black(N7)
N7 Classification is only applicable to weapons, which are extremely powerful. These weapons make the Spectre Packs worth saving up for.
Weapons
Scorpion (Pistol)
M358 Talon (Pistol)
M77 Paladin (Pistol)
M11 Wraith (Shotgun)
M99 Saber (Assault Rifle)
Black Widow (Sniper Rifle)
Javelin (Sniper Rifle)
Weapons
Scorpion (Pistol)
M358 Talon (Pistol)
M77 Paladin (Pistol)
M11 Wraith (Shotgun)
M99 Saber (Assault Rifle)
Black Widow (Sniper Rifle)
Javelin (Sniper Rifle)
Classes
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The class system in ME3 is the same as the previous two games. There are six classes, each with unique powers, which can vary slightly from the options in the single player game. Depending on the race you choose, you will have some combination of the powers listed under each class.
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The class system in ME3 is the same as the previous two games. There are six classes, each with unique powers, which can vary slightly from the options in the single player game. Depending on the race you choose, you will have some combination of the powers listed under each class.
Soilder
Adept
Put simply, the Soldier class relies on weapons. The perks of using this class include the ability to use all types of ammunition upgrades, as well as the ability to focus their fire more accurately. The powers for the Soldier class are as follows:
Adrenaline Rush
Available to Humans
This power enhances the damage of your weapons. As you upgrade it, it also can enhance melee damage, shield strength, and give you the ability to use one other power while Adrenaline Rush is active. Adrenaline Rush is very useful when you need to deal out a great amount of damage quickly, such as on a strong enemy or a group of weaker ones.
Concussive Shot
Available to Humans and Turians
This ability fires a semi-guided, precise, heavy shot which knocks down weaker enemies. Additional upgrades give you a larger impact radius, more force and damage, and can eventually grant Concussive Shot the ability of your current ammo upgrade. It is particularly effective against barriers. Concussive Shot is useful for staggering or knocking down enemies who have gotten too close for comfort, or for knocking enemies out of cover.
Frag Grenade
Available to Humans
Frag grenades are very powerful explosives which can be reloaded from the supply crates on the maps. Well-placed grenades can kill several weaker enemies at once, or do significant damage to heavier enemies. Upgrades increase the damage, impact radius, and available supply.
Carnage
Available to Krogans
Carnage is an explosive, semi-guided projectile. It explodes on impact, causing severe damage to organic targets. Carnage will often disintegrate enemies into their constituent atoms. Upgrades include increased damage, force, and recharge speed.
Fortification
Available to Krogans
Fortification hardens your armor like a shell for a brief period, making you very hard to kill. Fortification is useful when you are overwhelmed by enemies or when you are trying to complete stationary objectives. Upgrades include increases to damage protection, duration, and recharge speed.
Inferno Grenade
Available to Krogans
The Inferno grenade is similar to the Frag grenade, but is very effective against armor. It also stops health regeneration. Upgrades increase damage, impact radius, and the number that can be carried.
Marksman
Available to Turians
This ability temporarily increases the accuracy and fire rate of the player. It can be very effective if used in conjunction with a powerful assault rifle or SMG. The increased firing rate and accuracy allows these weapons to deal massive amounts of damage quickly without having to deal with the kick normally associated with these weapons. Marksman should not be used with the sniper rifle, because this ability does not increase reload speed. Higher levels of Marksman have the options for additional headshot damage, duration, and firing rate.
Proximity Mine
Available to Turians
The Proximity Mine works much like a rocket launcher, but will only explode on impact if it hits an enemy directly. Otherwise, it will stick where it hits until an enemy passes near enough to set it off. This is very useful for booby-trapping halls and doorways. Mines do not need to be reloaded as the power will recharge. Upgrades increase
Adrenaline Rush
Available to Humans
This power enhances the damage of your weapons. As you upgrade it, it also can enhance melee damage, shield strength, and give you the ability to use one other power while Adrenaline Rush is active. Adrenaline Rush is very useful when you need to deal out a great amount of damage quickly, such as on a strong enemy or a group of weaker ones.
Concussive Shot
Available to Humans and Turians
This ability fires a semi-guided, precise, heavy shot which knocks down weaker enemies. Additional upgrades give you a larger impact radius, more force and damage, and can eventually grant Concussive Shot the ability of your current ammo upgrade. It is particularly effective against barriers. Concussive Shot is useful for staggering or knocking down enemies who have gotten too close for comfort, or for knocking enemies out of cover.
Frag Grenade
Available to Humans
Frag grenades are very powerful explosives which can be reloaded from the supply crates on the maps. Well-placed grenades can kill several weaker enemies at once, or do significant damage to heavier enemies. Upgrades increase the damage, impact radius, and available supply.
Carnage
Available to Krogans
Carnage is an explosive, semi-guided projectile. It explodes on impact, causing severe damage to organic targets. Carnage will often disintegrate enemies into their constituent atoms. Upgrades include increased damage, force, and recharge speed.
Fortification
Available to Krogans
Fortification hardens your armor like a shell for a brief period, making you very hard to kill. Fortification is useful when you are overwhelmed by enemies or when you are trying to complete stationary objectives. Upgrades include increases to damage protection, duration, and recharge speed.
Inferno Grenade
Available to Krogans
The Inferno grenade is similar to the Frag grenade, but is very effective against armor. It also stops health regeneration. Upgrades increase damage, impact radius, and the number that can be carried.
