Saturday, March 30, 2013

Awakened Collector Adept Gameplay

Tuesday, March 12, 2013

Multiplayer Balance Changes March 12, 2013

March 12, 2013

Commendation Pack Weapons
- The following weapons have been added to the ultra rare pool of cards
    - N7 Valkyrie Assault Rifle
    - N7 Eagle Pistol
    - N7 Crusader Shotgun
    - N7 Hurricane SMG
    - N7 Valiant Sniper Rifle

Spectre Mastery
- Fixed an issue where medals earned could become stuck on completion

Squad Elite
- Added a new challenge to complete 25 matches on 'unknown enemy'
- Added a new challenge to complete 25 matches on 'unknown map'

Talon Omni-Bow Mechanics
- Base number of arrows fired increased from 3 to 5
- Omni-Bow max charge length decreased from 3 seconds to 0.35 seconds, so holding the heavy melee
button will cause the attack to release almost instantly

Elite Mercenary Passive Power
- Base charge regeneration cooldown decreased from 90 to 60 seconds
- Evolution 5 charge regeneration bonus increased from 50% to 100%

Omni-Bow Mastery Passive Power
- Base Omni-Bow damage bonus increased from 10% to 15%
- Rank 3 Omni-Bow damage bonus increased from 20% to 25%
- Evolution 1 Omni-Bow damage bonus increased from 30% to 35%
- Evolution 3 Omni-Bow killing spree damage bonus decreased from 50% to 25% but duration increased
from 8 seconds to 30 seconds
- Evolution 5 Omni-Bow damage bonus increased from 40% to 50%

Concussive Arrows Power
- Base number of arrows fired increased from 4 to 5 when you have this power active

Armor-Piercing Arrows Power
- Number of charges loaded per grenade increased from 2 to 3, so for each grenade used
you can fire 3 charges of Armor-Piercing arrows before going back to normal arrows
- Base damage reduced from 100 to 75
- Base number of arrows fired increased from 4 to 5 when you have this power active

Ancient Warrior Passive Power (Collector)
- Base Ascension Stance duration increased from 30 to 45 seconds
- Base Ascension Stance damage taken penalty reduced from 20% to 15%
- Evolution 5 Ascension Stance damage taken penalty reduced from 20% to 10%

Repair Matrix Power
- Base duration decreased from 15 to 8 seconds
- Base number of shields restored per second reduced from 150 to 75
- Evolution 1 damage reduction bonus decreased from 10% to 5%
- Evolution 6 damage reduction bonus decreased from 15% to 10%

Alliance Infiltration Unit
- Base melee damage reduced from 400 to 350
- Base heavy melee damage reduced from 750 to 650

Biotic Focus Power
- Evolution 6 damage reduction bonus increased from 15% to 20%
- Evolution 6 melee damage bonus increased from 20% to 30%

Poison Strike Power
- Base poison damage per second increased from 60 to 75

Adas Anti-Synthetic Assault Rifle
- Base damage increased from [161.9-202.4] to [178.1-222.6]

Geth Spitfire Assault Rifle
- Base damage increased from [56.5-70.6] to [62.2-77.8]

Venom Shotgun
- Damage multiplier when fully charged increased from 10% to 25%

Blood Pack Punisher SMG
- Base damage increased from [38.2-47.75] to [40.1-50.1]

Hex Shield Power
- Fixed a bug where enemy Geth Prime siege pulse projectiles could pass through the shield

Alliance Infiltration Unit Infiltrator 

ME3 Alliance Infiltration Unit Infiltrator
The Alliance Infiltration Unit is modeled on the Cerberus synthetic Eva that Commander Shepard's team discovered on Mars. Quantum blue-box AIs are considered illegal by the Council, but the Alliance has secured a special allowance to deploy the infiltration unit in this time of need.
Alliance Infiltration Units favor shotguns and are designed for close-quarters combat. They are durable and able to self-repair when downed.


