Best bonus skill for each class?
#26
Posté 23 mai 2010 - 09:24
Soldier- Fortification
Engineer- Energy Drain
Infiltrator- Armor Pericing Ammo
Vanguard- Dominate
Sentinel- Warp Ammo
Adept- Flash Grenades
#27
Posté 24 mai 2010 - 12:30
mi55ter wrote...
I've found Flashbang incredibly useful in any mission that has Harby. Stops his bump you out of cover move cold.
If by useful you mean broken and hax.
#28
Posté 24 mai 2010 - 12:40
point me out an ability that does something that reave cant.
#29
Posté 24 mai 2010 - 01:03
#30
Posté 24 mai 2010 - 09:31
Vanguard: Reave, slam
Infiltrator: Neural Shock, Dominate
Engineer: AP ammo, GSB, Dominate
Adept: AP ammo, barrier
Sentinel: slam.
#31
Posté 24 mai 2010 - 02:31
#32
Posté 24 mai 2010 - 02:50
Vanguard: Energy drain against shielded people, neural shock
Infiltrator: Warp, AP ammo, Energy drain
Engineer: GSB, dominate, or an ammo power
Adept: Energy drain or an ammo power on non shielded missions
Senitnel: Energy drain (prefer it to overload since it allows you to close in more on shielded enemies), Ammo power.
I didn't mention reave once. It's really good on any class if fighting barriered or armoured opponents.
Modifié par mosor, 24 mai 2010 - 02:52 .
#33
Posté 24 mai 2010 - 02:51
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
#34
Posté 24 mai 2010 - 08:36
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
Modifié par biomag, 24 mai 2010 - 08:37 .
#35
Posté 25 mai 2010 - 12:21
biomag wrote...
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
It's called changing bonus skills. It costs 5000 eezo, You start off with 60,000 off the bat. There really isn't any reason not to. If people are really that cheap to hoard eezo, they can string missions with similar enemies.
Reave isn't worth using on shielded enemies when compared to all the other options to use on those types of enemies. It's simply not worth the cooldown.
Modifié par mosor, 25 mai 2010 - 12:42 .
#36
Posté 25 mai 2010 - 01:42
any weapon can actually do the same amount of damage in almost the same amount of time as most of the debuffs. i stopped playing harcore and insanity because i was sick of spamming only my debuffs.as a matter of fact ive had to resort to playing veteran without upgrading my weapons or my health in order to still be somewhat challeneges while still being abl to use my powers effectively.
Modifié par The Spamming Troll, 25 mai 2010 - 01:45 .
#37
Posté 25 mai 2010 - 02:00
mosor wrote...
biomag wrote...
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
It's called changing bonus skills. It costs 5000 eezo, You start off with 60,000 off the bat. There really isn't any reason not to. If people are really that cheap to hoard eezo, they can string missions with similar enemies.
No offense, but that is a weak way of making your life easier on hardcore/insanity. If you feel the need to do advance training to compensate for poor class builds in order to get through certain parts of the game, than why not just make a better build?
Why people still fight the notion of playing do it all min/max builds still baffles me...
#38
Posté 25 mai 2010 - 02:29
chrisnabal wrote...
mosor wrote...
biomag wrote...
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
It's called changing bonus skills. It costs 5000 eezo, You start off with 60,000 off the bat. There really isn't any reason not to. If people are really that cheap to hoard eezo, they can string missions with similar enemies.
No offense, but that is a weak way of making your life easier on hardcore/insanity. If you feel the need to do advance training to compensate for poor class builds in order to get through certain parts of the game, than why not just make a better build?
Why people still fight the notion of playing do it all min/max builds still baffles me...
Eezo is so plentiful after a couple of playthroughs that the only reason NOT to do advanced training is if you want to RP or if you're lazy.
#39
Posté 25 mai 2010 - 03:05
whats the point of this argument if your going use all the bonus powers anyways?
waht bonus power is the best? ALL OF THEM!!!!!! RRAAARRRGGGGboobs.
#40
Posté 25 mai 2010 - 03:24
Sentinel: Slam (for warp explosions)
Engineer: Reave/AP Ammo
Vanguard: Reave
Infiltrator: Geth Shield Boost / AP Ammo
Soldier: AP Ammo/Warp Ammo
#41
Posté 25 mai 2010 - 09:32
Soldier : Warp ammo.
Infiltrator: Warp ammo.
Vanguard: Reave, nowadays Flashbang would probably be very good option also.
#42
Posté 25 mai 2010 - 09:53
mosor wrote...
biomag wrote...
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
It's called changing bonus skills. It costs 5000 eezo, You start off with 60,000 off the bat. There really isn't any reason not to. If people are really that cheap to hoard eezo, they can string missions with similar enemies.
Reave isn't worth using on shielded enemies when compared to all the other options to use on those types of enemies. It's simply not worth the cooldown.
...that's why I said "...if you ain't going to change powers for each mission..." ... and well, IMO its lame and cheap to do so, but I don't care if others do. In any case it wasn't nessecary for me to do so while playing on insanity.
#43
Posté 25 mai 2010 - 10:02
Soldier: Geth Shield Boost
Needs a power that can recharge shields without enemies taking them down.
Infiltrator: Energy Drain
Infiltrators don't have Overload (while in ME1 they did), so this is the closest thing. Plus, it adds to your shields.
Vanguard: Reave
Needed some way to whittle down enemy protections before using charge.
Engineer: Warp Ammo/Dominate
Needed an ammo power at least. Dominate is also good, so you can now control both organic and synthetic enemies.
