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Definitive Edition: Bonus Powers - STASIS SUMMARY


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#1
numotsbane

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So I've noticed a lot of individual threads about which bonus powers are better, but as far as I'm aware no all-inclusive thread on bonus powers exists. hopefully this will change that. no guarantees.
If you think I should add something, post below and I'll update the OP.

Which bonus power do you use? comment below each poll on why you chose your power, why you evolved it/ didn't evolve it, etc, and I'll do a general round up on the results every so often.
 
[quote]

STASIS INFO COMPILATION

[/quote]
 
So we now have Stasis as another freaking awesome bonus power. There’s a lot of good discussion about it in some other threads but here’s a quick summary of it in the thread about quick summaries:
 
-Stasis works through all defences and immobilises a single target in a protective field for 5 seconds on the lowest level and 9-12 on the highest evolution.
 
-Stasis fields cause an enemy to fall down once the Stasis field expires; and at that point they have a massive susceptibility to damage, something around 8x the normal amount. See here
 
-You cannot have more than one stasis field active
 
-A stasis field does not block enemy fire
 
- If you use stasis on a single target it will become immune to its effect after about the second or third casting
 
- At the moment, there doesn’t seem to be a bad class to use stasis with.
 
- Stasis doesn’t affect harbinger, Praetorians, the terminator, Thresher Maws, and the Oculus
 
 
[quote]

Bonus power polls

[/quote]

NEW: Adept 
NEW: Sentinel
NEW: Soldier
NEW: Vanguard
NEW: Infiltrator
NEW: Engineer
And now:
Best Defensive Bonus Power



[quote]

Specific Bonus power discussion threads

[/quote]

Flash Delirium: getting the most from Flash Grenade
Neural Shock Owns
Infiltrator - Warp Ammo vs AP. Ammo
Geth Shield VS Barrier
Best bonus power for a soldier
Flashbang or Reave for vanguard?
Ammo Powers – why not take squadmates?
Squad Incendiary Ammo vs Inferno Ammo
Energy Drain is Amazing
Is Warp Ammo effected by Biotic upgrades?
Stasis – Yay or Nay?

 
[quote]

Videos

[/quote]
 

Adept with Heavy Barrier - courtesy of bozorgmehr
incendiary vs AP ammo (not worth it) – By Sinosleep
http://www.youtube.c...rev-rn-1r-13-HM ' class='bbc_url' title='External link' rel='nofollow external'>AP Ammo v Warp Ammo (collectors)
Stasis Damage Bonus (vs YMIR)


* post more below if you know of any, and I'll add them here
 
The following were done up prior to the release of stasis. I’m yet to try it out on all classes but it looks like Stasis can replace reave for vanguards, works very well on Adepts and soldiers, and could potentially be useful for Sentinels and Engineers. I’ve not yet seen much mention of it in regards to Infiltrators.


_____ADEPT_____

 

Summary

My thoughts in detail, from page 2
-Numotsbane: I’d recommend Warp ammo for the early game, and either barrier, Reave, or Energy Drain for later on. I also love flash grenade, and I use it sometimes on my adept.
-Pacifien: has mentioned Warp Ammo, Neural Shock or Energy Drain as being useful or popular.
-Malysoun: gives mention to dominate, which I forgot to put in the poll… whoops.
-The General Consensus (from polls): is to use Warp Ammo, Reave, Barrier, Energy Drain or Slam.
[quote] Early game: Warp Ammo
Mid – Late game: Barrier
Mid-Late game Alternative: Reave
class Weakness cover: Energy Drain (Shields)
[/quote]
 
 
 

_____SENTINEL_____

 

