Mass Effect 3

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Rudenberuku

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Changes the ME3 squadmates (and Citadel companions) powers

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Update 2.1:

Every squadmate now has two unique powers each, and I've included Legion if you're using the Legion Arena Mod.

  • Changed the squadmates powers to the following:

    • Ashley -> Concussive Shot, Energy Drain, Tactical Scan, Inferno Grenades, Fortification, Cryo Ammo
    • Kaiden -> Cryo Blast, Overload, Biotic Slash, Annihilation Field, Reave, Barrier (New 2.1)
    • Jimmy (Soldier) -> Concussive Shot, Arc Grenade, Homing Grenade, Fortification, Incendiary Ammo, Disruptor Ammo (New 2.1)
    • Jimmy (Sentinel) -> Warp, Arc Grenade, Homing Grenade, Throw, Barrier, Disruptor Ammo (New 2.1)
    • Liara -> Warp, Pull, Singularity, Throw, Stasis, Barrier (New 2.1)
    • Garrus -> Ballistic Blades, Overload, Incinerate, Inferno Grenade, Recon Mine, Incendiary Ammo (New 2.1)
    • EDI -> Overload, Incinerate, Proximity Mine, Sabotage, Submission Net, Defense Matrix
    • Tali -> Energy Drain, Incinerate, Sabotage, Combat Drone, Protector Drone, Defense Matrix (New 2.1)
    • Javik (Optional) -> Concussive Shot, Pull, Dark Channel, Lift Grenades, Dominate, Incendiary Ammo
    • Wrex -> Warp, Smash, Lift Grenades, Throw, Slam, Fortification
    • Miranda -> Warp, Overload, Biotic Orbs, Throw, Reave, Tech Armor
    • Jacob ->  Cryo Blast, Pull, Overload, Lift Grenades, Sentry Turret, Warp Ammo (New 2.1)
    • Jack -> Warp, Pull, Shockwave, Marksman, Barrier, Disruptor Ammo (New 2.1)
    • Grunt -> Concussive Shot, Frag Grenade, Multi-Frag Grenade, Fortification, Incendiary Ammo, Disruptor Ammo
    • Samara -> Warp, Pull, Cluster Grenades, Throw, Reave, Nova (New 2.1)
    • Kasumi (Optional) -> Cryo Blast, Overload, Incinerate, Sticky Grenade, Tactical Cloak, Disruptor Ammo
    • Zaeed (Optional) -> Concussive Shot, Carnage, Inferno Grenade, Fortification, Disruptor Ammo, Armor-Piercing Ammo
    • Aria ->  Lash, Flare, Lift Grenades, Reave, Throw, Incendiary Ammo
    • Nyreen -> Cryo Blast, Overload, Energy Drain, Stim Packs, Barrier, Biotic Protector
    • Legion -> Incinerate, Sabotage, Geth Turret, Hunter Mode, Defense Matrix, Disruptor Ammo (Newly Added 2.1)
  • Most powers are now squdmate variants (they insta cast)
  • All squadmates start with 3 points in their passive powers (except Liara, because Singularity is required to get past the tutorial)

About:


As with my other mod for ME2 (https://www.nexusmods.com/masseffect2/mods/412), I wanted to give squadmates a boost on Insanity to have them be more useful. I also wanted to try to have each Citadel squadmate have two unique powers that no one else in the game had, so when they joined you with EGM – they would actually feel like more of unique squadmates rather than having no unique abilities. (I did my best with what I had).
 
Also, after surviving the suicide mission in ME2, you would think that they would have been training and preparing for the next 6 months for a galactic war that would bring about the end of civilization as they know it. Not only that – but realizing how difficult the suicide mission was, that they would have tried to improve upon their skillset.

Plus, it’s kind of boring to have very limited choices in what powers you can pick – this at least provides you with some more options to have more interesting playthroughs (to allow for more roleplaying choices).

ME2 (OT) Version: Here
ME2 Legendary Edition Version: Here
ME3 Legendary Edition Version: Here

Issues:

If you add this mod to an already started game, any distributed powers will be lost in abilities that are replaced and already invested skillpoints will stay. I.e. You will not have the first skillpoint in the passive bonus. So make sure prior to installing you reset your squadmates powers in the medbay (if installing on a current save)

Sometimes the skill points don't get distributed for Citadel squadmates (so they have none invested) leaving them with one point less. I'm unsure if this is because my 'save' had already started the Citadel DLC or if it's an issue with the squadmates themselves (probably the save issue). They'll still have no 'automatic' points invested, so not that big of a deal.

Compatible:

Fix Pack For Mass Effect 3 - Recommended and compatible.

Incompatible:

Miranda Powerset Revamped - Edits the same files and does the same thing mostly



Squad (Including Citadel DLC):

Squadmate Classes:
 
Adept = Liara, Samara                                                           - Min 1 Adept, Max 3
Engineer = Tali, EDI                                                                - Min 1 Engineer, Max 2
Infiltrator = Garrus, Kasumi                                                  - Min 0 Infiltrators, Max 2
Sentinel = Vega, Kaidan,  Miranda, Jacob,                          - Min 0 Sentinels, Max 4
Soldier = Vega, Ashley, Grunt, Zaeed                                  - Min 0 Soldiers, Max 4
Vanguard = Javik, Jack, Wrex                                              - Min 0 Vanguards, Max 3

*Anyone in bold letters only counts if they survived in previous games
** Anyone in italics only counts if you choose that class for them in the mod installation

*** Jimmy class can be changed to Soldier, or Sentinel (player's choice)
*** Jacob class changed to Sentinel

Powers that are unique to each companion (meaning no other companion will have this power on your team):

Ashley: Tactical Scan, Cryo Ammo
Jimmy: Arc Grenades, Homing Grenades
Kaidan: Biotic Slash, Annihilation Field
Liara: Stasis, Singularity
Garrus: Ballistic Blades, Recon Mine
Tali: Combat Drone, Protector Drone
EDI: Proximity Mine, Submission Net
Javik: Dark Channel, Dominate
Wrex: Smash, Slam
Miranda: Biotic Orbs, Tech Armor
Jacob: Sentry Turret, Warp Ammo
Jack: Shockwave, Marksman
Grunt: Frag Grenades, Multi-Frag Grenades
Samara: Cluster Grenades, Nova
Kasumi: Sticky Grenades, Tactical Cloak
Zaeed: Carnage, Armor-Piercing Ammo
Aria:  Lash, Flare
Nyreen: Stimulant Packs, Biotic Protector

I gave squadmate's two unique powers each but some powers had missing text or didn't really work correctly. So this was the best I could do for now, I wanted to update this mod for awhile with better powers/multiplayer powers. To fix some lackluster skills/powers for squadmates. I think this is much better, but if you have any feedback let me know.

New Powers for Main Squad (Added) + Reasoning:

----------------------------- - Each power added/change and the reasoning as to why: - -----------------------------

Jimmy (Soldier/Sentinel/Vanguard):

Vanilla Jimmy - How he plays:

Jimmy plays as your defensive tank character with Fortification and a very limited powers/abilities. He's okay in combat but there isn't anything really spectacular combat wise compared to your other squadmates.

Carnage is an absolutely bad power and is never worth investing in as it's probably one of the worst powers in the game. Frag grenade is alright for damaging armor, but it's not as good as Inferno Grenades or Lift Grenades for power explosions. Incendiary is the best ammo power in the game bar none due to it's final evolution - which means he basically is just here to shoot at things since he has no actual good powers to help out Shepard.

The other big problem with Jimmy is the fact that if Ashley is alive, you have two soldiers characters and lose out on Kaidan (who is probably one of the best Mass Effect 3 squadmate's with his abilities).

He has one decent power which is Incendiary Ammo. If you are a Soldier or a Vanguard that means he is redundant since you have that power and don't need him for it. Frag grenades are the weakest grenade type in that they can only detonate one type of combo, and they do not set up any combos themselves. Carnage does middling damage and is mediocre for CC, compounded by the fact that it has a relatively long cooldown. Fortification is not really useful for the helping out the squad to achieve any type of power combo - but it does allow him to survive longer. The only other things worth mentioning are that his squad bonuses in Arms Master, can pair nicely as a tank build for if you choose to make a tank build for him. Shotguns usually aren't particularly great on squad members but assault rifles are good for squadmates with the Particle, Harrier, Typhoon, or Falcon being great options.  Overall he is an unbalanced squad member that is best against organics.

Modded Jimmy - How to fix him:

First of all, it should have been that if you saved Ashley - Jimmy would have been a Sentinel, and if you saved Kaidan - he would have been a soldier. That would have made the most sense to cover 'the missing' class depending on which Virmire Survivor you saved. Bioware obviously made him a solider no matter what making Ashley even less of a good option to save.

So how can we fix Jimmy? We give him two class options to choose from:

1. Soldier = His original class, and a class you can pick if Ashley if dead or you want to keep him as his designated class in the story or you want two solider classes.

2. Sentinel = To replace Kaidan if Kaidan is dead or to use alongside Kaidan if you want.

So he has the powers below, and the reasoning for each power.

Powers (Soldier with 1 Tech Ability):

Biotic Explosion Powers:
Cryo Explosion Powers: Concussive Shot (S/D), Arc Grenade (D), Homing Grenade (D)
Tech Burst Powers: Concussive Shot (S/D), Arc Grenade (S/D), Homing Grenade (D), Disruptor Ammo (S)
Fire Explosion Powers: Concussive Shot (S/D), Inferno Grenade (S), Arc Grenade (D), Homing Grenade (D), Incendiary Ammo (S)

Power 1 (Concussive Shot): Concussive Shot is an insanely good power on Insanity. Give a squadmate the Amplified evolution and it becomes insanely overpowered as it does x4 damage with whatever ammo power is being used. It makes no sense to get rid of this ability for Soldier James.