Marksman
Available to Turians
This ability temporarily increases the accuracy and fire rate of the player. It can be very effective if used in conjunction with a powerful assault rifle or SMG. The increased firing rate and accuracy allows these weapons to deal massive amounts of damage quickly without having to deal with the kick normally associated with these weapons. Marksman should not be used with the sniper rifle, because this ability does not increase reload speed. Higher levels of Marksman have the options for additional headshot damage, duration, and firing rate.
Proximity Mine
Available to Turians
The Proximity Mine works much like a rocket launcher, but will only explode on impact if it hits an enemy directly. Otherwise, it will stick where it hits until an enemy passes near enough to set it off. This is very useful for booby-trapping halls and doorways. Mines do not need to be reloaded as the power will recharge. Upgrades increase
Adept
Adepts are pure Biotic specialists. For newcomers, Biotics are the special powers that some individuals in the Mass Effect universe possess, comparable to The Force in Star Wars. Adepts use a variety of powers to damage and incapacitate enemies. They are more effective against living targets than synthetic ones.
Singularity
Available to Humans
This power creates a blackhole-like sphere of energy which traps nearby enemies and floats them in the air. This power is very useful for blocking off halls or doorways. Upgrades increase the duration, size, and damage of the Singularity.
Warp
Available to Humans and Asari
This is the most basic and useful Biotic power. Warp briefly staggers an unshielded enemy and deals constant damage. It stops health regeneration and weakens Armor. Warp is particularly potent when used in combination with other Biotic powers to create a Biotic Explosion, which does a significant amount of damage. Upgrades decrease recharge time and increases damage, duration, and effectiveness of the Biotic Explosion.
Shockwave
Available to Humans
Shockwave creates a cascading series of small Biotic detonations which knock over or stagger enemies. It is very effective against groups of enemies, or to knock enemies out from cover. Shockwave will go through cover; it does not need to be bent around. Using Shockwave in combination with other Biotic powers causes a Biotic Explosion. Upgrades decrease recharge time, and increase strength, damage, and the number of detonations.
Stasis
Available to Asari
Stasis will lock an unarmored enemy in place, who will then take damage when the Stasis fades. It is very useful for doing Biotic Explosion combinations, since it is easy to hit the target. Upgrades improve damage, duration, and Biotic Explosion damage, and decrease recharge time.
Throw
Available to Asari
Throw is pretty self-explanatory. The enemy gets launched into the air away from you. It is especially useful against unarmored enemies. Throw is another power which will likely be the staple of your character. Throw is a good power to combo with other Biotic powers since it recharges fairly quickly. Upgrades increase damage, force, area, and decrease recharge time.
Reave
Available to Drell
Reave is an instantaneous, line-of-sight power that causes Biotic damage. It is very useful for causing Biotic Explosions, as the immediate effect of the power is easy to aim and combo. Reave also provides you with damage protection while it is active, and is especially effective against barriers and armor. Upgrades include increases to damage, damage protection, impact radius, and duration.
Pull
Available to Drell
Pull levitates an enemy into the air, floating toward you. It is useful for temporarily incapacitating enemies, and Pulled enemies are easy targets for Biotic Explosion combos. Upgrades increase duration and area, and decrease recharge time.
Cluster Grenade
Available to Drell
The Cluster grenade is similar to the Frag grenade, but works a little differently. While each grenade isnt as powerful as a Frag grenade, there are three of them, so you can cover a wider area. Cluster grenades are useful for groups of weaker enemies, and are refilled at supply crates. Upgrades include increases to damage, impact radius, force, grenade count, and grenade capacity.
Singularity
Available to Humans
This power creates a blackhole-like sphere of energy which traps nearby enemies and floats them in the air. This power is very useful for blocking off halls or doorways. Upgrades increase the duration, size, and damage of the Singularity.
Warp
Available to Humans and Asari
This is the most basic and useful Biotic power. Warp briefly staggers an unshielded enemy and deals constant damage. It stops health regeneration and weakens Armor. Warp is particularly potent when used in combination with other Biotic powers to create a Biotic Explosion, which does a significant amount of damage. Upgrades decrease recharge time and increases damage, duration, and effectiveness of the Biotic Explosion.
Shockwave
Available to Humans
Shockwave creates a cascading series of small Biotic detonations which knock over or stagger enemies. It is very effective against groups of enemies, or to knock enemies out from cover. Shockwave will go through cover; it does not need to be bent around. Using Shockwave in combination with other Biotic powers causes a Biotic Explosion. Upgrades decrease recharge time, and increase strength, damage, and the number of detonations.
Stasis
Available to Asari
Stasis will lock an unarmored enemy in place, who will then take damage when the Stasis fades. It is very useful for doing Biotic Explosion combinations, since it is easy to hit the target. Upgrades improve damage, duration, and Biotic Explosion damage, and decrease recharge time.
Throw
Available to Asari
Throw is pretty self-explanatory. The enemy gets launched into the air away from you. It is especially useful against unarmored enemies. Throw is another power which will likely be the staple of your character. Throw is a good power to combo with other Biotic powers since it recharges fairly quickly. Upgrades increase damage, force, area, and decrease recharge time.
Reave
Available to Drell
Reave is an instantaneous, line-of-sight power that causes Biotic damage. It is very useful for causing Biotic Explosions, as the immediate effect of the power is easy to aim and combo. Reave also provides you with damage protection while it is active, and is especially effective against barriers and armor. Upgrades include increases to damage, damage protection, impact radius, and duration.
