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#1
FoFoZem

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I am the kind of person who needs to have his build planned before he begins a playthrough. And sometimes in order to get an idea I just pan through endless pages of forum but with little return.

I was hoping everyone could post their favorite builds for as many classes as they have played. That way I can come back easily end experiment with other people's builds and other people can come look too.

I hope it's not too much trouble but it might be helpful to some people and could spark some good "generic" build discussion.

#2
Tlazolteotl

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Ah well ... I can vent about my pet peeve again Posted Image ... that level 30 snapshots are not a build.
Builds are most instructional when described in the "what on and in what order to spend the first 15 character points" format.

My infiltrator build (the one I'm recording videos for) is quite self explanatory in that regard. During actual gameplay, though, I do vary it slightly.
Incineration blast first.
A single point in Operative.
Squad Cryo (obligatory disruptor 2, then lots of cryo).

However, this is assuming I can get Squad Cryo before horizon.
For those who don't have the +25% XP bonus from having completed the game, or are starting from level 1, they won't be able to.
In that case, I'd put a single point in Cryo, and assign that to the pistol (for husk slaying, krogan or ymir freezing, etc) ...
Then pick up Operative 3, Tactical Cloak 3, Agent, Assassination Cloak, before going back for Squad Cryo.

I have a well-planned out engineer, too ... but every other class I've just winged it, so others will probably have more informative input.

#3
FoFoZem

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I consider a build a class's power point distribution at level 30, the armor set, and the bonus weapon training.

A strategy is extremely determinant of those factors. But I do agree on the priority of the first few points.



Does your Infi struggle at all in the early game with such an emphasis on Cryo?

#4
FoFoZem

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And I would also like to know your Engy build. There are so many ways to play one that it's a good class for build variance discussion.




#5
tommyt_1994

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Since I'm nice, and quite bored, i'll post my favorite builds for all of the classes I play on insanity with. All but engineer, I dont particularly like that class for some reason. To start it off, I'll post my 2 favorite classes first.

Soldier- In your face, aggresive, Revenant carrying Soldier. Add in the Evi and Viper to cover any imaginable situation.
-Hardened AR
-Squad Disruptor
-Squad Cryo
-Inferno Ammo
-Commando, the Rev/Viper soldier needs to be able to stick his/her neck out for longer periods of time, so the health bonus from Shock trooper seems preferable, but I've never had problems with survival while using the Commando Passive
-1 point in concussive

Infiltrator- Probably the most common Infiltrator build you'll find. Complete with the Widow
-Squad Disruptor
-Assination Cloak
-Assassin class Passive
-Incineration Blast
-Tungsten rounds, I dont generally like bonus powers, but I like AP ammo works well with the Widow
-1 point in squad cryo

And the rest:

Sentinel- Caster Type sentinel, not the Assault Sentinel
-Heavy Throw
-Heavy Warp
-Power Armor
-Area Overload
-Guardian Passive
-1 point cryo blast

Adept- Badass Biotic. Kinda saddens me that aside from singularity, right about everything an Adept can do, can be done by squadmates. Warp explosions and the such. This is actually, probably one of my favorite classes as well. Very fun if you bring squadmates that can defense strip
-Heavy Throw
-Heavy Warp
-Wide Singularity
-Pull Field
-Nemesis Passive
-1 point shockwave

Vanguard- Pretty standard Vanguard build straight from the the Vanguard tips and tricks thread
-Inferno Ammo
-Squad Cyro
-Heavy Charge
-Improved Shockwave
-Champion Passive
-1 point in pull


Hope this helped you out Posted Image, writing all this out actually got me rethinking my soon to be "Canon" playthrough, lol

Modifié par tommyt_1994, 05 mai 2010 - 06:45 .


#6
Lumikki

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Infiltrator

- Disruptor ammo

- Cyro ammo

- Tactical cloak

- Operative

- Barrier -> Geth shield (advance power choise)



I did not put any points in to "Incinerate" and "AI hacking". Why?

