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Mass Effect 3 Best Bonus Power

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Linh Swanick

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Dec 23, 2023, 1:53:56 AM12/23/23
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Hello everyone. the title says it all - i would like to know what we think is the best bonus ability for each class for higher difficulties. I am playing a Hardcore Engineer with Geth Shield Boost (and Sniper Rifle) at the moment and I don't enjoy it at all, I had hoped for more fun.



Mass Effect 3 Best Bonus Power

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The damage bonus this power provides is huge, but it has so many caveats. The enemy must be organic. The enemy must have no armor, or shields, or barriers. While still a useful power, it just pales in comparison to others.


Not only does the ammo deal extra damage, but it gains a bonus against any enemies currently affected by biotic powers such as Lift. If that wasn't enough, Warp Ammo also makes enemy barriers melt. The only thing stopping Warp Ammo being even more perfect is the relative rarity of barrier-using enemies in Mass Effect 2.


Garrus will grant this ammo power upon completion of his loyalty mission, and it suits him well as the resident sniper. Armor-Piercing Ammo does what it says it does, it grants a very large damage bonus when targeting both armor and health.






While Barriers and Shields have multiple methods of dealing with them, armor is a little bit trickier and heavily armored enemies can be very tough to take down. Thanks to this, Armor-Piercing Ammo is one of the best bonus powers in the game.


Which bonus power would be best for an engineer class on an insanity play-through or is it better to take a different class and if so what class/Bonus power should i take? And does anybody have any advice on the best way to approach an Insanity play-through? And what things would make it easier to do? Any advice would be greatly appreciated


Second, incinerate is one of the most powerful and effective powers available. Not only does it deal massive damage, but it damages every level of protection, including regeneration. Add to this the "panic" effect and once again the engineer influences the fight by interruption the actions of the enemy.


Third, overload is now more powerful than ever in Mass Effect 3 since warp has been changed to no longer strips barriers, and overload has been changed to strip not only shields, but also barriers. Now, not only does overload strip valuable protection, but it stuns opponents and overheats weapons. With these changes to overload in ME3 energy drain is somewhat superfluous. The engineer now must decide if they would rather have the weapon overheat effect of overload, or the draining effect of energy drain.


Fifth, sabotage is the only power available that will turn the enemy against itself. Assuming control of a turret, Geth Prime, cannibal or marauders is an extremely effective way of reducing the enemy force while conserving your own. If done properly, the engineer can add 3 members to the squad; a combat drone, a sentry turret, and a sabotaged enemy.


Sixth, because Mass Effect does not differentiate specific armor types by class, the engineer is able to wear the same level of armor as a soldier. Add to this the ability to modify armor and select bonus powers and upgrades and an engineer's health and shields will surpass and can rival any member of the squad.


The best way to tackle Insanity is with a character that's close to level 60 (2nd playthrough after importing from ME2 or 3rd playthrough without importing). Weapons and tactics requiring you to be exposed for long periods of time will be less effective, so a class that relies heavily on powers and high-damage weapons (Sniper rifles, shotguns, heavy pistols) is preferable. Biotic detonations are quite effective, taking Liara and Javik (From Ashes) will let you do a detonation every 3 seconds or so, which is quite nice.


The choice of a bonus power largely depends on how you're going to play. If you wish to go in guns blazing, Barrier, Fortification and Defense Matrix will be useful. If you wish to rely on powers instead, something that fills in a gap in your arsenal is preferred (Such as Energy Drain for Infiltrators, who lack an ability that targets shields).


I would go for an ammo power, I know the Engineer is a powers class it's still nice to have damage bonus and backup fire during cooldowns! A defense drone would also be good because you could get an extra 4 allies on the field:


However, in Mass Effect 3, Shepard is not restricted to the abilities they have from the start, as they can add another one during the game. The Commander can get the extra bonus power by interacting with a bed in the Normandy's Med Bay. Yet, before they can pick the best skills, they need to unlock them, and here is how to do it.


Updated September 23, 2021, by Ben Jessey: Mass Effect 3 is a long game, so a lot of players might find that in the later stages, they're getting tired of using the same abilities. That's why the chance to select an additional skill is such a treat. But the decision of which to pick is oftendifficult, as there is no true best bonus power. Instead, there are a group of strong ones, and any of them can be considered the greatest. A few of them were left off of our list previously, so this article has been updated to add them in, giving players a few more options.