Heavy Melee and Dodge

  • Cryo Omni-Blade - The Alliance Infiltration Unit's heavy melee uppercuts an enemy with a cryo-infused omni-blade.
  • Acrobatics - The Alliance Infiltration Unit flips to evade incoming attacks and cross obstacles.

Player Notes 

General Notes
  • The Alliance Infiltration Unit is built for close-quarters combat, with the fairly short-range power Snap Freeze, its version of Tactical Cloak, which can grant bonus shotgun damage on Rank 6, and the invulnerability power Repair Matrix.
  • Repair Matrix is a powerful survival tool for this kit. It works in a similar manner to Stimulant Packs, with the added bonus of an instant revival if downed during the duration of the power. This allows the Infiltration Unit to get up-close and personal with enemies without fear of wasting too many consumables.
  • The Alliance Infiltration Unit serves as an excellent support/revival class. Since Repair Matrix prevents you from being knocked out, the Alliance Infiltration Unit's natural speed allows it to easily reach downed players.
  • This unit can do a "one-two punch" of sorts by freezing an unprotected enemy before unleashing a powerful Omni-Blade attack.
  • If one is pursing a melee based focus, level up Tactical Cloak with recharge and damage to become a hard-hittingshotgun ninja.
  • All-in-all, the Alliance Infiltration Unit is one of most well-balanced kits available, combining maneuverability and high damage with survivability and squad support.
  • Snap Freeze is extremely effective against almost every enemy, with only Phantoms shrugging the freezing effects, although they can still be chilled. Atlases and Dragoons can have their armor weakened, softening up these tough enemies for your allies.
  • Snap Freeze will hamper the armor of the Brutes, Ravagers, and Banshees and freeze all other enemies. Its particularly effective against Husks, as they can stop you from using your Repair Matrix which can become your worst nightmare.

Thursday, March 7, 2013

Lets play MASS EFFECT 3 CITADEL DLC part 12

Lets play MASS EFFECT 3 CITADEL DLC part 11

Lets play MASS EFFECT 3 CITADEL DLC part 10

Lets play MASS EFFECT 3 CITADEL DLC part 9

Lets play MASS EFFECT 3 CITADEL DLC part 8

Lets play MASS EFFECT 3 CITADEL DLC part 7

Lets play MASS EFFECT 3 CITADEL DLC part 6

Lets play MASS EFFECT 3 CITADEL DLC part 5

Lets play MASS EFFECT 3 CITADEL DLC part 4

Lets play MASS EFFECT 3 CITADEL DLC part 3

Lets play MASS EFFECT 3 CITADEL DLC part 2

Lets play MASS EFFECT 3 CITADEL DLC part 1

Operation LODESTAR  Rewards

Operation Lodestar Insanity Cerberus on Platinum

Operation Lodestar Insanity  Reapers on Platinum

Operation Lodestar Insanity Geth on Platinum

Tuesday, March 5, 2013

Operation: LODESTAR (Mar 5th-10th)

We are coordinating the largest-scale attack in the brief history of this war. N7 unit actions will pave the way for resistance and conventional forces trying to retake the population centers of our homeworlds. There is no retreat. When an objective is finished or a target destroyed, you will immediately focus on the next. Our assets will provide cover to network ships that will update your targets in real-time. Rally points are at your disposal in the event that all space assets meet with catastrophic casualties. From there, you will fight as your CO sees fit or until further orders arrive.

I cannot fully express my deep respect for all of you, the sapients of the Milky Way who serve together under our banner. When future generations look back on this war, they will see the courage and commitment it takes to change the fate of a galaxy. It has been a hard road, but at last: the end is in sight.

Finish it.

–Admiral Steven Hackett

Individual Goal: This challenge is tiered:
Participation (extracting on any difficulty) earns the 1st-tier reward.
Extracting against all four enemy factions on Silver difficulty or higher earns the 2nd-tier reward.
Extracting against all four every enemy factions on Platinum difficulty earns the 3rd-tier reward.