Because if I'm in close combat situation where incinerate is good, I'm doing something wrong. Also there isn't many melee mobs in ME2. As for AI hacking, it's just so enemy situation based. I rater make the few skills good than have many small what are more situation based.

#7
Tlazolteotl

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FoFoZem wrote...

I consider a build a class's power point distribution at level 30, the armor set, and the bonus weapon training.
A strategy is extremely determinant of those factors. But I do agree on the priority of the first few points.

Does your Infi struggle at all in the early game with such an emphasis on Cryo?


Nah ... you still one-shot vorcha with a mantis, and incineration blast is nice vs. all targets, if only to stop them in their tracks momentarily while you shoot their defenses off.
In fact, I'm quite sure people who pile all their points into cloak and passive early have much more trouble because of it. 

After all, this is the early game. Enemies have low life totals, and 160 points (plus upgrades) of area fire damage is a lot of pwnage.

Frankly, the bonus weapon training is fixed, but everything else you can retrain after horizon. So is it really useful to have a level 30 snapshot to aim for?
My level 30 snapshot tends to look like:
Disruptor 3, Squad Cryo, Assassination Cloak, Incineration Blast, AI Hacking 1, Agent, GSB 2
But if I really need disruptor 4 or hacking 4, it's just a little eezo.

Heck, I probably know the game too well, when I do silly stuff like trying to kill as many targets as possible with Jack's pull on Korlus ... with Mordin along for even more incinerate.

#8
cruc1al

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The numbers are ranks, not points allocated.

CQC Infiltrator

(3) Disruptor ammo - I don't like synthetics blowing up on me when doing sneak attacks
(4) Squad cryo ammo
(4) Assassination cloak
(4) Incineration blast
(2) AI hacking - I like hacked enemies to have at least some shields
(4) Agent - faster recharge is important for CQC

First get 1-2 points on all abilities, then get passive to 3, cloak to 4, disruptor to 3 and cryo to 4, and finally incinerate to 4. Shotgun training. Have 1pt in warp ammo until after horizon.

Armor: recon hood, strength boost pads, heavy damping / stabilization gauntlets, capacitor chestplate, stimulator conduits.

Widow Infiltrator

(4) Heavy disruptor ammo - for one-shotting shielded mobs and synthetics
(1) Cryo ammo - essential for husks
(4) Assassination cloak
(4) Incineration blast
(0) AI hacking
(4) Assassin
(4) Heavy warp ammo - for one-shotting barrier/armor wearing organics

First get 1-2 points on all abilities, then get cloak and passive to 3, cloak to 4, ammo powers to 3, passive to 4, ammo powers to 4.

Armor: kuwashii visor, stabilization gauntlets when you get them, the rest N7

Adept

(4) Heavy warp
(4) Heavy throw
(4) Wide singularity - I like enemies getting stuck on it easily, rather than for a maximum amount of time
(2) Pull
(0) Shockwave - not worth spending points on
(4) Nemesis - to max damage from warp, throw and warp ammo
(3) Warp ammo

First get a 2-1-2-1-0-2-1 setup. It's more important to be able to use all abilities and use them correctly, rather than max out a single ability at a time. Then get 3-3-3-2-0-4-2, then max out warp, throw and singularity in whichever order and finally get warp ammo (3).

AR training. With the warp ammo and vindicator, the adept turns into a biotic commando. The idea is to use warp + pull + throw/weapon on singular enemies, and (warp +) singularity + warp on grouped enemies, generally speaking.

Armor: Blood dragon, or
Sentry interface / Umbra visor, amplifier plates, capacitor chestplate, heavy damping gauntlets, life support webbing. +10% (+5%) shields,+5% (+10%) power damage, +10% shield recharge, +10% health

Modifié par cruc1al, 05 mai 2010 - 11:05 .


#9
Miss Yuna of Atlanta

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Overkill Infiltrator
I call this build "overkill" because it focuses on augmenting the Infiltrator's strengths rather than accounting for its weaknesses. Where once the Infiltrator excelled, it now dominates. Covering Shepard's weaknesses should be the squad's job.