Summary

Not many people seem to use sentinels, so They’ve got the least votes and discussion on bonus powers. Which is a shame, because they’re one of my favourite classes…
-Athenau: has noted energy drain is glorious and buffs your shields extra.
-Numotsbane: If you’re not using energy drain, you’re not getting the most use out of tech armour. That is my honest and sincere belief, and I roll with energy drain every time… though I do respect to warp ammo/ reave for the suicide mission.
-Numatsbane, take II: flash grenade is a power that the sentinel can truly exploit, and definitely worth a shot. So to speak.
-The General Consensus: most people tend to go with an Ammo power, followed by Reave or Energy drain.
[quote] Bonus Power: Energy Drain
Bonus Power Alternative: Flash Grenade
class Weakness cover:AP ammo (weapon use)
[/quote]
 
 
 

_____SOLDIER_____

 

Summary

The Soldier will mainly be using Adrenaline Rush for a playthrough, but that’s not to say its always best. Although you won’t get cooldown reductions, there are often times where the right active power will be better than AR.
-Numotsbane: I used to use Slam or Neural shock – short cooldown powers which added a bit of crowd control and didn’t interfere with my AR spamming. I have since discovered the condensed awesome of the flash grenade, and use that exclusively. Yeah, its that good. I would steer well away from powers with a long cooldown, or direct damage powers. They don’t sync that well with soldier play. I’d also say you don’t need another ammo power.
-NYG1991: Has noted that the ‘aahh I’m on fire!’ panic effect from incendiary ammo can make landing headshots harder, and recommends AP ammo over incendiary. (though I disagree somewhat)
-The General Consensus: GSB, followed by Flashbang, and then Warp ammo seem to be the most popular. I don’t like defensive powers on my soldier because I think AR is better at protecting you, but that’s maybe just me.
[quote] Bonus Power: Flash Grenade
Bonus Power Alternative: Energy Drain
class Weakness cover: Slam/Neural shock (crowd control without the excessive cooldown)
[/quote]
 
 

_____VANGUARD_____

 

Summary

Reave reave reave, reave reave, reave… reave. Apparently that’s about it for vanguards, but then, it is a pretty good bonus power.
-Numotsbane: I used warp ammo early game, and then slam later on so I could cut shockwave and pull from my build (as recommended by FoFoZem). I tried reave for a little bit, but I honestly prefer the claymore as the default way to get rid of enemy defenses.
-Bhatair + kaimanaMM have both joined the chorus which cites Reave as the best, and with good reason.
-Pacifien: mentioned Barrier, Warp ammo, and Reave. (Numot: I’d only go with barrier if I had all the cooldown bonuses though)
-The General Consensus: Reave.
[quote] Bonus Power: Reave
Bonus Power Alternative: Slam
class Weakness cover: a true vanguard accepts no weakness
[/quote]
 
 

_____INFILTRATOR_____

 

Summary

Although most people seem to have opted for an ammo power in the polls, there seems to be a fairly even amount of support for most of the other powers (ie neural shock, reave, flashbang, or energy drain).
-Numotsbane: I love energy drain on my infiltrator, so that I don’t have to sink many points into disrupter ammo. I used dominate at the start, but in the end I found that it would have just been easier to kill my newfound slave. Also, now that I’ve discovered the joys of flash grenade, I tend to use that on my infiltrators.
-KaimanaMM, Bhatair & Pacifien uses energy drain too, but Pacifien also wants to make sure everyone understands that Neural shock Owns – it will pin a target for the perfect headshot.
-The General Consensus is apparently to use AP or Warp ammo to make your headshots count, or to use energy drain.
[quote] Bonus Power: Energy Drain
Bonus Power Alternative: Flash Grenade
Bonus Power Alternative II: Neural Shock (for cc and pinning)
class Weakness cover: Warp ammo/ Reave (barriers)
[/quote]
 
 

_____ENGINEER_____

 

