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Mass Effect 3 eGuide
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Contents

  • Extras
    • Collectors Edition
      • Mass Effect Inception
      • Q&A: The Art Direction of Mass Effect
      • Q&A: The Writing of Mass Effect
      • What Makes BioWare Tick?
      • Cinematic Design
      • Cinematic Storytelling in Mass Effect
      • Digital Characters
      • Level Design in Mass Effect 3
      • Creature Design
      • The Future of Interactive Storytelling
      • Theme of Survival
      • Gameplay
  • Essentials
    • Introduction
      • Single Player Campaign
      • Intro to Mass Effect
      • Galaxy at War Introduction
    • Special Tactics and Reconnaissance
      • Character Creation
      • Character Development
      • Preparing for and Getting to the Fight
      • The Enemy
    • Armaments and Armour
      • Weapons
      • Weapon Mods
      • Armor
      • Combat and Movement
      • Attacking
      • Powers
    • The Squad
      • Importing Saves
      • Commander Shepard
      • Adept
      • Engineer
      • Infiltrator
      • Sentinel
      • Soldier
      • Vanguard
      • Ashley Williams
      • Edi
      • Garrus Vakarian
      • James Vega
      • Kaidan Alenko (Sentinel)
      • Liara T’Soni
      • Tali’Zorah
      • Familiar Faces
  • Walkthrough
    • Prologue
      • Prologue: Earth
      • Fear the Reapers
      • Prologue - Priority: Mars
      • First Chance for Hope
      • Prologue – Priority: Citadel
      • To the Citadel
      • A Favor for a Favor
      • Dream Sequence 1
    • Act 1
      • Act 1- Priority: Palaven
      • Rescue the Turian Primarch
      • Act 1- Priority: Sur’kesk
      • Host the Summit
      • Free the Krogan Females
      • Act 1: Tuchanka – Turian Platoon
      • Extract Turian Survivors
      • Act 1- Attican Traverse: Krogan Team
      • Investigate Missing Scouts
      • Act 1- Priority: Tuchanka
      • Cure the Genophage
      • Dream Sequence 2
    • Act 2
      • Act 2- Priority: The Citadel
      • Visit the Citadel
      • Act 2 – Priority: Persus Veil
      • Speak With Quarians
      • Disable the Dreadnought
      • Act 2 – Rannoch: Geth Fighter Squadrons
      • Geth Comm Hub
      • Act 2 – Rannoch: Admiral Koris
      • Save the Admiral
      • Act 2 – Priority: Rannoch
      • Reaper Base
      • Act 2 – Priority: Thessia
      • Priority: The Citadel
      • Priority: Thessia
      • Act 2 – Priority: Horizon
      • Investigate Sanctuary
    • Act 3
      • Act 3 – Priority: Cerberus Headquarters
      • Assault the Illusive Man’s Base
      • Act 3 – Priority: Earth
      • Order Fleets to Earth
      • No Man’s-Land
      • Decisions Decisions
      • Heart Vs. Brain (Spoiler Alert!)
    • N7 Missions
      • Introduction
      • N7: Cerberus Lab
      • N7: Cerberus Attack
      • N7: Cerberus Abductions
      • N7: Cerberus Fighter Base
      • N7: Fuel Reactor
      • N7: Communication Hub
    • Side Missions
      • Introduction
      • Grissom Academy: Investigation
      • Tuchanka: Bomb
      • Lessuss: Ardat-Yakshi Monastery
      • Arrae: Ex-Cerberus Scientists
      • Hub Missions
    • Achievements
      • Achievements/Trophies
  • Multiplayer
    • Galaxy at War
      • Introduction
      • Joining and Fighting the Good Fight
      • Before Deployment
      • In the Field
      • Level Strategy
    • The Races
      • Humans
      • Asari
      • Drell
      • Krogan
      • Quarians
      • Salarians
      • Turians
    • The Enemy
      • Cerberus
      • The Reapers
      • The Geth
    • The Battlefields
      • Location: Ghost
      • Location: White
      • Location: Dagger
      • Location: Giant
      • Location: Glacier
      • Location: Reactor

Mass Effect 3 Guide › Multiplayer › The Races

Humans

Upon entering the galactic stage, humans immediately set about making an indelible mark, their devotion to understanding and adapting to modern space warfare stunning the staid Council races.

For hundreds of years, they had lived behind secure walls of long-proven technologies and tactics: humanity changed that, unapologetically so.

Male and female humans are capable of taking up all six classes available and are capable warriors in any role.

You may miss out on some of the more specialized races’ abilities in each class, but the well-rounded humans easily hold their own.

Their powers in each class make them quite capable of adapting to any situation as it arises, making them a flexible choice against any opposition and effective support for other races.

This race has one of the best tools for staying alive: the Combat Roll.

Humans are relatively small targets as is, and the Combat Roll further reduces their profile, allowing them to make last-second dives for hard cover, evading potentially fatal sniper shots or grenade blasts.

Unfortunately, like many evasive maneuvers in the game, you are committed once you begin the roll, and it can be easy to evade directly into even greater danger.

While nowhere near as outright powerful as a krogan or asari can be, a human is more maneuverable than the former and can have comparable survivability to the latter, allowing them to stay in the fight through finesse and guile.

Humans can perform well in every single class, so don’t assume them to be merely average. Their abilities combine with just about anything any other race or class has to offer, making them excellent team players capable filling in the gaps of any squad.

Particularly efficient killers are human Vanguards, who can Biotic Charge into a crowd, filling up their defensive barriers completely if the power is speced for it.

This follows with a Nova that will drain their barrier completely but will seriously damage anything around them.

Equipped with only a shotgun to facilitate fast power recovery and to add to their close-range punch, a Vanguard speced for this can repeatedly Biotic Charge around the map from target to target, then Nova and charge away before most man-sized threats have a chance to recover.

On the higher Silver and Gold difficulties, reckless tactics like this are not nearly as safe.

Human Infiltrators are also quite effective. Tactical Cloak can boost the damage of Sticky Grenades, while Cryo Blast can slow down or freeze unprotected targets, allowing the Infiltrator or any allies to shatter it moments later.

Even if a threat is not frozen solid, just the act of slowing it down allows the Infiltrator and any allies a chance to better line up shots even on the most mobile opponents.

Note

All human classes include Alliance Training and Fitness among their powers that can be leveled.

Human Powers by Class

Adept

Infiltrator

Soldier

Singularity
Warp
Shockwave

Tactical Cloak
Cryo Blast
Sticky Grenade

Adrenaline Rush
Concussive Shot
Frag Grenade

Engineer

Sentinel

Vanguard

Incinerate
Overload
Combat Drone

Tech Armor
Warp
Throw

Biotic Charge
Shockwave
Nova

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