Heavy/Squad Disruptor Ammo: 4(It's a matter of preference, but I personally prefer Heavy Disruptor Ammo to really stick it to those damn synthetics.)
Assassination Cloak: 4
Incineration Blast: 4
AI Hacking: 1(I took this instead of Cryo Ammo because whittling down a YMIR Mech to just health, then hacking it distracts my enemies long enough for me to dispatch at least two of them.)
Assassin: 4
Tungsten Ammo: 4

Armor: Kuwashii Visor, Shield Harness, N7 Shoulder Guards, Stabilization Gauntlets, N7 Greaves
Weapon Specialization: Get the Widow.

Modifié par Miss Yuna of Atlanta, 05 mai 2010 - 10:48 .


#10
Sailears

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I always go for maxing out the passive first (whatever the class, and even on insanity), for the 100% paragon/renegade bonus (L60 ME1 import pretty much gives you this from the beginning anyway). Probably not the wisest thing to do but what can I say, I like having as many persuade options open to me as possible.;)

#11
OniGanon

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CQC Infiltrator Build
w/ Katana Viper Locust Predator Arc Projector

6 Disruptor Ammo
10 Squad Cryo Ammo
10 Assassin Cloak
3 Incinerate
1 AI Hacking
10 Agent
10 Neural Shockwave

Katana- it has a nice balance of fire rate, power and shots per clip that I find works best for me for this class. What shotgun works best for you can only be found through trial and error.
Viper- Has DPS and ammo efficiency to rival the Widow, and can be used noscoped at close range as a heavy pistol in desperate times. Best used as a defense stripper.
Locust- Since the shotgun takes care of close range work, the Locust is best for mid to long range support and shield/barrier stripping.
Predator- DPS and ammo % usage isn't all that far behind the Carnifex, yet the Predator has much more ammo. Versatile all range armour stripper, for when you're low on Viper ammo, want to conserve it for later or too close to use it properly.
Arc Projector- Fantastic for its ability to strip defenses of big enemies, as well as arcing between multiple enemies spread out. The Infiltrator can use it better than most classes due to being able to charge it while cloaked.

Disruptor- Honestly never felt much benefit from full ranks. All it ever seemed to do was make mechs explode in my face.
Squad Cryo- adds amazingly to your survivability, and is usually the best ammo for your shotgun and heavy pistol
Assassin/Agent- Best compromise between damage and utility for cloak, IMO.
Incinerate- I hate casting with the SR zoom and slowdown, so I rarely use this and took points out of it. Still useful for instakilling Pyros or finishing that last sliver of health.
AI Hack- Way too good not to have 1 point. Makes much easier any battle that involves synthetics at all. 1pt only, because I fully intend for the hacked target to get killed and it's already long enough for permahack.
Neural Shockwave- The main draw is the 3s cooldown. I find it actually really useful for its aoe stagger on defended targets, never mind the absurdly long stun on the undefended. Also instakills groups of Husks.

Gear: Kuwashii Visor (Dr Pepper damage helm may be the better choice, but I don't have it), Strength Pads, Dampening hands, Capacitor chest, Sprint legs.

#12
swk3000

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Tlazolteotl wrote...

Ah well ... I can vent about my pet
peeve again ../../../../images/forum/emoticons/lol.png ... that level 30 snapshots are not a build.


Agreed. We don't start the game at level 30, so give us a map to the end point, not just the end point.

As with cruc1al, numbers denote ranks, not total Squad Points. Also, skills are arranged in order of
importance. Unless I note otherwise in the build notes, max out the first power on the list and work your way down.