Power 2 (Arc Grenade): A great grenade powers to damage shields/barriers which was on the Jimmy's major weaknesses on an
Insanity playthrough. Jimmy has no way to damage barriers/shields with his original powerset, this provides him some way to mitigate that weakness.

Power 3 (Homing Grenade): A power with provides Jimmy with another support option power that can be used at anytime. It also increases his grenade stash and it allows him to damage armor.

Power 4 (Fortification): An ability that allows Jimmy to survive in the game and be a tankier squadmate. Since his original role in the game was a very tanky squadmate, it made sense to keep this power.

Power 5 (Incendiary Ammo): The best ammo power in the game. The rank 6 Explosive Burst evolution is good for most (or even all) weapons.

It basically has a 50% chance of bursting for 100+ damage on burst.
Power combos can also eat through armor very quickly. If Shepard is getting the Incendiary Ammo from Garrus then the explosive Burst damage is 50+ damage (Garrus gets the full 100+ damage). Amplified Concussive Shot is akin to wielding a flamethrower when using Incendiary Ammo. Thismakes it the best (followed by Disruptor/Cryo Ammo - just like in Mass Effect 3).

Power 6 (Disruptor Ammo): The second best ammo power in the game, that allows him to damage shields and barriers (which was an issue vanilla Jimmy suffered from). Since he's replacing Ashley as a soldier, it made sense to give him this ability since Javik/Garrus both now have Incendiary Ammo

Jimmy as a soldier now is a mix of his vanilla self and vanilla Ashley - as he now has some  of his powers be from his vanilla set and some of his powers from her vanilla power set. Basically if Ashley is dead, you don't lose out or miss out on some of her abilities. Meanwhile if she is alive, Jimmy is different from her that they don't share all of the same abilities or he is a clone of her (he has two different grenade abilities). The chosen abilities makes him way better considering it replaces his lackluster Carnage and Frag Grenades. It also makes him play a little differently from Ashley if she is alive.

With the limited Soldier powers, this was the best solution I could come up with to have his powers still be good/have him be a replacement for Ashley. If Ashley is alive - I highly recommend using the Sentinel class for Jimmy since it would basically just be a (mostly) duplicate of Ashley.

If there were more Soldier only powers, I could spec him to be way different than Ashley but as of now this was the best outcome/solution with what powers made sense (lore-wise) for him.

Powers (Sentinel):

Biotic Explosion Powers: Warp (S/D), Throw (D)
Cryo Explosion Powers: Warp (D), Incinerate  (D), Arc Grenade (D), Homing Grenade (D), Throw (D)
Tech Burst Powers: Warp (D), Incinerate (D), Arc Grenade (S/D), Homing Grenade (D), Throw (D), Disruptor Ammo (S)
Fire Explosion Powers: Warp (S/D), Incinerate (D), Arc Grenade (D), Homing Grenade (D), Throw (D)

Power 1 (Warp): Warp is a great ability that allows for one to prime or detonate biotic combos, as well as detonate a ton of other combos. Combine it with the Piercing + Expose evolutions, and it is the best biotic power in the game bar none.

Power 2 (Arc Grenade): A great grenade powers to damage shields/barriers which was on the Jimmy's major weaknesses on an Insanity playthrough. Jimmy has no way to damage barriers/shields with his original powerset, this provides him some way to mitigate that weakness.

Power 3 (Homing Grenade): A power with provides Jimmy with another support option power that can be used at anytime. It also increases his grenade stash and it allows him to damage armor

Power 4 (Throw): One of the best biotic powers in the game that allows him to detonate every type of combo.

Power 5 (Barrier): An ability that allows Jimmy to survive in the game and be a tankier squadmate. Since his original role in the game was a very tanky squadmate, it made sense to keep this power. It's worst than Fortification for damage reduction, but a Sentinel would not have a combat power like Fortification. (And I tried my best where I could to keep powers lore-friendly).

Power 6 (Disruptor Ammo): The second best ammo power in the game, that allows him to damage shields and barriers (which was an issue vanilla Jimmy suffered from). Since he's replacing Ashley as a soldier, it made sense to give him this ability since Javik/Garrus both now have Incendiary Ammo

Jimmy now has a nice blend of biotic and tech powers that make him worth taking while also allow him to handle a variety of power combos.

Compared to Kaidan/Miranda, he plays entirely differently, so having all three will give you three unique squadmates while allowing them to have similarish roles as tanks. One can choose to distribute skillpoints in defensive abilities or as a squadmate who solely is specced for offensive powers. As they all have a defensive ability to make their defences more sturdy.

Overall, I wanted to make all the Sentinels unique from each other. So I can't really compare him to Jacob who in the future might have his powers swapped out or a bit.

Hopefully this works for a lot of players and I think his powerset works nicely no matter what set of choices were made in the previous Mass Effect games or what mods change the outcome of certain events.

Ashley (Soldier with 1 Tech Ability):


Vanilla Ashley - How she plays:

Ashley has some problems that make her a somewhat bad pick for saving over Kaidan. First of all her story scenes and how she plays out compared to Kaidan are much worst (it seems like Kaidan had more thought put into him). Not only that but power combo's in Mass Effect 3 are your bread and butter for determining who to bring. With a multitude of tech squadmates (Garrus, EDI, Tali, Kaidan) on the main roster for ME3, it becomes incredibly difficult to save her over Kaidan (who allows for biotic combos/tech combos) when you only have two biotic squadmates (Liara/Javik) on the main squad. Since Vanilla Garrus can do everything she can better - it makes it an extreme difficult choice to bring her along or save her.

Where some squadmates can prime and detonate one type of combo without assistance, Ashley can prime and detonate two, and chain them together, all without any help from Shepard or the third squadmate. By using Disruptor Ammo in conjunction with an assault rifle, Ashley can easily prime enemies for a Tech Burst, and immediately detonate it by throwing an Inferno Grenade. since Inferno Grenades do not trigger a cooldown, they can immediately be followed up with Concussive Shot to detonate a Fire Explosion. Concussive Shot and Inferno Grenades are both evolved to be able to hit a large number of enemies while still causing decent damage. Assault Rifles work much better with Disruptor Ammo for priming combos, so Ashley's ability to use sniper rifles is ignored. Alliance Officer is thus evolved to give Ashley the game's second highest weapon damage. Ashley does best with the armors that improve her weapon damage.

Ashley evolves towards functioning as the squad's heavy gunner / pyromaniac (Typhoon/Revenant + Marksman ability in order to serve as the perfect heavy-gunner. Concussive shot + expanded Inferno Grenade for instant fire explosions) - she is relatively versatile, though she really shines when paired with EDI and Garrus. However, why would you not just bring Garrus who can do the same thing that Ashley can do or just be fine with Jimmy (who you automatically get whereas you have no Sentinel character if Kaidan is dead).

However, squadmate's don't use guns as effectively as the player controlled Shepard. Not to mention if you're not using a power cooldown mod (which I recommend anyways) - Marksman becomes a liability. As Marksman is a terrible power on Ashley if you don't use a power cooldown mod. Squadmates do not use guns effectively, and as a result Ashley will not use Marksman effectively. It also has a long cooldown, locking her out of Concussive Shot (which is a much more useful power).

Basically. Jimmy = Soldier and you automatically have him in ME3. Whereas if Kaidan is dead, you have no Sentinel squadmate (and Sentinels are considered the best squadmates in both ME2/ME3 - as we see with Miranda and Kaidan respectively). The lack of biotic squadmates in ME3 also makes it very, very hard to justify saving Ashley unless you're using the Expanded Galaxy Mod and have the biotic squadmates from the Citadel DLC. As in why save Ashley when Jimmy does what she does but better? (Survives better, has the best ammo power in the game, etc.)

Despite this, I always saved Ashley in the original as I much prefer her to Kaidan.

Modded Ashley - How to fix her:

First of all, we're going to change Disruptor Ammo to Cryo Ammo as Cryo Ammo is one of the best ammo power in the game and it will give her a unique ammo power. Next we're going to keep her as a Soldier class but give her 1 Tech ability (that we can head-cannon as her learning this ability from her "little sister" Tali and it being a somewhat interesting power as it steals shields. You could also argue as a Spectre maybe she had training to utilize some non-soldier abilities to keep herself alive).

The reason to give her Energy Drain is because if we take away Disruptor Ammo, she has no way to damage shields - so by giving her Energy Drain, she can now still strip shields and barriers.

Ashley is a soldier character, and compared to biotic or tech specialists, they aren't as good at triggering power combos. This allows her to have some usefulness while retaining the majority of her soldier abilities, but also giving her Energy Drain so she can much more reliably detonate other squadmates/Shepard's tech bursts (assuming that the enemies in question either have shields/are synthetic enemies). If you want a somewhat lore-friendly explanation for this power - just head-cannon that Tali taught her during/after Mass Effect 1 or she got additional training between the events of Mass Effect 2 and 3 when Shepard was under house arrest.

You could also maybe head-cannon that her Spectre training or special operative assignment in Mass Effect 2 (which is never expanded upon unlike Kaidan's having trained special forces) had her focusing on self-improvement or ways to survive in the battlefield longer such as taking on or learning a tech-related ability.

There is one option for Ashley being alive in ME3:

1. You sacrificed Kaidan on Virmire (losing your only main Sentinel squadmate in ME3)

With this mod, she loses her ability to prime/detonate two types of power combos are her own - but Disruptor Ammo appears to be bugged when used with Concussive Shot (Amplified Evolution) and doesn't prime/detonate tech combos when it should. (https://masseffect.fandom.com/wiki/Talk:Concussive_Shot) So I'm not sure if you could still actually even prime/detonate two types of combo's with her original powerset due to said bug.

