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*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.
 
*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 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]].
  +
*Siege Pulses are particularly effective against the [[Turret (Mass Effect 3)|Turret]]s deployed by Cerberus [[Combat Engineer]]s, though to actually destroy an undamaged turret will require expending several pulses.
  +
*Siege Pulse impacts will briefly stagger Cerberus [[Guardian]]s (though they won't take any damage), leaving them open to attack. With good aim and proper timing, Guardians can be hit with a headshot whilst they're staggering.
   
 
== Availability ==
 
== Availability ==

Revision as of 00:46, March 18, 2015

ME3 Siege Pulse

Siege Pulse is a power in Mass Effect 3's multiplayer mode. It is available for the Geth Juggernaut Soldier character in the Mass Effect 3: Reckoning DLC.

Power Ranks

Rank 1: Siege Pulse

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

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

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

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

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

Number of Shots

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)
  • 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

  • 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.
  • 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. 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.
  • Siege Pulses are particularly effective against the Turrets deployed by Cerberus Combat Engineers, though to actually destroy an undamaged turret will require expending several pulses.
  • Siege Pulse impacts will briefly stagger Cerberus Guardians (though they won't take any damage), leaving them open to attack. With good aim and proper timing, Guardians can be hit with a headshot whilst they're staggering.

Availability

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