Surgeon
(4) Combat Mastery (Commando)
(4) Adrenaline Rush (Heightened)
(4) Disruptor Ammo (Heavy Disruptor Ammo)
(4) Incendiary Ammo (Inferno Ammo
(4) Cryo Ammo (Squad Cryo Ammo)

Bonus Power: Armor Piercing Ammo

M-15 Vindicator
M-98 Widow
M-6 Carnifex
M-22 Eviscerator
Arc Projector

Recon Hood
N7 Shoulder Guards
Stabilization
Gauntlets
Shield Harness
N7 Greaves

First, credit where credit is due. This build was concieved thanks to implodinggoat's promotion of the Vindicator. The first two skills had their evolutions decided thanks to him.

Anyway, the build has one major idea: headshots. The two major weapons (Vindicator and Widow) have a lot of
power, but tend to fire relatively slowly. Heightened Adrenaline Rush and Commando increase the weapon  damage of each weapon, so a headshot with either weapon will generally eliminate the enemy. In other words,
they don't fire often, but when they do, somebody dies.

You're probably wondering at the presence of Armor Piercing Ammo, especially considering that I'm maxing out Incendiary Ammo. Early on, the Combat Mastery and Adrenaline Rush skills are so important that I actually
ignore my ammo powers. Because of this, I really have nothing that inflicts damage against Organic enemies. Armor Piercing Ammo gives me an ammo power to maximize my damage against them, eliminating an early weakness of the build. Once I hit Horizon, I respec the point out of Armor Piercing Ammo, as I've got enough points by that time to start working on my Ammo Powers.

Once I do start working on the Ammo Powers, I tend to keep Disruptor and Incendiary Ammo even. No real need to, but it works for me.

Finally, since this build is built around Headshots, you'd think I'd be running around with the N7 Visor. However, the fact that the Visor isn't close-faced means that it gets removed on missions that take place in a hostile
environment. Because of this, the Recon Hood was taken instead. Not as good as the N7 Visor, but it still does the job well.

Bulldozer
(4) Assault Mastery (Champion)
(4) Charge (Heavy Charge)
(4) Incendiary Ammo (Inferno Ammo)
(4) Cryo Ammo (Squad Cryo Ammo)
(4) Slam (Either)

Shotgun of Choice
M-12 Locust
M-6 Carnifex
M-920 Cain

Recon Hood
Strength Boost Pads
Stabilization Gauntlets
Shield Harness
Ordinance Packs

This is a very basic Charge-oriented Vanguard. It's designed to allow me to Charge liberally. Shockwave and Pull are interesting powers, but suck Cooldown Time away from Charge, so they're passed up.

As for the weapons, most of it's pretty basic. The Cain, though, is chosen for fights against unusually tough, unchargeable opponents (Thresher Maw, Praetorian, and Reaper-Human Hybrid). It's not a weapon you can use often, but it's not a weapon you need to use often, so it fits perfectly.

Modifié par swk3000, 05 mai 2010 - 05:45 .


#13
SmokeyNinjas

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Vanguard: Collector Ship Bonus - Sniper

End Build:
(4) Heavy Inferno ammo
(4) Squad cryo ammo
(4) Heavy Charge
(1) Shockwave
(0) Pull
(4) Champion
(4) Reave/Energy Drain

Armor:
Head - Power cooldown+5
Shoulders - Melee Damage +25
Arms - Weapon Damage +5
Chest - Power Damage +3
Legs - Health +10

Build priority: 1 point in Charge then max passive 1st. Next Reave until it's maxed then retrain bonus to reallocate points from Reave into Charge. Same thing again for Inferno, Cryo, then finally max Reave.
Side note: By Horizon have 1 point in Cryo for Hand Cannon to kill husks   


Assault Sentinel: Collector Ship Bonus - Shotgun

End Build:
(3) Throw
(3) Warp
(4) Assault Armor
(3) Overload
(2) Cyro
(4) Guardian
(4) AP/Warp Ammo (Uses Energy Drain Until its maxed out then switchs to Ammo)

Armor: Blood Dragon

Build priority: 1 point in Energy Drain & Passive then maxes Tech Armor, Passive, Energy Drain Until its maxed out then switch to Ammo power.