I also wanted her to be somewhat a unique pick, and we got rid of the bugged marksman in favor of Tactical Scan, a much better and more unique power.

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers: Concussive Shot (S/D), Energy Drain (D on Shielded/Synthetics only), Cryo Ammo (S)
Tech Burst Powers: Concussive Shot (D), Energy Drain (S/D)
Fire Explosion Powers: Concussive Shot (S/D), Energy Drain (D on Shielded/Synthetics only), Inferno Grenade (S),

Power 1 (Concussive Shot): Concussive Shot is an insanely good power on Insanity. Give a squadmate the Amplified evolution and it becomes insanely overpowered as it does x4 damage with whatever ammo power is being used. It makes no sense to get rid of this ability.

Power 2 (Energy Drain): By getting rid of Disruptor Ammo, we needed a power that could handle shields/barriers. This will not only handle that problem, but also allow her to survive longer as it takes the enemy's shield and replenishesher own).

Power 3 (Tactical Scan): Her unique power now that allows her to mark and make enemies take more damage. It's much more useful than Marksman, and also allows her to have an ability that maybe she learned as a Spectre while Shepard was off in Mass Effect 3 doing stuff or as part of her operations in Mass Effect 2 (perhaps she got training?) In the multiplayer, one of the Soldier classes also has this ability making it lore-friendly.

Power 3 (Inferno Grenade): Inferno Grenade is a nice power to keep on Ashley due to it's ability to combo her newly acquired Incendiary Ammo as well as being able to let her chain primers. (Do one combo after another). It would make no sense to get rid of this power.

Power 5 (Fortification): A power that allows Ashley to survive longer should you choose to invest in it. With the limited soldier powers, this was the best one to give her (and it allows some versatility in how you level her up now).

Power 6 (Cryo Ammo): If you're starved for points, Cryo Ammo is the cheapest ammo power in the game (possible exception: Armor-Piercing Ammo if you just want to do some wallhacking). It's totally fine at rank 1 or 2. It's the best squad ammo at rank 4. Incendiary Ammo really wants Rank 6 for Explosive Burst, Disruptor Ammo needs at least Rank 3 to maximize its crowd control potential, Warp Ammo doesn't do anything except make numbers bigger so it wants as many points as you can feed it for maximum number embiggening. If you're using Armor-Piercing Ammo as a "NUMBERS GET BIGGER" power then it's like Warp Ammo where you want as many points as possible, but like I said,
sometimes it's fun to take a single point just so you can shoot through guardian shields and such.

This isn't to say you shouldn't take Cryo Ammo to Rank 6. Rank 6 makes any Cryo Combos more powerful and the  Damage Combo evolution is quite useful for number-embiggening. It's just to say you don't have to. You can coast on low totals for quite a long time without feeling especially handicapped.

The other nice thing about it is it's super easy to evolve. Most of the choices are no choice at all.
Rank 4 (Squad) > Rank 5 (Headshot Damage) > Rank 6 (Damage Combo)

The chance to freeze per shot is a function of a weapon's rate of fire. Specifically, the formula is

Freeze Chance = 60 / (Effective Rate of Fire)
Freeze Chance = 78 / (Effective Rate of Fire) (with the Rank 2 Freeze Chance bonus)
Freeze Chance = 108 / (Effective Rate of Fire) (with the Rank 6 Freeze Chance bonus)

This means the faster your gun shoots, the less likely it is to freeze per shot. This might sound unfair, but actually it's a pretty clever setup. It essentially means that, all else being equal, all guns are equally likely to freeze an enemy over any given length of time. (All subsequentcalculations will assume the player has the Rank 2 Freeze Chance bonus,
but not the Rank 6 Freeze Chance bonus.)

Despite a lot of sources saying it's best to use Cryo Ammo with fast-firing weapons, this is the worst thing you could possibly do.You want to use slow-firing weapons. Ideally, you'd want to use a weapon whose Rate of Fire exactly  matches your cutoff to get a 100% freeze chance per shot, which means 78 RPM assuming you have the Rank 2 Freeze Chance evolution. At that point, every shot is a guaranteed freeze so the second you see the hit indicator you can move on to a new target.

Ashley now still retains her abilities or playstyle as in the original vanilla Mass Effect 3, but with some improvements or options that should allow for a more versatile play style for her. With Energy Drain, she now has a way to get in on Cryo/Tech combo's more frequently allowing her to be much more useful in a squad. It may still be hard to 'consider' saving her over Kaidan but at least with her new modded powers - there is a much better reason to save her.

It also was difficult to improve her since there are so many limited soldier abilities - but this should at least make players consider saving her or using her.

This now gives her the one of the best ammo power in the game (Cryo Ammo), and although she loses the ability to prime/detonate two combo's by herself. Ashley now has the ability to detonate Cryo/Tech/Fire explosions using Energy Drain and to obviously still detonate fire explosions (with Inferno Grenade).

Kaidan:

Vanilla Kaidan - How he plays:

Kadian in the base game is one of the best squadmates due to his potential as a Sentinel to prime and detonate numerous types of power combos. He is far better than Ashley due to his effectiveness (and the fact that Disruptor Ammo is glitched and doesn't prime Tech Combo's).

Kaidan's powers let him counter shields, barriers and armor and he provides decent firepower if he uses his assault rifle. With help of Barrier and getting his cooldown reduction costume to counter Barrier's penalty not only he deals highest damage among biotic squad members, he provides substantial bonus power damage to other squadmates as well, making him the best to take with squads focused on powerusage. Thanks to Reave's protection buff and Barrier he is the 2nd tankiest squad mate after James.

In the case of both Reave and Overload, the Recharge Speed bonus is chosen because Kaidan has very few ways to reduce that. Cryo Blast is fast enough on its own that it does not need that same consideration. Reave is evolved both to improve Kaidan's defense and to damage and prime as many enemies as possible. Overload is evolved to soften up nearby enemies for the impending Tech Burst. Biotic Explosions and Tech Bursts are the two most valuable power combos, so neither Reave nor Overload are worth giving up in favor of his other powers. The choice then comes down to Barrier versus Cryo Blast. Barrier in conjunction with Reave gives Kaidan the best defense in the squad, but many players feel that the recharge penalty isn't worth it. Players who decide that it is should evolve it to minimize the penalty and give an extra boost to Reave and Overload. If the player doesn't think Barrier is worth it, Cryo Blast is useful for weakening the game's strongest enemies, and should evolve to maximize that. It also gives Kaidan a third type of power Combo to prime. Reave already gives Kaidan a strong  defense boost, so Alliance Officer was evolved to maximize Kaidan's damage output. The fact that Reave keeps going after its been used as part of a power combo makes it especially useful, and the Biotic Damage Upgrade makes the most of that. Regardless of whether or not Barrier is used, Kaidan does best with the armor that lowers his recharge times.

Modded Kaidan - How to fix him:

There's not much needed to improve Kaidan honestly since he is one of the best squadmates in Mass Effect 3 but there are some things we can do to make him even more effective.

He still has most of his original powers meaning he can still be played/specced how people want him. However he now has the option to be played a bit differently or to avoid Barrier altogether (if you hate defensive powers on squadmates).

Powers:

Biotic Explosion Powers: Biotic Slash (D), Reave (S/D), Cluster Grenades (D)
Cryo Explosion Powers: . Cryo Blast (S), Overload (D), Biotic Slash (D), Cluster Grenades (D)
Tech Burst Powers: Overload (S/D), Biotic Slash (D), Cluster Grenades (D)
Fire Explosion Powers: Overload (D), Biotic Slash (D), Cluster Grenades (D)

Power 1 (Cryo Blast): Cyro Blast is extremely fast and allows him to prime Cryo Explosions, and it has relatively fast cooldown speed.

Power 2 (Overload): An extremely good power that makes no sense to get rid of. It allows him to take out barriers/shields.

Power 3 (Biotic Slash): A close combat ability that allows for Kaidan to have a powerful CQC move and that can detonate various power combos.

Power 4 (Annihilation Field): This power is extremely good, damaging enemies who get close and allows him to be a bigger threat when enemies get in melee range. You can argue him getting Spectre training (potentially as an option) meant that he learned this power and
that maybe the Sprectre's had a special program to allow their soldiers to utilize this technology on the field as an advanced measure against the Reapers.

Power 5 (Reave): A very good biotic power that can both prime/detonate and also let's him bulk up his defenses.

Power 6 (Barrier): A very good defensive power, and option to make Kaidan a very tanky squadmate.

Kaidan now retains his defensive capabilities and has more options for biotic combos than he did previously. Overall Kaidan was a strong squadmate and there wasn't much need to improve him with a ton of  changes. The changes that I did give him allows him to have more options when leveling him/have more avenues to prime/detonate various types of combos in the game.

The biggest thing is choice though - you now have a lot of ways to spec him if you want. You probably will always go Overload (and probably Reave/Singularity), but now you have some choices in Biotic Slash/Cluster Grenades. Basically these changes provide actually RP optionsto go with so you can decide how Kaidan would perform in Mass Effect 3  (maybe your Shepard is more of a Biotic so he focuses on that, or your Shepard is more of a Tech specialist, so he focuses on that).

Liara:

Vanilla Liara - How she plays:

Liara is probably one of the best squadmates for any Shepard in Mass Effect 3. She lacks firepower and durability, and some of her powers are
devalued by shields. But Singularity and Stasis all but guarantee a deadenemy, especially to a player with good aim. Warp with the Expose evolution will help against the many armored opponents. Re-spec her Stasis with bubble to be able to grab even shielded enemies from behind cover. A biotic Shepard can combo with her Warp and other powers to create instant and frequent biotic explosions even against shielded and armored enemies. Liara's damage is low but due to low cooldowns and good crowd controls she is an OK squadmate especially with adept shepard.

