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Old 03-26-2012, 04:44 PM   #1
Bahroo3
 
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Multiplayer Guide *Updated with May 22nd Patch*

me3mpbanner.jpg
  • Basics
  • Classes and Builds
  • Enemies
  • Weapons
  • Store
  • Credit Farming
  • Patches
  • DLC

-BASICS-

-EQUIPMENT-

First lets start with equipment. For stats check here. https://docs.google.com/spreadsheet/...6WG5PUEE&gid=0

-AMMO TYPES-

Inferno Ammo
Increases damage and adds a burn based on damage dealt.

Cryo Ammo
Freezes and chills targets hit by this and will also reduce the armor damage reduction.

Disrupter Ammo
Deals significantly more damage to sheilds and has a chance to stun targets. Can setup tech bursts from the shock.

Warp Ammo
Deals extra weapon damage and increases damage to lifted targets. Will also reduce damage reduction by armor.

Armor Piercing Ammo
Increases damage to health, reduces damage reduction by armor, and allows further penetration through objects.

-Armor bonus-

Adrenaline Module
Increase speed while walking.

Cyclonic Shields
Increases Shields.

Power Amplifier
Increases damage dealt by powers. Does not effect Tech or Biotic explosions

Power Efficiency
Reduces recharge time of powers.

Weapon
Increases damage for weapon mod that it is used for.

-Medals-
Medals are gained for getting kills, assists, grabs, ect. Everyone will get the exp from the medal and not just the player who earned it.

Kills:25-50-75
Weapon Kills:25-50-75
Biotic/Tech Kills:10-25-50
Headshots:5-10-20
Melee Kills:5-10-15
Grabs:1-3-5
Assists:10-25-50
Revives:5-10-15

-Squad Medals-
These are gained by the entire team.

Killstreaks - Gained by killing 6 enemies in 1 second. Can be gained 3 times

Waves Survived - Gained by have no team member go down. Gained on waves 3(2500) 5(5000) and 10(15000)

Extraction BonusGained based on how many team members survive extraction. Bronze(only survivor) Silver(More than one member) Gold(Entire team).

Difficulty Bonus Extra xp is awarded based on difficulty. Bronze(2500) - Silver(5000) - Gold(10000)

Unknown Medals Gained from fighting on Unknown maps(2500) or Enemies(5000)

-GAME PLAY MECHANICS-

Weapon Penetration and Armor Piercing

The penetration mechanic (going through walls) has no impact by itself on the amount of damage a weapon does against armored enemies (the yellow health bar). The Javelin, for example, has a penetration value of 100 = 1 meter so it can penetrate through a total of 1 meter of solid objects but it doesn't do extra damage to the yellow armor health bar. The Javelin will, however, penetrate through other solid objects like the detachable armor plating on the Brutes, Husks, and Cannibals, and the Guardian shield. Whenever a weapon hits a target after going through a solid object, the amount of damage done is reduced by a flat amount.

The weapon mods, equipment (MP), and Armor Piercing Ammo can all increase the distance that weapons can penetrate through solid objects. So if you add a penetration mod on the Javelin, the penetration distance gets even larger, but that won't increase the damage done to enemies after penetrating through objects.

The penetration mods and Armor Piercing Ammo have another mechanic called 'piercing' which affects the damage done to armored targets. By default, enemies with the yellow armor bar will chop off a set amount of damage done to them from weapons. This makes low damage weapons less effective against armor and high damage weapons very effective against them. So even if a weapon has a really fast fire rate but each bullet does a low amount of damage it will get penalized for hitting armor since a big chunk of every bullet's damage is ignored. When equipping penetration mods and using Armor Piercing Ammo, the weapon's "armor piercing" goes up, which means a lot less damage is cut off. For example, equipping rank 1 Armor Piercing Ammo will reduce the amount of damage that armor cuts off by 50%. By default, weapons do not have any base armor "piercing."

Armor can never negate weapon damage completely. There is a minimum damage value that weapons will always do to armor.

Weapon/Ammo Power Damage Formulas from Peddroelmz

Ammo_Power_Damage

  • When using an ammo power the damage provided by the ammo power is applied before the Actual_Weapon_Damage and as such is has some advantages.

  • Will bypass Target_DR adding some damage, potentially more than doubling the damage inflicted by weapons that inflict minimum_damage (it will still be very low damage) because of Target_DR (using a higher base damage weapon would still be a better option)

  • Can remove target shield//barrier allowing the actual weapon damage to remove health//armor in the same hit - potentially opening the door to ME2 style 1hit kills (most relevant to infiltrators using Widow from cloak ...But even with the right skills and hand picked equipment removing full hit point barrier or shield from Ammo_Power_Damage alone is not realy going to happen (true 1 hit kills) ...in my tests with a Widow V I could get WarpAmmo to remove 1194.56052 barrier HP and DisruptorAmmo to remove 895.92039 shield HP...most (all?) insanity enemies start with more(not much) Barrier//Shields than that... )

  • Increasing BaseWpnDamage - is the only way (other than the skill itself) to increase damage inflicted by the ammo power (BonusPowerDamage doesn't work with ammo powers) ... While extra Power Damage from equipment does not affect ammo power damage - Power Damage from skills does ... There aren't many ways to improve BaseWpnDamage that I am aware of (purchasing the upgrades from II to X is one of them) (inflitrators have 2 skills that apply to (increase) BaseWpnDamage )

AmmoPowerMod is the modifier specified in the skill Example for warp_ammo evolved for maximum damage 0.8 vs Barrier (best ammo power vs barriers) , 0.4 vs armor (best ammo power vs armor when using high base damage weapons), 0 vs shield , 0.4 vs health (best ammo power vs health), 0.75 vs lifted targets (does not appear to be working) ...

for example

Disruptor ammo 0.6 at rank 6 vs shields becomes 0.6 * 1.35 = 0.81 with 35% PD from skills
Warp ammo 0.8 at rank 6 vs barriers becomes 0.8 * 1.35 = 1.08 with 35% PD from skills

Actual_Weapon_Damage


BaseWpnDamage

For the most part this is the value for the weapon damage read from coalesced.ini .Purchasing (unlocking) weapon versions from II to X upgrades increases this value by roughfully 2.77 % per upgrade lvl (~25/9 ~25% damage bonus for Weapon, 9 upgrade lvls) ... (in coalesced.ini there are two values for weapon damage I and X) ...I say roughfully because Weapon X damage is roughfully Weapon I damage * 1.25 (25%) Its not quite 25% for any of the weapons and differs from weapon to weapon ...