Pull
Available to Drell
Pull levitates an enemy into the air, floating toward you. It is useful for temporarily incapacitating enemies, and Pulled enemies are easy targets for Biotic Explosion combos. Upgrades increase duration and area, and decrease recharge time.
Cluster Grenade
Available to Drell
The Cluster grenade is similar to the Frag grenade, but works a little differently. While each grenade isnt as powerful as a Frag grenade, there are three of them, so you can cover a wider area. Cluster grenades are useful for groups of weaker enemies, and are refilled at supply crates. Upgrades include increases to damage, impact radius, force, grenade count, and grenade capacity.
Engineer
Engineers rely on Tech powers to disable enemy defenses and abilities. They are more effective against shields and synthetic enemies than living ones. The powers available to Engineers are listed below:
Incinerate
Available to Humans, Quarians and Salarians
Incinerate is an instantaneous effect power which lights enemies on fire. Weaker enemies will panic and be out of commission for several seconds. Incinerate is particularly effective against living targets, weakens armor, and stops health regeneration. Upgrades increase damage, duration, and area of effect, and decrease recharge time.
Overload
Available to Humans
Overload drops shields and barriers and incapacitates synthetic enemies. It is very effective against shielded enemies, but does not work well on organic targets. Upgrades increase recharge speed, damage, chaining ability, and effectiveness against organics.
Combat Drone
Available to Humans
The Combat Drone is an extremely useful autonomous construct which will attack enemies for you. This is useful for flushing enemies from cover, distracting enemies, and flanking. Upgrades increase the damage of the drone, the health of the drone, recharge speed, and add several abilities: rockets, chaining ability, and stun ability.
Cryo Blast
Available to Quarians
Cryo Blast outright freezes weaker enemies, and slows down larger ones. Freezing enemies is especially effective when used in conjunction with Concussive Shot and other high impact powers, which will shatter the enemies. Upgrades include increases to damage, duration, and recharge speed.
Sentry Turret
Available to Quarians
The Sentry Turret is a very useful autonomous construct. Once deployed, it will auto-target line-of-sight enemies and dish out quite a bit of damage.
Energy Drain
Available to Salarians
Energy drain is similar to Overload, but steals barrier and shield power for yourself. This is great for extending your longevity on the battlefield. Upgrades increase damage, impact radius, recharge speed, shield bonus, and can eventually add an additional armor layer for a short time.
Decoy
Available to Salarians
Decoy creates a doppelganger to distract enemies. Upgrades increase longevity, shields of the decoy, recharge speed, and eventually the ability to cause the decoy to explode, causing area damage.
Incinerate
Available to Humans, Quarians and Salarians
Incinerate is an instantaneous effect power which lights enemies on fire. Weaker enemies will panic and be out of commission for several seconds. Incinerate is particularly effective against living targets, weakens armor, and stops health regeneration. Upgrades increase damage, duration, and area of effect, and decrease recharge time.
Overload
Available to Humans
Overload drops shields and barriers and incapacitates synthetic enemies. It is very effective against shielded enemies, but does not work well on organic targets. Upgrades increase recharge speed, damage, chaining ability, and effectiveness against organics.
Combat Drone
Available to Humans
The Combat Drone is an extremely useful autonomous construct which will attack enemies for you. This is useful for flushing enemies from cover, distracting enemies, and flanking. Upgrades increase the damage of the drone, the health of the drone, recharge speed, and add several abilities: rockets, chaining ability, and stun ability.
Cryo Blast
Available to Quarians
Cryo Blast outright freezes weaker enemies, and slows down larger ones. Freezing enemies is especially effective when used in conjunction with Concussive Shot and other high impact powers, which will shatter the enemies. Upgrades include increases to damage, duration, and recharge speed.
Sentry Turret
Available to Quarians
The Sentry Turret is a very useful autonomous construct. Once deployed, it will auto-target line-of-sight enemies and dish out quite a bit of damage.
Energy Drain
Available to Salarians
Energy drain is similar to Overload, but steals barrier and shield power for yourself. This is great for extending your longevity on the battlefield. Upgrades increase damage, impact radius, recharge speed, shield bonus, and can eventually add an additional armor layer for a short time.
Decoy
Available to Salarians
Decoy creates a doppelganger to distract enemies. Upgrades increase longevity, shields of the decoy, recharge speed, and eventually the ability to cause the decoy to explode, causing area damage.
Infiltrator
Infiltrators mix the abilities of Soldiers and Engineers. They can cloak themselves from detection and are most deadly with sniper rifles. They can use some ammunition upgrades. Their powers are as follows:
Sticky Grenade
Available to Humans and Quarians
The Sticky grenade works just like the Frag grenade except, obviously, it sticks where it lands. Hopefully that is on an enemy, as a stuck enemy will take more damage. Sticky grenades are refilled at supply crates. Upgrades include increased damage, impact radius, and capacity.
Tactical Cloak
Available to Humans, Salarians and Quarians
A very useful power, Tactical Cloak renders you invisible to enemies. This is particularly effective in completing objectives, reviving teammates, and flanking. When using Tactical Cloak, you get one Heavy Melee, which deals extra damage. Upgrades include increases to duration, recharge speed, and damage bonuses.
Cryo Blast
Available to Humans
Cryo Blast outright freezes weaker enemies, and slows down larger ones. Freezing enemies is especially effective when used in conjunction with Concussive Shot and other high impact powers, which will shatter the enemies. Upgrades include increases to damage, duration, and recharge speed.