Warp Ammo is left at level 3 because Liara's role is not to shoot things. Her role is to control the battlefield with powers and her passive is evolved to make sure her powers can be used as often as possible and last as long as possible. Because Liara's recharge bonus from her passive power is so high, it is likely unnecessary to take the Recharge Speed evolutions on her other powers. Singularity can be evolved to capture as many enemies as possible. Stasis Bubble is an excellent trap. Both allow Liara to detonate her own Biotic Explosions on unarmored enemies. Warp is evolved to maximize the damage enemies take from Biotic Explosions, while also weakening enemies for other squadmates to kill. Because Liara's passive  recharge speed bonus is so high, she does better with armor that increases her power damage. Because she is so fragile, Liara should not be allowed to use her submachine gun unless she is using a Locust or a Geth Plasma SMG.

Her passives and abilities allows her to have an insanely low cooldown time/recharge speed meaning she can constantly keep priming and  detonating biotic explosions. Warp also can allow her to detonate the rest of the power combos in the game. Warp Ammo is okay on her, but it's
just an extra damage booster for her shooting and her goal shouldn't beshooting things anyways.

Probably the biggest weakness of Liara on Insanity is she is very squishy and dies very easily. So you would not want her taking fire/being on the front lines a lot. Other than that, she's insanely versatile for any Shepard and is one of the few biotic squadmate's on your main squad.

Modded Liara - How to fix her:

It probably would be advisable to give her something like Barrier, but due to the limited power selection in Mass Effect 3, I opted to give her two powers she had in Mass Effect 1: Pull and Throw. The benefit of this is Pull/Throw, alongside Warp are probably the best biotic powers in the game due to their low recharge speed and ability to crowd control. It also keeps her role of her being a great, fast power caster and making that stay her role (without sacrificing her recharge speed for an ability like Barrier).

Since she (like Kaidan) is one of the best squadmates in the original game - there wasn't much of a need to improve her drastically, and I didn't want every squadmate to have a defensive ability. So she got more offensive abilities, or abilities that allowed her to perform more combos since her recharge speed is so low.

Powers:

Biotic Explosion Powers: Warp (S/D), Pull (S), Throw (D), Singularity (S/D)
Cryo Explosion Powers: Warp (D), Throw (D)
Tech Burst Powers: Warp (D), Throw (D)
Fire Explosion Powers: Warp (D), Throw (D)

Power 1 (Warp): One of the best biotic powers in the game, it's ability to detonate any type of combo and do an insane amount of damage means it would be stupid to get rid of it (especially since she lacks Reave to compensate for its loss).

Power 2 (Pull): Pull is an amazing ability in Mass Effect 3, and it brings Liara back to her Mass Effect 1 roots.

Power 3 (Stasis): Her unique power that has some usefulness on Insanity. Personally, I'm not a fan of Stasis, but it can be used to buy time or hold an enemy in place. Some people also love using Stasis, so one squadmate should have it (and she needed a unique power).

Power 4 (Throw): Throw like Pull is extremely versatile and an amazing power to have in Mass Effect 3. It's also a power she had in Mass Effect 1, so it's paying homage to her.

Power 5 (Singularity): You probably only really need to invest in either Singularity or Pull - not both. However, this provides the option for her to do so depending on how you want to spec her or which power you prefer more.

Power 6 (Barrier): A defensive power that rectifies her one weakness on Insanity and allows her to live longer. She loses Warp Ammo so Jacob can have a unique power, but with her powerset - she doesn't really need another offensive power.

Liara now has more options that brings her in line with her Mass Effect 1 counterpart (and brings her in line with the Mass Effect 2 version of this mod). Although Liara is still a fast, recharge power user - she can now survive longer due to Barrier. She's now got two extremely fast, awesome biotic abilities that probably gives her one of the best powersets in the game (at the expense of having any powers to increase her survivability).

Overall, Liara still is an amazing squadmate, and these additions only make her more versatile/good in how you want to play her (providing her even more fast biotic abilities, that also let her have the option to detonate more types of power combos).

Garrus (Infiltrator):

Vanilla Garrus - How he plays:

Fan favourite Garrus is back in action, and he sports Concussive Shot, Overload, Proximity Mine, and AP-Ammo. These powers are okay, it's well  known that Garrus can abuse the typhoon, his passive, and AP-Ammo to become god-like (however Squadmates do not use guns effectively and it  becomes misleading that he becomes an extremely better option versus investing in his powers).

Squadmates deal only 30% of base weapon damage. So even if you max their weapon damage -- or in this case, Garrus's sniper rifle or assault rifle damage -- they are still dealing less than 100% of base weapon damage.

* Squadmate base weapon damage is reduced to 30% of base, and all weapon damage bonuses are additive to the 30% base damage value.

So if a weapon has a base damage of 100, and the squadmate has a +100% weapon damage bonuses, then (0.30 x 100) + 100% = 30 + 30 = 60.
*NOTE: Squadmates will deal something like +200% weapon damage for a short duration when ordered to attack a specific target.

All this to say that squadmates will not use weapons very effectively unless you micromanage them. Certain weapons -- such as the Typhoon --
seem to work better on squadmates than others (not sure why). Incendiary Ammo's explosive burst can also give reliable damage from weapons.
However, you (Shepard) will be killing most enemies yourself using either powers or weapons, meaning squadmates are better left as additional power functions rather than gun turrets. This is especially true on higher difficulties.

Since enemy values scale with your level, Garrus needs max power damage to ensure his Overload can completely strip enemy shields at level 60. Hence why I recommend a power-based approach on Garrus rather than weapon-based approach. Powers can prime and/or detonate power combos. Depending on the power, powers can also provide some crowd control as well through knockdowns or staggers, or can outright disable enemies.

The best three ammo powers in order in Mass Effect 3 are: Incendiary Ammo, Disruptor Ammo, and then Cryo Ammo. This is due the fact of them being able to cause Fire Explosions/Tech Bursts/Cryo Explosions which due a ton of damage.

Garrus becoming 'god-like' with the Typhoon is more-so because the Typhoon being completely broken then his abilities (AP Ammo) being extremely
good. If you give the Typhoon to any squadmate, they'll wreck havoc on the enemies (but James/Garrus/Ashley have the most noticeable damage
with it due to their passives). So realistically, it's less his powerset being good and more so the Typhoon being busted. Personally I don't
give squadmates the Typhoon, but feel free to play however you like (albeit by that point, they're killing mostly everything for you so...)

In regards to the above, his powerset is lackluster. AP Ammo is not good compared to other powers, Proximity Mine is trash except for the
allowing extra incoming damage from other sources when you use it, and Concussive Shot would be much better to use if Garrus has  Cryo/Incendiary/Disruptor ammo to prime/detonate combos.

Modded Garrus - How to fix him:


To fix Garrus from his vanilla self, we are going to make him a fire-oriented squadmate by giving him Incinerate, Inferno Grenade, and Incendiary Ammo. We'll also provide him with Fortification as it's been requested the Garrus be given a power to shore up his defences.

Although Garrus currently lacks a unique power, I think his current set of powers more than make up for it. In future interations of the mod, I will try to build a unique power for him - but also Mass Effect 3 modding has been heavily overtaken by the Legendary Edition version. So this may be the final build for him.

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers: Overload (D), Incinerate (D), Recon Mine (D)
Tech Burst Powers: Overload (S/D), Incinerate (D), Recon Mine (D)
Fire Explosion Powers: Overload (D), Incinerate (S/D), Inferno Grenade (S), Recon Mine (D)

Power 1 (Ballistic Blades): To make Garrus a bit different, I've given him Ballistic Blades over Concussive Shot. Although Concussive Shot is extremely good, too many squadmates had it. Ballistic Blade is an extremely powerful close combat attack and allows him to have a unique power compared to other squadmates.

Power 2 (Overload): An extremely useful power on Insanity for taking out shields/barriers, it makes no sense to get rid of this power.

Power 3 (Incinerate): A power that allows him to have a ton more options when triggering power combos, and one that allows him to do crowd control much more effectively and strip armor (since we got rid of AP ammo on him).

Power 4 (Inferno Grenade): Inferno Grenade adds nicely to the fire oriented kit that Garrus now has, and it allos him to have another method to prime fire explosions. It's also a grnade power, so it gives him more options rather than constantly using powers all the time.

Power 5 (Recon Mine): Garru's 2nd unique power that provides tactical scanning and allows for him to detonate power combos should enemies get close. It can also act as an defensive power as it'll damage enemies if they try to melee him.

Power 6 (Incendiary Ammo): The best ammo power in the game. The rank 6 Explosive Burst evolution is good for most (or even all) weapons. It basically has a 50% chance of bursting for 100+ damage on burst. Power combos can also eat through armor very quickly. If Shepard is getting the Incendiary Ammo from Garrus then the explosive Burst damage is 50+ damage (Garrus gets the full 100+ damage). Amplified Concussive Shot is akin to wielding a flamethrower when using Incendiary Ammo. This makes it the best (followed by Disruptor/Cryo Ammo - just like in Mass Effect 3).

Basically Garrus now becomes an actual bigger threat than previously. He swaps AP Ammo for one of the better ammo powers in the game and swaps Proximity Mine for Recon Mine which is 100% times a better Tech Power (not that Proximity Mine is bad, but I felt like I could give it to another squadmate.)