Here is an example of how I calculate BaseWpnDamage for Raptor

Raptor I 78.2
Raptor X 97.7

(((97.7 - 78.2) / 9) * 100) / 78.2 = 2.77067349 % Damage per upgrade lvl

Base damage for Raptor III = 78.2 * (1 + (0.0277067 * 2)) = 82.5333279
Base damage for Raptor V = 78.2 * (1 + (0.0277067 * 4)) = 86.8666558

Here is an example of how I calculate BaseWpnDamage for Widow

Widow I 867
Widow X 1083.8

(((1083.8 - 867) / 9) * 100) / 867 = 2.77841856 % damage per upgrade level (notice this is ever so slightly diffrent that for the raptor)

Base damage for Widow II = 867 * (1 + (0.0277841 * 1)) = 891.088815
Base damage for Widow VIII= 867 * (1 + (0.0277841 * 7)) = 1035.6217

Infiltrators have 2 skills that modify BaseWpnDamage when using sniper rifles

"Operatinal mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage) the 5% extra is a regular damage multiplier but the 15% sniper rifle damage applies to BaseWpnDamageINFILTRATOR "TACTICAL CLOAK"

RANK 6 EVOLUTION "SNIPER RIFLE" 40% bonus damage when cloaked applies on base sniper weapon damage {it is much stronger than regular damage bonuses}

Example:

Base weapon damage for an infiltrator with the two skills and using a Widow V from cloak

BaseWpnDamage = 867 * (1 + (0.0277841 * 4)) * (1 + 0.15 + 0.4) = 1493.20065

Ammo_Power_Damage:

for warp ammo (80%) vs barrier = 1493.20065 * 0.8 = 1194.56052 (if the target has less current barrier it can be one shot - actual weapon damage will apply to health)

for disruptor ammo (60% vs shield) = 1493.20065* 0.6 = 895.920391 (if the target has less current shield//barrier it can be one shot - actual weapon damage will apply to health)

for warp ammo (40% vs armor) = 1493.20065 * 0.4 = 597.28026


Sum_Damage_Mods
---------------
Most damage mods from all sources add here
  • extra weapon damage from equipment
  • extra weapon damage from most skills (AR, infiltrate)(passives) (I found that 2 of the skills for the infiltrator class affect base weapon damage)
  • extra weapon damage from weapon add-ons
  • extra HS damage from equipment in case of headshots
  • extra weapon damage from Liara room - upgrades

HSmod

Targets immune to headshots
I've never managed to record a HS vs armored opponents (banshee, brute) under testing conditions ...My current assumption is that armored opponents are immune to HEADSHOTS (HSmod = 1 in this case) ...If the HSmod would apply vs the banshee it would be possible to remove all its armour in one shot (~140000 armor hit points) from a widow V from a properly specced and equiped infiltrator ...

For the targets not immune ..

Last edited by Bahroo3; 06-14-2012 at 08:07 PM. Reason: words and stuff
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Old 03-26-2012, 04:45 PM   #2
Bahroo3
 
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The base head shot modifier is 2.5 ...aka 150% damage bonus - it is very powerfull - it allows a lvl 1 sheppard with a Mantis 1 , without any damage boosting skills or add-ons ( 615.6 * 1 * 2.5 = 1539 damage) - capable of removing all health HP in one head shot to most mundane monsters ... As you start adding damage mods, headshot modifiers, get stronger weapons ... the damage from Head shots skyrockets ...

Sources of HSmodifiers

The 25% HS damage from ammo powers (warp, disruptor, AP, inferno(not tested)) is global (* 1.25) and applies even when the coresponding ammo power is used against a protection on which AmmoPowerMod is 0 (Ex. warp ammo or AP ammo vs shield) (POWERFULL STUFF)

(using the above mentioned widow V example with a reasonable 3 damage modifier - damage from 1 shot 1493 * 3 * 2.5 * 1.25 = 13996.875 (banshees have ~1.4 armour but they are immune to HS ) !! without any ammo power or additional HS modifiers )

As a general rule HSmod*sumdamagemods can easily go over 10 (actual weapon damage > 10* weapon base damage)

The 35% HS damage from cryo ammo is probably(not tested) global aswell but it does not work against protected targets (must remove protections and freeze them first which makes it far less appeling)

HS modifiers (from equipment SP or passive from skill Combat Mastery rank 5 HeadShots - are in fact regular damage multipliers that are added with the rest in case of a head shot ...

here are some examples of how it works
social.bioware.com/unity.freeforumshosting.org/forum/1/topic/343/index/10903302#10917312


Target_DR

Armored targets in Mass effect 3 have a fixed DR value that is subtracted from the armor HP damage of every weapon attack that lacks armor piercing abilities...If the amount of damage from the attack is lower than this Damage Reduced constant (brutes and banshees have 50 Armor Damage Reduced) - minimum damage(5 in all tests so far) is inflicted instead ...

Armor weakening is party friendly ... Weakening armor with say 25% (Warp Ammo I) means the effective DR for the other party members becomes 50 * (1 - 0.25) = 37.5 ...

If squad member 1 hits the target using AP piercing V (65%) add-on in his weapon DR for his hits will be 37.5 * (1 - 0.65) = 13.125

If squad member 2 hits the same target without any piercing effects hits - it hits 37.5 DR ..

If squad member 3 hist the same target with say AP ammo lvl 1 (50% pierce)
DR for his hits will be 37.5 * (1 - 0.5) = 18.75

The duration of the Armor weakening effect is short however (~ 2 seconds ?) and must be constantly refreshed (ideally with a full auto weapon)

======================
Tested
Weapons using no ammo powers get the bonus ..
Weapons using AP ammo get the bonus (see above)
Weapons with disruptor ammo get the bonus

This has implications (means 1 player using warp ammo can increase damage inflicted by the other 3 provided they shoot the armored target in the same time - focus firing the same armored target with auto weapons is rewarded (as long as at least one member has warp ammo) )

===================

I can say warp ammo has 100% chance of applying the weakening effect while cryo ammo seems to be chance based ...

Probably only the strongest weakening effect - remains in effect and cannot be overriden by a weaker weakening effect ...
(I did empty a raptor clip with cryo ammo on a ravager (25% weakening) and had Liara fallow up with Warp Ammo I (25% weakening)) .. She hit DR weakened by 25% - no stacking ...

====================

Example 1:

Mantis 1 (15% damage mod lvl 1) vs Brute (torso)

0+(615.6 * (1 + 0.15)*1 - 50) = 657.94 0 - no ammo power used

- 615.6 base damage for mantis I
- 615.6 * (1 + 0.15)*1 actual weapon damage
- (1+0.15) - sum of weapon damage modifiers (only 15% from a weapon add-on)*1
- HSmod 1 (not a head shot//target immune to head shot)50 - brute DR value


Example 2: (AP ammo)

Mantis I + Adrenaline Rush(75%) + AP ammo lvl 1 (10% mod vs armor 50% AP piercing) + (15% damage mod lvl 1)

615.6*0.1 + (615.6*(1+0.75+0.15)*1 - 50 * (1-0.5)) = 1206.2

- 615.6*0.1 = AP ammo damage (base weapon * 0.1 modifier vs armor) - applied first, bypasses DR
- 615.6*(1+0.75+0.15)*1 actual weapon damage
- 0.75 (75% extra weapon damage from AR)
- 0.15 (15% extra weapon damage from weapon add-on)
- *1 - HSmod 1 (not a head shot//target immune to head shot)
- 50*(1-0.5) - Target_DR*DR_PiercingMods

Example 3: (AP ammo lvl 1 & AP wpn mod)

Predator I + WpnMod AP lvl2 (35% pierce) + AP ammo lvl 1 + AR(75%) vs brutebody

58.8*0.1 +(58.8*(1+0.75)*1 - 50*(1 - 0.5 -0.35))= 101.28

Intresting here we have 50% AP piercing for AP ammo and 35% AP piercing from WeaponAdd-on (in the case of AP ammo they add toghether)

Example 4: (Warp ammo rank 1 ((15% extra damage vs armour, 25% armour pierce)) & piercing mod from weapon (35%) )

Weapon: Paladin V

(350.9 * (1 + (0.0278015 * 4)) * 0.15) + (350.9 * (1 + (0.0278015 * 4)))* 1* 1 - (50 * (1 - 0.35) * (1 - 0.25)) = 424.035513

- BaseWeaponDamage for paladin V = 350.9 * (1 + (0.0278015 * 4)) = 389.922185
- 350.9 * (1 + (0.0278015 * 4)) * 0.15 = Warp Ammo Damage vs armour
- No damage mods, no HS multiplier
- 50 * (1 - 0.35) * (1 - 0.25) = 24.375 {amount of effective DR} - the armor weaken effect from warp and cryo ammo is diffrent(weaker :P) from the one from AP ammo in the way it interacts with piercing mods {they don't simply add }
==============================

AP ammo or Warp ammo vs Armour ?