  • 1st tier – Commendation Pack.
  • 2nd tier – A second bonus Commendation Pack and a banner, (“Stood Fast, Stood Strong, Stood Together”)
  • 3rd tier – A third bonus Commendation Pack.

Friday, March 1, 2013

This is my rifle M-7 Lancer


Talon Engineer Omni-Bow Tips

I thought I would write a quick post with some tips on the Talon Engineer. I think the team underestimated how much of a niche character this guy is, and it isn’t always obvious how to spec him to get a lot of damage out of his omni-bow. Below is a guide for a high-damage omni-bow build.


The Omni-Bow is considered a melee ability, so it is affected by all melee damage bonuses. If you activate Armor Piercing or Concussive Arrows, you are adding additional power damage to your arrows in addition to the regular melee damage. For a build that maximizes bow damage, the melee portion of your bow damage always exceeds the power portion of your bow damage, so you should maximize melee damage bonuses and then fill with power damage bonuses.

1) Maximize melee damage bonuses

To maximize bow damage, you need to stack as many melee damage bonuses as you can because all of them increase your bow damage.

- Take ranks 4a, 5a, and 6a in your Omni-Bow Mastery passive power.
- Use an Omni-Blade or any other melee mods on your weapon. Due to the way the math works on these mods (they add a multiplicative damage bonus after all other bonuses), they have a massive impact on your melee damage
- Use the Hydraulic Joints or other melee damage bonus gear if you can afford not taking grenade gear
- Use a Strength Enhancer consumable

2) After melee damage, stack power damage

- Take ranks 4b and 5a in your Elite Mercenary passive power to maximize power damage bonuses, which will affect the damage done from additional power damage of Armor Piercing and Concussive Arrows.
- Take a Power Amplifier consumable since there is no melee damage bonus in this category

3) Bow Powers

- The bow damage by itself isn’t huge, but when you activate Armor Piercing Arrows you get 2 shots of this enhanced bow damage, which drastically increases damage done to armor with good damage to all other resistances and health as well.
- Keep activating bow powers as you consume charges to ensure you always have power charges when you fire your bow. The number of charges is displayed as arrows attached to your character’s right shoulder.
- To maximize bow damage, use Armor Piercing Arrows and take all damage evolutions
- Take rank 6a, which adds an extra arrow to your shots. This will increase melee damage as well since you are firing an extra arrow that will have a melee portion and power portion to its damage.

4) Use heavy melee to get all arrows to hit the same target

The bow has 2 firing modes. If you tap the melee button, your arrows fly off in a cone but usually only 1 arrow will hit each target. If you hold the melee button, your arrows will focus in on the center. Once they are at the center you can release the bow to get all the arrows to shoot straight ahead.

5) Locking onto targets

The bow has a lock-on mechanic that uses the same targeting as powers to determine who it will hit. To hit targets, ensure that you have them highlighted (just like you would if you fired a power like Incinerate). Once you have a target highlighted and hold the melee button, your camera will lock on to that target and your arrows should seek to him when you release the bow. Enemies can dodge your arrows just like any other power.

Awakened Collector Adept 

ME3 Awakened Collector Adept
When the Reaper-killer known as Leviathan fought the Collectors, it severed their connection to Harbinger with a thrall device. Most Collector forces died as a result, but a few survived. Now, these rare individuals fight for the memory of their people, a proud race broken by the Reapers.
Protheans appointed avatars to embody and model a single virtue for their society. The Awakened Collectors' virtue is vengeance.


Heavy Melee and Dodge 

  • Vengeful Strike - The Awakened Collector Adept charges a biotic attack for a brief period of time, and strikes out in a small area in front of it.
  • Ascension Mode - The Awakened Collector Adept's heavy melee increases damage output and recharge speed at the cost of increasing damage taken, for a short time.
  • Forewing Leap - The Awakened Collector Adept flies a short distance using wings on its back.

