What's your Soldier build?
#26
Posté 05 juin 2010 - 01:50
Disruptor Ammo Maxed
Heightened Adrenaline Rush - Level 4
Concussive Shot - Level 1
Disruptor Ammo - Level 4
Inferno Ammo - Level 4
Commando Trooper - Level 4
Geth Shield Boost - 4
-- Total Points Used 51/51
Cryo Ammo Maxed
Heightened Adrenaline Rush - Level 4
Concussive Shot - Level 1
Disruptor Ammo - Level 2 *required*
Inferno Ammo - Level 4
Cryo Ammo - Level 3
Commando Trooper - Level 4
Geth Shield Boost - Level 4
-- Total Points Used 50/51
You need four points to maximize to Level 4, but you only have 1 point left. So you have to sacrifice points from one power so you can bring Cryo Ammo to its max. Question is, which power is that going to be?
#27
Posté 05 juin 2010 - 01:56
If you're doing a combo, you can't get one to level 4. Yes. But if you choose Disruptor Ammo, you can get it to level 4.
Now I'd like to hear other soldier builds
Modifié par MarshalMeLee, 05 juin 2010 - 01:57 .
#28
Posté 05 juin 2010 - 02:21
Adrenaline Rush (4), heightened with the Widow, hardened with the Revenant
Concussive Shot (0)
Heavy Disruptor Ammo (4)
Inferno Ammo (4)
Squad Cryo Ammo (4)
Combat Mastery (4), Commando
Neural Shock (1) for standar troops or Slam(1) for husks
#29
Posté 05 juin 2010 - 02:28
#30
Posté 05 juin 2010 - 02:56
Pacifien wrote...
I'm curious. There seems to be little love for Concussive Shot. Is that because most people playing the Soldier class aren't much for using powers in general or because Concussive Shot just isn't that valuable? I use it plenty for Garrus and Grunt.
You can't curve it, and since it's not an instant cast for Shepard he/she misses a lot. Or at least my sheps do
It has 6 seconds recharge time. It's a combat power, so there are no upgrades and no bonus cooldown research. The soldier doesn't have such a bonus either. 6 seconds on insanity is a long time.
On the other hand, neural shock or slam have 3 seconds, and with the proper upgrades, those 3 seconds translate to 2.4. That's a big difference.
#31
Posté 05 juin 2010 - 03:12
Squad Incendiary improves your squad effectiveness and along with Squad Disruptor increases their effectiveness in almost any situation. Any other bonus power just adds more cooldown time which means less Adrenaline Rush. Tungsten Ammo adds massive damage, no cooldown, and maximises your squads effectiveness with the other 2 ammo powers. Besides, where would you spend those points? Cryo ammo? Concussive shot? Tungsten ammo is a far better investment.tonnactus wrote...
Armor piecing is redunant.Inferno ammo is effective on armor too and has an area effect.And it stops health regenration.So why people waste points for Armor piercing???
#32
Posté 05 juin 2010 - 03:24
#33
Posté 05 juin 2010 - 03:34
Barrow Roll wrote...
Squad Incendiary improves your squad effectiveness and along with Squad Disruptor increases their effectiveness in almost any situation. Any other bonus power just adds more cooldown time which means less Adrenaline Rush. Tungsten Ammo adds massive damage, no cooldown, and maximises your squads effectiveness with the other 2 ammo powers. Besides, where would you spend those points? Cryo ammo? Concussive shot? Tungsten ammo is a far better investment.tonnactus wrote...
Armor piecing is redunant.Inferno ammo is effective on armor too and has an area effect.And it stops health regenration.So why people waste points for Armor piercing???
Tungsteen ammo, 70% (armor and health)
Inferno ammo, 60% (armor and health). 3 meters area of effect. And it works as some sort of CC because of its "panicking organics" perk
I choose inferno ammo.
#34
Posté 05 juin 2010 - 04:25
Squad Incendiary can also panick unprotected organics. In my experience, my squad will be igniting several enemies since they're usually not focused on one target therefore spreading the panic anyways. If I take Inferno then would you only give your squad Disruptor ammo? Or take squad Disurptor and Cryo with no bonus power? If I'm playing a Soldier then I really don't like to rely on squad mates for their ammo powers. Taking squad Incendiary myself means more squad flexibility and I don't have to waste points on it for squad mates. Is it still preferable to take Squad Incendiary and Squad Diruptor + a different bonus power to Tungsten ammo? Has anybody compared the builds to see which is more effective?jwalker wrote...
Barrow Roll wrote...
Squad Incendiary improves your squad effectiveness and along with Squad Disruptor increases their effectiveness in almost any situation. Any other bonus power just adds more cooldown time which means less Adrenaline Rush. Tungsten Ammo adds massive damage, no cooldown, and maximises your squads effectiveness with the other 2 ammo powers. Besides, where would you spend those points? Cryo ammo? Concussive shot? Tungsten ammo is a far better investment.tonnactus wrote...
Armor piecing is redunant.Inferno ammo is effective on armor too and has an area effect.And it stops health regenration.So why people waste points for Armor piercing???