Vanilla EDI - How she plays:

EDI, like Kaidan, can handle both shields and armor, but lacks some of his tankiness and firepower. Her Decoy can be deployed for crowd control, particularly with groups of small enemies. She can prime both fire explosions and tech bursts if the team has a generic detonator such as Concussive Shot or Carnage. If you bring her, make sure to max her  Defense Matrix and keep it active, thus providing her with decent durability.

EDI is also one of the only three characters that can prime more than one type of power combo. Incinerate and Overload should both evolved to facilitate this while softening up other enemies that will be in range of the follow-up detonation. Neither one should be sacrificed regardless of what is done with Defense Matrix in the vanilla game. The question of whether or not Defense Matrix is worth it as it is very similar to Barrier. EDI gets no recharge speed bonuses from her passive, so her other powers would need to be evolved to compensate for this, which Defense Matrix would cancel out. However, it does improve both her survivability and burst damage. Decoy should not be used  because the lack of movement makes the  explosive upgrade of little use. 

The problem then becomes this. Decoy is an absolutely useless power and should be avoided at all costs. It is even worst than Carnage - at least Carnage has a guarantee to hit the enemy. Decoy can be use and basically just sit there and be useless (wasting her powers).EDI is not a bad character overall in the vanilla game, and she's oddly one of the only main squadmates who has Incinerate and Overload.

Modded EDI - How to fix her:

First off, nuking Decoy from her powerset it a must. It's such a useless power and only holds her back if you accidentally put points into it. To compensate, she needs a unique power that no one else has which leads
us to give her Proximity Mine - which is okay. It's one redeeming feature is it can apply a debuff to make targets take extra damage - butthe pathing for it for squadmate's is a bit wonky (sometimes it doesn'tgo where you want like other powers).

We then will keep most of her powers the same, but give her Submission Net and Sabotage so she can do insane damage with the Tech Vulnerability evolution and provide her with a enemy freezing ability like Stasis. (This provides her with another unique power).

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers: Incinerate (D), Overload (D), Proximity Mine (D)
Tech Burst Powers: Incinerate (D), Overload (S/D), Proximity Mine (D), Disruptor Ammo (D), Submission Net (S)
Fire Explosion Powers: Incinerate (S/D), Overload (D), Proximity Mine (D)

Power 1 (Incinerate): A great power on EDI that allows her to effectively take out armored enemies and the ability to prime/detonate fire explosions. It's an extremely good power and it would make no sense to get rid of it since she has no other way to take out armor.

Power 2 (Overload): Another very good power for taking out shields/barriers.

Power 3 (Proximity Mine): An okay power that shines due to it's damage debuff it applies to enemies (so they take more damage). The launching/casting of it is a bitwonky even on squadmates - however I needed a unique power for EDI, and this was the best one to give her.

Power 4 (Sabotage): Sabotage is an extremely good power with the Tech Vulnerability evolution. It's extremely powerful and the best Tech power in the game.

Power 5 (Submission Net): A tech power that allows her to freeze or hold enemies in place should the need arise. It also gives her a 2nd unique power.

Power 6 (Defense Matrix): To help EDI survive with her lackluster durability, some players may
not invest in it - but it's there incase they would like to.

EDI now has more powers that improve her kit heavily, and this kit providesa player with more options in how to spec her. She still retains her usefulness like in the vanilla game, but her weak/useless power of Decoy has been replaced with much better powers.

Now EDI should be a lot more fun to play with/better to use especially in a Tech based squad where she will excel.

Vanilla Tali - How she plays:

Tali decent crowd control and damage output via drones and shotguns, but their short range exposes her durability issues. She is probably one of  the worst squadmates on the main squad for a variety of reasons:

1. She is squishy and her weapon set requires her to be close to enemies to damage them (meaning she goes down on Insanity a lot)
2. She lacks a power to deal with armor, meaning against armored enemies, she is pretty useless.
3. Protector Drone is useless.

Energy Drain is evolved both to shore up Tali's questionable defense, and to prime Tech Bursts on as many targets as possible. Because power combos are the primary source of power based damage in this game, the loss of damage is a small price to pay for these benefits. A fully powered Rocket Drone is surprisingly useful for wearing down enemies while the squad deals with them, and Quarian Machinist is evolved to capitalize on that. Defense Drone is neglected because it simply doesn't have much to offer compared to the alternatives (AKA it's a shitty power). The Tech Vulnerability upgrade alone makes Sabotage worth investing in, because of the boost not just to base tech powers, but Tech Bursts and Fire Explosions. Like Liara, Tali's recharge speed bonus from her passive power means she won't get much out of the armor that improves recharge speeds. The armor that improves power damage is better to boost her drone, while the armor that improves weapon damage is better to boost her shotgun.

She really shines in any fight with Geth, as her abilities absolutely destroy them - and she is extremely useful due to her ability to fire off combo's as fast as Liara. Like Liara however she dies very fast in combat, and on Insanity this can be a huge detriment to the team.

Modded Tali - How to fix her:

The first thing we will do is give her Incinerate so she finally has a real way to deal with armor, and provide her with a grenade ability so she is a much better support character.

We will keep Protector Drone, it's basically an awful ability but it gives her a 2nd unique ability compared to everyone else, it's really not a good power on Insanity, but it can be specced to be somewhat to be okay as it's not targetable by enemies, it can help out defenisvely, and since it can't be destroyed - it lasts a good time. You probably won't invest in it much but it does give Tali a 2nd unique ability.

It can also help help her survive longer defensively but it's not as good as Defense Matrix and the likes. However I did not want to get rid of Combat Drone, Energy Drain Incinerate, or Sabotage which are all good powers. Since most people are probably using the Legion mod, I also did not want to make Combat Drone her unique power since she might share it with him if he's alive.

Powers:

Biotic Explosion Powers: None.
Cryo Explosion Powers: Incinerate (D), Energy Drain (D), Cryo Blast (S), Combat Drone (D)
Tech Burst Powers: . Incinerate (D), Energy Drain (S/D), Sabotage (S), Combat Drone (D)
Fire Explosion Powers: Incinerate (S/D), Homing Grenade (D), Combat Drone (D)

Power 1 (Incinerate): A power that fixes a major weakness of Tali in that she can't damage armor in anyway in the vanilla game. This is a huge fix for her, as it finally makes her worthwhile to take as she can deal with an armor now.

Power 2 (Energy Drain): Energy Drain is her go to move to remove shields/barriers. It would make no sense to get rid of this power, as it's super useful for her.

Power 3 (Sabotage): One of the best Tech powers in the game, as noted above in Garrus' section. It would make no sense to get rid of it with how useful it is.

Power 4 (Protector Drone): A power that provides some defensive utility on Insanity, and provides crowd control for Tali. It really is not that great of a power, but until I could get more multiplayer powers working, it gave her another unique ability that no other squadmate had.

Power 5 (Combat Drone): Combat Drone is extremely useful unlike Protector Drone, plus Tali needed a unique power and this was the best option for her.

Power 6 (Defense Matrix): A power that gives Tali a way to survive longer considering this was her one weakness on Insanity
playthroughs (where she died too easily.)

Tali now fills an incredible role of being super useful to bring along - she can strip/take care of any protection in the game, and has a variety of way to prime and detonate various combos. She can also now survive much longer thanks to Defense Matrix and no longer is super squishy. She keeps Combat Drone and Protector Drone to give her 2 unique powers.

Javik (Vanguard):


Vanilla Javik - How he plays:

Javik is a nice alternative to Liara if you hate Liara (considering the lack of main squad biotic squadmates). The problem on a vanilla playthrough
in the original Mass Effect 3 was if you didn't have his DLC, and left Kaidan for dead - you only had Liara as a biotic focused squadmate. His
weapon set allows him to have Assault Rifles and he has some very good powers to utilize.

There are some strategies to Javik that help make him a strategic pick when playing him. Dark Channel's value in priming Biotic Explosions means it is better to make it last as long as possible. It's also an insanely good power as it "moves" to the next enemy allowing for multiple biotic combo's. Kaiden's Reave is better than Javik's Dark Channel. Reave can both prime and detonate biotic explosions; Dark Channel can only prime. Kaiden get get a quicker cooldown with Reave than Javik can with Dark Channel. Reave can hit multiple enemies at once (with rank 4 Radius), whereas Dark Channel is single-target. Dark Channel can jump to a new target when the first target dies, but in practice it does not happen all that often.

He also can't cast as fast as Liara, hate or love Liara - she is probably the best squadmate for most Shepard classes, but especially biotic
classes just because she can cast her powers so quickly/fast and she hasextremely good powers.

Lift Grenades are a crowd clearer, so making sure they hit as many enemies as possible is a good choice, especially since Javik's passive ability makes up for the loss in damagefrom not choosing the alternative. They also can damage shields/barriers. Pull followed by a Lift Grenade allows Javik to detonate his own Biotic Explosions on unprotected enemies. Double Pull also helps with Guardians, since they like to come in pairs. Pull is
also considered one of the best biotic powers in the game alongside Throw. Slam is a gimmick and has little to offer compared to Javik's other powers. It's usually not worth taking compared to his other powers.

Overall Javik's vanilla powers compared to Liara's are not that good. Just because she has one of the best powersets in the game (+ her insane recharge speed).

For Vengeful Ancient you'd want Durability (power damage) - Power Damage - Squad Bonus (power damage). Basically, you want a lot of power damage for Grenades and Dark Channel. As noted in the Ashley/Garrus section, squadmate's rarely ever use guns effectively - except for the Typhoon but it just breaks the game. However if you wanted to invest in more weapon damage for Javik, you now have the option of going that route + investing in Incendiary Ammo to do more damage with his guns so there are options if you prefer it.

Because Javik's power damage is already so high, he gains more benefit from the armor that improves his recharge speeds.

