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Best Bonus Power for a soldier?


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#51
MarchWaltz

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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.

#52
Doriath

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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
Cody

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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
FoFoZem

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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.




#55
FuturePasTimeCE

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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

as a power perc I gave my soldier class a biotic Warp, wish it was Shockwave.:(

#56
GMulryan

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Best bonus power for the soldier is warp ammo, not for the squad but exclusive for your Shep. Squad ammo powers for the disruptor and inferno.

#57
thedekker

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i just finished with my soldier playthrough, I used armor piercing (tungsten evolved) ammo the whole time. worked like a charm, no complaints

Modifié par thedekker, 12 mai 2010 - 06:40 .


#58
THEE_DEATHMASTER

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Geth Shield boost.

#59
Cody

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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
jediknight3420

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I am a fan of Warp Ammo. It seems to, on average, cause the highest variety of damage.

#61
Id of Ith

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Soldier seems very well-rounded, and personally I don't think it's necessary to take something specifically to fight barrier as concussive does 3.5x damage against barrier - between that and your squadmates I think that weakness is well in hand (especially compared to some other class weaknesses).



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
JaegerBane

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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 :devil:)

#63
Miss Yuna of Atlanta

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My Soldier build has one point in Flashbang Grenade. I invest so heavily in the Soldier's default ammo powers that that's all I can really afford.

#64
Fiery Phoenix

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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.

#65
DKJaigen

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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
Fiery Phoenix

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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

Right, but can I change a bonus power once it's been selected? Or is it permanent for that character once selected?

#67
Mykel54

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[/quote]
Right, but can I change a bonus power once it's been selected? Or is it permanent for that character once selected?
[/quote]

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
Thompson family

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I always play as a soldier and go with squad warp ammo myself.



The Prima guide is just wrong. DKJaigen's got it right.

#69
Crunchyinmilk

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I use shield jack (Energy Drain) early on because its quick fire overload. Its less practical as a quick shield boost though against organic enemies with barrier and/or armour. I tend to switch between it and geth shield boost. Shield boosts keep your confidence and the frenetic pace of battle, up.



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
tonnactus

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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
Doriath

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Correct me if I'm wrong, but inferno ammo's damage bonus is spread over 3 seconds, so players who use low fire rate weapons and want quicker or one-shot kills will still get better from tungsten ammo as it adds a larger immediate damage bonus.

I favor a vindicator/widow/scimitar weapon set, so I get more out of tungsten.

Modifié par chrisnabal, 15 mai 2010 - 10:33 .


#72
Spartas Husky

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I am very split. Sometimes I get AP. get squad armor piercing, and inferno. That shreds COllector missions. But for the most part, now I just use Geth Shield Boost, or Barrier prior to a fight.



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
ODST Steve

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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.

#74
Cody

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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
torath77

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Geth Shield Boost. On level 4 it adds also 10% weapon damage. If you turn your shields on before the fight, you won't suffer from the long cool down and it saved my times several times when I was flanked.



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.