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ME3 Flamer

Flamer is a tech power in Mass Effect 3's multiplayer mode.

Power Ranks Edit

Rank 1: Flamer Edit

Fire a powerful short-range flame attack. The flames will persist for a max duration and can be canceled early for a faster recharge.

Highly effective against armor.

  • Recharge Speed: 8 sec
  • Damage Per Second: 200
  • Duration: 5 sec
  • Range: 10 m


Rank 2: Recharge Speed Edit

Increase recharge speed by 25%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 200
  • Duration: 5 sec
  • Range: 10 m


Rank 3: Damage Edit

Increase damage by 20%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 240
  • Duration: 5 sec
  • Range: 10 m


Rank 4: Damage/Reach Edit

Damage

Increase damage by 30%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 300
  • Duration: 5 sec
  • Range: 10 m

Reach

Increase range by 50%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 240
  • Duration: 5 sec
  • Range: 15 m


Rank 5: Damage/Duration Edit

Damage

Increase damage by 40%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 380 (Damage), 320 (Reach)
  • Duration: 5 sec
  • Range: 10 m (Damage), 15 m (Reach)

Duration

Increase duration by 60%.

  • Recharge Speed: 6.40 sec
  • Damage Per Second: 300 (Damage), 240 (Reach)
  • Duration: 8 sec
  • Range: 10 m (Damage), 15 m (Reach)


Rank 6: Armor Damage/Shield Damage Edit

Armor Damage

Increase damage to armor by 50%.

Shield Damage

Increase damage to shields and barriers by 50%.


Player NotesEdit

Note: Flamer deals 1.5x damage to armor.[1]

  • Flamer applies a stacking effect per half-second: 3/8 of the listed "damage per second" value is immediately applied upon impact, followed by a damage-over-time "burning effect" that deals 1/8 of the listed "damage per second" every half-second for 5 seconds. The math and ramification of this mechanic means that:
    • Each "hit" of Flamer will eventually deal 162.5% of the "damage per second" value.[2]
    • A listed "damage per second" value is not attained unless Flamer is sustained for at least 2 seconds, after-which Flamer will rapidly exceeds that DPS value.
    • Foes continue to take a significant amount of damage-over-time with 5 seconds duration (potentially a majority of the total damage done) after the Flamer effect ends.[3]
  • Flamer will prime a Fire Explosion for as long it is in use (instead of on first impact). Flamer cannot detonate combos, however, only prime them.
  • Flamer's cooldown mechanic is fluid rather then fixed: the more/less Flamer is held, the longer/shorter the cooldown.
  • Flamer can be seen graphically being fired through walls; however, it doesn't affect the enemies behind it.
  • Flamer's power can be canceled by using heavy melee, sprinting, or dodging, in addition to regular deactivation.
Strategies and Tactics
  • Rank 6 "Armor Damage" evolution is recommended: this stacks with flamers 1.5x damage to armor multiplicative, thereby increasing it to 2.25x, and allows it to kill any armored foe on Bronze difficulty upon a single activation. Combined with consumables and other power damage buffs, it can apply in excess of 3,000 damage per second to armored foes.Clarification needed—see talk page
  • Geth forces do not stagger away from fire like organic enemies. It will prevent enemy Primes, Hunters or Rocket Troopers from stunning you so long as you're using it.
  • Ending Flamer prematurely on weaker enemies prevents "wasted" overkill damage-over-time and potentially shortens cooldown.

Availability Edit

References Edit

  1. https://web.archive.org/web/20160318000954/forum.bioware.com/topic/277136-gameplay-data-and-mechanics/
  2. https://web.archive.org/web/20160731151725/https://forum.bioware.com/topic/399196-flamer-mechanics-explained/
  3. See 4-stack test on: https://web.archive.org/web/20160731151725/https://forum.bioware.com/topic/399196-flamer-mechanics-explained/

See Also Edit


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