Tungsteen ammo, 70% (armor and health)
Inferno ammo, 60% (armor and health). 3 meters area of effect. And it works as some sort of CC because of its "panicking organics" perk
I choose inferno ammo.
#35
Posté 05 juin 2010 - 06:26
#36
Posté 05 juin 2010 - 08:47
jwalker wrote...
Barrow Roll wrote...
Squad Incendiary improves your squad effectiveness and along with Squad Disruptor increases their effectiveness in almost any situation. Any other bonus power just adds more cooldown time which means less Adrenaline Rush. Tungsten Ammo adds massive damage, no cooldown, and maximises your squads effectiveness with the other 2 ammo powers. Besides, where would you spend those points? Cryo ammo? Concussive shot? Tungsten ammo is a far better investment.tonnactus wrote...
Armor piecing is redunant.Inferno ammo is effective on armor too and has an area effect.And it stops health regenration.So why people waste points for Armor piercing???
Tungsteen ammo, 70% (armor and health)
Inferno ammo, 60% (armor and health). 3 meters area of effect. And it works as some sort of CC because of its "panicking organics" perk
I choose inferno ammo.
It's worth noting that Tungsten (or AP in general) is the only ammo type that gives a bonus to both armor and synthetic health. All mechs in the game are armored synthetics, and there are plenty of them, making tungsten a great choice. It allows you to deal lots of damage without having to switch weapons or ammo types between incendiary and disruptor.
#37
Posté 05 juin 2010 - 11:27
jwalker wrote...
SmokeyNinjas wrote...
Really i dont recall ever seeing Neural Shock fail to instantly kill an abomination unless they had some armor leftjwalker wrote...
For husk killing I recommend Slam. Neural shock doesn't instantly kill a full health abomination, Slam does.
It's been a while since my run with a soldier
But I reload a game and I just tested it. Neural shock doesn't kill abominations. It just stuns them like regular targets.
Well that is a tad disappointing ah well Cyro ammo:wub:
#38
Posté 06 juin 2010 - 06:55
Modifié par Canned Bullets, 06 juin 2010 - 07:04 .
#39
Posté 06 juin 2010 - 11:29
cruc1al wrote...
It's worth noting that Tungsten (or AP in general) is the only ammo type that gives a bonus to both armor and synthetic health. All mechs in the game are armored synthetics, and there are plenty of them, making tungsten a great choice. It allows you to deal lots of damage without having to switch weapons or ammo types between incendiary and disruptor.
I didn't know that. I might give it try.
Yes, switching ammo or weapons in the middle of a fight sucks.
Playing a soldier, I usually deal with light mechs with heavy disruptor ammo. Their armor goes down easy, and as soon as I hit their health, they get stunned or their weapons overheat.
#40
Posté 07 juin 2010 - 07:02
In practice, though, I feel squad AP or warp does better. But that's just in my unscientific observations.
#41
Posté 07 juin 2010 - 07:05
Heavy Concussive Shot vs enemy barrier = 350 damage
Heavy Warp vs enemy barrier (no biotic upgrades) = 400 damage
Seems like it probably is too weak to use for anti-barrier since Heavy Warp is already more damaging before the 60% damage boost from all 6 Hyper-Amp biotic damage upgrades.
Modifié par Simbacca, 07 juin 2010 - 10:52 .
#42
Posté 09 juin 2010 - 02:39
4 Hardened Adrenaline Rush
0 Concussive Shot
4 Squad Disruptor Ammo
4 Squad Incendiary Ammo
1 Cryo Ammo
4 Commando or Shock Trooper
4 Neural Shockwave
4 Hardened Adrenaline Rush
1 Concussive Shot
3 Disruptor Ammo
4 Inferno Ammo
4 Squad Cryo Ammo
4 Commando or Shock Trooper
2 Neural Shock
On the first page of this thread I considered going with Heavy Concussive Shot but after being reminded that combat powers don't get damage upgrades (and therefore would probably never be a good anti-barrier power on Insanity), being able to combo with squadmate Pulls isn't enough to warrant it's inclusion.
Modifié par Simbacca, 09 juin 2010 - 10:59 .
#43
Posté 09 juin 2010 - 04:10
First playthrough (first overall on and on Veteran):
4 - Hightened Adrenalin Rush
3 - Concussive Shot
2 - Disruptor Ammo
4 - Inferno Ammo
1 - Cryo Ammo
4 - Commando
4 - Improved Geth Shield Boost
- Used the Revenant
Second playthrough:
4 - Hardened Adrenalin Rush
1 - Concussive Shot
2 - Disruptor Ammo
4 - Inferno Ammo
4 - Squad Cryo Ammo
4 - Commando
3 - Inferno Grenade (after I got Kasumi Flashbang)
- Used the Widow
Plans for third playthroug:
Not sure overall, but I think I´ll something different like Improved Cryo and Claymore
#44
Posté 09 juin 2010 - 07:38
#45
Posté 11 juin 2010 - 03:58
Scimtar
Viper
Hand Cannon
Blackstorm
Hardened Adrenaline Rush - 4
Concussive Shot - 1
Disruptor Ammo - 2
Incendiary Ammo - 4
Shock Trooper - 4
Cyro Ammo - 3
Tungsten Ammo - 4




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