Infiltrator: Collector Ship Bonus - Widow

End Build:
(2) Disruptor Ammo
(4) Squad Cryo Ammo
(4) Assassin Cloak
(3) Incinerate
(1) AI Hacking
(4) Assassin
(4) Dominate

Armor:
Head - Headshot Damage+10
Shoulders - Power Damage +5
Arms - Weapon Damage +5
Chest - Power Damage +3
Legs - Health +10

Build priority: 3 points in Incinerate & 1 point in passive, AI Hack & Dominate. Then lvls Cloak & passive together.
Next is Dominate until gets the window then respects bonus to get Squad Cryo Ammo.
Side note: By Horizon have 1 point in Cryo for Hand Cannon to kill husks.
Phew think thats enough for now may post my builds for the other 3 classes later:blush:

Modifié par SmokeyNinjas, 05 mai 2010 - 09:10 .


#14
SmokeyNinjas

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swk3000 wrote...
You're probably wondering at the presence of Armor Piercing Ammo, especially considering that I'm maxing out Incendiary Ammo. Early on, the Combat Mastery and Adrenaline Rush skills are so important that I actually
ignore my ammo powers. Because of this, I really have nothing that inflicts damage against Organic enemies. Armor Piercing Ammo gives me an ammo power to maximize my damage against them, eliminating an early weakness of the build. Once I hit Horizon, I respec the point out of Armor Piercing Ammo, as I've got enough points by that time to start working on my Ammo Powers.

Do you not like to use squadmate ammo powers?
If you start with a lvl 5 char by the time you get your ship jacob can have squad inferno:P

#15
swk3000

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SmokeyNinjas wrote...

swk3000 wrote...
You're probably wondering at the presence of Armor Piercing Ammo, especially considering that I'm maxing out Incendiary Ammo. Early on, the Combat Mastery and Adrenaline Rush skills are so important that I actually
ignore my ammo powers. Because of this, I really have nothing that inflicts damage against Organic enemies. Armor Piercing Ammo gives me an ammo power to maximize my damage against them, eliminating an early weakness of the build. Once I hit Horizon, I respec the point out of Armor Piercing Ammo, as I've got enough points by that time to start working on my Ammo Powers.

Do you not like to use squadmate ammo powers?
If you start with a lvl 5 char by the time you get your ship jacob can have squad inferno:P


No, I don't like Squadmate Ammo Powers. My preferred squadmates (Miranda and Kasumi) don't have any Ammo Powers, so I'd have to figure out who to drop to bring in someone. Also, I prefer my character to be self-sufficient, not reliant on Squadmates.

#16
OniGanon

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SmokeyNinjas wrote...
Infiltrator: Collector Ship Bonus - Window


*chuckles*

Large panes of glass suspended in a mass effect field and accelerated to become a flying disc of transparent death!

#17
Pacifien

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I have a specific Infiltrator Build, but I'd be hard pressed to justify it as optimum. It works the way I want my infiltrator to work, and I don't want my infiltrator to work as perfectly as possible, if that makes any sense.

I agree that how you build your class is more important than the level 30 end result. What skills I have available during Horizon will vastly affect how easily I can do the final battle there. So first the build, then how I get there.

Infiltrator
Disrupter Ammo - Level 2
Cryo Ammo - Level 4, Squad Cryo
Tactical Cloak - Level 4, Assassination
Incinerate - Level 3
AI Hacking - Level 1
Operative - Level 4, Assassin
Energy Drain - Level 4, Area Energy Drain

Disruptor Ammo - Level 2, enough to open up Cryo Ammo
Tactical Cloak - Level 2, enough to open up Incinerate
Incinerate - Level 1, even 1 point in Incinerate is gold
Energy Drain - Level 1, on insanity, anything to help take out shields
Operative - Level 1, probably because I can't bear to see absolutely no points put into it... maybe for the morality point bonus
Cryo Ammo - Level 4 Squad Cryo Ammo, will have used near 20 points at this point, which is doable before Horizon where I want it the most
Tactical Cloak - Level 4 Assassination Cloak, because I don't need the extra time, so I'll take the extra damage
Incinerate - Level 3/4 Heavy Incinerate, depends on if I'm feeling the Incinerate love over the Energy Drain love
Energy Drain - Level 3/4 Area Energy Drain, again depending on where I'm feeling the love
Operative - Level 4 Assassin, for the damage bonus unless I need the morality point bonus to meet a morality check
AI Hacking - Level 1, even one point will do nicely, will take the point hit any time before Haestrom, sometimes even before Horizon

