Definitive Edition: Bonus Powers - STASIS SUMMARY
#26
Posté 24 juin 2010 - 11:01
So I'll take stuff like GSB, or even be silly and take shredder ammo on my engineer.
#27
Posté 25 juin 2010 - 12:29
Hey, Shredder Ammo was pretty awesome when I was doing speed runs on Casual difficulty to gather data on the suicide mission earlier today.Tlazolteotl wrote...
So I'll take stuff like GSB, or even be silly and take shredder ammo on my engineer.
#28
Posté 25 juin 2010 - 07:04
also, i haven't been able to get coloured text to work. is there a page that explains it, as well as other stuff? I'll make the page more readable if i can figure out how to do this.
Modifié par numotsbane, 25 juin 2010 - 07:05 .
#29
Posté 25 juin 2010 - 07:30
#30
Posté 30 juin 2010 - 12:58
well at least I now know how to use BBcode...
haven't got much more info on general bonus powers as theres only been a couple more votes for each one. I have made a new poll on defensive powers, though, which can be accessed here:
Best defensive bonus power
Also, to reiterate for those who don't want to read the OP, the polls suggest that the most popular powers for each class are:
Engineers: AP ammo, Reave, defensive
Infiltrators: Warp ammo, AP ammo, energy drain.
Adept: Warp ammo, energy drain, defensive
Vanguard: REAVE, and a long way behind are defensive powers and slam
Sentinel: AP ammo, warp ammo, energy drain
Soldiers: AP ammo, flash grenade, defensive
I disagree wih several of these, and do not at all advocate that these are 'the best'. they are simply the most popular.
#31
Posté 30 juin 2010 - 06:11
I mean, the soldier is already ladened with ammo powers. Soldier doesn't need more ammo.
Incendiary vs. Armor-Piercing
Modifié par Pacifien, 30 juin 2010 - 06:13 .
#32
Posté 30 juin 2010 - 07:39
In related news, I started an Adept run with slam, I love this power.
It's hilariously fun, and surprisingly effective. I might even take it on my vanguard over reave.
#33
Posté 01 juillet 2010 - 02:46
Pacifien wrote...
I just don't understand why AP ammo is that popular, especially for the Soldier class.
I mean, the soldier is already ladened with ammo powers. Soldier doesn't need more ammo.
Incendiary vs. Armor-Piercing
Ahh you got that link to work! everytime i tried to add it to the OP it just linked to the youtube homepage
but I absolutely agree, and it makes even less sense when you consider you can get AP ammo, inferno ammo and disrupter ammo from good squadmates even if you don't have any ammo powers.
I'm even more confused as to why fortification is getting as many votes in the poll on defensive powers as it is.
I've been trying flashbang, slam and neural shock on my soldier to see which one I like best. Contrary to what the poll numbers show, I prefer slam over flashbang. short cooldowns win
#34
Posté 01 juillet 2010 - 10:15
Because of the looks, I know many people like those. Although personally I think GSB looks better. ^^numotsbane wrote...
I'm even more confused as to why fortification is getting as many votes in the poll on defensive powers as it is.
#35
Posté 05 juillet 2010 - 04:20
SmokeyNinjas wrote...
No dominate:huh:
I have every bonus power excepting dominate. I think that it is almost impossible to get without full paragon whatever. even full paragon is impossinle if you don't modify some files. so acquiring Morinth is never happened to me. I know that dominate power is very powerful. you can manipulate organic target just like hacking synthetic target. it is awesome. I really want to use that someday. but as I explained, it's not possible for normal playing. just tell me how can I get this power without modifying? so far, I finished 20 times. overall, full paragon or renegade is impossible in my experience.
#36
Posté 05 juillet 2010 - 04:32
Things you need to consider are 1) Have you imported an ME1 game? (Because that'll give you a paragon point boost of up to 190.) 2) Are you getting the maximum amount of paragon points possible in a mission? 3) Is your class passive ability set for 100% paragon/renegade point boost? 4) How soon are you doing Samara's loyalty mission?
