FANDOM


(Rank 5: Damage Protection/Recharge Speed)
(link)
 
(19 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{Stub}}
 
 
__NOTOC__
 
__NOTOC__
[[Siege Pulse]] is a [[Powers (Mass Effect 3)|power]] in [[Mass Effect 3]]'s [[multiplayer]] mode. It is available for the [[Mass Effect 3 Multiplayer/Character Customization/Soldier#Geth Juggernaut Soldier|Geth Juggernaut Soldier]] character in the [[Mass Effect 3: Reckoning]] [[DLC]].
+
[[File:ME3 Siege Pulse.png|60px]][[Siege Pulse]] is a [[tech]] [[Powers (Mass Effect 3)|power]] in [[Mass Effect 3]]'s [[Mass Effect 3 Multiplayer|multiplayer]] mode.
   
 
== Power Ranks ==
 
== Power Ranks ==
Line 13: Line 12:
 
*'''Knockdown Chance:''' 35%
 
*'''Knockdown Chance:''' 35%
 
*'''Number of Charges:''' 3
 
*'''Number of Charges:''' 3
<br/>
+
<br>
   
 
=== Rank 2: Recharge Speed ===
 
=== Rank 2: Recharge Speed ===
Line 22: Line 21:
 
*'''Knockdown Chance:''' 35%
 
*'''Knockdown Chance:''' 35%
 
*'''Number of Charges:''' 3
 
*'''Number of Charges:''' 3
<br/>
+
<br>
   
 
=== Rank 3: Damage ===
 
=== Rank 3: Damage ===
Line 31: Line 30:
 
*'''Knockdown Chance:''' 35%
 
*'''Knockdown Chance:''' 35%
 
*'''Number of Charges:''' 3
 
*'''Number of Charges:''' 3
<br/>
+
<br>
   
 
=== Rank 4: Damage/Radius ===
 
=== Rank 4: Damage/Radius ===
Line 54: Line 53:
 
*'''Number of Charges:''' 3
 
*'''Number of Charges:''' 3
 
{{Col-end}}
 
{{Col-end}}
<br/>
+
<br>
   
 
=== Rank 5: Damage Protection/Recharge Speed ===
 
=== Rank 5: Damage Protection/Recharge Speed ===
Line 72: Line 71:
 
*'''Number of Charges:''' 3
 
*'''Number of Charges:''' 3
 
{{Col-end}}
 
{{Col-end}}
<br/>
+
<br>
   
 
=== Rank 6: Number of Shots/Resistance Damage ===
 
=== Rank 6: Number of Shots/Resistance Damage ===
Line 80: Line 79:
   
 
Increase the number of shots fired by 1, and increase the chance of knocking down enemies by 15%.
 
Increase the number of shots fired by 1, and increase the chance of knocking down enemies by 15%.
*'''Recharge Speed:''' 14.55 sec (Recharge Speed), 19.20 sec (Damage Protection)
+
*'''Recharge Speed:''' 19.20 sec (Damage Protection), 14.55 sec (Recharge Speed)
 
*'''Damage:''' 900 (Damage), 720 (Radius)
 
*'''Damage:''' 900 (Damage), 720 (Radius)
 
*'''Radius:''' 1.50 m (Damage), 2.40 m (Radius)
 
*'''Radius:''' 1.50 m (Damage), 2.40 m (Radius)
Line 88: Line 87:
 
<big>''Resistance Damage''</big>
 
<big>''Resistance Damage''</big>
   
Increase damage done to armor, shields and barriers by 60%.
+
Increase damage done to armor, shields, and barriers by 60%.
 
{{Col-end}}
 
{{Col-end}}
  +
<br>
   
 
== Player Notes ==
 
== Player Notes ==
  +
*Siege Pulse acts as as a detonator for [[Tech Burst]]s, [[Cryo Explosion]]s, and [[Fire Explosion]]s. As a result, it synergises well with other tech classes and with priming [[Mass Effect 3 Multiplayer/Character Customization/Equipment#Ammo Bonuses|Ammo Bonuses]].
 
*If the targeted enemy is killed by Siege Pulse, then its body will disintegrate; however, the bodies of un-targeted enemies killed in the blast will remain. This allows [[Cannibal]]s one fewer body to consume to create armor-plating.
 
*If the targeted enemy is killed by Siege Pulse, then its body will disintegrate; however, the bodies of un-targeted enemies killed in the blast will remain. This allows [[Cannibal]]s one fewer body to consume to create armor-plating.
*The [[Geth Plasma Shotgun]] pairs well with this power alternate pulses with charged shots from the shotgun to keep up a steady barrage.
+
*If evolved for "Damage Protection" and "Number of Shots", it can be treated as an armor power, as the Juggernaut may benefit from both keeping the charges stored and firing them.
*If evolved for "Damage Protection" and "Number of Shots", it can be treated as an armor power. Just leave it on all the time and only fire it in an emergency. Remember to refresh it when out of immediate danger.
+
**This approach also eliminates the long power cooldown compared to the Juggernaut's other powers, allowing heavier weapons to be carried, such as the [[Geth Spitfire]] and [[Javelin]].
  +
**This approach ''also'' maximizes the power's ability to knock down enemies, making it effective at long-range crowd control. On higher difficulties, a single pulse will be insufficient to kill certain enemies, but will either stagger them or knock them down. This can give teammates room to escape, especially from [[Abomination]]s.
  +
*The [[Geth Plasma Shotgun]] pairs well with this power: alternate pulses with charged shots from the shotgun to keep up a steady barrage.
  +
*The pulse projectile originates near the currently equipped weapon's barrel and can be fired whilst zoomed in, even with sniper rifles or weapons with scope modifications. This does mean that the projectile can impact surfaces near the weapon barrel when launching, so be mindful of obstructions.
  +
**Firing a pulse can interrupt charging or 'spin up' sequences for certain weapons, such as the [[N7 Typhoon]].
   