Summary

Ok, just the engineer to go. The engineer already has a pretty well rounded arsenal, so its not much of a surprise that people are opting to take ammo powers.
-Numotsbane: I used Warp ammo, because I play on xbox and could only hotkey three powers anyway. I totally re-evaluated Dominate. Its excellent on an engineer. Props to IMNWE and Bozorgmehr for bringing me round. 
-Pacifien recommends Neural shock… again :/ - as doKaimanaMM & Bhatair Also, GSB, AP ammo and flash grenade are worth a look according to Pacifien
-Arhka has stated that flashbang is good because it brings back damping from the old ME1 engineer
-Malysoun: mentions that dominate rounds out the control aspect of an engineer.
-The General Consensus: AP ammo, Warp ammo, a defensive power, or reave. Neural shock is up there as well.
[quote] really, the engineer is built in such a way you can add whatever power you want. That said,
Bonus Power: Dominate
Bonus Power Alternative: Neural Shock (because its instant, unlike cryo)
Bonus Power Alternative II: Slam
class Weakness cover: Warp ammo/ AP ammo (weapon use)
[/quote]
 
[quote][quote]

BONUS POWER OVERVIEW

[/quote]
[quote]AP ammo: tungsten will give you +70% damage against armour and health, and the squad alternative will give +50%. It’s a big enough difference that picking it up yourself might me worth it (as opposed to taking Garrus), unless you already have incendiary ammo. Engineers, Infiltrators and Sentinels gain a hard hitting ammo which doesn’t interfere with their powers. Soldiers, Vanguards and adepts should use their own ammo powers or Warp ammo.
incendiary vs AP ammo (not worth it[/quote]
[quote]Barrier:This is a great power once you have the cooldown bonuses; unfortunately you only get those later on in the game. The best part of barrier is that it can be activated at any time, regardless of whether you’re stun-locked or not. Shepard merely has to think it, no fiddling with omni-tools. Bozorgmehr’s video shows Heavy Barrier in Action[/quote]
[quote]Dominate: Is not quite AI hacking for organics, as it does take time to take effect. You’ll be looking at a 1-1.5 second animation before you have a new slave, making early level dominate a bit disappointing. It lasts a reasonable amount of time, but also gives your slave a barrier so that it doesn’t die – so if you decide to kill a dominee it’ll take more ammo. So to be honest, I can’t quite decide on dominate. I would certainly make sure to target high priority targets, like revenant wielding blue suns or heavies/pyros. On an engineer, it really does make the class brilliant and just generally messing up the enemy plans. Other classes, not so much [/quote]
[quote]Energy Drain: Energy drain is a great power. The only anti-shield bonus power you can take – plus it comes with a shield boost which makes it very useful on insanity. To my mind, this power really helps the Sentinel and Adept, as well as the Infiltrator. Nothing can tank like a sentinel with Energy drain (my last playthrough, and one of my favourites. It really makes the class own). That said, its not quite reave for shields – it doesn’t stop your enemies or overload their weapons. [/quote]
[quote]Fortification: AVOID LIKE THE PLAGUE. A power so ordinary that it has almost nothing going for it. Basically, it’s GSB that doesn’t benefit from +shield research and armors, and doesn’t benefit from cooldown reductions. Maybe if you’re really desperate for the look… maybe. Otherwise, I’d definitely rank this as the worst bonus power. [/quote]
[quote]Flash grenade: and from one of the worst bonus powers to one of the best; flash grenade is so full of win its hard for me to not bring it with every class. Some say it’s one of Gavorns tricks… others say that it is to Shepard what the priiiize is to Jacob. Its… no I think that’s enough praise. Its good. Do try it.[/quote]
[quote]Geth Shield Boost: A pretty good defensive power. Although you need to use your omni-tool to activate it (unlike barier), its still pretty good. Also, you can get the tech cooldowns much earlier than the biotic cooldowns, which is worth keeping in mind[/quote]
[quote]Incendiary Grenade: This is a pretty rubbish power. Not as bad as fortification, but the fairly limited damage and radius, combined with the inaccurateness of grenade powers, makes this fairly underwhelming. That said, I may dust it off now that I’ve got used to grenades, it may not be as bad as I thought.[/quote]
[quote]Neural Shock: Neural Shock Owns not too much else to be said. Personally, I go for slam between the two except on my engineer and infiltrator.[/quote]
[quote]Reave: is Reave. So much has been said already… [/quote]
[quote]Shredder Ammo: Pause your game. Check the difficulty setting – is it above normal? Because if so, theres not much use for this one at all. It does rip through health on normal an casual however.[/quote]
[quote]Slam: Slam is pretty good as powers go. Light crowd control, moderate damage, midget cooldown, works on synthetics, can set up warpsplosions. What’s not to like? [/quote]
[quote]Warp Ammo: I am a fan of warp ammo as the best bonus ammo. However, I prefer Jack much more than taking this myself. For more details, see Ammo Powers – why not take squadmates?. But if you’re set on an ammo power, this be the one. Especially if you’re an adept. [/quote][/quote]
 