Energy Drain
Available to Salarians
Energy drain is similar to Overload, but steals barrier and shield power for yourself. This is great for extending your longevity on the battlefield. Upgrades increase damage, impact radius, recharge speed, shield bonus, and can eventually add an additional armor layer for a short time.
Proximity Mine
Available to Salarians
The Proximity Mine works much like a rocket launcher, but will only explode on impact if it hits an enemy directly. Otherwise, it will stick where it hits until an enemy passes near enough to set it off. This is very useful for booby-trapping halls and doorways. Mines do not need to be reloaded as the power will recharge. Upgrades increase
Sabotage
Available to Quarians
Sabotage causes enemy weapons to overheat and hacks synthetics to fight for you. Upgrades increase recharge rate, damage, duration, and can buff hacked synthetics.
Sticky Grenade
Available to Humans and Quarians
The Sticky grenade works just like the Frag grenade except, obviously, it sticks where it lands. Hopefully that is on an enemy, as a stuck enemy will take more damage. Sticky grenades are refilled at supply crates. Upgrades include increased damage, impact radius, and capacity.
Tactical Cloak
Available to Humans, Salarians and Quarians
A very useful power, Tactical Cloak renders you invisible to enemies. This is particularly effective in completing objectives, reviving teammates, and flanking. When using Tactical Cloak, you get one Heavy Melee, which deals extra damage. Upgrades include increases to duration, recharge speed, and damage bonuses.
Cryo Blast
Available to Humans
Cryo Blast outright freezes weaker enemies, and slows down larger ones. Freezing enemies is especially effective when used in conjunction with Concussive Shot and other high impact powers, which will shatter the enemies. Upgrades include increases to damage, duration, and recharge speed.
Energy Drain
Available to Salarians
Energy drain is similar to Overload, but steals barrier and shield power for yourself. This is great for extending your longevity on the battlefield. Upgrades increase damage, impact radius, recharge speed, shield bonus, and can eventually add an additional armor layer for a short time.
Proximity Mine
Available to Salarians
The Proximity Mine works much like a rocket launcher, but will only explode on impact if it hits an enemy directly. Otherwise, it will stick where it hits until an enemy passes near enough to set it off. This is very useful for booby-trapping halls and doorways. Mines do not need to be reloaded as the power will recharge. Upgrades increase
Sabotage
Available to Quarians
Sabotage causes enemy weapons to overheat and hacks synthetics to fight for you. Upgrades increase recharge rate, damage, duration, and can buff hacked synthetics.
Sentinel
Sentinels use both Tech and Biotic powers. They have an advanced armor system that lets them be more effective at rushing enemy positions without the need for taking cover as frequently as other classes. The powers for the Sentinel are as follows:
Throw
Available to Humans
Throw is pretty self-explanatory. The enemy gets launched into the air away from you. It is especially useful against unarmored enemies. Throw is another power which will likely be the staple of your character. Throw is a good power to combo with other Biotic powers since it recharges fairly quickly. Upgrades increase damage, force, area, and decrease recharge time.
Warp
Available to Humans and Turians
This is the most basic and useful Biotic power. Warp briefly staggers an unshielded enemy and deals constant damage. It stops health regeneration and weakens Armor. Warp is particularly potent when used in combination with other Biotic powers to create a Biotic Explosion, which does a significant amount of damage. Upgrades decrease recharge time and increases damage, duration, and effectiveness of the Biotic Explosion.
Tech Armor
Available to Humans, Turians, and Krogans
This additional armor makes you much harder to kill, and can be detonated among your foes to cause area damage. Upgrades increase protection, detonation damage, recharge speed, power damage and force while active, and melee damage while active.
Overload
Available to Turians
Overload drops shields and barriers and incapacitates synthetic enemies. It is very effective against shielded enemies, but does not work well on organic targets. Upgrades increase recharge speed, damage, chaining ability, and effectiveness against organics.
Incinerate
Available to Krogans
Incinerate is an instantaneous effect power which lights enemies on fire. Weaker enemies will panic and be out of commission for several seconds. Incinerate is particularly effective against living targets, weakens armor, and stops health regeneration. Upgrades increase damage, duration, and area of effect, and decrease recharge time.
Lift Grenade
Available to Krogans
Perhaps the most powerful grenade, Lift grenades levitate enemies for a short while, and can be upgraded to then slam them into the ground. Upgrades increase capacity, damage, impact radius, and duration.
Throw
Available to Humans
Throw is pretty self-explanatory. The enemy gets launched into the air away from you. It is especially useful against unarmored enemies. Throw is another power which will likely be the staple of your character. Throw is a good power to combo with other Biotic powers since it recharges fairly quickly. Upgrades increase damage, force, area, and decrease recharge time.
Warp
Available to Humans and Turians
This is the most basic and useful Biotic power. Warp briefly staggers an unshielded enemy and deals constant damage. It stops health regeneration and weakens Armor. Warp is particularly potent when used in combination with other Biotic powers to create a Biotic Explosion, which does a significant amount of damage. Upgrades decrease recharge time and increases damage, duration, and effectiveness of the Biotic Explosion.
Tech Armor
Available to Humans, Turians, and Krogans
This additional armor makes you much harder to kill, and can be detonated among your foes to cause area damage. Upgrades increase protection, detonation damage, recharge speed, power damage and force while active, and melee damage while active.
Overload
Available to Turians
Overload drops shields and barriers and incapacitates synthetic enemies. It is very effective against shielded enemies, but does not work well on organic targets. Upgrades increase recharge speed, damage, chaining ability, and effectiveness against organics.