It's only possible to get this power if Kaidan is alive in the player's save. If the guy is still standing, Shepard can talk to him after he rejoins the Normandy after Priority: The Citadel II. Once the conversation is over, players will receive perhaps the best bonus power.


Those hit with Dark Channel take consistent biotic damage, and if they die before the power's duration is over, another enemy gets infected with it. However, the best part about the ability is its use in biotic explosions. Anyone suffering from the effects of Dark Channel is already primed for a power combo, so just hit them with a detonator ability to initiate their destruction. Therefore the power is most useful for those with biotic talents.


Getting Dark Channel requires one of the best DLCs in the series, From Ashes, which is also a part of the Legendary Edition. Then players have to wait until they complete the mission where Shepard visits a fake Cerberus Sanctuary (Priority: Horizon). Afterward, they can talk to Javik to unlock the power.


As it's named Flare, player would be forgiven for thinking this is a power that blinds people with bright lights, but that's not the case. It's actually a biotic projectile that Shepard can throw at enemies, which explodes on contact. The power causes a lot of damage, plus it can be used to set off biotic explosions to make it even more useful. Its only real downside is its long recharge time, but that shouldn't be a problem for classes that aren't weighed down by many weapons (which lowers recharge speed). In fact, the Flare is among the best choices for anyone with an Adept build.


There are some great guns in the series, but they can be improved with some special ammo types. Warp ammo does plenty of damage to barriers, armor, and enemies who are lifted in the air with biotics. It's a good, solid bonus power that's useful for any class.


Shields are one of the main things keeping Shepard alive throughout the game. Once those go down, the hero becomes very vulnerable, especially on harder difficulties. Defense Matrix is a very helpful power because it restores shields and gives the user extra protection. It's a good choice of bonus power for most classes.


As Energy Drain is a fantastic power, it's fitting that one of the game's best companions, Tali, provides players with it. To make it available, Shepard needs to complete the Priority: Perseus Veil mission, then invite Tali up to their quarters.


I want to start my Insanity run to 100% this game already before Mass Effect 3 is released.. having trouble deciding on a class, what bonus power to use and whether a New Game or a New Game + with a imported character.. any ideas??


just like the class i suppose its all preference, but i find reave to be the most useful. i have gone thru the game with about every bonus power, zaeeds grenade is pretty fun. lol shepard with unlimmited explosive nades is a little cheap, i literally used like no thermal clips that playthru. halfway thru the mission im like- "ok wtf are all these coming from. cooldown on a grenade? hahaha yess."


The sentinel class power also can eliminate the cooldown of squad powers on use so that more powerful and long cooldown powers can be used fairly often. It does take work to make the best use of the ability but it can make a big difference in battle. The hardest part of using this ability is not using your own long cooldown power with your squadmates.


The Assault Armor tier 4 variant only restores half your shields when it breaks. I went for the Power Armor variant for the higher max shields. Both variants are fine, I just didn't want to reset my armor because I took too much damage. My focus was on using abilities to take out enemies. My bonus power was Dominate to help me keep fire off of my squad and more often than not, get a heavy weapon firing on the enemy flank.


For a bonus power i used the Geth Shield Boost for both of my Insanity playthroughs, it saved my arse on more than one occasion. FYI, I also didnt skip any loyalty missions on either insanity run. It was worth it to me.


Infiltrator and I can't remember what bonus power I used. I think it was something really stupid like Fortification for when I inevitably got flanked by something whilst scoped. Yeah, I missed the point of playing as a Sniper really.


I've often just found the best way to deal with this is to just tell your squad to wait in the other room out of harms way, I was an infiltrator so I would snipe enemies and be able to take care of myself (except on Collector missions) plus the bonus of them being alive means you can still use their powers, even from the other room. I used barely any medi gel using this strategy, but that's also because if my squad DOES die I usually just let them lie there. There is only one problem with this play style, your squad will catch up with you if you get too far, just watch for them, otherwise they'll suddenly rush the enemy, die, and leave you very confused.

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