Sentinel: Neutral Shock/Slam
Since Sentinel already have powers which whittle down enemy protection, it needed an extra power to stop enemies
Adept: Energy Drain
Just so they remove shields, since adepts already has warp.
#44
Posté 25 mai 2010 - 10:38
biomag wrote...
mosor wrote...
biomag wrote...
mosor wrote...
The Spamming Troll wrote...
reave. its stupid.
point me out an ability that does something that reave cant.
Why would you use reave on geth when you can use energy drain?
Great... why would you use energy drain on collectors?
Reave is good against all defenses and heals... and it has an disabling effect on organics. Its the best solution if you ain't going to change powers for each mission...
It's called changing bonus skills. It costs 5000 eezo, You start off with 60,000 off the bat. There really isn't any reason not to. If people are really that cheap to hoard eezo, they can string missions with similar enemies.
Reave isn't worth using on shielded enemies when compared to all the other options to use on those types of enemies. It's simply not worth the cooldown.
...that's why I said "...if you ain't going to change powers for each mission..." ... and well, IMO its lame and cheap to do so, but I don't care if others do. In any case it wasn't nessecary for me to do so while playing on insanity.
Personally, I don't particularly enjoy respeccing bonus powers for certain missions, but I do think that Reave is the powerful, if not my favorite, bonus skill.
#45
Posté 25 mai 2010 - 01:44
A Soldier already has most of what I need it to have, so I take one point in Flashbang Grenade for roleplaying purposes and to increase a Soldier's crowd control.
Vanguard: Heavy Barrier(10)
Staying alive longer is never a bad thing. Biotic upgrades take this power into account, and Charge recharges it. 'Nuff said.
Infiltrator: Neural Shock(1)
This is mostly as a last resort to deal with krogan, also known as an Infiltrator's worst nightmare. Infiltrators are fine as they are, though...for the most part, at least.
Adept: Area Reave(10)
I figured the best biotic class should benefit from the best biotic power. In addition, that frees Warp up for detonation purposes. Yes, it struggles with shields, but that's what squad mates are for.
Engineer: Improved Geth Shield Boost(10)
I use this to increase an Engineer's survivability and damage. It's slight overkill, since Engineers also have the drone, but I honestly couldn't think of anything better to take.
Sentinel: Area Drain(10)
Overload is still in my Sentinel build. It just takes the same role that Warp does on my Adept: detonations. In this case, it instant-kills Pyros and increases the severity of environmental hazards. I ain't shooting canisters anymore, by golly!
#46
Posté 25 mai 2010 - 05:37
Vanguard: Reave. Rarely use it though; except during collector missions, then it sees frequent use for the sole reason that there are plenty of enemies there that can't be charged. Well, not properly anyway. Effin' platforms.
Infiltrator: AP ammo. As has been said 345345 jillion times before, AP ammo + Widow /win.
Adept: Warp ammo. Obviously. Same thing applies here: any use of an active skill means you didn't use singularity, ergo bad call.
Sentinel: AP ammo. Boring ****** class in my opinion. Long ass recharge on Tech armor meant that I spent the vast majority of the game tapping 3 (warp) and pecking away at mobs with Tempest bursts.
Engineer: Can't say I played this class for very long. Spamming drones got old rather quickly and the Sentinel play-through had already sapped all my patience.
#47
Posté 25 mai 2010 - 09:18
- Adept: Dominate
- Sentinel: AP Ammo or Warp Ammo
- Infiltrator: Dominate or Energy Drain
- Soldier: Geth Shield Boost or Barrier or Fortification
- Engineer: AP Ammo or Warp Ammo
- Vanguard: Geth Shield Boost or Barrier or Fortification
#48
Posté 26 mai 2010 - 01:09
Soldier- ^^^^
Infiltrator- Energy drain. You already have half of the engineers defense stripping with incinerate, why not finish the deal. Besides, between the widow and incinerate armor is hardly a problem. DItto for the 50% damage bonus your smg gets against against barriers from research. I really don't miss AP or warp ammo.
engineer- none, I like to get aoe cryo blast over a bonus.
sentinel- warp ammo if I'm going assault sentinel, none in favor of aoe cryo blast for caster sentinel
adept- energy drain(only 1 point though, I max pull field over this). 1 point energy drain is just to give me something to cast when I'm waiting for the YMIR mechs to stop firing.
I generally think that ammo powers for bonuses are overrated. Try a few missions with your ammo turned off and you'll be suprised how well your guns still work. Plus there is always squad ammo from squadmates if you absolutely have to have one.
#49
Posté 26 mai 2010 - 09:57
jaff00 wrote...
Adept: Warp ammo. Obviously. Same thing applies here: any use of an active skill means you didn't use singularity, ergo bad call.
While I agree with your choice of bonus power, I'm not sure it makes much sense to claim that Adepts should never throw anything other than singularity. The ability to single-handedly carry out Warp Explosions alone is enough to justify using stuff other than Singularity, never mind the instakill potential of Throw.
#50
Posté 28 mai 2010 - 04:10
Vanguard: Reave, Energy Drain, Slam
Adept: Warp Ammo, Energy Drain
Sentinel: AP Ammo, Reave, Energy Drain, Slam
Engineer: Neural Shock, Dominate, Warp Ammo
Infiltrator: Warp Ammo, Energy Drain, Neural Shock
Modifié par Simbacca, 28 mai 2010 - 04:12 .




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