You don't even need to keep Morinth, just recruit her, unlock Dominate, then reload. Though I think if you have multiple ME2 playthroughs, at least one should have Morinth around just for the slightly altered experience.
Modifié par Pacifien, 05 juillet 2010 - 04:33 .
#37
Posté 05 juillet 2010 - 06:43
Pacifien wrote...
It's not the full paragon bar that you need. Getting Morinth is much like maintaining squadmate loyalties when they squabble. You need a certain percentage of points gained versus points possible. People could get Morinth with their paragon bar only 3/4th full and never get her with the paragon bar completely full.
Things you need to consider are 1) Have you imported an ME1 game? (Because that'll give you a paragon point boost of up to 190.) 2) Are you getting the maximum amount of paragon points possible in a mission? 3) Is your class passive ability set for 100% paragon/renegade point boost? 4) How soon are you doing Samara's loyalty mission?
You don't even need to keep Morinth, just recruit her, unlock Dominate, then reload. Though I think if you have multiple ME2 playthroughs, at least one should have Morinth around just for the slightly altered experience.
thank you for explanation. for all 20 times playthrough, I got only Samara loyalty. I didn't even have any choice to get Morinth. as we know, there two more sentences on conversation circle. for 20 times, two options were always dimmed. never made that choice. when I went to loyalty mission, my paragon was always less than half or little over. so that's why I want to know how?
Modifié par archurban, 05 juillet 2010 - 06:44 .
#38
Posté 07 juillet 2010 - 03:32
Armor-Piercing: I've always maintained that if you have access to Incendiary, go Incendiary. If you are willing to use Warp Ammo, go Warp Ammo. With Warp, Reave, Incinerate, you have plenty of options to take down Armor. The only benefit I can see to going with Armor-Piercing is if you're trying to get an effective one-shot on an armored foe. But my main concern has been getting a one-shot on a barriered foe. I just don't get it.
Barrier: Good choice if you're a biotic who needs the extra defense. I've used it on a Vanguard and Adept, but defense appears to not be my issue. As a Vanguard, if my shields go down, it's time for a Charge. As an Adept, I'm already on the defensive. I can see particularly aggressive Adepts going for Barrier, however.
Dominate: I can see the appeal for those who also make great use of AI Hacking. However, I'm not an AI Hacker, so I don't see myself being one for Dominate either. I did take this one for my Infiltrator and Adept at certain times. It didn't get me far while playing on Insanity, but when I needed to do a few speed runs, it did help a bit on Casual. I just found myself tearing through the enemies just as quickly without it, though.
Energy Drain: I love Energy Drain and it's my bonus power of choice for my Infiltrator. Shields are everywhere on Insanity difficulty. What better way to deplete an enemies shields and refill your own? It's been a lifesaver on some occasions where my health is down low and sticking behind cover until the shields regenerate isn't an option.
Flashbang Grenade: I miss damping greatly from ME1, and Flashbang is your way to bring it back. Not to mention the knockback and disorientation on the enemies. Great to get them out of cover as well. The only drawback is the learning curve for aiming it, a learning curve witch which some people would rather not bother when they could bring the more accurate Kasumi along. Grenades are my bonus power of choice for a Soldier because it just seems to fit the class from a roleplay sense.
Fortification: Honestly, the only reason this is included as a bonus power is because that's what the developers decided to use for Grunt's bonus power. It is useful only to Grunt. Because Barrier and Geth Shield Boost benefit from the tech/biotic upgrades and Fortification benefits from nothing, the only reason I see people taking Fortification is because it looks cool. In the words of Grunt, "Worthless!"
Geth Shield Boost: GSB was my other bonus power of choice for my Infiltrator. Not only is there the defense boost, but fully evolved to Level 4 and you get a weapon damage boost as well.