Incinerate
Available to Krogans
Incinerate is an instantaneous effect power which lights enemies on fire. Weaker enemies will panic and be out of commission for several seconds. Incinerate is particularly effective against living targets, weakens armor, and stops health regeneration. Upgrades increase damage, duration, and area of effect, and decrease recharge time.
Lift Grenade
Available to Krogans
Perhaps the most powerful grenade, Lift grenades levitate enemies for a short while, and can be upgraded to then slam them into the ground. Upgrades increase capacity, damage, impact radius, and duration.
Vanguard
Vanguards are a blend of the Soldier and Adept classes. Vanguards excel at close-range combat and can use a charge ability to strike an opponent with a powerful force while simultaneously getting into the middle of the action. Vanguard powers are below:
Biotic Charge
Available to Humans, Turians, and Asari
Biotic Charge is a very powerful smash attack. While encased in your barrier during the attack, you cannot take damage. Upgrades increase damage, force, and recharge speed, and can allow you to chain attack to other enemies and receive damage bonuses after successful attacks.
Shockwave
Available to Humans
Shockwave creates a cascading series of small Biotic detonations which knock over or stagger enemies. It is very effective against groups of enemies, or to knock enemies out from cover. Shockwave will go through cover; it does not need to be bent around. Using Shockwave in combination with other Biotic powers causes a Biotic Explosion. Upgrades decrease recharge time, and increase strength, damage, and the number of detonations.
Nova
Available to Humans
Nova causes a Biotic Explosion fueled by your barrier. This is a very powerful area attack, though it leaves you without barriers until they recharge. Upgrades increase damage, force, impact radius, recharge speed for powers, and can allow multiple back-to-back uses.
Pull
Available to Drell
Pull levitates an enemy into the air, floating toward you. It is useful for temporarily incapacitating enemies, and Pulled enemies are easy targets for Biotic Explosion combos. Upgrades increase duration and area, and decrease recharge time.
Cluster Grenade
Available to Drell
The Cluster grenade is similar to the Frag grenade, but works a little differently. While each grenade isnt as powerful as a Frag grenade, there are three of them, so you can cover a wider area. Cluster grenades are useful for groups of weaker enemies, and are refilled at supply crates. Upgrades include increases to damage, impact radius, force, grenade count, and grenade capacity.
Stasis
Available to Asari
Stasis will lock an unarmored enemy in place, who will then take damage when the Stasis fades. It is very useful for doing Biotic Explosion combinations, since it is easy to hit the target. Upgrades improve damage, duration, and Biotic Explosion damage, and decrease recharge time.
Lift Grenade
Available to Asari
Perhaps the most powerful grenade, Lift grenades levitate enemies for a short while, and can be upgraded to then slam them into the ground. Upgrades increase capacity, damage, impact radius, and duration.
Biotic Charge
Available to Humans, Turians, and Asari
Biotic Charge is a very powerful smash attack. While encased in your barrier during the attack, you cannot take damage. Upgrades increase damage, force, and recharge speed, and can allow you to chain attack to other enemies and receive damage bonuses after successful attacks.
Shockwave
Available to Humans
Shockwave creates a cascading series of small Biotic detonations which knock over or stagger enemies. It is very effective against groups of enemies, or to knock enemies out from cover. Shockwave will go through cover; it does not need to be bent around. Using Shockwave in combination with other Biotic powers causes a Biotic Explosion. Upgrades decrease recharge time, and increase strength, damage, and the number of detonations.
Nova
Available to Humans
Nova causes a Biotic Explosion fueled by your barrier. This is a very powerful area attack, though it leaves you without barriers until they recharge. Upgrades increase damage, force, impact radius, recharge speed for powers, and can allow multiple back-to-back uses.
Pull
Available to Drell
Pull levitates an enemy into the air, floating toward you. It is useful for temporarily incapacitating enemies, and Pulled enemies are easy targets for Biotic Explosion combos. Upgrades increase duration and area, and decrease recharge time.
Cluster Grenade
Available to Drell
The Cluster grenade is similar to the Frag grenade, but works a little differently. While each grenade isnt as powerful as a Frag grenade, there are three of them, so you can cover a wider area. Cluster grenades are useful for groups of weaker enemies, and are refilled at supply crates. Upgrades include increases to damage, impact radius, force, grenade count, and grenade capacity.
Stasis
Available to Asari
Stasis will lock an unarmored enemy in place, who will then take damage when the Stasis fades. It is very useful for doing Biotic Explosion combinations, since it is easy to hit the target. Upgrades improve damage, duration, and Biotic Explosion damage, and decrease recharge time.
Lift Grenade
Available to Asari
Perhaps the most powerful grenade, Lift grenades levitate enemies for a short while, and can be upgraded to then slam them into the ground. Upgrades increase capacity, damage, impact radius, and duration.
Races
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There are seven playable races in the multiplayer: Human, Krogan, Salarian, Turian, Asari, Quarian, and Drell. Each race has unique benefits, both in the ability tree and in general movement and gameplay.
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There are seven playable races in the multiplayer: Human, Krogan, Salarian, Turian, Asari, Quarian, and Drell. Each race has unique benefits, both in the ability tree and in general movement and gameplay.
Human
Humans can be found in any class. On the battlefield, they can roll to avoid danger. Humans have the Alliance Training power in the upgrade menu. This power increases weapon and power damage. In the advanced stages, you can choose whether to focus on powers or weapons. There are also options for increased headshot damage and decreased weapon weight.