Player Notes 

General Notes
  • The Awakened's regular melee is a small blast of energy that knocks unprotected enemies away.
  • Ascension Mode will knock nearby enemies back when its animation is complete. It will not do any damage to them.
  • Forewing Leap functions similar to the Propulsion Packs of the Turian Ghost, Havoc, and Saboteur.
  • Dark Sphere will travel in a straight line to where the crosshairs are pointed, sticking to any solid surface or cover it encounters (including Geth Juggernaut's Hex Shield).
    • All enemies that Dark Sphere touches will be primed for a biotic explosion. Seeker Swarm can then be used to perform multiple biotic explosions in quick succession.
  • By evolving Seeker Swarm to apply damage reduction as well as adding on a fourth swarm, the damage taken from Ascension Mode can be completely canceled out.
  • Cerberus troops are highly mobile and will dodge the slow-moving Dark Sphere very often. Using choke points and evolving Dark Sphere to have an increased radius can mitigate these problems.
  • Dark Sphere can spot unnoticed Geth Hunters sneaking, as well quickly dispose of Geth Primes' Combat Drones and Geth Turrets.
  • Brutes, Cannibals and Ravagers move slow enough for Seeker Swarm to take full effect, and for Dark Sphere to properly prime.

Krogan Warlord Sentinel 

ME3 Krogan Warlord Sentinel
Krogan are large bipeds native to the planet Tuchanka, a world known for its harsh environment, scarce resources, and vicious predators. Until the invention of gunpowder, the leading cause of krogan fatalities was "eaten by predators." Though slow, krogan can take tremendous damage in combat, allowing them to inflict grievous harm with impunity.
Krogan Warlords have earned the dubious distinction of being the elder statesmen of the species. They hold little regard for the honor that other races often display in combat, resorting to hostage-taking and genocide when victory is at stake. Warlords lug battle hammers onto the field to make quick and brutal work of enemies foolish enough to stick around, and their maturity gives them unsurpassed regenerative capabilities, making them extremely difficult to kill when enraged.


Heavy Melee and Dodge 

  • Krogan Charge - The Krogan Warlord Sentinel charges forward a short distance and strikes an enemy with held weapons.
  • Battle Hammer - The Krogan Warlord Sentinel uses a heavy hammer to strike enemies.
  • The Krogan Warlord lacks a dodge maneuver.