Inferno Grenade: Not as powerful as Incinerate and when you evolve Incinerate to Incinerate Blast, having Inferno Grenade just doesn't make sense. Incendiary ammo also gets you the panic effect that Inferno Grenade gives. I suppose neither Incinerate nor Incendiary is going to be an option, maybe you can go the Inferno Grenade route. I'd rather Flashbang Grenade.
Neural Shock: Neural Shock is my new best friend. It's biggest drawback is going to be the need to strip defenses before you can use it, which makes it less attractive when you're playing Hardcore/Insanity. However, I am playing Insanity and still find it useful. I've used it on charging Krogan. I've used it on Blue Sun heavies. I've used it on husks. Drop an enemy on their ass in an instant. Keep an enemy frozen upright in place so you can line up a headshot without them dropping back into cover. The cooldown is one of the smallest. One point will do you nicely.
Reave: <_< Okay, fine, Reave is great. In every way. Instant strike. Double damage to armor and barriers. Regenerate your health if you need it while depleting the health of your enemies. Stop an enemy from regenerating its own health. Evolve to Area Reave to hit multiple enemies. Temporarily incapacitate the enemy. Gee, what can't Reave do? Make life too easy and go with Reave.
Shredder Ammo: I'm going with Fortification as most useless bonus power you can take. Shredder Ammo isn't loved much either. On higher difficulties where defenses are your main issue, not many people worry about the enemies once you get them down to health. The hard part is over. So why bother with Shredder Ammo? However, defenses aren't your issue on the lower difficulties. Shredder Ammo will do its job properly and shred. I think it's a perfectly viable option at that point.
Slam: I like Slam. It can set up a warp explosion. It can incapacitate an enemy. It looks kind of cool. I like hearing Miranda say "On the floor!" Take Slam with a Vanguard, you can bypass Shockwave and Pull altogether. However, one benefit to Pull is the ability to evolve it to Pull Field. Slam is just going to work on a single enemy. But use it for a warp explosion, then you can get that area of effect.
Warp Ammo: I like Warp Ammo. Double damage to enemies under the effect of biotics. Provides a means to work through an enemy's barrier. Also does have a damage bonus to armor and health. The only thing that holds me back on Warp Ammo sometimes is that I consider it a biotic power, which is something I won't use on a nonbiotic class. However, it's not treated as a biotic power in the game, it's like any other ammo. It's also a necessary component to getting a headshot on some enemies while on Insanity.
So that's my opinion.
#39
Posté 09 juillet 2010 - 12:02
I will say with some confidence that the power you can take at the start - up until about horizon - is warp ammo. If you think you can use squad ammos instead, I’d go with dominate (mmmm, brainwashing) or energy drain, if you want some anti-shield power. At that stage you want to be investing in singularity and passive, not a bonus, so something which is useful with one point is advisable. Late game, things get a bit more interesting.
After play testing a lot of different bonus powers for the adept on the collector ship mission, I’ve decided on the following recommendations for bonus powers. But before we get into that, let’s have a bit of a look at adept builds and squadmate choices in general.
There are plenty of good adept general guides so I’ll keep this brief.
Just to reiterate, these were for use against Collectors, and at level 30 with cooldown bonuses
Basically there are only two different types of adept build that I’m interested in:
Adept one
Warp xxxx
Throw xxxx
Singularity xxxx
Pull xxxx
Shockwave
Passive xxxx
Bonus x
Adept two
Drop 9 points from warp, pull or throw and add it to your bonus power, eg:
Warp xxxx
Throw x
Singularity xxxx
Pull xxxx
Shockwave
Passive xxxx
Bonus xxxx
Squadmate choices: Miranda, Samara, Jack, Thane, Jacob, Grunt.
What do we want from squadmates? Defense stripping, pull/warp, ammo powers,
Bonus Powers:
Adept One
Barrier:
Squadmates: Miranda and Jack (unstable warp, pull field, squad warp ammo)
I thought I would hate barrier. I fully expected to be angry at myself for having a power with a massive cooldown that only gave me +50% shields anyway. It appears I have softened somewhat. In my mind, this is the power to get if you only want to put one point into your bonus power. A total of six times in the collector ship mission I used this power. Four times were putting it up before a battle started. Once was because I was about to die. Once was to move because I’d been flanked.