AP ammo will add more damage for weapons with low wpnbasedamage (most smgs, ARs )
Warp ammo will add more damage for weapons high wpnbase damage (the extra 10% vs armour offsets the loss to DR) (most sniper rifles and heavy pistols)

================================

And finally a slightly more complex example involving an infiltrator firing an Raptor V from cloak

"Operatinal mastery" rank 6 "SNIPER RIFLE" (5% extra damage , 15% sniper rifle damage)
body shot - cloak (90% + 40%)
AP ammo (20% damage -50% pierce) vs armour
Liara Upgrades 5% Wpn damage * 3
No additional weapon damage from equipment

(78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * 0.2) + (78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * (1 + 0.15 + 0.05 + 0.9)* 1) - (50 * (1 - 0.5)) = 284.679628

- Base Raptor V damage = 78.2 * (1 + (0.0277067 * 4)) = 86.8666558
- Infiltrator skills improve base weapon damage 78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) = 134.643316 (15% from Operational Mastery rank 6 passive, 40% from TACTICAL CLOAK" RANK 6 when firing a sniper rifle from cloak )
- 78.2 * (1 + (0.0277067 * 4)) * (1 + 0.15 + 0.4) * 0.2 = 26.9286633 Damage done by AP ammo
- 1 + 0.15 + 0.05 + 0.9 = 2.1 sum of damage mods (15% upgrades from liara room, 5% from operational mastery, 90% from cloak)- no head shot modifier

-Combos-

Power Combos

The damage of power combo explosions depends on the rank of the source and detonator power, not the stats of the power. So if you combine a rank 6 Pull with a rank 6 Throw, you will get maximum combo damage. Whether you use Throw or Warp to detonate doesn't really matter, except when that power has special upgrades to increase the damage of combos. Even if Warp, by default, does more damage than Throw on a regular impact, this does not affect how much damage is done on power combos - only the rank of the power matters.

This applies for the other combos as well. Using a rank 6 Incinerate to set up a fire combo and detonating with a rank 6 Throw will cause maximum damage. Using a rank 1 Incinerate with a rank 6 Throw does the same damage as using a rank 6 Incinerate followed by a rank 1 Throw, which is less than having max rank in both powers.

The power upgrades for increasing combo damage (ex: Warp rank 4 bottom choice) applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so its combo upgrade only applies to detonating. These upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.

All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.

The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.

Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy.

This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.

Power combos do not cause other power combos. So if you create a biotic detonation near an enemy in Stasis, the detonation won't cause another power combo.

A power can only detonate a single combo every time it is cast. So if you have AoE Throw and you hit 2 targets both in a singularity, only one of them will get detonated.

Henchmen do the same amount of damage as the player when it comes to power combos, so it doesn't matter who set up or detonated the combo. The only thing that matters is what rank the powers were.

Last edited by Bahroo3; 04-18-2012 at 06:37 PM. Reason: words ad stuff
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Old 03-26-2012, 04:46 PM   #3
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BIOTIC COMBOS

Notes:
  • Not all biotic powers are compatible with each other (E.G. Singularity --> Pull will not cause a biotic combo).
  • Stasis is unique, because it can bypass defenses (such as shields and barriers), and enemies can be detonated while their defenses are still present. It is, however, completely ineffective vs. armored targets such as Atlas mechs and Turrets.
  • Warp & Reave are unique because they can either set up or set off biotic combos. They can also set up combos on enemies with defenses (shields/barriers), so they functions similar to Stasis in this regard. And they are the only two biotic powers in the game, able to set up combos on armored targets, such as Turrets and Atlas mechs.


List of biotic combos below.

  • Sigularity --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
  • Stasis --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
  • Pull --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
  • Warp --> Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
  • Lift Grenade --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Reave
  • Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw//Charge/Nova/Cluster Grenade/Reave
  • Reave - Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade

ELEMENTAL (aka tech) COMBOS

There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principal as with biotic combos, but they function in a slightly different manner.

FIRE EXPLOSION
  • Can be set up by: Incinerate, Carnage, Inferno Grenade, Incendiary Ammo
  • Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo).
  • Effect: Enemies effected by any of the fire based powers, cause an AoE fire explosion, once they are killed by a direct damage power. The effect is similar to blowing up Pyros with Overload in ME2.
  • Note: Enemy MUST be killed by the second power, in order to cause a Fire Explosion. E.G. it will not work, if an enemy is hit by Incinerate --> Overload, and still has HP left after that. So, in this case, Overload would have to do sufficient damage to outright kill a burning enemy, in order to cause a Fire Explosion.

CRYO EXPLOSION
  • Can be set up by: Cryo Blast, Cryo Ammo
  • Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage.
  • Effect: Frozen enemies killed by damage based powers, cause an AoE cryo explosion, freezing any enemy that is nearby.
  • Note: Same as Fire Explosion, frozen enemies MUST be killed by the second power in order to trigger Cryo Explosion.

TECH BURST
  • Can be set up by: Overload, Energy Drain, Sabotage, Disruptor Ammo
  • Can be detonated by any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo).
  • Effect: Enemies effected by electricity based powers, discharge multiple electricity bolts to nearby enemies, when hit with direct damage powers. Effect is similar to Overload's Chain Overload upgrade.
  • Note: Unlike Fire & Cryo Explosion combos, this one doesn't require an enemy to be killed by the second power. E.G. enemy hit by Overload --> Incinerate will produce a Tech Burst, whether he is killed by Incinerate or not.
(Special Thanks to Relix28 for finding all of these.)

-Difficulty-

At the start of every round there is an invisible "enemy reinforcement" bar with how many enemies you kill and they will continue to respawn until this bar is drained.

Here is a listen how many reinforcements each wave/difficulty gets.

Difficulty - (Wave1) - (Wave9)

Bronze - (240) - (550)

Silver - (400) - (1000)

Gold - (600) - (1800)

Note that Objective waves (3,6,10) and Extraction wave have unlimited respawns.

-Shield Gating-

Shield/Barrier Damage Gates

There is a new mechanic for shields and barriers in ME3, which we call the shield gate. Whenever an enemy shield/barrier is destroyed (last point taken off), the rest of the damage that passes through to the health/armor is cut by X%, where X is:

50% on Normal/Bronze
75% on Hardcore/Silver
100% on Insanity/Gold

This means that if an enemy has a single sliver of shields on Insanity/Gold, any weapon bullet will only take the remaining point off, and then a second bullet is required to start damaging the health/armor. This means that even the most powerful sniper rifle will take 2 shots to kill any shielded enemy on Insanity/Gold. For shotguns, keep in mind that most fire multiple pellets, so even if some of the damage gets cut off on one of the pellets, the remaining pellets should pass through to the health/armor.