Krogan
Krogan are available as Soldiers and Sentinels. They are very strong and very tough. The Krogan melee attack is a powerful charge, and they can take much more damage than other races. However, they are less mobile and cannot dodge. Krogans do not have the Fitness class, instead they have Rage, which is more focused on melee ability. Krogan Berserker is their available power in the upgrade menu.
Salarian
Salarians are playable as Engineers and Infiltrators. Their movement is similar to humans; they can dodge in all directions and have a basic melee attack. The Salarian Operative power increases weapon damage, power damage, power force, weight capacity, and reduces the weight of Sniper Rifles.
Turian
Turians can be played as Soldiers or Sentinels. They have increased weapon stability and damage. The Turian Veteran power in the upgrade menu further increases these perks, as well as allowing increased power damage, headshot damage, and carrying capacity.
Asari
Asari are available as Adepts or Vanguards. They are very powerful Biotic users, and can do a Biotic-enhanced dodge on the battlefield. The Asari Heavy Melee is an area-effect blast. Asari have the Asari Justicar power, which increases weapon damage, power damage, carrying capacity, and eventually can decrease the weight of Heavy Pistols.
Quarian
Quarians can played as Engineers and Infiltrators. The Quarian Defender power increases weapon damage, power damage, and reduces the weight of SMGs
Drell
The Drell are playable as Adepts or Vanguards. Drell melee attacks are weaker, but much faster, and can be chained more easily. They can dodge to avoid danger. The Drell Assassin power in the upgrade menu increases weapon damage, power damage, carrying capacity, and eventually can decrease the weight of Heavy Pistols.
Upgrading Your Character
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The leveling options are very similar to the ME2 single player, with a little tweak: there are now six levels for each power, and the last three levels have two options. These later power levels allow you to tailor your character to your play-style; while Soldiers will focus on increasing weapon damage, Adepts will level-up power damage. Each characters unique race power (Alliance Training, Asari Justicar, etc.) is very similar. The last three levels of the power are generalized below:
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The leveling options are very similar to the ME2 single player, with a little tweak: there are now six levels for each power, and the last three levels have two options. These later power levels allow you to tailor your character to your play-style; while Soldiers will focus on increasing weapon damage, Adepts will level-up power damage. Each characters unique race power (Alliance Training, Asari Justicar, etc.) is very similar. The last three levels of the power are generalized below:
Tier 4
Tier 5
Tier 6
This tier offers the option of increasing weapon damage or increasing power damage, power force, and weight capacity. The first option is geared toward players who focus on using weapons, while the second is for Tech- or Biotic-based players, with the weight capacity bonus allowing for faster cool-downs.
Tier 5
This tier offers the option of increasing power damage/force or increasing headshot damage. Those who prefer snipers and semi-automatic rifles will probably prefer the headshot damage, while Biotic and Tech users will appreciate the power bonus.
Tier 6
This tier offers the option of decreased weapon weight (the weapons that are affected depend on your race) or increased weapon damage. Again, Soldiers and the like will benefit most from weapon damage, while Adepts, Engineers, etc. will use the decreased weight to decrease cool-down times.
Weapons
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There are five types of weapons: Assault Rifles, Sniper Rifles, SMGs, Shotguns, and Pistols. Each has its benefits and drawbacks. For instance, Sniper Rifles and very heavy, but deal lots of damage. All characters can use all types of weapons with varying effectiveness; the type of weapon you use depends on your class, race, and play style. Biotic and Tech players will want lighter weapons to have faster cooldowns, while Soldiers will want the weapons with the most damage output. Within each type of weapon, there are some with unique properties. For example, the Falcon Assault Rifle actually fires mini-grenades, and the Geth Plasma Shotgun is much more versatile than an ordinary Shotgun.
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There are five types of weapons: Assault Rifles, Sniper Rifles, SMGs, Shotguns, and Pistols. Each has its benefits and drawbacks. For instance, Sniper Rifles and very heavy, but deal lots of damage. All characters can use all types of weapons with varying effectiveness; the type of weapon you use depends on your class, race, and play style. Biotic and Tech players will want lighter weapons to have faster cooldowns, while Soldiers will want the weapons with the most damage output. Within each type of weapon, there are some with unique properties. For example, the Falcon Assault Rifle actually fires mini-grenades, and the Geth Plasma Shotgun is much more versatile than an ordinary Shotgun.
Weapon Mods
Every weapon has modifications available that make it more effective. There are two slots in every weapon, and, in general, there are no downsides to modifying your weapons.
Assault Rifles Mods
Sniper Rifle Mods
SMG Mods
Shotgun Mods
Pistol Mods
Stability Damper- Lessens the muzzle climb and makes the gun more accurate.
Magazine Upgrade- Allows you to have more rounds per clip.
Piercing Mod- Allows rounds to penetrate cover for decreased damage. Also ignores some percentage of armor.
Extended Barrel- Increases damage.
Precision Scope- Allows you to zoom in and increases accuracy.
Magazine Upgrade- Allows you to have more rounds per clip.
Piercing Mod- Allows rounds to penetrate cover for decreased damage. Also ignores some percentage of armor.
Extended Barrel- Increases damage.
Precision Scope- Allows you to zoom in and increases accuracy.
Sniper Rifle Mods
Concentration Mod- Enhances aim for a brief time and increases damage.
Thermal Clip- Increases amount of extra ammo.
Extended Barrel- Increases damage.
Piercing Mod- Allows rounds to penetrate cover for decreased damage. Also ignores some percentage of armor.