 
Once again, comment below if you dare to doubt my judgement.

Modifié par numotsbane, 10 septembre 2010 - 04:17 .


#2
Pacifien

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There's a surprising lack of threads specifically about bonus powers. Quite a few more threads about which version of an evolved power one should take. (Heavy Singularity versus Wide Singularity, for instance) Even more threads about which weapon specialization works better for certain classes.

Bonus power discussions seem intertwined with discussions about each class.

- Geth Shield Boost vs. Barrier, with an additional discussion about how Fortification pales against either of those.
- Best Bonus Power for a soldier?
- Flashbang or Reave for Vanguard?, with additional discussions about picking a completely different bonus power for your Vanguard.

Somewhere around this forum is a post and a video demonstrating just how powerful Reave can be.

I'll see if I find any more, but if I can't, might be a good idea to start threads specifically for each ammo power. Like "Inferno Grenades - Worth it? Discuss."

Modifié par Pacifien, 21 juin 2010 - 07:33 .


#3
NICKjnp

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Pacifien wrote...

There's a surprising lack of threads specifically about bonus powers. Quite a few more threads about which version of an evolved power one should take. (Heavy Singularity versus Wide Singularity, for instance) Even more threads about which weapon specialization works better for certain classes.

Bonus power discussions seem intertwined with discussions about each class.

- Geth Shield Boost vs. Barrier, with an additional discussion about how Fortification pales against either of those.
- Best Bonus Power for a soldier?
- Flashbang or Reave for Vanguard?, with additional discussions about picking a completely different bonus power for your Vanguard.

Somewhere around this forum is a post and a video demonstrating just how powerful Reave can be.


Reave is so powerful that if you use reave on the low crates on Horizon or Samara's recruitment mission, run up to them and go into cover and melee a split second later they will throw you into ragdoll.  Sometimes they will throw you completely off the map.

#4
Pacifien

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NICKjnp wrote...
Reave is so powerful that if you use reave on the low crates on Horizon or Samara's recruitment mission, run up to them and go into cover and melee a split second later they will throw you into ragdoll.  Sometimes they will throw you completely off the map.

Now I want to see a video of that!

#5
NICKjnp

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I wish I had a recorder. I'll take a picture of me on the top of the building though...

/uploads_user/6000/5109/35515.jpg

/uploads_user/6000/5109/35516.jpg

Modifié par NICKjnp, 21 juin 2010 - 07:55 .


#6
SmokeyNinjas

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No dominate:huh:

#7
Bhatair

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Here's how I voted (only for classes I've played so far.)



Vanguard- Reave. Yep, reave. I'm sure it's uses have been described to death so I'll just leave it at that :)



Sentinel- Energy drain. Originally picked it because you have to pick a bonus power at character creation and thought it would be useful to have on the first few missions as a replacement for overload, and so I could focus more on tech armor and class skill. I grew to love this power on my sentinel though, fracking fortress of shields.



Infiltrator- Energy drain (again). Same reasons as my sentinel above, grabbed it for its similarity to overload. Doesn't make you a walking kinetic barrier the way it does with a sentinel but it's still a great power.



Engineer- Neural shock. Makes a great CC ability in a clutch and doesn't have cryo blasts nasty side effect of making the enemies fall behind cover. Left it at 1 point for most of the game, handy handy ability.