-CLASSES AND BUILDS-

These are just a few of the builds and for a full list check out this website for more. http://me3multiplayer.com/

Use this website for creating your own builds.
http://masseffect3.pixeldepth.net/

**Note: This are just example builds for the Class are there are much better Classes/Builds based on your group make-up, enemy you're fighting, and difficulty.**

ADEPT

The Big Bang Asari Adept – by SiNfulDeSiReS

Power Evolutions:

Stasis: (1), (2), (3)
Warp: (1), (2), (3), Detonate (4), Expose (5), Pierce (6)
Throw: (1), (2), (3), Force (4), Detonate (5), Force & Damage (6)
Asari Justicar: (1), (2), (3), Damage & Capacity (4), Power Damage (5)
Fitness: (1), (2), (3), Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:

Any weapon that allows 200% power recharge speed is recommended. I personally use the M-5 Phalanx X. For attachments, I recommend the Pistol High-Caliber Barrel V and the Pistol Piercing Mod V.

Strategy:

This build optimizes power damage and force for taking out many enemies with biotic explosions. It also provides high survivability with fitness. With those two aspects combined, this build is capable of taking on any enemy in any location on gold difficulty.

To do so with this build, use warp and then throw on a single enemy to cause a biotic explosion that kills surrounding enemies. The best targets to do this with are atlas, geth primes, brutes, and ravagers. Otherwise, pick any target surrounded by enemies. For panic situations, use throw first to either stumble enemies or throw them away before doing a biotic explosion on them. Small enemies like husks only require a throw to kill with this build.

There are only three enemies that are troublesome to this build. These three enemies are listed in the order of the most difficult to deal with to the least difficult to deal with: phantoms, geth hunters, and guardians.

To deal with phantoms, use stasis and shoot them in their heads until their barriers and about a little over half of their health remains. Then, follow up with throws to finish them off.

To deal with geth hunters, precision aiming is required to set off the biotic explosions or biotic explosion the enemies around the geth hunters. As long as the geth hunters don’t have their shields, then they cannot go invisible and can be dealt with directly using biotic explosions or throws.

To deal with guardians, shoot them in or hopefully near their mail slot with a pistol. That’s why I recommended the pistol piercing mod.

Note: The perfect team to compliment this build is another asari with maxed out stasis, a quarian infiltrator, and a salarian engineer. This team is the most suitable for gold difficulty at an unknown location and against an unknown enemy. The reasons for this being that the asari adept with maxed out stasis will be good against phantoms, the quarian infiltrator will be good against geth and good at the activate the four devices missions with tactical cloak, and the salarian engineer will be good against geth hunters with energy drain and provide a good distraction for enemies to group around with clone. This all means that all of this build’s weaknesses are nonexistent with this team.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

2. I only give this build a n00b rating of 3 because of the difficulty it has with phantoms when you are alone.

Last edited by Bahroo3; 05-28-2012 at 12:13 PM. Reason: more words
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Old 03-26-2012, 04:47 PM   #4
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VANGUARD

Power Evolutions:
Biotic Charge: Radius(4), Power Synergy(5), Barrier(6)
Shockwave: N/A
Nova: Force & Damage (4), Half Blast (5), Pierce (6)
Alliance Training: Damage & Capacity (4), Power Damage (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:
Anything that can keep your cooldowns at 180+ bonus is good, 200 is great. The Predator or Katana standard weapons work fine.

Strategy:
This build offers the most defense while maintaining a strong offense. It allows you to use nova twice in a row, but the main idea is that after the first nova, you’ll still have barriers left to keep from getting killed instantly in dire situations. You don’t necessarily need a weapon, as you’ll be hitting Y and RB almost nonstop, but in case a charge or nova doesn't kill something, you can finish it off quickly with something like a Predator or Katana. It’s also good to have a weapon just for situations where going in might get you stomped. Atlas and Brutes are moderately safe–roll backward after charging them to keep a safe distance. You can destroy Phantoms, but be aware of what they’re doing in case you don’t stagger them.

Skill Breakdown:
Biotic Charge
  • Barrier - Increases your survivability and your ability to cast nova
  • Radius - I took this for the sake of lessening risk by twitching more enemies-Power Synergy- Buffs damage of your nova and biotic charge
  • Nova
  • Half Blast- The most important for Nova, increases your survivability and damage output (by not being dead)
  • Force & Damage - Chose this over Radius, because Nova’s radius is actually quite large already
  • Pierce - Increases damage potential on armor/barrier/etc.
  • then Nova again.
Alliance Training
  • Weapon Damage - Over Weapon Weight, because you really don’t need anything much stronger than standard weapons, but this is ultimately up to you.

Gold Tip - by banthracis: Basically for gold, you don’t really want to completely blow up your barriers with 2 nova’s in a row, instead, start the animation for the second nova and then roll right when you’re at the apex of the jump. This prevents the ability from activating and allows you to keep half your barriers while still giving you the full invincibility frames. This plus right spec and 180% + cd and you can just charge+ nova+nova cancel all day nonstop.

N00b Rating: (scale 1-5, 1 is easy for anyone!)
1. This build is easily approachable, but that doesn't mean there isn’t room for finesse.

ENGINEER

Build Title:
Of Fire and Lightning – by nicodeemus327

Power Evolutions:
Combat Drone: (1), (2), (3)
Overload: Damage (4), Recharge Speed (5), Shield Damage (6)
Incinerate: Damage (4), Recharge Speed (5), Armor Damage (6)
Alliance Training: Damage & Capacity (4), Power Damage (5)
Fitness: Durability (4), Shield Recharge (5), Durability (6)

Weapons:
Go with any weapon that gives you a 200% cooldown bonus. This build isn’t very weapon dependent as you’ll be spamming overload and incinerate a lot. I went with an M-8 Avenger X.

Strategy:
Your top priority should be stripping enemies of their shields/barriers. Second should be planting your combat drone as a distraction. Last should be burning everything in sight. You’ll use incinerate to burn through armor and stun weaker enemies when appropriate.

Also, incinerate curves around corners. A brute / banshee won’t be able to attack you if you lead them the right direction while burning them down.

Gold Note:
You may choose to swap some points from Fitness to Alliance Training or Combat Drone to fit your style. I really like having a high fitness for silver and gold runs.

Noob level: (scale 1-5, 1 is easy for everybody!)

1. It’s a pretty easy build to play. Rip off shields. Burn down armor. Plant a combat drone once in a while. The extra fitness makes it more forgiving and basic weapons work just fine. For those who care your score will be pretty high as well. Ripping off shields contributes a lot and your squad members will love you for it.

SOLDIER

Overview

-Main Focus on weapons rather then powers
-Needs to use cover more often
-Can use Adrenaline Rush to instantly reload
-Great for newcomers
-Krogan and Turians have very high health and shields.

Power Evolutions:
Adrenaline Rush: Damage (4), Power Recharge (5), Shield recharge(6)
Adrenaline Rush is your go to(and really only) ability. It will reload your weapon, Increase your damage, and regen a small part of your shields should you be about to die. Use this ability every time it comes off of cool down.

