Mass Effect 3 Power: PULL

Pull is one of the Biotic Power available in Vanguard and Adept Class. Pull is used to generate mass lowering field which levitates enemies on the air. While aloft, enemies will slowly drift towards the biotic, allowing any allies to finish them off effortlessly. The biotic can also combine the Pull effect with a Throw or Charge — similar to the Throw- lift combination in the original Mass Effect to send enemies flying higher into the air or with Warp which will biotic detonate the target. Pull inflicts a small amount of damage on foes with protection.

Pull Power Ranks

Pull can be upgraded six times. Below are the upgrades for Mass Effect 3.

 

Rank 1: Pull

Yank an opponent helpless on the ground

  • Recharge Speed: 4 sec
  • Duration: 4 sec

Rank 2: Recharge Speed

Increases recharge speed by 25%.

  • Recharge Speed: 3.20 sec

 

Rank 3: Duration

Increase duration by 40%.

  • Duration: 5.60 sec

 

Rank 4: Duration/Radius

Duration

Increase duration by 50%.

  • Duration: 7.60 sec

Radius

Increase impact radius by 2 meters.

 

Rank 5: Lift Damage/Expose

Lift Damage

Inflict 20 damage per second to lifted targets

Expose

Increase all damage to targets lifted by Pull by 25%.

 

Single Player Rank 6: Double Pull/Recharge Speed

Double Pull

Launch two Pull projectiles to seek two targets
instead of one.

Increase recharge speed by 60%.

  • Recharge Speed: 2.16 sec

 

Multiplayer Rank 6: Duration & Combo/Recharge Speed

Duration & Combo

Increase duration by 50%, and increase the force and damage of biotic detonations on affected targets by 50%.

  • Duration: 9.60 sec (Duration), 7.60 sec (Radius)

Recharge Speed

Increase recharge speed by 60%.

  • Recharge Speed: 2.16 sec

 

Player Notes

  • The Stated Value for the Lift Damage evolution is affected by power damage bonuses, 20 is the base damage.
  • Pull is very useful when fighting Cerberus Guardians. Should the Pull hit the shield, the shield will be ripped from their hands and force them to stumble forward, leaving them defenseless for a few seconds. This is a perfect opportunity to terminate them. It negates the need the shoot through the view slot near the top, pick at their legs, or hit them hard enough to make them stumble enough to get in a few shots.
  • Pull, like all biotics that travel, will arc slightly toward the enemy. Therefore, you can shoot it near the cover where an enemy is hiding and depending on where the Pull hit the enemy, the enemy will drift in that direction.
  • Pull often recharges much faster than other specialized abilities.
  • While it may not work on armored or shielded enemies, it will often stun them briefly. Characters without more destructive options can use Pull to force better protected enemies to stumble, leaving them open for follow up shots.
  • When using Double Pull on a shield wall, the wall will overload and electrocute anyone using it as cover.

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