Soldier- Flashbang. I didn't really use it much, but it's a real life saver at times.



Have yet to play through as an adept, so didn't vote on that one.

#8
kaimanaMM

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Mine is pretty similar to Bhatair.

Vanguard I went with Reave.  Yep.  Still in the early game, though.

Engineer I went with Neural Shock.  Honestly, the engineer doesn't even need a bonus power, imo.  For a while I went with Flashbang, ended up not really finding it suiting the way I played.  Switched to AP ammo, never used it.  Finally, I switched to Neural Shock and kept with it, pretty handy.

Infiltrator I went with Energy Drain.  Very handy skill that I seem to use all the time.

Sentinel I went with Warp ammo.  Sentinel is another class that I feel doesn't really need a bonus power.  But I can see how Energy Drain would be handy here and there.

Adept I went with Warp ammo, I suppose because it made sense for an adept and it covered a weak spot, only kept it at level 1 or 2 though, if I remember right.

Don't have a soldier play through, but my husband's soldier has Flashbang, level 1, he rarely uses it, kind of one of those "Hey, I have flashbang, that's kind of cool!" type things.

#9
numotsbane

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SmokeyNinjas wrote...

No dominate:huh:


whoops forgot that one.  Theres also no shredder ammo either, but i doubt anyone will pick up on that Posted Image

I'll do a more thorough analysis of the results when i've got more time and more votes, i'll probably need at least 70 or so per poll before a real pattern emerges. initial highlights are:

reave on vanguard. so far the only clearly dominant bonus power. This actually surprised me, as i assumed fast cooldown powers would be more popular for vanguards so they could better spam charge. being wrong is interesting.

Evolving bonus powers: most people seem to do it. about 80% to 90% of powers get upgraded to level 3 or 4.

as far as I can tell no one uses incineration grenade. no surprise.

will update OP later

need more votes!

#10
AntiChri5

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I usually have an ammo power (warp, tungsten, whatever) on classes that have none.

#11
Pacifien

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Adept
I think I mistakenly voted for Neural Shock on this class because that's what my Adept currently has as a bonus power (experimenting with it), but I think Warp Ammo is the better choice. It's an ammo power that fits with a biotic class and gives an Adept a little bit more to their weapons.

However, getting toward the end of the game, my Adept's use of weapons became minimal. That might have actually been why I had switched to Neural Shock because it has a fast enough cooldown (practically nonexistent with upgrades) that I still would have access to my biotic powers.

One of the most popular bonus powers I've seen with Adepts is actually Energy Drain because it gives them a much needed attack on shields (while boosting their own even though Adepts are supposed to be using Barriers, but whatever). I can understand that, but try to avoid powers that go against the class.

Engineer
Well, numotsbane linked to it in the original post, but I'm currently learning the value of Neural Shock with my Engineer. Although, as someone in the Neural Shock thread points out, there is a slight crossover between Neural Shock and Cryo Blast. You could very well get away without using any bonus power with an Engineer.

Geth Shield Boost provides additional protection and benefits from the tech upgrades. Evolved to Improved Geth Shield Boost, you'll also get a boost to weapon damage.

Flashbang Grenade is a particularly popular bonus power. It has a large impact radius, it'll provide slight damage, incapacitate those in the blast, and will work in spite of enemy defenses being up.

Armor-Piercing Ammo is another good bonus power for an Engineer looking for extra weapon damage. If you're not keen on using other bonus powers to augment the Engineer's arsenal, an ammo power is a good choice because you can apply it at the start of a mission and forget about it.

Infiltrator
I go with Energy Drain every time. Because I don't level up Disruptor Ammo beyond the point where I need it to open up Cryo Ammo, Energy Drain provides me with another good method to get through shields. Not to mention boosting your own shields.

Warp Ammo vs. Armor-Piercing Ammo is a common enough debate on this forum, but I side with Warp Ammo on this one. If you're playing an Infiltrator on Insanity and would like to get a headshot against a Collector, Warp Ammo is one of many components you need to achieve this feat. However, I'd never personally use it myself because I consider it a biotic power. Nor would I find much use for Armor-Piercing Ammo because my Infiltrator isn't afraid to use Incinerate on armor.