Concussive Shot:Blank

Frag Grenade: Damage (4), Bleed Damage (5), Armor Piercing (6)
Use your frag grenade wisely as unlike other power this will rely on ammo box re-supplies. Since this is an issue I picked up Bleed damage so that every frag I do use will deal it's maximum damage. *Grenades take roughly 30 seconds to re spawn once picked up*

Alliance Training: Weapon Damage (4), Headshots (5), Weapon Damage (6)
Since you will not have Concussive Shot and your grenades are very limited going all weapon damage is a no brainer here.

Fitness: Durability (4), Shield Recharge (5), Durability (6)
Always max out fitness when leveling up any class since the more health/shields you have the less time you will need to sit in cover waiting to regen to get back into the fight.

Weapons:
Primary: M-8 Avenger(Upgrade to Revenant if you have it)
Secondary:Katana(Upgrade to GPS or Claymore)

Strategy:
The main goal of the Soldier is pretty much to assist and to lay down cover fire for other teammates. Since you have no real powers to help you if you get into a tight spot it is best to stick with your teammates as much as possible can assist where possible. As a side note, you can use Thermal Clip Packs to refill your grenades if you see a large group of enemies.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

1. The Soldier is the perfect class to pick for those who are just getting starting with mass effect and it's combat system.

INFILTRATOR

Cloaky Claymore – by OblivionDawn

Power Evolutions:

Tactical Cloak: Damage (4), Recharge Speed (5), Bonus Power (6)
Cryo Blast: Radius (4), Cryo Explosion: (5), Recharge Speed (6)
Sticky Grenades: N/A (I have no points in Sticky Grenades, I find them fairly useless for this build.)
Alliance Training: Damage & Capacity (4), Power Damage (5), Optional (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:M-300 Claymore

Strategy:

Basically, you use your cloak, run right up to an enemy (preferably one of the tougher ones like the Centurion or Maruader, etc.), put your Claymore in his mouth, and pull the trigger. Then you do some evasive maneuvers until your cloak recharges. Rinse and repeat.

The beauty of this class is that the Claymore has a tendency to one-shot anything human-sized. Although it does take some practice to line up that perfect shot before your cloak runs out.

You can use Energy Drain or Cryo Blast (depending on the race) to stagger your enemy and give you time to line up a good shot. It takes some getting used to, and you have to be pretty ballsy to get to some of the more protected targets. This build really flourishes in the “High Value Targets” objectives. You just sneak behind enemy lines and blow them away in short order.

N00b Rating:

4.5. I’d give it a 4 or 5. Like I said, it takes some getting used to and some pretty good situational awareness.

SENTINEL

Turian Blademaster - by PD ORTA

Power Evolutions:
Tech Armor:(4)Durability, (5)Melee Damage, (6)Durability
Warp:N/A
Overload:(4)Chain, (5)Recharge, (6)Shield Damage
Turian Veteran:(4)Damage+Capacity, (5)Headshots, (6)Fitness Expert
Fitness:(4)Melee Damage, (5)Martial Artist, (6)Fitness Expert

Weapons:
Since you’ll be upclose and personal alot of the time a shotgun is probably your best choice of weapon. While this is a highly offensive class , use of overload is important for dropping shields/barriers for quick kills, so staying reasonably light is a good thing. The Disciple or Katana are good choices for this class, .
As a back-up and so you can fight at all distances, go with a scoped heavy pistol.

Strategy:
Basically you’re the tank for the team. With a team backing you, you’re the spearhead destroying everything with your Overload, Shotgun.

Play the way your team does if you’re on an offensive team, lead from the front and take advantage of your close range abilties. If you’re on a defensive team hang back and use your pistol and wait for the enemy to come to you. Once they’re in range break out the shotgun away. If you get swarmed by enemies and need to make a run for it explode your tech armor, it may buy you the time you need to escape.

Noob Rating: (scale 1-5, 1 is easy for everybody!)

2.5. This class is as easy or as hard as you make. It’s all about about knowing when to fight and when to take flight.

Last edited by Bahroo3; 04-18-2012 at 06:41 PM. Reason: God damn typos
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Old 03-26-2012, 04:47 PM   #5
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Reapers can be the hardest faction but with the right setup they can also be very easy

Bronze 2/10
Silver4/10
Gold 8/10

Recommended Setup.
Drell Adept
Asari Adept x2
Human Infiltrator


Husks
Health:412.5/618.75/928.125
Wave Value:10
  • Low Health
  • Comes in swarms
  • Can grab player dealing damage and leaving them open for attack
  • Can be given the armor buff from Marauders
  • Spawns throughout the wave


Cannibals
Health:900/1350/2025
Wave Value:25
  • Eats enemies to gain armor plating and intelligence
  • Throws grenades
  • Comes in groups of 3-4
  • Can be given armor buff from Marauders


Marauders
Health:900/1350/2025
Shields:675/1012.5/1518.75
Wave Value:35
  • Spawns with Husks/Cannibals and will channel armor buff right after spawning
  • Deals medium damage with his rifle
  • Spawns in groups of 2-4


Ravagers
Armor:3600/5400/8100
Wave Value:60
  • Spawns swarmers if shot in sac or if player get in melee range
  • Uses twin cannons mounted on the head in bursts of 3 to if the player walks into blue laser sights. This can hurt the player even when in cover.
  • Spawns in groups of 1-2
  • Leaves an acid patch that will hurt the player after death on the ground.


Swarmers
Wave Value:2
  • Dies in 1 hit from anything (stasis or other AoE ability work great)
  • Spawns in large numbers from the Ravager (6+)
  • If attacked or stepped on they can deal small immediate damage and some lasting damage (Lasting damage stacks is hit with multiple swarmers and can quickly kill you.



Brute*Has Instant kill*
Armor:6000/7500/9000
Wave Value:70
  • Has armor plating that can be shot off on his shoulders/torso
  • Has an exposed backside/spine for easy kills
  • Will charge forward and swipe with his right hand (Dodge right to avoid this)
  • Will roar at the player and do a forward smash in front of him(dodge backwards or to the side to avoid this)
  • Will try to grab the player for a OHK and smash them into the ground(Stay out of melee to avoid this)
  • Has no weak spot in the head, aim for the chest or spine
  • Spawns in groups of 1-2


Banshee *Has Instant kill*
Armor:7500/11250/16875
Barriers:4500/6750/10125
Wave Value:100
  • Has very high damage reduction from armor bonus(Use cyro and warp rounds to counter this)
  • uses a slow moving warp to deal massive damage and hurt the player for another 5-6 seconds(Dodge left then right to avoid attack.)
  • Will explode with biotics to deal massive damage knock every back to everyone within a short distance of her(Roll back once she start to "Charge up" the attack to avoid.
  • Can be taken down very fast with biotic explosions
  • Can teleport to close distance grab player in melee range for a OHK(Your teammates have about 3 seconds to free you before you are killed.
  • Has no weak spot in the head, aim for the chest to deal slightly more damage.
  • Spawns in groups of 1-2

Final tips for Reaper Faction
  • All units are weak to biotics
  • Brutes and Banshees have no weak spot in their head, aim for the chest.
  • cannibals like to swarm dead bodies to feed use this to your advantage to make a killing ground.
  • Most unitshave armor or armor plating so bring Armor Piercing Rounds to deal with them.



