Best Bonus Power for a soldier?
#51
Posté 12 mai 2010 - 02:21
That or flash grenades will do as well, also.
#52
Posté 12 mai 2010 - 02:39
Silvanend wrote...
No Point in using Reave since you can just pound away ANY Barrier or Armor with a few shots from your rifle. I would Use Armor Pierceing Ammo and replace Inferno Ammo with that, Armor Piercing ammo is better against Mech's and people than inferno ammo and far more deadly.
This is true and typically the rout I take as well. The fact is that no bonus power will be better against any type of defense so much more so then hitting AD with the appropriate weapon and ammo type. In that sense, you should be hitting AD every 3 seconds, leaving no room for effective use in any bonus power other than an additonal ammo type.
Long cooldowns make the three defensive powers a no go for the soldier. On higher difficulties this is just further reinforced by the fact that now the extra defense offered is gone in a second or less when you are targeted.
You're better off building up health/shields through upgrading, utilizing Miranda and properly customzing your armor. In addition, you can always hotkey unity to instantly restore your health if your in trouble.
Modifié par chrisnabal, 12 mai 2010 - 02:51 .
#53
Posté 12 mai 2010 - 02:44
MarchWaltz wrote...
I chose the inferno grenade for my soldier, in order to stay with lore...seeing how they cant use tech or biotics.
That or flash grenades will do as well, also.
read the posts before. It is possible for a soldier to still be a biotic while still being correct to lore
Modifié par CodyMelch, 12 mai 2010 - 03:03 .
#54
Posté 12 mai 2010 - 03:33
#55
Posté 12 mai 2010 - 03:49
as a power perc I gave my soldier class a biotic Warp, wish it was Shockwave.CodyMelch wrote...
MarchWaltz wrote...
I chose the inferno grenade for my soldier, in order to stay with lore...seeing how they cant use tech or biotics.
That or flash grenades will do as well, also.
read the posts before. It is possible for a soldier to still be a biotic while still being correct to lore
#56
Posté 12 mai 2010 - 05:03
#57
Posté 12 mai 2010 - 06:39
Modifié par thedekker, 12 mai 2010 - 06:40 .
#58
Posté 12 mai 2010 - 09:13
#59
Posté 12 mai 2010 - 11:34
FoFoZem wrote...
I thought it was decided that in order for a Soldier to use an ability like reave with such ease, they would have to have access to some other basic powers.
Yes, but slam fits that category. It has all the basics in it. So does Barrier. So in terms of those 2 abilities it is accurate for lore.
#60
Posté 13 mai 2010 - 02:09
#61
Posté 13 mai 2010 - 06:36
I think Soldier doesn't even really benefit a whole lot from bonus power, but if I did take one it'd probably be Flashbang Grenade. Something that could help keep an important teammate alive in a situation where you want their powers and don't want to risk losing them in a particular engagement. Flashbang fills that very well in my opinion. Plus it fits in pretty well with the class compared to a power like Reave or Dominate.
#62
Posté 13 mai 2010 - 03:53
jediknight3420 wrote...
I am a fan of Warp Ammo. It seems to, on average, cause the highest variety of damage.
It's hands-down the most flexible. For Adepts it's not only completely accurate to the lore but massively boosts your damage (think of the amount of floating or sucked in enemies you see as an Adept
#63
Posté 13 mai 2010 - 08:33
#64
Posté 14 mai 2010 - 08:56
Also, I'm the fussy type who doesn't want to include biotic powers with their combat-focused powers -- so disregard any biotic power for that matter. I already have another, fully biotic character.
#65
Posté 14 mai 2010 - 09:34
FieryPhoenix7 wrote...
I've been thinking of choosing Thane's Shredder Ammo as a bonus power for my overpowered soldier. According to the Prima Guide, it's a great power for a Soldier and to share with your entire squad. Any comments about that?
Also, I'm the fussy type who doesn't want to include biotic powers with their combat-focused powers -- so disregard any biotic power for that matter. I already have another, fully biotic character.
Shredder is only usefull in the early game and you will find it utterly lacking while your fighting non organics or shielded/armored opponents. mu suggestion is warp or AP ammp
#66
Posté 14 mai 2010 - 09:40
Right, but can I change a bonus power once it's been selected? Or is it permanent for that character once selected?DKJaigen wrote...
FieryPhoenix7 wrote...
I've been thinking of choosing Thane's Shredder Ammo as a bonus power for my overpowered soldier. According to the Prima Guide, it's a great power for a Soldier and to share with your entire squad. Any comments about that?
Also, I'm the fussy type who doesn't want to include biotic powers with their combat-focused powers -- so disregard any biotic power for that matter. I already have another, fully biotic character.
Shredder is only usefull in the early game and you will find it utterly lacking while your fighting non organics or shielded/armored opponents. mu suggestion is warp or AP ammp
#67
Posté 14 mai 2010 - 10:15
Right, but can I change a bonus power once it's been selected? Or is it permanent for that character once selected?
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You can change it on the research terminal all the times you want, but each time you do it will cost you some element zero, iirc it was around 5k.
#68
Posté 14 mai 2010 - 03:44
The Prima guide is just wrong. DKJaigen's got it right.
#69
Posté 15 mai 2010 - 03:00
Less time hiding from red veins is a good thing. Far more valuable than a couple more min/maxed points of damage against a particular enemy/defence.
#70
Posté 15 mai 2010 - 04:11
Silvanend wrote...
No Point in using Reave since you can just pound away ANY Barrier or Armor with a few shots from your rifle. I would Use Armor Pierceing Ammo and replace Inferno Ammo with that, Armor Piercing ammo is better against Mech's and people than inferno ammo and far more deadly.
Inferno spreads 60 percent of the weapon damage at a radious of 3m.So its even better against enemies with armor then Armor Piercing ammo.In addition to that it stops health regeneration.(important against krogans)
#71
Posté 15 mai 2010 - 10:20
I favor a vindicator/widow/scimitar weapon set, so I get more out of tungsten.
Modifié par chrisnabal, 15 mai 2010 - 10:33 .
#72
Posté 15 mai 2010 - 10:57
I dont use the shields during the fight, but it gives me that chance of breathing time just in case I am low on HP.
So I change the shields and squad AP depending on the mission.
#73
Posté 16 mai 2010 - 01:31
#74
Posté 16 mai 2010 - 02:16
ODST Steve wrote...
I hope ME3 goes back to a more RPG health system where health actually matters and makes a difference in how long you survive. I wanted to make a tank soldier with GBS but it was a waste. Instead of dieng in 2 seconds I died in 4.
It's more accurate this way. Before you could tank a friggin colossus. Yet in terms of lore that would be nonsense. It makes the combat actually harder this way.
#75
Posté 17 mai 2010 - 11:26
Since you already have a lot of ammo powers as soldier, I think it's a waste to get another one. Group inferno ammo and group disruptor to support your team, this covers a wide range of enemies. For larger mechs there is also the collector beam, after destroying shields with the disruptor ammo.
I always go with jack so I switch to warp ammo in the collector missions. Warp ammo might be an alternative, but I don't want to sacrifice the shields.




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