My Vanguard build I'm must less specific about, other than maxing out Cryo Ammo and Charge as soon as possible.

Vanguard
Incendiary Ammo - Level 3
Cryo Ammo - Level 4 Squad Cryo
Charge - Level 4, Heavy Charge
Shockwave - Level 2, enough to open up Pull
Pull - Level 1, enough to set up a warp explosion
Warp Ammo - Level 4, Heavy Warp Ammo

I never actually finished the game with my Sentinel, but got as far as the IFF with it.

Sentinel
Throw - Level 2, enough to open up Warp
Warp - Level 4 Unstable Warp, the first to be maxed out
Tech Armor - Level 4 Assault Armor, the second one to be maxed out
Overload - Level 4 Area Overload, the third one to be maxed out
Cryo Blast - Level 1, because I'll have the extra point
Defender - Level 4 Guardian, for the cooldown bonus
Dominate - Level 3 (alternative, Slam - Level 3, used to set up warp explosions)

I was in the process of working on an Engineer game before my ME2 discs met an unfortunate end. I was foregoing any bonus power with it.

Engineer
Overload - Level 4 Area Overload
Incinerate - Level 4 Heavy Incinerate
Combat Drone - Level 4 Attack Drone, first to be maxed out due to unfortunate addiction to combat drone spamming
Cryo Blast - Level 4 Full Cryo Blast
AI Hacking - Level 1, going on the philosophy that if I'm not going to max it out, I don't need more than the one point
Tech Mastery - Level 4 Operative

#18
Samurai_Wahoo

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Here is my fav. builds for each class...

Sentinel
10 - Heavy Throw
10 - Heavy Warp
10 - Power Armor
10 - Area Overload
10 - Guardian
01 - Flashbang
I am very much a Caster Sentinel.  I can still mix it up close if I feel like it H.Throw to quickly dispatch a single enemy and 1 pt. in Flashbang is more than enough to create some space to regroup.

Engineer
10 - Area Overload
10 - Incineration Blast
10 - Combat Drone - I do not know which I like better.  I still play around with both
10 - Full Cryo Blast
10 - Operative
01 - Geth Shield Boost
Fairly basic, nothing too wild about this build.  1 pt. GSB was just to add a bit of protection and GSB is a good place to dump off 1pt.

Infiltrator
01 - Disruptor Ammo
10 - Enhanced Cloak
10 - Incineration Blast
10 - Area Hack
10 - Agent
10 - Enhanced Dominate
This is my Saboteur build and it may be my favorite in the game.  I use Area Hack because it feels like Geth or Mechs just seemed to be grouped.  Stay in the shadows and use your enemies as your weapon.

Vanguard
10 - Inferno Ammo
10 - Squad Cryo
10 - Area Charge
01 - Shockwave
10 - Champion
10 - Barrier
I play a very subdued VG.  Charge is there to clean up multiple enemies, to move into a flank, and it was my bail out if I needed it.  Squad Cryo for CC and Barrier as my bonus, I just found it more useful than Reave.  I found that weapons were vital to how I played this build and it's success.  Scimitar to strip groups, Locust as my primary, and I selected SRs as my bonus wep. for it's percision.

Soldier
10 - Hardened AR
01 - Concussive Shot
10 - Squad Disruptor
10 - Inferno
10 - Squad Cryo
10 - Shock Trooper
Fairly Vanilla, my first playthrough and really have not gone back to it yet.