Modded Javik - How to fix him:


To fix Javik, there isn't much needed really to do - other than get rid of Slam and add some powers that make him a nice alternative to Liara should you not want to use her.

Keeping Dark Channel/Lift Grenades make sense as they are good powers. Next we are going to prime his with some Vanguard abilities - since Jimmy can either be a Soldier/Sentinel - it means that we should keep Javik as a Vanguard (to fill in all roles in the game). Since a player may or may not have Javik (and Kaidan). It would leave Liara as their only biotic on the main squad (with potentially Jimmy if they installed the Sentinel version of this mod for him).

We've given him Concussive Shot + Incendiary Ammo since those are the two best powers in the game, allowing him to do massive amounts of damage while being different from Garrus/Ashley/Vega. Garrus is extremely fire based and all tech focused, Ashley is entirely Soldier abilities with Cryo Ammo, and Vega (depending on the class chosen) is entirely like Ashley/similar to her minus one Biotic ability as a Soldier, or he's a nice blend of alternative powers to Javik without having Concussive Shot (but still sharing Incendiary Ammo).

Powers:

Biotic Explosion Powers: Concussive Shot (S/D), Pull (S), Dark Channel (S), Lift Grenades (S/D)
Cryo Explosion Powers:
Concussive Shot (S/D),  Lift Grenades (D)
Tech Burst Powers:
Concussive Shot (S/D), Lift Grenades (D)
Fire Explosion Powers:
Concussive Shot (S/D), Lift Grenades (D), Incendiary Ammo (S)

Power 1 (Concussive Shot): Concussive Shot is an insanely good power on Insanity. Give a squadmate the Amplified evolution and it becomes insanely overpowered as it does x4 damage with whatever ammo power is being used. It makes no sense to get rid of this ability.

Power 2 (Pull): Pull is one of the best biotic powers in the game, so it makes no sense to get rid of this unless we are giving him Throw.

Power 3 (Dark Channel): Another amazing power that Javik has. Cast it on an enemy and keep the beam of the Particle Rifle on
them, stagger from Dark Channel allows you to decimate entire groups of enemies. It also has the unique ability where it can "jump" to another
enemy like a chain allowing you to keep initiating biotic combos. It wouldn't make much sense to get rid of this power

Power 4 (Lift Grenades): Another amazing power that allows Javik to detonate his own biotic explosions on protected enemies.It also allows him to deal damage to all types of protections, and is super effective against barriers. It wouldn't make sense to get rid of this ability of his.

Power 5 (Dominate): A power that goes well on Javik's kit and bolsters him as a unique pick
over Liara - as Liara is one of the squishiest/most vulnerable
squadmates. Now you have Javik as an alternative to Liara who will
survive much longer than her while having similar powers to her. It's
basically Barrier but green

Power 6 (Incendiary Ammo): The best ammo power in the game. The rank 6 Explosive Burst evolution is good for most (or even all) weapons.
It basically has a 50% chance of bursting for 100+ damage on burst. Power combos can also eat through armor very quickly. If Shepard is
getting the Incendiary Ammo from Garrus then the explosive Burst damage is 50+ damage (Garrus gets the full 100+ damage). Amplified Concussive  Shot is akin to wielding a flamethrower when using Incendiary Ammo. This makes it the best (followed by Disruptor/Cryo Ammo - just like in Mass Effect 3).


Javik's role is now a blend of a biotic and soldier, having some of the best powers in the game like Concussive Shot, Incendiary Ammo, and Pull. He's extremely versatile and plays a unique role on the team compared to any other of your main squadmates.


New Powers for DLC Squad + Reasoning:


----------------------------- - Each power added/change and the reasoning as to why: - -----------------------------

Wrex (Vanguard):

Vanilla Wrex - How he plays:

Wrex is probably the worst squadmate in the Citadel DLC. Carnage, Lift Grenade, Barrier, Stimulant. Carnage is bloody awful compared to Concussive Shot. Lift Grenades sounds great except he spams his Stimulant Packs right away, which eats into his grenade pool meaning he has no Lift Grenades. Barrier sounds great to allow him survive - except now his cooldown on Carnage is even longer.

Some people will argue "oh but using his Stimulant Packs allows him to be a bulky defensive tank" except the goals of squadmates it to usually build off of them with their powers to enact combos. Not to mention, Stimulant Packs run out eventually which means your left with Carnage as your only
power once it runs out.

His powerset is awful.

Modded Wrex - How to fix him:

There were a few options, we could make Wrex like his Mass Effect 1 self with Pull, Throw, Warp, etc. However a ton of squadmates already have
those abilities, and trying to mix and match different abilities on squadmates without making them too similar was already a challenge.

So the best thing to do was to make him completely unique as in - give hima set of powers/combination of powers that no one else really has. This
makes him a bit of a strange pick, but really makes him much different than any other squadmate in your roster.

Powers:

Biotic Explosion Powers: Warp (S/D), Smash (S/D), Lift Grenades (S/D), Throw (D),  Slam (S/D)
Cryo Explosion Powers: Warp (D), Smash (S/D), Lift Grenades (D), Throw (D), Slam (D)
Tech Burst Powers: Warp (D), Smash (S/D), Lift Grenades (D), Throw (D), Slam (D)
Fire Explosion Powers:  Warp (D), Smash (S/D), Lift Grenades (D), Throw (D), Slam (D)

Power 1 (Warp): Warp allows her to do massive damage to armor and barriers. She also had warp in ME2 so it is also very lore-friendly for her to have. Warp is one of the biotic powers that can detonate every type of power combo in the game. Since you want squadmates that focus on being able to prime/detonate power combos - it made sense to keep this power. Warp does damage, primes, detonates, and has a fast recharge time.

Power 2 (Smash): A great biotic power if enemies get up close, and since Krogans charge into melee combat so often - it made sense to give him this ability.

Power 3 (Lift Grenades): With Stimulant Packs gone from his loadout, Grunt actually has grenades he can use for actually power combos! Now he doesn't waste them all (i.e. it's not a useless power anymore).

Power 4 (Throw): Throw is insane in Mass Effect 3 and alongside Pull it can be considered one of the best powers in the game. It is, in my opinion, the best detonator this side of the Milky Way with one of the fastest recharge times. This means she can spam Throw over and over despite the cooldown times.

Power 5 (Slam): A gimmick power that makes him have a unique power. By giving him this power, alongside Throw - you have the option to have him replace Javik's sometimes fun Throw/Slam combo. Probably not really useful, but a very fun power to play with none the less.

Power 6 (Fortification): A way better power than Barrier that allows him to get a bigger defensive bonus. Since we took away Stimulant Packs from him, it only seemed fair to give him a better defensive power so he can survive longer.

Now Wrex is actually useful, he doesn't only have Carnage essentially. Yeah he loses some of his defensive surviviability from Stim Packs - but the caveat with that was: once Stim Packs ran out, he was essentially useless more so than any other squadmate. His new set of powers gives him much more abilities to be a useful power focused squadmate, while also allowing him to have defences similar to his vanilla build (that don't run out however).

It was very hard to build Wrex and not have him be exactly like every other squadmate. So this made the most sense powerwise to diffrentiate him/give him an interesting powerset.

Miranda (Sentinel):

Vanilla Miranda - How she plays:

The best squadmate in Mass Effect 2 on Insanity got sidelined in Mass Effect 3 hard. With the Cerberus subplot, and the lack of biotic squadmates - Miranda should have been a shoe-in for a squadmate in Mass Effect 3. Luckily, both the Expanded Galaxy Mod and Miranda Mod places her on the squad. However there are some prevalent issues with Miranda that causes her to be lackluster compared to her Mass Effect 2 counterpart.

First off all she has a horrible powerset. Warp, Overload, Incinerate, and Reave. This sounds good on paper - but Warp/Incinerate/Reave are all
basically interchangeable. Yes, they have some different versatility - Warp can detonate all type of power combos and allows for damage against armor/barriers, Reave allows for a tankier biotic output and can damage armor/barriers, and Incinerate allows for damage to armor and for it to detonate all combos as well.. The problem is - you really would only want to 'invest' in one of these powers at most. This leaves you with either investing in Warp or Reave (if you want her Biotic focused) or Warp/Incinerate (alongisde Overload if you want her Tech focused). The problem is Warp is the best biotic ability in the game due to its evolutions - so it always makes sense to take that and Overload - really only leaving you with Reave/Incinerate depending on what you want.

Not that Warp/Reave/Incinerate is all bad - but since in the vanilla game, you're forced to invest in all the Citadel squadmate's abilities, it ends up hurting her by having her invest in all those powers.

Compared to the other squadmates, she also lacks a way to be as useful as them with this powerset. EDI does tech damage better (and potentially faster). EDI can also survive longer if you spec into Defense Matrix while Miranda has no way to boost her defences via a similar power unlike EDI. Tali is much better at damage output due to Sabotage and having her powers go out faster then Miranda's. Liara and Kaidan are better with Warp and Reave (Liara has a fast recharge speed and Kaidan is tankier). For Citadel squadmates - Jack has way faster recharge times due to her passive (fast cooldowns)  and has Pull/Warp which means you can use her powers more frequently. Meanwhile Samara has two of the best biotic powers in the game (Pull/Throw) due to their insane cooldown times, and she also has Warp/Reave meaning she functions as a way better Biotic than Miranda (and you have so many Tech experts in the game already).

You could argue she might have been a somewhat of a replacement for Kaidan, except Kaidan is one of the tankiest squadmates in the game and can blast Cryo Blast extremely fast (not to mention he has a way better weapon set than Miranda). All in all - Miranda is probably one of the worst squadmates in the Citadel DLC due to her power distribution (which is a shame since she's my favourite squadmate) and the fact she can't frequently use them as other squadmates/she can't survive like other squadmates.