Player Notes 

General Notes
  • The Krogan Warlord Sentinel is moves slower than other krogan and cannot take cover, though it is the only krogan with health regeneration and 1250 base shield. This make him a tank that even have great survivability even on gold if not played completely mindless.
    • Because of the huge size of the krogan and inability to use cower, maps with lots of high cover and walls is in favor for the Warlord as it make the use of softcover easier. Also maps with small "sections", areas that are separated by walls/cover, is good as it make it easier for the Warlord to come in melee range as the enemies will be more packed together will. On the same time it make it impossible for ranged units to hit the Warlord from half across the map.
  • Krogan Charge is replaced with a hammer attack that uses a charge based on the current hammer power. If no charges are present, then it will simply strike with the hammer.
    • Unlike Krogan Charge of other Krogan characters, the hammer blow will lock onto closer enemies even if they're moving. Geth Bombers are an exception to this; if they increase their height or zoom past the player, the hammer will strike nothing.
    • Running while executing the heavy melee will still allow the Krogan Warlord to do the Krogan Charge. The Krogan Warlord is unique in that its Krogan Charge deals damage in a small arc in front of the character.
  • When a Hammer Power is equipped, power damage affects the damage of the hammer. When the hammer is uncharged, melee upgrades affect damage output.
    • It is possible to use the Heavy Melee to cancel the animation of any Hammer Power when being activated (charging), allowing the Warlord to quickly unleash his charged hammer blow.
  • Pressing the melee button again after the Krogan Headbutt allows a second and third hit using the Battle Hammer; the final strike with the Hammer will consume any Hammer Power equipped.
  • The Warlord has the second highest hitstun resistance in the game, following the Geth Juggernaut Soldier, and he constantly regenerates health, making him one of the best characters to tank with.
  • Despite its great size the Warlord is in no way immune to sync-kills, and with its great health these are by far the most dangerous attacks against it. To effectively fight enemies with sync-kill attacks one should stand just out of reach, activate whatever hammer powers will be applied, and utilize conventional weapons until the target initiates one of its other attacks. This opening should easily be long enough to deliver a heavy melee and back off before the subject can recover.
    • Standing in a ramp will make it impossible for any unit to sync-kill you. Therefor it wise to be in the near of one so that you can flee from sync-kill unit. Then you will be able to handle them with melee if desired.
  • The Warlord spends a great deal of its time in melee attacks, making many weapons less useful. Many players, therefore, choose an armament that deals great damage in a very short period of time. Most shotguns naturally fit this role, but the Executioner pistol proves remarkably effective at slinging exactly one shot between melee hits while also dealing effective damage at moderate range. The Pistol Melee Stunner together with the Pistol Power Magnifier it a great substitute to the Shotgun Omni-Blade.
  • Phantoms and Atlases should be dealt with extreme care. Since the Warlord's Heavy Melee is slow, this can give said enemies chances to sync-kill the character.
    • Phantom will not really be a problem as they are killed by one hit from the, max damage specked, Biotic Hammer. This is also under the parameter that the Warlord have to be in rage and have some more melee or power bonuses in addition to that. This applies even on platinum.
  • Not even a turret are a great threat for the Warlord in rage. If not the distance is to great, he can easily charge it and kill it one swing of the hammer, (if it's charged). If you are a risk taker, he can also take out two turret if they are close to each other and the other can't start shooting before you are in melee-range of the other. This applies a least to gold.
  • With his natural hitstun resistance in addition to health regeneration granted by Warlord Rage, the Warlord can take punishment of the geth without fearing to have his attacks interrupted.
  • On higher difficulties, the Warlord is at his best combating Geth. The Geth's complete lack of sync-kills and relatively slow but consistent damage dealing from pyros and troopers, a defensively spec'd Warlord should be all but impossible to slay. This only holds true as long as it maintains a rage: without sufficient health regeneration the Warlord's inability to dodge or take cover will make it very difficult to continue combat. Players facing Geth on higher difficulties are advised to back off and hammer one or two units at a time until rage is restored.
  • Geth Pyros should be you first priority. When they have support they can quickly take down your health.
  • Brutes and Banshees should be dealt with extreme care. Since the Warlord's Heavy Melee is slow, this can give said enemies chances to sync-kill the character. The force and impact bonuses of biotic hammer can often stagger these foes, allowing the Krogan to step back, cast, and step forward to deliver a hammer blow without significant risk of retaliation.
  • Scions and Praetorians should be dealt with extreme care. Since the Warlord's Heavy Melee is slow, this can give said enemies chances to sync-kill the character.
  • Collectors are typically considered the most dangerous foe to the Krogan Warlord. Abominations will usually damage the Warlord even if killed by melee attacks, seeker swarms will easily disable hammer powers, and the Praetorian's sync-kills execute quickly and without much of a telegraph. To fight them the Warlord should rely heavily on its allies and focus on Collector Troopers and Captains first before moving to carefully engage Scions or Praetorians.
  • The interaction between Scions and Warlords is unusual: the Warlord's great health regeneration makes it largely proof against the Scion's armament at range, but up close the Warlord will quickly be sync-killed unless it wins quickly. Bear in mind, however, that the Scion's regular melee attack bears only moderate threat. If you see it begin swinging its arms, immediately begin to attack, backing off as it completes the animation.