
Advanced Training unlocks Shepard's bonus power if this is the player's first time through Mass Effect 2 or allows Shepard to change bonus powers whenever they want.
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Heavy Muscle Weave: Shepard does +25% melee damage 15,000 Palladium unlocked after 3 Heavy Skin Weave upgrades.Īdvanced Training and Retrain Powers are usually circumstance-based. Heavy Bone Weave: Shepard takes -50% damage from melee attacks 25,000 Palladium unlocked after 2 Heavy Skin Weave upgrades. In Mass Effect 3, Assault Mastery significantly increases weapon and power damage, force, reputation, and carrying capacity right away. Destroyer increases weapons and power damage. Champion comes with further bonuses to Paragon/Renegade scores, health, and power recharge and duration. This also allows Shepard to choose a specialization between Champion and Destroyer. In Mass Effect 2, it provides a bonus to overall Health and weapons damage, lowers power recharge time, and provides a significant bonus to Paragon or Renegade points when making decisions. In Mass Effect 2 and Mass Effect 3, players should prioritize maxing out the Assault Mastery ability. Higher Charm scores provide bonuses to first aid and power cooldown time, while higher Intimidate scores increase power and weapon damage. In the original Mass Effect, players should prioritize investing points into Charm or Intimidate to buff their Paragon or Renegade score. Flare: Throw enemies with a biotic detonation, inflicting massive damage. Fortification: Provide damage reduction for Shepard, but inflicts a 50-60% cooldown on abilities Stacks with Biotic Charge's damage reduction buff for up to 90% total protection. Dark Channel: Inflict a persistent, damaging biotic field on an enemy. Assault Mastery: Increases Shepard's weapon and power damage, force, reputation, and carrying capacity. Fitness: Increases Shepard's health, barriers, and melee damage, and minimizes power loss when using Nova More important for Vanguards than most other classes.
Shockwave: Detonates a line of explosions from Shepard to the enemy target, ignoring cover and height less useful at higher difficulties.Pull: Lifts weaker, unprotected enemies, causing them to float for a few seconds damage increased when combined with Warp, Warp Ammo, and other biotic powers.Nova: Turns Shepard into a living grenade who can detonate in a shockwave, at the cost of any remaining biotic barrier Excellent when used in combination with Biotic Charge.Incendiary Ammo: Adds extra fire damage per shot and burns through enemy armor.Cryo Ammo: Freezes targets after a few seconds on impact less useful at higher difficulties.Biotic Charge: Moves Shepard through cover across the battlefield into an enemy's face, knocking them back or sending them flying Imperative, but may require cutting through enemy defenses first.Stasis: Stun enemies and take them out of a fight for a moment Makes stunned enemies temporarily impervious to damage.Energy Drain: Inflict heavy damage on enemy shields, restore Shepard's barrier, and increase barrier for a brief duration.
Barrier: Protects Shepard from damage with a second layer of armor for enemies to break through Improves safety while using Biotic Charge.Slam: Lift a single target and slam them to the ground Instantly kills husks.Reave: Drain 2 of 3 protections from an enemy from range.