Neural Shock also has a place with the Infiltrator because it will pin the target upright for you. Perfect for giving you time to line up a headshot.

Vanguard
When I played as a Vanguard, I stuck to either Barrier or Warp Ammo throughout my playthrough. On a particularly aggressive class, any boost to shields was a lifesaver. Warp Ammo was simply a boost in weapon damage against other enemies' barriers, though I stuck to Incendiary and Cryo for the most part.

But I have to admit that Reave seems particularly well-suited for this class because, again, it's an aggressive class. When the situation doesn't call for a Charge, use Reave instead.

-----

I didn't vote at all for the Sentinel class because it's the class for which I'm least familiar. I chose Flashbang Grenade for the Soldier, because I think it suits the class well. However, I'm not exactly the Soldier class type, so I'd rather leave bonus power discussions to those who enjoy playing the class more.

Fortification is a bonus power that I feel is rather useless because, unlike Barrier and Geth Shield Boost, it gains none of the benefits of biotic or tech upgrades. It also won't give you the weapon damage bonus that you can get with Geth Shield Boost.

Shredder Ammo is my least favorite ammo power, but I had considered that it actually might be particularly useful on Veteran difficulty and below.

I've always been pretty vocal about my belief that Reave is overpowered in every way. It's probably the most recommended bonus power, but it's one I would never use myself.

Modifié par Pacifien, 21 juin 2010 - 11:33 .


#12
RGFrog

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Bonus power choice is a tough one. As an adept (on my 3rd run right now), I find that I completely ignore the bonus power and have switched to an ammo power (warp ammo) as it will always get used when I fire the weapon. However, I do that so little that now I'm pretty much using squad warp so I can take squadies that don't have ammo powers (they do all the shooting for me).

#13
Evaler

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For my Vanguard I used Reave.



My Solider I went with Tungsten ammo, I definitely didn't want a biotic power and the grenades didn't seem like it would be worth the cool down, especially since I like using Kasumi/Zaeed (Not usually together though.)



I'm not sure if another ammo type might be more effective, but I'm just going with armor pen at the moment.

#14
Kaiser Shepard

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A one point Barrier on my otherwise 'pure' Vanguard, not only as a failsafe for when I screw up but also for old time's sake.



Also, I'm not one of those guys to simply use an overpowered ability just because it's there: I will fight with honor!

#15
FoFoZem

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Adept is very strong with Heavy Warp Ammo.



Otherwise I never really max bonus powers out.



Except for Slam on Vanguard. Then I can omit Shockwave and Pull from my build

#16
Pacifien

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FoFoZem wrote...
Except for Slam on Vanguard. Then I can omit Shockwave and Pull from my build

That is genius. I always forget that Slam can set up a warp explosion.

#17
FoFoZem

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Yeah. If you evolve to the one that keeps them in the air longer, warp'splosions are extremely easy with Slam

#18
numotsbane

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Updated OP with some initial results. any of these surprising you?
i know i'm pretty interested in how popular reave is for vanguards.

Pacifien wrote...

FoFoZem wrote...
Except for Slam on Vanguard. Then I can omit Shockwave and Pull from my build

That is genius. I always forget that Slam can set up a warp explosion.

Yeah, definately one of the benefits of Slam, but theres a catch - you'll mainly only be able to detonate a slamed target when they're already pretty high in the air, outside of the range where others will be affected. pulled targets stay low. also, if Miranda warps a half second too late, then no detonation for you. still good for CC and insta-killing husks

#19
Guest_m14567_*

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numotsbane wrote...

Updated OP with some initial results. any of these surprising you?
i know i'm pretty interested in how popular reave is for vanguards.

Pacifien wrote...

FoFoZem wrote...
Except for Slam on Vanguard. Then I can omit Shockwave and Pull from my build

That is genius. I always forget that Slam can set up a warp explosion.