Enhanced Scope- Increases accuracy and outlines enemies through smoke.
Thermal Clip- Increases amount of extra ammo.
Extended Barrel- Increases damage.
Piercing Mod- Allows rounds to penetrate cover for decreased damage. Also ignores some percentage of armor.
Enhanced Scope- Increases accuracy and outlines enemies through smoke.
SMG Mods
Ultralight Materials- Decreases weapon weight.
Magazine Upgrade- Increases rounds per clip.
High Caliber Barrel- Increases damage.
Heat Sink- Adds a chance that each round will not deplete the thermal clip.
Scope- Allows you to zoom in and increases accuracy.
Magazine Upgrade- Increases rounds per clip.
High Caliber Barrel- Increases damage.
Heat Sink- Adds a chance that each round will not deplete the thermal clip.
Scope- Allows you to zoom in and increases accuracy.
Shotgun Mods
Spare Thermal Clip- Increases amount of spare ammo.
Shredder Mod- Allows penetration of cover with decreased damage and ignores some percentage of armor.
Blade Attachment- Increases melee damage.
High Caliber Barrel- Increases damage.
Smart Choke- Increases accuracy, i.e. shrinks pellet spread.
Shredder Mod- Allows penetration of cover with decreased damage and ignores some percentage of armor.
Blade Attachment- Increases melee damage.
High Caliber Barrel- Increases damage.
Smart Choke- Increases accuracy, i.e. shrinks pellet spread.
Pistol Mods
Melee Stunner- Increases melee damage.
Piercing Mod- Allows rounds to penetrate cover and ignores some percentage of armor.
Magazine Upgrade- Increases rounds per clip.
High Caliber Barrel- Increases damage.
Scope- Allows you to zoom in and increases accuracy.
Piercing Mod- Allows rounds to penetrate cover and ignores some percentage of armor.
Magazine Upgrade- Increases rounds per clip.
High Caliber Barrel- Increases damage.
Scope- Allows you to zoom in and increases accuracy.
Tips on how to defeat major enemies
Here are some friendly tips to take down those tough enemies in Mass Effect 3 multiplayer.
Banshee:
Banshee enemies only target one person at a time, so if you are the one targeted then make sure to keep walking backwards or run away so that the other players can aim at her head and breasts. That's her weakspots.
Brutes:
1.You will do more damage if you aim for their spinal column
2.As you roll away to avoid their charge attack, be sure to turn around and shoot their backs.
3.Teammates can distract the Brutes as you lob grenades or hit from behind.
2.As you roll away to avoid their charge attack, be sure to turn around and shoot their backs.
3.Teammates can distract the Brutes as you lob grenades or hit from behind.
Geth Prime:
1.This may time some practice, but you can shoot Geth Prime's slow missile before it hits you. You can effectively shut that attack down most of the time if you are far enough.
2.If you are getting shot at, dodging will help, but most of the time you want to be behind cover for the missiles.
3.Sabotage the Combat Drone or Turrets it deploys to rack up extra XP and keep the Prime off the party.
2.If you are getting shot at, dodging will help, but most of the time you want to be behind cover for the missiles.
3.Sabotage the Combat Drone or Turrets it deploys to rack up extra XP and keep the Prime off the party.
Geth Pyro:
1.Aim for their fuel tanks, a couple of shots will cause them to explode and kill them.
2.If you are an Infiltrator class, be sure not to stay close to them while cloaked, because they use their flamethrower attack to detect anyone near them and you don't want to get burned
2.If you are an Infiltrator class, be sure not to stay close to them while cloaked, because they use their flamethrower attack to detect anyone near them and you don't want to get burned
Ravager:
1.As Ravagers release spiders after you, be sure to target their sacks first before picking off the little bugs.
2.When these enemies die they leave a pool of green acid that will cause great damage if you walk into it. Avoid it.
3.Being armored, Ravagers are pretty vulnerable to Incinerate, Carnage and other Armor-attacks.
2.When these enemies die they leave a pool of green acid that will cause great damage if you walk into it. Avoid it.
3.Being armored, Ravagers are pretty vulnerable to Incinerate, Carnage and other Armor-attacks.
Multiplayer Maps
Firebase Dagger
This is one of the larger and easier maps to use in multiplayer, with a few solid locations to defend at higher levels. When fighting enemies like Reapers, its essential to have room to kite around enemies like Banshees, and avoid the fire from Ravagers. The best place in this map to stay around is the top hallway area, as it allows you to see the entire map, and also has suitable cover from ranged attacks.
Firebase Ghost
Ghost is also one of the larger maps in the Mass Effect 3 Multiplayer, which makes it a good choice against certain enemies. There are a couple drawbacks to this map however, the main one being the fact that certain objectives can be difficult to get to when there are alot of enemies. The extraction point is also a pain to defend on the last wave as well, since you dont have a clear firing line.
Firebase Giant
Firebase Giant is an interesting map, with a layout much like a long rectangle compared to the more square style of other maps. A good place to defend is the main bunker at the top, as the enemies usually spawn at the far side of the map, and you can thin them out a fair bit before they get close. Unfortunately, objectives also spawn at the far end, and can be a pain to get to from the bunker area.
Firebase Glacier
This is easily the worst map in my opinion, since it is so small, close quarters combat is unavoidable. When fighting enemies like Reapers, it can extremely difficult to fight off multiple Banshees and Brutes at the same time without coordinated teamwork. On the flip side, on easier difficulties you can complete objectives and waves much quicker, since everything is so close together.