Adept
10 - Heavy Throw
10 - Wide Singularity
10 - Unstable Warp
01 - Pull
10 - Bastion
10 - Improved Barrier
I am sure this is not optimal, but I value the added protection of Barrier and feels a lot like a ME Adept.   I  think I went Bastion because of the duration bonuses.  I went Improved Barrier because it lasts twice as long as the heavy version. 

#19
jgomezish

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I'm just going to share my "main" Shep. I have a Vanguard, Sentinel, Soldier, and Infiltrator but I'm too lazy to type their builds :P. So basically this is an Adept that I used on Insanity NG+ and I'm pretty sure it kicks ass. The armor I usually switch is with either Blood Dragon armor or my N7 Armor Build which is...

Helmet - Archon Visor
Chest - Shield Harness
Shoulders- Amplifier Plates
Arms - Stabilization Gauntlets
Legs - Life Support Webbing

I prefer N7 Armor because just like everyone else I can't stand the fact that you can't toggle the helmet on DLC Armor but there's no reason to complain.

The weapons that I use are:
Locust SMG
Vindicator
Predator
Arc Projector



Adept:
Warp - Level 4 Heavy Warp
Throw - Level 4 Heavy Throw
Pull - Level 4 Pull Field
Singularity - Level 4 Heavy Singularity
Shockwave - 0
Adept Mastery - Nemesis
Warp Ammo - Level 1

Adept is by far my favorite class in the game.

Modifié par jgomezish, 05 mai 2010 - 09:07 .


#20
SmokeyNinjas

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OniGanon wrote...

SmokeyNinjas wrote...
Infiltrator: Collector Ship Bonus - Window


*chuckles*

Large panes of glass suspended in a mass effect field and accelerated to become a flying disc of transparent death!

Nice! I'll have to go back & fix that now:whistle:

#21
FoFoZem

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RE: Build vs. Build Priority
Here's my little explanation of why I think the end build is the most important piece of the build: First, when I think of a playthrough I tend to have a very specific idea in mind and I create little sub-classes. Are they optimum? No But fun? Yes.
I see it like:

- The level 30 snapshot is the build. Plain and simple.

- My build logistics are the allocation of priority to certain powers. But I base my priority around my ultimate build and playstyle in mind. Of course it is important to have a solid build once you hit Horizon but it makes sense to base the logistics of something off of the disposition of the desired end result.


But I am really enjoying everyone explaining in detail the builds, and build logistics, for their classes. I've actually gotten some inspiration for some specialized classes.

Anyway here are my favorite builds

Strategic Control Soldier
Heightened Adrenaline Rush - 4
Heavy Concussive Blast - 4
Disruptor Ammo - 2
Incendiary Ammo - 2
Squad Cryo Ammo - 4
Shock Trooper - 4
Flashbang Grenade - 2

Weapon Training: Revenant LMG

Priority: Disr.Ammo (2) -> Incend.Ammo (2) -> Shock Trooper -> Adrenaline Rush (2) -> Heavy Concussive Blast/Heightened AR -> Squad Cryo Ammo -> FB Grenade (2)

Adept Commando

Heavy Warp - 4
Heavy Throw - 4
Heavy Singularity - 4
Pull - 1
Shockwave - 0
Nemesis - 4
Heavy Warp Ammo - 4

Weapon Training: Assault Rifle

Priority: Warp (2) -> Throw (1) -> Biotic Mastery (1) ->Singularity (2) -> Pull (1) -> Heavy Warp -> Nemesis -> Heavy Singularity ->Heavy Warp Ammo -> Heavy Throw

Destabilizer Sentinel
Heavy Throw - 4
Unstable Warp - 4
Power Armor - 4
Area Overload - 4
Cryo Blast - 1
Guardian - 4
AP Ammo - 0

Weapon Training: Shotgun

Priority: Throw (2) -> Warp (1) -> Guardian -. Tech Armor (2) -> Overload (2) -> Cryo Blast (1) -> Power Armor -> Unstable Warp -> Area Overload