The geth faction is all tech based so bringing overloads and energy drain for tech bursts will be best for taking out large groups.

Difficulty
Bronze 2/10
Silver 4/10
Gold 6/10

Recommend Setup
Salarian Engineer
Quarian Infiltrator
Turian Sentinel
Human Engineer



Geth Trooper *Can Execute*
Health:825/1238/1856
Wave Value:25
  • Cannot throw grenades like other infantry
  • Can deal large bursts on damage when in groups of 2-3
  • Spawns in groups of 2-5
  • Can melee


Geth Rocket Trooper
Health:600/900/1350
Shields:600/900/1350
Wave Value:40
  • Can fire multiple homing rockets which can take shields out in 1 hit.
  • Rockets that hit the player will stun them stopping them from taking any action
  • Can melee and point blank fire after melee
  • Likes to stay in the back of the and will rarely come to you.
  • Spawns in groups of 1-3


Geth Pyro
Armor:1050/1575/1575
Shields1170/:1755/2633
Wave Value:40
  • Can deal massive amounts of damage in a short time at close range with his flamethrower
  • Has no ranged attacks but his "Fire length" is longer than his "trigger" range
  • Has an exposed fuel tank on his bank can be shot to explode/kill other units around him and himself
  • Spawns in groups of 1-4
  • Walks very slowly
  • Can use flamethrower over cover if close enough.


Geth Hunter
Health:900/1350/2025
Shields:1013/1519/2278
Wave Value:40
  • Can cloak around the map making it very hard to spot his silhouette especially in dark places. This is disabled if his shields are gone.
  • His shotgun can stun the player stopping them from taking any action and deals massive damage which he will fire in 3 shots before reloading.
  • Spawns in groups of 1-3 and will stay in groups so watch out for an ambush
  • Can melee the player


Geth Prime
Armor:7500/11250/16875
Shields:5250/7875/11812
Wave Value:100
  • Has very high health/armor
  • Moves very slowly
  • Uses a plasma rifle which will stun the player stopping them from taking any action. This is fired in bursts of 3.
  • Can summon combat drones to absorb bullets/powers
  • Can summon Geth Turrets to deal medium damage to players. (These can only be placed in certain areas so watch for where he throws it.)
  • Has a weak spot in it's eye which when shot at can deal massive amounts of damage to him.
  • Can melee the player
  • Spawns in groups of 1-2

Final Notes on Geth Faction
  • Like to swarm so Overload Chain works wonders
  • All units outside of the Prime can be grabbed for an instant kill and like to go at you in a single file line.
  • Hunters and Pyros can and will camp your body if you die so do not gel the second you die and make sure your teammates know what is near you.



Cerberus has all Human units outside of the atlas so bring biotics with a mix of tech for best reulsts. Also having stasis if very helpful.

Bronze 1/10
Silver 3/10
Gold 5/10

Recommended Setup
Human Infiltrator
Asari Adept
Drell Adept
Salarian Engineer


Assault Trooper *Can execute*
Health:750/1125/1687.5
Wave Value:20
  • Deals Medium damage with assault rifle
  • Throws grenade
  • Has a charged melee attack
  • Spawns in groups of 2-4


Centurion
Health:750/1240/1860
Shields:750/1125/1687.5
Wave Value:30
  • Same as Assault Trooper but with extra shields and more body armor for protection against headshots
  • Can deploy smoke grenades to mask movement of himself and other units
  • Has a charged melee attack
  • Spawns in groups of 1-3


Nemesis
Health:525/790/1180
Shields:860/1295/1940
Wave Value:40
  • Can deal massive damage in a single shot
  • Will run away if chased
  • Spawns in groups of 1-4
  • Rarely out of cover and in the open
  • Can be difficult to melee


Guardian
Health:900/1350/2025
Wave Value:40
  • Uses Riot Shield to block all Bullets/Tech/Biotic powers from the front
  • Player can use direct damage power such as concussive shot/throw to throw shields of balance
  • Can shoot through hole for a easy headshot
  • Drell Adepts can use pull to rip shields away.
  • Can use AP mods/rounds to ignore shield
  • Stasis bubble can be used to trap Guardians and make them drop their shields.
  • Deals medium-high damage with pistol
  • Can bash player with shield
  • Spawns in groups of 2-4

Last edited by Bahroo3; 07-13-2012 at 11:55 PM.
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Old 03-26-2012, 04:48 PM   #6
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Engineer
Health:750/1125/1687.5
Shields:750/1125/1687.5
Wave Value:40
  • Can setup Turrets
  • Can fix Atlas/Turrets
  • Deals low damage with pistol
  • Backpack can be shot/ destroyed and kill the Engineer


Turrets
Armor:1050/1575/2362
Shields:1050/1575/2362
Wave Value:20
  • Setup by Engineers
  • Can be hacked
  • Can quickly kill players in less than 2 seconds even on bronze.
  • Can only be setup in certain areas, keep an eye out for these spots.


Phantoms*Has Instant Kill*
Health:750/1125/1687.5
Barriers1050/1575/2362.5
Wave Value:80
  • High damage ranged and melee attacks
  • Katana can be broken with a well placed shot
  • Easily killed with a Stasis
  • Will cloak to regenerate health when low
  • Can create a barrier to block all biotic/tech power and reduce damage taken


Atlas*Has Instant Kill* *Can Execute*
Armor:9000/14000/23000
Shields:7500/12940/21094
Wave Value:100
  • Very slow unit
  • Uses a homing rocket and follows up with cannon fire which can while in cover.
  • Can melee ground or try to grab for a OHK
  • Aim for Cockpit if using AP mods


Final Notes on Cerberus
  • Stasis goes a long way for dealing with Phantoms
  • Watch out for turrets as you will have 1-2 seconds to back up before they fill you with bullets
  • All Organic Outside of the Atlas so use Inferno rounds for best effect.


-WEAPONS-

For a list of Damage and stats vist this site https://docs.google.com/spreadsheet/...put=html&gid=8


Assault Rifles
  • M-8 Avenger(Common)
  • M-96 Mattock(Uncommon)
  • Phaeston(Uncommon
  • M-15 Vindicator(Uncommon)
  • Geth Pulse Rifle(Rare)
  • M-76 Revenant(Rare)
  • M-37 Falcon(Rare)
  • M-99 Saber(N7)

Sniper Rifles
  • M-92 Mantis(Common)
  • M-13 Raptor(Uncommon)
  • M-29 Incisor(Uncommon)
  • M-97 Viper(Uncommon)
  • M-98 Widow(Rare)
  • Black Widow(N7)
  • Javelin(N7)
  • M-90 Indra(N7)

Heavy Pistols
  • M-3 Predator(Common)
  • M-5 Phalanx(Uncommon)
  • M-6 Carnifex(Rare)
  • Arc Pistol(Rare)
  • M-77 Paladin(N7)
  • Scorpion(N7)
  • M-358 Talon(N7)

SMGs
  • M-4 Shuriken(Common)
  • M-12 Locust(Uncommon)
  • M-9 Tempest(Uncommon)
  • M-25 Hornet(Rare)