Modded Miranda - How to fix her:


Miranda is going to become another biotic focused squadmate since we have so few (with a few tech powers, one offensive and defensive) so she fills in the gap of missing biotic squadmates.So how can we fix Miranda to be actually useful in Mass Effect 3?

We'll do two things:

1. We're going to design her to be a better Kaidan and fill in if he's dead (replacing him as a better Tank. Even if he's not dead, Citadel squadmates have a way higher health/defense pool than the vanilla squadmates making them survive way longer/in more difficult fights). This means she can survive way longer and not suffer as many power recharge penalties (since Omni Armor has no rechage penalty associated with it).

2. We are going to make her our Biotic focused Sentinel (compared to the other Sentinels).

First off all, we'll keep Warp and Reave - these two powers can be used in tandem or you can invest in one. Warp has the benefit of triggering more
combos than almost any other biotic power and Reave can mostly trigger biotic explosions, but allow for her to survive longer/regenerate
health. Overload allows her to take out shields/barriers. This means you have the option to invest in both or one of them if you choose to maker
her entirely power focused.

Next we'll give her Tech Armor and Biotic Shield, This allows her to be a tankier character in the game should you choose to invest in Tech Armor. Lastly we will give her Biotic Orbs which can act as both a defensive power to help her if enemies get close or allow her to fire them off if want ones (and give her Throw for a fast recharge/CC power).

Powers:

Biotic Explosion Powers
: Warp (S/D), Biotic Orbs (D), Throw (D), Reave (S/D)
Cryo Explosion Powers: Warp (D), Overload (D), Biotic Orbs (D), Throw (D)
Tech Burst Powers: Warp (D), Overload (S/D), Biotic Orbs (D), Throw (D)
Fire Explosion Powers: Warp (D), Overload (D), Biotic Orbs (D), Throw (D)

Power 1 (Warp): Warp allows her to do massive damage to armor and barriers. She also had warp in ME2 so it is also very lore-friendly for her to have. Warp is one of the biotic powers that can detonate every type of power combo in the game. Since you want squadmates that focus on being able to prime/detonate power combos - it made sense to keep this power. Warp does damage, primes, detonates, and has a fast recharge time.

Power 2 (Overload): An extremely useful power on Insanity for taking out shields/barriers, it makes no sense to get rid of this power. This alongside Warp allows her to take out every protection in the game. It also is a power she also keeps in ME2.

Power 3 (Biotic Orbs): A power that gives Miranda another unique ability alongside Tech Armor that can be used both for offence or defence. It also triggers all type of power combos, so it's a super useful power to have. Not only that but if the orbs are cast and she doesn't use them, it reduces the speed/cooldown of her other powers. Which means she can cast them faster.

Power 4 (Throw): Throw is insane in Mass Effect 3 and alongside Pull it can be considered one of the best powers in the game. It is, in my opinion, the best detonator this side of the Milky Way with one of the fastest recharge times. This means she can spam Throw over and over despite the cooldown times.

Power 5 (Reave): An alternative to Warp that is more focused on surviving and health regeneration.Although I could have replaced this with another power - it made sense to keep it due to her being a 'replacement' or 'substitute' for Kaidan if he's dead. It also allows some versatility in her playstyle as you could choose to make her tanky like Kaidan (this now puts her on par with him now that I gave her to the two powers below). Realistically, you'll probably only pick Warp or Reave - but I like the option of having both for different playstyles (or using both together if you want a heavy biotic Miranda).

Power 6 (Tech Armor): A power that allows her to boost her defences while being on par/an actual replacement for Kaidan if he is dead. This gives her some more defensive survivability on Insanity.

There powers allow Miranda to differ from the rest of the squadmates while buffing her weaknesses. She has a power that allows her to recharge her other powers faster, she has defensive ability to survive/replace Kaidan, and she has an ability that boosts the recharge speed of her other powers.

I also just like how Biotic Orbs look/play, so I wanted Miranda to have them but overall her kit is way more improved since she has some of the best biotic powers in the game now. She loses Incinerate, but I wanted to design her a the 'biotic' Sentinel compared to other squadmates.

Jacob (Sentinel):

Vanilla Jacob - How he plays:

Jacob's problem is he's just like how he was in the vanilla Mass Effect 2 game, except with the addition of Lift Grenades to his powerset. The problem with Jacob is he doesn't have a good detonator power other than Lift Grenades, and you could argue that's not even really a power (it's a
grenade). He basically functions as a Biotic Jimmy/Grunt, being more useful on a Biotic team - but not that useful since all he has to really build off power combo's with is Pull.

Functionally, with the amount of Solder type characters in the vanilla game, he still comes off as a bit useless - albeit his saving grace is having Incendiary Ammo - but why would I bring him when I can bring Grunt who has better powers/can be way tankier?

Modded Jacob - How to fix him:

Like Mass Effect 2, we are going to change his class to a Sentinel. This solves a lot of problems by not making us have four Vanguard characters and giving us four Sentinels instead.

First of all, we're going to change his powers so he plays a lot more uniquely compared to every other Sentinel. We will give him Overload, Incinerate, and Pull so he has some useful and really good powers as a baseline. Next he will keep Lift Grenades as they are a great power for detonating a variety of power combos.

Powers:

Biotic Explosion Powers: Pull (S), Lift Grenades (S/D)
Cryo Explosion Powers: Cryo Blast (S), Overload (D), Lift Grenades (D), Sentry Turret (S), Cryo Ammo (S)
Tech Burst Powers: Overload (S/D), Lift Grenades (D)
Fire Explosion Powers: Overload (D), Lift Grenades (D), Sentry Turret (S)

Power 1 (Cryo Blast): Cyro Blast is extremely fast and allows him to prime Cryo Explosions, and it has relatively fast cooldown speed.

Power 2 (Pull): An extremely good CC power and it makes no sense to get rid of it.

Power 3 (Overload): By giving him Overload, he now has a way to strip barriers/shields
reliably which was something he really couldn't do in the vanilla Mass Effect 3

Power 4 (Lift Grenades): Lift grenades are extremely good, it makes sense to keep them.

Power 5 (Sentry Turret): Jacob's unique power that provides some defensive capaibilities and some offensive ones. It seemed like the best power to give him that worked from the multiplayer powers. You could argue with him working with the scientists that they retrofitted him with such technology.

Power 6 (Warp Ammo): By giving Jacob Warp Ammo - he has a way to give his squadmates and himself an ammo power that provides more damage and/or give him an ammo option and support power.

Jacob has now become the more unique Tech-oriented Sentinel. Unlike Miranda/Jimmy/Kaidan - he focuses way less on biotics and defences, while still having a nice combination of powers to choose from. It does make him easier to kill on Insanity due to getting rid of Barrier, but his new powers overcompensate for this by actually making him useful in a squad due to his new power selections.

This makes him less of a 'mirror' image of the other Sentinels. While all 3 of the others have defensive abilities - he lacks any form of protection like Barrier or Fortification - however Sentry Turret lets him support various allies through its shield restorations and Warp Ammo allows him to provide another method of supporting his allies.

He also has an insane amount of source/detonator powers for Cryo Explosions.

Jack (Vanguard):

Vanilla Jack - How she plays:

Jack became much better in Mass Effect 3 compared to Mass Effect 2. She has some of the best powers in the game and looks like a mixture of vanilla Javik and Liara. Warp is one of the best powers in the game, Shockwave is okay - it's a lot less useful in Mass Effect 3 as close range powers
are annoying to manage on squadmates. Pull allows her to have an insanely fast cooldown CC power and quick priming. Her passives (like Liara) allow her to have an insane recharge speed.

Warp Ammo isn't a bad power, but it also doesn't lend much to her options as Jack should be trying to utilize her powers over shooting anyways. Overall, she's basically a replacement for Liara.

Modded Jack - How to fix her:


First Barrier, Throw, and Disruptor Ammo so she has a plethora of new and great abilities that really add to her kit. Barrier allows for her to survive longer. Throw is an extremely useful and fast  CC/detonator. Lastly, Disruptor Ammo allows her to overcome Shields/Barriers on enemies, which was one of her major weaknesses as a  biotic squadmate.

We keep Shockwave since it's a unique power to her, and Warp/Pull because of how useful they are.

Powers:

Biotic Explosion Powers: Warp (S/D), Pull (S), Shockwave (D),
Cryo Explosion Powers: Warp (D), Shockwave (D),
Tech Burst Powers: Warp (D), Shockwave (D), Disruptor Ammo (S)
Fire Explosion Powers: Warp (D), Shockwave, (D),

Power 1 (Warp): The best biotic power in the game, it makes sense to keep it on her.

Power 2 (Pull): Another amazing biotic power that gives her options.

Power 5 (Shockwave): Probably the worst power in her kit, but it's worth keeping for the fact alone that it's unique to her and does provide the option to take it if a player wants to try a different build.

Power 4 (Marksman): A power we stole from Ashley that allows her to fire faster and do more damage. I needed a 2nd unique power for her, and this is the one that fit best.

Power 5 (Barrier): A power that solver a major weakness of her on an Insanity playthrough (she dies way too fast)

Power 6 (Disruptor Ammo): By replacing Warp Ammo with Disruptor Ammo, Jack now has a way to
damage shields/barriers which was her one major weakness on Insanity.

Overall, Jack had an extremely good kit/power set in Mass Effect 3 - and there isn't much need to change it that much. The new powers provided/changes given allow her to be extremely versatile than before.

Like I said, she really didn't have a bad power set in the Citadel DLC and hopefully this provides her with some more Soldier options so you can play around with her class being a Vanguard class.