Firebase Reactor
Reactor is a fairly medium sized map that can really go either way in terms of difficulty. While there are some good areas to defend, objectives can be hard to get to sometimes, as there are only a couple main routes between the main areas. If you are defending the starting area, as most be do, be wary of enemies flanking the far right side
Firebase White
Firebase White is another medium sized ME3 Multiplayer map. Probably one of my favorites, White is big enough to have room to fight, but also small enough that objectives are not too hard to complete. The best place to start is at the top area near the ammo box, as it gives you a clear view of all the enemy spawns.
[Resurgence DLC]
3 unlockablable weapons
Striker Assault Rifle - Krogan rifle with explosive rounds. Its rate of fire increases when the trigger is held.
Kishock Harpoon Gun - Deadly one-shot batarian weapon. Causes bleed-out or disruption of target.
Geth Plasma SMG - Fully-automatic geth submachine gun. Its rate of fire increases when the trigger is held.
Kishock Harpoon Gun - Deadly one-shot batarian weapon. Causes bleed-out or disruption of target.
Geth Plasma SMG - Fully-automatic geth submachine gun. Its rate of fire increases when the trigger is held.
Maps
Firebase Condor - A warzone outpost located on one of Palaven's moons, Firebase Condor represents a crucial asset in the defense of the Turian homeworld, providing the beleaguered turian fleet with a place to refuel and repair. Its loss could grant the Reapers unparalleled access to the Inner Council Theatre.
Firebase Hydra - Firebase Hydra is located in an old abandoned Quarian colony which humans took over when they originally settled the world of Ontarom. It has since been converted into a massive dam facility which powers the communications hub located at Firebase Dagger and the kinetic barrier which protects it. Without this critical power source, Systems Alliance communications within the entire theatre would go dark.
Firebase Hydra - Firebase Hydra is located in an old abandoned Quarian colony which humans took over when they originally settled the world of Ontarom. It has since been converted into a massive dam facility which powers the communications hub located at Firebase Dagger and the kinetic barrier which protects it. Without this critical power source, Systems Alliance communications within the entire theatre would go dark.
New characters
Asari Justicar Adept - Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics that ruthlessly eliminate their opponents from the battlefield.
Krogan Battlemaster Vanguard - Krogan Vanguards are a brutish specimen. These fully mature krogan might be old and slow, but their biotic charge ability makes up for it. Their heavy shields and ability in close makes them a menace on the battlefield.
Geth Infiltrator - Geth Infiltrators converge quickly on a target while remaining undetected. Their unique perception systems give Geth Infiltrators an unsurpassed understanding of the battlefield.
Geth Engineer - Geth Engineers are elite support specialists. Their unique perception systems give Geth Engineers an unsurpassed understanding of the battlefield.
Batarian Soldier & Sentinel - Batarians are large brawlers that use nets and spiked weapons to capture targets or to bleed them dry on the battlefield. If an opponent gets too close, a Batarian bludgeons them with spiked armor and enforcement gauntlets.
Krogan Battlemaster Vanguard - Krogan Vanguards are a brutish specimen. These fully mature krogan might be old and slow, but their biotic charge ability makes up for it. Their heavy shields and ability in close makes them a menace on the battlefield.
Geth Infiltrator - Geth Infiltrators converge quickly on a target while remaining undetected. Their unique perception systems give Geth Infiltrators an unsurpassed understanding of the battlefield.
Geth Engineer - Geth Engineers are elite support specialists. Their unique perception systems give Geth Engineers an unsurpassed understanding of the battlefield.
Batarian Soldier & Sentinel - Batarians are large brawlers that use nets and spiked weapons to capture targets or to bleed them dry on the battlefield. If an opponent gets too close, a Batarian bludgeons them with spiked armor and enforcement gauntlets.
New consumables
Strength Enhancer - Applies a melee damage boost for one mission
Targeting VI - Applies a headshot damage bonus for one mission
Shield Power Cell - Shortens the length of time shields take to begin recharging for one mission
Stabilization Module - Stabilizes weapons while firing and moving for one mission
Targeting VI - Applies a headshot damage bonus for one mission
Shield Power Cell - Shortens the length of time shields take to begin recharging for one mission
Stabilization Module - Stabilizes weapons while firing and moving for one mission
Hope this has helped you!
If you have any ideas to help me improve my post just pm me or comment, Thanks!
If you have any ideas to help me improve my post just pm me or comment, Thanks!
Credits/Info: OmfgNetwork and Google and Rain_Trauma (Achievement Idea)
Last edited by ZotoxHD ; edited 23 times in total
#2. Posted:
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Great thread except you have the pack info listed twice. Once at the top of the thread and then again at the bottom.
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#3. Posted:
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Licensedshoes wrote Great thread except you have the pack info listed twice. Once at the top of the thread and then again at the bottom.
At the top it just gives some info on them, at the bottom it tells you some items you might get.
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you guys love to bitch on ttg
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NICE POST JUST SAW THE SAME ONE LOL
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You talk about my post but you probably got the weapons etc from my post.
Nope, yours looks alot deff from mine if you havnt noticed.
Soo much hate for soo much work?
Geezz, and as you can see i put credits for where i got my info.
Just trying to help out.
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Good post!Keep it up!
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Nice topic Zotox. Don't let all the other kiddies get to you hh)
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should be sticky in my opinion and much better and more detailed than Batmans haha sorry
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Thank you to!! Really means alot!!!
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