Shotguns
  • M-23 Katana(Common)
  • M-22 Eviscerator(Uncommon)
  • M-27 Scimitar(Uncommon)
  • M-300 Claymore(Rare)
  • Graal Spike Thrower(Rare)
  • Geth Plasma Shotgun(Rare)
  • Disciple(Rare)
  • M-11 Wraith(N7)

-Store-

Recuit Packs - 5,000 Credits
  • Contains
  • Level I Equipment
  • 2 Random consumables
  • 1 Random Common
  • -Rare-
  • Can Contain Uncommon items.
Veteran Packs - 20,000 Credits

Contains
  • Level II Equipment
  • 6 Random Comsumables
  • 1 Random Uncommon
  • -Rare-
  • Can Contain a rare item
  • -Very Rare-
  • Can Contain an N7 Weapon
Spectre Pack - 60,000 Credits

Contains
  • Level III Equipment
  • 5 Random consumables
  • 1 Random Rare
  • -Uncommon-
  • Can Contain multiple Common, Uncommon, Rare Items
  • -Rare-
  • Can Contain an N7 Weapon

    Premium Spectre Pack - 99,000 Credits

    Contains
    • Level III Equipment
    • 5 Random consumables
    • 2 Random Rare
    • -Uncommon-
    • Can Contain multiple Common, Uncommon, Rare Items
    • -Rare-
    • Can Contain an N7 Weapon

Jumbo Equipment Pack - 33,000 Credits

Contains
  • Level I - III Equipment
  • 5 of each consumable
  • 5 Random equipment consumables

-Credit Farming-

While it is still possible to get 15-18 minute gold matches fighting Reapers but this method can be very hard to pull off so I will be putting the FB:W vs Geth since it is the most common.

Map: Firebase:White
Enemy Type:Geth

Basic Setup
Salarian Engineer
Human Engineer
Another Human Engineer or Turian Sentinel
Infiltrator of any race

Advanced Setup
Geth Infiltrator w/ Claymore X
Geth Engineer w/ Max powers and no fitness x2
Salarian Eng 200% recharge with energy drain maxed out for damage.

The Basic setup if for those getting used to FB:W farming and you will get anywhere from 22-26 minute gold runs netting you 75,000 credits.

The Advanced however if for those who are very aggressive. This setup will rely on the Geth turrets recharging shields and the power of Tech Bursts to destroy the smaller enemies and the Geth Infil will focus on the Primes(should only take 4-5 shots to take out a Prime) which should only take 8-10 seconds to kill each. When I run this setup I normally complete it in around 18-20 minutes.


As far as where to "Hold out" at you will be staying in the Interior. Have your squad spread out and set the Decoy up at the left entrance. It is important not to move up in later waves as this will make them spawn behind you. Have your engineers focus on powers as this will cause Tech Bursts which will deal a lot of damage to them and the ones surrounding them. As for dealing with the Primes, have your high damage dealer focus on them and should be his main focus whenever they are up.

-Objectives-

Terminals

If you get this objective to activate 4 targets then have everyone stay where they are and have your infiltrator go out and activate them all. As the Infiltrator, keep an eye on the kill feed and communicate with your team because every kill they get will make that enemy respawn somewhere else and possible right next you. As the team holding area, make sure to only kill what is needed without giving up your position because as stated above, just killing for points could get your infiltrator killed.

High Value Targets

If you get this you can simple just stay where you are and let them come to you. If you want your can rocket them to save time or have your infiltrator go out and quickly kill the target if it is not a Prime.


Hacking

There are 5 possible areas that these could spawn in. Once this pops up quickly look and see where the arrow is pointing to and quickly make your way there TOGETHER AS A TEAM. Do not just rush up to the objective as 90% of the time the enemy will have spawned right where the hack is or on the way to it so you will just be running into their bullets.

The 5 areas are:
  • Back of Interior(room you are in)
    This is the easiest one as they will all spawn in hallway making it very easy to keep them at bay.

  • Upper Level (area at the top of the ladder)
    If it pops up here go through Hallway and rocket the group that spawn there and then star the hack. If done right they will start spawning at Landing Pad and Interior

  • Landing Pad
    Same as above but run a little farther to the Landing Pad. You may need one rocket to clear out Landing Pad. IF done right they will spawn in Lower Level and Hallway.

  • Hallway(in the room in front of you)
    Have somebody take the lead and be ready to rocket inside the room as they will ALWAYS spawn here first. Once you have cleared the room they will spawn at Landing Pad and Interior.


-Extraction-

Extraction can be very easy, just treat this as a hack at Landing Pad and keep your decoy on the left side of the ship facing the stairs. Keep an eye on the left side as this is where the bulk of Hunters and Pyros will be coming from. As for the Primes, they will be spawning in Lower Level and Hallway so you will have more than enough time to kill them before they reach you.


Patches

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Last edited by Bahroo3; 08-25-2012 at 02:03 PM. Reason: cuz i can
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Old 03-26-2012, 04:50 PM   #7
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Last edited by Bahroo3; 05-10-2012 at 10:01 AM.
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Old 03-26-2012, 05:00 PM   #8
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Last edited by Bahroo3; 07-04-2012 at 05:24 PM.
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Old 03-26-2012, 05:34 PM   #9
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Resurgence DLC Guide

http://www.xbox360achievements.org/f...d.php?t=365636


Rebellion DLC Guide


http://www.xbox360achievements.org/f...d.php?t=372308






















Source Links.

http://social.bioware.com/forum/1/to.../index/9544143

http://social.bioware.com/forum/1/to...index/10639449

http://social.bioware.com/unity.free...index/10712294

http://social.bioware.com/forum/1/to...ndex/9822648/1

http://social.bioware.com/forum/1/to.../index/9629730

http://me3multiplayer.com/

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Old 03-26-2012, 05:59 PM   #10
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I found the tips on factions/difficulty interesting. The builds were also a good read. I'll have to try out a few. I still don't know what would posses anyone to play this MP hardcore. I just fail to see the draw, but that's just me.

Edit - Also I didn't realize they patched the game so much already. Do they have variables then that they can tweak without having to patch the game traditionally? I asked this awhile back but no one gave me an answers. They ones I know about from other games were called cvars/nvars.
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Old 03-26-2012, 06:04 PM   #11
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Old 03-26-2012, 07:54 PM   #12
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Quote:
Originally Posted by Bahroo3 View Post
I am not a dev so I can't you how it is done but yes they can apply patches to the server without the needing to be downloaded. Also I love Mass Effect Series a lot and I needed something to do while I wait for the real ending.
I know this. I'm just looking for confirmation that they are using cvars (or whatever) to do so. I'm guessing that is the case because these are used to tweak values of almost anything in an online game, but can't add new content. Looking over the changes you posted it seems to be that's exactly what they did. I don't know if these changes would qualify as being hotfixes, but like you I'm not a dev or a network nerd, so for fear of embarrassing myself I don't want to call them that.

Anyways, appreciate the reply and good job with the thread.
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Old 03-26-2012, 09:03 PM   #13
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Awesome guide! Very big fan of it so far. Actually was quite amused that my Asari Adept and my Infiltrator builds are extraordinarily close to what's listed here (give or take the claymore, haven't gotten that yet). Glad to see I'm not off base.
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Old 03-27-2012, 03:39 PM   #14
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Great guide, huge help. I haven't been putting points into Fitness at all almost. I see now how important it is. I like the idea of putting 4 of the perk skills all the way to rank 6 and leaving one blank.