Grunt (Soldier):

Vanilla Grunt- How he plays:


Grunt is basically a better version of vanilla James. He has a higher defensive stat compared to James (base defense) since all the squadmates
have higher defensive stats once fully leveled with their passives. He has Concussive Shot over Carnage, which is a way better power. Other
than that he has Incendiary Ammo which is the best ammo power in the game.

He's not a bad squadmate, but like James he's not very useful in the long run. So how can we fix him? The only benefits over James is like I mentioned = higher base health/shields and Concussive Shot over Carnage. This makes him better than Vanilla James.

Modded Grunt - How to fix him:

Due to him being a Soldier, there is not much things to give him to improvehim because his kit isn't that bad. However there are a few things we  can do to give us more options/make him better.

The first is give him Multi-Frag Grenade alongside the Frag Grenade so he has an increased grenade pool, and the second option is to give him Disruptor Ammo as a backup ammo to make up for his inability in Mass Effect 3 to strip barriers/shields.

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers:  Concussive Shot (D), Frag Grenade (D), Multi-Frag Grenade (D)
Tech Burst Powers: Concussive Shot (D), Frag Grenade (D), Multi-Frag Grenade (D), Disruptor Ammo (S)
Fire Explosion Powers: Concussive Shot (S/D), Frag Grenade (D), Multi-Frag Grenade (D), Incendiary Ammo (S)

Power 1 (Concussive Shot): One of the best powers in the game, so no point in getting rid of it. See the above discussions why it is so good.

Power 2 (Frag Grenade): Keeping this power is good even though it's the weakess grenade power because 1. I needed to keep him having a unique power. 2. It does increase his grenade pool 3. It provides options for him to use.

Power 3 (Multi-Frag Grenade): A unique power for him that lets him increase his grenade pool and have a better detonator power than Frag Grenades.

Power 4 (Fortification): A defensive power that allows him to survive longer, no reason to get rid of it.

Power 5 (Incendiary Ammo): An extremely good power, the best power in the game. It would make no sense to get rid of it.

Power 6 (Disruptor Ammo): One of Grunt's biggest weakness is his inability to take out barriers/shields - which this power gives him a way to do so.

Grunt now is much more useful, sadly there isn't much more of a different way to build him without completely changing his class.
Realistically, he's always been a replacement for Jimmy (Soldier), so this isn't much different.

Like I said, there isn't much way to give him more/different powers - no matter what powers you give him, he'll be very similar to either Ashley, Jimmy (Vanilla/Soldier), and Zaeed. So this was the best way to have him more viable, while trying to retain some differences from the other Soldier characters.

Samara (Adept):

Vanilla Samara - How she plays:

Samara was good in Mass Effect 2, and she's even better in Mass Effect 3. She has probably one of the best biotic skillsets in the game - Warp, Pull,
Throw, Reave. She probably has the best biotic skillset in the game for apure biotic character since Warp is so insanely good, Pull/Throw are some of the best Biotic powers in the game, and Reave allows her to fortify her defences.

However, her main weakness is she lacks a good way to take out shields/barriers.

Modded Samara - How to fix her:

There isn't much needed to fix Samara, so we will mainly give her Lift Grenades and Warp Ammo so she has more supportive powers.

Powers:

Biotic Explosion Powers: Warp (S/D), Pull (S), Cluster Grenades (D), Throw (D), Reave (S/D), Nova (D)
Cryo Explosion Powers: Warp (D), Cluster Grenades (D), Throw (D), Nova (D)
Tech Burst Powers: Warp (D), Cluster Grenades (D), Throw (D), Nova (D)
Fire Explosion Powers: Warp (D), Cluster Grenades (D), Throw (D), Nova (D)

Power 1 (Warp): An insanely good power that can detonate various combos.

Power 2 (Pull): As stated a million times, Pull is a very good power.

Power 3 (Cluster Grenades): A great detonator power that gives Samara more options, and provides her with a unique ability.

Power 4 (Throw): An insanely good power like Pull.

Power 3 (Reave): Reave is very good, it allows her to make her defenses better and acts
as an alternative to Warp. (Plus too many squadmates had Warp, so I had
to choose someone to lose it).

Power 6 (Nova): A nice option for Samara that provides her with a defensive power/ability if enemies get too close to her.

There new powers improve Samara a lot, or provide different options for your to level her in. Samara like Jack really didn't need much improvement, she was one of the best Citadel squadmates due to her powerset. Even pre-loaded, none of her abilities hindered her compared to other squadmates.

Kasumi (Infiltrator):

Vanilla Kasumi - How she plays:

Kasumi is probably the worst squadmate who has fallen from grace in Mass Effect 3, as she has lost Shadow Strike (the best power in Mass Effect 
2) and doesn't have Flashbang Grenades (which is also an insanely good power in Mass Effect 2). Whereas Miranda got screwed over by having
Warp/Reave/Incinerate (which all do the same thing, but she isn't as good as Liara/EDI for power damage output or fast casting, and she isn't as tanky or versatileas Kaidan - which this mod seeks to fix) - Kasumi just got shafted evenworst.

Decoy is an absolute joke of a power, even worse than Carnage. There's almost no reason to ever invest in it and you're forced to. Armor Piercing Ammo is not as good as the Disruptor/Incendiary/Cryo or even Warp Ammo. She has Tactical Cloak which is basically special damage Cloak, which is insanely good for her but you need to micromange her since she won't use it automatically and then click Overload.

Her abilities are lackluster and there is almost no reason to take her over other squadmates especially if you don't want to constantly spam Tactical Cloak/then Overload, and repeat.

Modded Kasumi - How to fix her:


To make Kasumi better, we're going to completely get rid of her horrible powers and add some extremely good powers to her kit.

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers: Cryo Blast (S), Incinerate (D), Overload (D), Sticky Grenade (S/D)
Tech Burst Powers: Incinerate (D), Overload (S/D), Sticky Grenade (S/D)
Fire Explosion Powers: Incinerate (S/D), Overload (D), Sticky Grenade (S/D)

Power 1 (Cryo Blast): An insanely fast power that gives her more options for a Cryo Explosions.

Power 2 (Incinerate): A great power to give Kasumi that allows her to not only damage armor, and provide crowd control - but it lets her either prime/detonate fire explosions or detonate other types of explosions. It also makes her a great alternative to EDI if you don't like EDI.

Power 3 (Overload): A great power in the game for a variety of power combos and it allows her to take down barrier/shields, it makes no sense to get rid of this power.

Power 4 (Sticky Grenade): A support grenade that is great to pair with Tactical Cloak as it does not bring Kasumi out of her Cloak when she uses it. It also has the great benefit of being a source/detonator for various power types depending on how you level it.

Power 5 (Tactical Cloak): Need to micro-manage her to get the most out of her I think. Squadmates auto-attack, so it may be hard to really get the most out of her Tactical Cloak. Ideally, you would want to Cloak > Power > shoot to get the most out of it. It's very micro-managing to get a lot of use
out of it sadly - but you can now choose not to invest in it if you don't like to constantly activate Cloak/then a power. However, because of its  uniqueness, it made no sense to get rid of it.

Power 6 (Disruptor Ammo): One of the best ammo power in the game replaces Armor Piercing Ammo for her. It allows her to reliably take out shields and barriers.

These changes should actually make Kasumi viable and worth taking as she fills a unique role in the squad. Given the limited amount of powers to choose from, this unique kit I gave her at least made her role unique amongst all the squadmates you can have in Mass Effect 3. It should also make Kasumi fans very happy because now she is no longer useless.

Zaeed (Soldier):

Vanilla Zaeed - How he plays:

Zaeed is basically Ashley. I could write a long list - but their powers are almost exactly the same except Carnage is replacing Marksman. Marksman
in the original game was bugged + a lot of people didn't find it useful or don't spec into it (but in the LE it is fixed, so it's worth considering to make Ashley more of a heavy gunner/providing options for her to be more weapon focused). Carnage is extremely bad as a power - so all in all, Marksman is better (when it works) but in the original Mass Effect 3? They both had a bad powerset and basically were interchangable (Ashley's glitched Marksman made her useless and Zaeed's Carnage is a horrible power).

Modded Zaeed - How to fix him:

By providing some more interesting option/making him a bit unique comparedto other Soldier characters. With the limited Soldier abilities, there was not much to change or do - but see below for the changes made.

Powers:

Biotic Explosion Powers: None
Cryo Explosion Powers: Concussive Shot (S/D), Carnage (D), Cryo Ammo (S)
Tech Burst Powers: Concussive Shot (D), Carnage (D), Disruptor Ammo (S)
Fire Explosion Powers: Concussive Shot (S/D), Inferno Grenade (S), Carnage (S/D)

Power 1 (Concussive Shot): An extremely good power, it makes no sense to get rid of it.

Power 2 (Carnage): With the limited Soldier abilities and to not have him like everyone else, it made sense to keep Carnage. Even though it's an awful power, it can detonate power combos and can act as a source for Fire Explosions powers (but so can Concussive Shot - so you'dbe better off investing in that).

Power 3 (Inferno Grenade): Another incredible power that would be stupid to get rid of.

Power 4 (Fortification): A power that allows Zaeed to survive longer.

Power 5 (Disruptor Ammo): A power that allows him to take down barriers/shields. It makes no sense to get rid of it.
 
Power 6 (Armor-Piercing Ammo): A power that allows him to have a 2nd unique power.

Like I said, with the limited amount of soldier powers and trying to keep him different from the other Soldier characters - this was the best outcome/powerset to give him.

Feedback or Issues:

Find any bugs or issues? Let me know in the comments or if something isn't working. Try to be specific (what costume, where in the game, etc), the more precise you are - the easier it is to fix.

Think a character should have x or y power, let me know what you think

Q&A:


None as of now