 
== Availability ==
 
== Availability ==
 
*'''Single-player:''' N/A
 
*'''Single-player:''' N/A
*'''Multiplayer:''' [[Mass Effect 3 Multiplayer/Character Customization/Soldier#Geth Juggernaut Soldier|Geth Juggernaut Soldier]]
+
*'''Multiplayer:''' [[Geth Juggernaut Soldier]]
 
[[Category:Powers]]
 
[[Category:Powers]]
 
[[Category:Mass Effect 3]]
 
[[Category:Mass Effect 3]]
Line 104: Line 105:
 
[[Category:Multiplayer]]
 
[[Category:Multiplayer]]
 
[[Category:Geth]]
 
[[Category:Geth]]
  +
[[Category:Tech]]

Latest revision as of 23:12, March 12, 2018

ME3 Siege PulseSiege Pulse is a tech power in Mass Effect 3's multiplayer mode.

Power Ranks Edit

Rank 1: Siege Pulse Edit

Generate 3 electric charges that are stored in your platform's batteries. Use the power again to consume a charge to launch a long-range pulse that blasts a massive area. Each shot has a chance of incapacitating unarmored enemies.

Highly effective against armor, shields and barriers.

  • Recharge Speed: 24 sec
  • Damage: 600
  • Radius: 1.50 m
  • Knockdown Chance: 35%
  • Number of Charges: 3


Rank 2: Recharge Speed Edit

Increase recharge speed by 25%.

  • Recharge Speed: 19.20 sec
  • Damage: 600
  • Radius: 1.50 m
  • Knockdown Chance: 35%
  • Number of Charges: 3


Rank 3: Damage Edit

Increase damage by 20%.

  • Recharge Speed: 19.20 sec
  • Damage: 720
  • Radius: 1.50 m
  • Knockdown Chance: 35%
  • Number of Charges: 3


Rank 4: Damage/Radius Edit

Damage

Increase damage by 30%.

  • Recharge Speed: 19.20 sec
  • Damage: 900
  • Radius: 1.50 m
  • Knockdown Chance: 35%
  • Number of Charges: 3

Radius

Increase impact radius by 60%.

  • Recharge Speed: 19.20 sec
  • Damage: 720
  • Radius: 2.40 m
  • Knockdown Chance: 35%
  • Number of Charges: 3


Rank 5: Damage Protection/Recharge Speed Edit

Damage Protection

Each stored charge on your platform reduces all damage taken by 10%.

Recharge Speed

Increase recharge speed by 40%.

  • Recharge Speed: 14.55 sec
  • Damage: 900 (Damage), 720 (Radius)
  • Radius: 1.50 m (Damage), 2.40 m (Radius)
  • Knockdown Chance: 35%
  • Number of Charges: 3


Rank 6: Number of Shots/Resistance Damage Edit

Number of Shots

Increase the number of shots fired by 1, and increase the chance of knocking down enemies by 15%.

  • Recharge Speed: 19.20 sec (Damage Protection), 14.55 sec (Recharge Speed)
  • Damage: 900 (Damage), 720 (Radius)
  • Radius: 1.50 m (Damage), 2.40 m (Radius)
  • Knockdown Chance: 50%
  • Number of Charges: 4

Resistance Damage

Increase damage done to armor, shields, and barriers by 60%.


Player Notes Edit

  • Siege Pulse acts as as a detonator for Tech Bursts, Cryo Explosions, and Fire Explosions. As a result, it synergises well with other tech classes and with priming Ammo Bonuses.
  • If the targeted enemy is killed by Siege Pulse, then its body will disintegrate; however, the bodies of un-targeted enemies killed in the blast will remain. This allows Cannibals one fewer body to consume to create armor-plating.
  • If evolved for "Damage Protection" and "Number of Shots", it can be treated as an armor power, as the Juggernaut may benefit from both keeping the charges stored and firing them.
    • This approach also eliminates the long power cooldown compared to the Juggernaut's other powers, allowing heavier weapons to be carried, such as the Geth Spitfire and Javelin.
    • This approach also maximizes the power's ability to knock down enemies, making it effective at long-range crowd control. On higher difficulties, a single pulse will be insufficient to kill certain enemies, but will either stagger them or knock them down. This can give teammates room to escape, especially from Abominations.
  • The Geth Plasma Shotgun pairs well with this power: alternate pulses with charged shots from the shotgun to keep up a steady barrage.
  • The pulse projectile originates near the currently equipped weapon's barrel and can be fired whilst zoomed in, even with sniper rifles or weapons with scope modifications. This does mean that the projectile can impact surfaces near the weapon barrel when launching, so be mindful of obstructions.
    • Firing a pulse can interrupt charging or 'spin up' sequences for certain weapons, such as the N7 Typhoon.

Availability Edit

Community content is available under CC-BY-SA unless otherwise noted.