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*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.
 
*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.
+
**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.
*Siege Pulse impacts will briefly stagger Cerberus [[Guardian]]s (though they won't take any damage), leaving them open to attack.
+
*Siege Pulses are particularly effective against the [[Turret (Mass Effect 3)|Turret]]s deployed by Cerberus [[Combat Engineer]]s. It is best to remove the turret's shield using gunfire, after which it should take anywhere between 1 and 3 pulses to destroy the turret itself from full health depending on difficulty.
  +
**The pulse can also be fired at an Engineer mid-deployment and will interrupt the deployment process. Depending on the animation progress/status, it may even award kill credit for destroying the turret.
  +
*Siege Pulse impacts will briefly stagger Cerberus [[Guardian]]s (though they won't take any damage), leaving them open to attack. This pairs well with sniper rifles and high-damage, high-accuracy pistols (such as the [[Arc Pistol]] when charged, or [[M-6 Carnifex]]) for quick headshots.
 
*The [[Geth Plasma Shotgun]] pairs well with this power: alternate pulses with charged shots from the shotgun to keep up a steady barrage.
 
*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 ==

Revision as of 06:17, April 6, 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

  • 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. 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 Abominations.
  • Siege Pulses are particularly effective against the Turrets deployed by Cerberus Combat Engineers. It is best to remove the turret's shield using gunfire, after which it should take anywhere between 1 and 3 pulses to destroy the turret itself from full health depending on difficulty.
    • The pulse can also be fired at an Engineer mid-deployment and will interrupt the deployment process. Depending on the animation progress/status, it may even award kill credit for destroying the turret.
  • Siege Pulse impacts will briefly stagger Cerberus Guardians (though they won't take any damage), leaving them open to attack. This pairs well with sniper rifles and high-damage, high-accuracy pistols (such as the Arc Pistol when charged, or M-6 Carnifex) for quick headshots.
  • 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

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