For the weapons, the link isn't working but I've seen that spreadsheet before. It had lots of information but no conclusions. I think Sustained Damage per Second was probably the best metric to which guns are best but it's hard to tell. Did you draw any conclusions from the spreadsheet or do you have a link to where people draw conclusions based on the weapon data? For instance, the Hornet seems insanely strong even though it has massive kick.

Also do you think High Barrel and Armor Piercing are the best mods?
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Old 03-27-2012, 04:33 PM   #15
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Great guide, huge help. I haven't been putting points into Fitness at all almost. I see now how important it is. I like the idea of putting 4 of the perk skills all the way to rank 6 and leaving one blank.

For the weapons, the link isn't working but I've seen that spreadsheet before. It had lots of information but no conclusions. I think Sustained Damage per Second was probably the best metric to which guns are best but it's hard to tell. Did you draw any conclusions from the spreadsheet or do you have a link to where people draw conclusions based on the weapon data? For instance, the Hornet seems insanely strong even though it has massive kick.

Also do you think High Barrel and Armor Piercing are the best mods?
I have fixed the link and it should work now and as far as the strength of weapons it really just depends on what you are doing. The Hornet is very bad at any range longer than point blank since getting headshots with it is impossible versus say the Vindicator which has slightly less damage but little to no recoil and when fired from cover which will provides you with 3 headshots every time. For myself personally I like to use the Claymore or if I am playing as a power class I will use a Vindicator.

As far as weapon mods go it really depends on what faction I am going up against and what weapon I am using. For example I would use the Shredder/Choke if I was fighting reapers due the high amount of armored targets. If I was fighting Geth or Cereberus I would just use the HCB/Choke.

There are other guns which will benefit from the other mods so Pierce/damage is not always the way to go for every gun such as the Revenant for which I stability/clip on my Turian Soldier.

Simple Version: There is no "win all" gun and just use what fits your play style the best.
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Old 03-27-2012, 05:35 PM   #16
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Nice guide especially since Im just starting to venture off and use some different classes. Thank you.
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Old 03-27-2012, 05:45 PM   #17
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March 27th patch has been updated
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Old 03-27-2012, 06:33 PM   #18
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thanks for the reply bahroo3, and again what a great guide, thanks!

Ideal for me are your recommendations for when we pick random enemy and random maps (like when you say two adepts, one infiltrator and one engineer). That's great advice.

For the guns, I'm sure there are tier 1 weapons for each class of weapon. I'm just trying to figure out what they are. Same with the mods.

Man, that spreadsheet is intimidating to analyze. I'm pretty sure sustained damage per second is the best metric. What do you think? I know I don't realibly burst-fire enough.
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Old 03-27-2012, 07:32 PM   #19
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question for those who have / use a turian sentinal.

ive been doing a lot of re-spec work trying to allocate the points perfectly for how i like to play. but the big problem i keep running into is whats the ideal weapon setup for this class.

every other class i have found something that works perfectly relatively quick. after promoting my turian several times, i keep turning back to the avenger X (it gives me 200% CD bonus, also decent firepower). ive tried several different setups, but as i said i keep coming back to the assault rifle (no secondary).

my basic build is fluctuating, but always consists of chain overload + fully upgraded tech armor.
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Old 03-27-2012, 07:52 PM   #20
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Quote:
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question for those who have / use a turian sentinal.

ive been doing a lot of re-spec work trying to allocate the points perfectly for how i like to play. but the big problem i keep running into is whats the ideal weapon setup for this class.

every other class i have found something that works perfectly relatively quick. after promoting my turian several times, i keep turning back to the avenger X (it gives me 200% CD bonus, also decent firepower). ive tried several different setups, but as i said i keep coming back to the assault rifle (no secondary).

my basic build is fluctuating, but always consists of chain overload + fully upgraded tech armor.
I like to play my Turian like a heavily armored engineer. For this setup I use
-Max Tech armor which picking up Damage Reduction/Power damage/Power cooldowns
-Max Overload picking up Chain Overload/Recharge Speed/Chain Overload + Damage
-Max Fitness Picking up health every time.
-And For the final one I ignore warp and go for increased power damage and for rank 6 I pick up weapon damage/Stability

As for the weapons I almost always run him with A Vindicator X with Stability/Damage And use AP Rounds. Although you will have 190% reduction on power recharge this is easily compensated by the Vindicator's damage.

With this setup can you very durable even in gold and allow you to put out alot of tech damage especially if paired up with a Salarian Engineer to trigger a Tech Burst from Overload->Energy Drain with them all surrounding a decoy.
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Old 03-28-2012, 04:08 AM   #21
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Enemy Defense pools and updated weapon damage charts being added. Big thanks to Tangster on the Bioware forums for putting this together.

Check it out here. http://social.bioware.com/forum/Mass...0712294-1.html
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Old 03-28-2012, 05:43 PM   #22
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awesome guide thanks for the effort
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Old 03-28-2012, 08:44 PM   #23
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Fantastic work, I have always wanted a guide like this for ME3!
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Old 03-28-2012, 09:16 PM   #24
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I am currently looking some help in media to tidy up the thread.

An example for what mean


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Old 03-30-2012, 01:44 PM   #25
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Thank you DEG23 for the banner art for each of the enemy types
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Old 03-30-2012, 03:26 PM   #26
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I can never decide on the last skill in alliance training for the infiltrator. I dont notice the extra 10% dmg when I am sniping with him so I usually go with the weight to get fast recharge.
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Old 03-30-2012, 03:35 PM   #27
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I can never decide on the last skill in alliance training for the infiltrator. I dont notice the extra 10% dmg when I am sniping with him so I usually go with the weight to get fast recharge.
Just as a quick tip if you come out of your cloak within 2-3 seconds of activating it will always have a 3 second recharge time even with -200% power recharge.
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Old 03-30-2012, 03:40 PM   #28
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Quote:
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Just as a quick tip if you come out of your cloak within 2-3 seconds of activating it will always have a 3 second recharge time even with -200% power recharge.
Really now? lol Well I guess since I never go cloak and walk around, im always cloaking just before I snipe. I also noticed that as soon as I would shoot I was able to use my cryo or energy drain (depending on what infiltrator i use) before I had to recharge. =]
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Old 03-30-2012, 04:35 PM   #29
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I like to play as the Salarian on my infiltrator because of the drain shield. I usually cloak then hit them with drain if they have a shield before I snipe with my Javelin. Would it be better to change my talent to the one that lets you use a power cloaked instead of the damage?

Also, It seems most people like to play as the Quarian. Is this because of sabotage on geth or are they all around better then the Salarian?
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Old 03-30-2012, 04:38 PM   #30
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Quote:
Originally Posted by incubi10 View Post
I like to play as the Salarian on my infiltrator because of the drain shield. I usually cloak then hit them with drain if they have a shield before I snipe with my Javelin. Would it be better to change my talent to the one that lets you use a power cloaked instead of the damage?

Also, It seems most people like to play as the Quarian. Is this because of sabotage on geth or are they all around better then the Salarian?
You can use a power while your cloaked regardless, the only difference is that the skill lets you STAY cloaked when you use that power (which, in my opinion, is a waste)I would deff say go for damage.
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