Yeah, definately one of the benefits of Slam, but theres a catch - you'll mainly only be able to detonate a slamed target when they're already pretty high in the air, outside of the range where others will be affected. pulled targets stay low. also, if Miranda warps a half second too late, then no detonation for you. still good for CC and insta-killing husks


I disagree about the warp explosion on slam. You can get it pretty consistently, the only time it doesn't work out is when Miranda or Thane start randomly hurdling cover or they are reloading their weapon.

EDIT: Also the radius of a warp detonation is 3-7 metres which is usually sufficient to catch enemies.

Modifié par m14567, 22 juin 2010 - 11:05 .


#20
numotsbane

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^ this may be because i'm on xbox, now that I think about it. From watching fraps videos on youtube, it seems most people are able to get warp explosions much more consistently than I've been able to.

#21
Pacifien

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Wonder if you'll get more responses with a quick post to the campaign forum. Some people never frequent the strategy forum and play the game from an entirely different perspective than, well, strategy.

#22
NICKjnp

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numotsbane wrote...

^ this may be because i'm on xbox, now that I think about it. From watching fraps videos on youtube, it seems most people are able to get warp explosions much more consistently than I've been able to.


I do warp explosions all the time... just watch your squadmates recharge times and you should be good.  If you are skilled enough then hot key their warp to the d-pad (or just pause and fire warp).

#23
FoFoZem

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numotsbane wrote...

^ this may be because i'm on xbox, now that I think about it. From watching fraps videos on youtube, it seems most people are able to get warp explosions much more consistently than I've been able to.


I have never had a problem with Slam Warp'splosions on the Xbox

#24
Arhka

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Vanguard: Barrier, because it's got the quickest cast time out of all the shields

Adept: Energy Drain for anti shields

Sentinel: Reave, because I don't use biotic squadmates or use warp explosions

Engineer: Flashbang Grenade, because I needed Damping to emulate ME1 Engineer.


#25
Malysoun

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Adept: Most powers felt either like they were duplicating something else or were emergency things. My first adept playthrough I used barrier, but after my engineer insanity run, I've come to really appreciate dominate.



Sentinel: They're already a walking fortress, and as much as I prefer defensive/tank type characters, they really seemed to lack a punch so I used warp ammo to make up for that somewhat. Higher level so that I could share it to squad.



Soldier: I don't play soldier, always found them boring.



Vanguard: Reave, it makes up for lack of warp from the first game and covers the weakness of breaching barriers. The long cooldown of the shield bonuses interfere with charge (which can recharge shields anyhow).



Infiltrator: Initially it was warp ammo for breaking barrier and since I get up close with infiltrators I wanted to unload more damage, though I may try dominate on another playthrough.



Engineer: Dominate, between Dom/Drone/Hack you have an army. Since it wasn't listed, probably reave or warp ammo.





I think part of the reason you're seeing ammo powers as high is that some of the squadmates with those powers just aren't that good. NPC vanguards are hindered by the shotgun's range and comparatively lower health, they can't charge, and also can't take reave as a bonus power. :P



I honestly find barrier more of a problem than armor most of the time, you can warp/incinerate or use ap/warp/incend ammo on armor. Barrier, you can warp or use warp ammo, there's no barrier overload/drain ability.

I still feel that shields/barrier should work the same and should not have been split into two separate protection categories.



Another family member hates shields (play adept) and hates the fact they're forced to take squad-members for overload. I imagine this is why energy-drain has a fair showing.



I usually remain semi-pure with regards to classes (no biotic powers for non-biotic classes), when I look at some of the biotic bonus powers, and because it's all based on 'mass effect fields' generated with bio-electric current, some of it could be replicated with tech.



Dominate: brainwash an enemy (inhibition lowering chemical delivered via high speed mass effect sub-dermal injection)

Warp ammo: surrounds ammo with a biotic field that tears through barriers (eezo/tungsten ammo alloy that causes rounds to retain an electrical charge and 'shield'.)