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ME3 Flamer

Flamer is a power in Mass Effect 3. It is available to the Geth Trooper Soldier and the Vorcha Soldier and Sentinel, which are DLC characters in the 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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