Pros: can save your life if you do something stupid. Can help you move around if your in trouble. At this point in the game I had -45% to cooldowns, so it was only about a 6-7 second cooldown. This is actually just enough time to finish the cooldown before the first platform arrives.
Cons: … that’s 6 seconds you can’t use another power. It overlaps with unity. Without cooldown bonuses it absolute rubbish.
Adept Two
Heavy warp Ammo
Squadmates: Samara and Miranda (area reave, pull, unstable warp)
Warp Ammo. Its good. It does what its supposed to. Is it worth my bonus power slot? No. Every other run I took jack. The difference was about half a vindicator burst. Which meant that I used the same amount of bursts most of the time, but with the extra 15% damage sometimes they died a bit earlier in the third burst. So. My advice, as has been documented elsewhere, is to take jack. Keep in mind this is at level 30, post jack’s loyalty mission. If you don’t have squad warp, take Jacob or grunt.
Reave
Squadmates: Jack and Miranda
I had area reave and unstable warp for this run. I’ve seen a lot of arguments about whether reave is better than warp or not. Personally, taking both and using each one to do different things works really well.
Reave: defense stripping, healing
Warp: detonations, arcing around cover
If you can get past warp being overpowered its great. Just remember you don’t have to use it all the time instead of warp, they’re both situational.
Energy Drain
I didn’t use this on the collector ship for obvious reasons. But If you like using reave, energy drain is similar but for shields. I tried it on Zaeed’s loyalty mission. I found I didn’t use it that much, but when I did it was mainly when I was moving between cover points, to damage an enemy but also increase survivability. Its ok.
So I guess for adepts it boils down to this:
Are you spending one point on your bonus power?
Yes: barrier (just in case.) – but only if you have cooldown bonuses. Otherwise anything really works, as you probably won’t use it too much. I actually like 1pt flashbang too.
No: Reave against collectors and blood pack, energy drain against everyone else
What do I use: 1pt barrier. I like what the adept already has, I get ammo powers from squadmates, I only use it sparingly. I mix up wth flashbang sometimes too.
-numot.
#40
Posté 16 juillet 2010 - 12:22
for me i go with tungsten ammo and squad incendiary. i suppose i could just as easily switch it but i prefer the straightforward damage of ap versus the timed damage of incendiary.
plus all the toughest enemies(scions,paraetorians,gunships and all bosses) are armored so 10% more damage is more damage where it counts. IMO whatever can kill a scion the fastest as a soldier is the best bonus power to have.
#41
Posté 16 juillet 2010 - 02:41
I've often fallen on the side of incendiary versus armor-piercing, but I believe you do really reap the benefits of that 10% damage bonus when you apply it to a sniper rifle. It is probably the only time I'd say tungsten is a better call. Outside of that, the enemies seem to fall just as quickly with inferno on an assault rifle as they do with tungsten.NYG1991 wrote...
for my soldier i never liked using inferno rounds. the cc effect makes them dance too much and makes headshots more difficult when sniping or any other medium/long range shooting.
for me i go with tungsten ammo and squad incendiary. i suppose i could just as easily switch it but i prefer the straightforward damage of ap versus the timed damage of incendiary.
plus all the toughest enemies(scions,paraetorians,gunships and all bosses) are armored so 10% more damage is more damage where it counts. IMO whatever can kill a scion the fastest as a soldier is the best bonus power to have.
Modifié par Pacifien, 16 juillet 2010 - 02:42 .
#42
Posté 16 juillet 2010 - 07:13
#43
Posté 16 juillet 2010 - 07:14
but uh, yeah. I've never had too much of an issue with my enemies fire-dancing. I think it's only really an issue with the viper - the widow will probably kill an enemy outright, and a revenant/ claymore are inaccurate enough that it doesn't matter.
Modifié par numotsbane, 16 juillet 2010 - 07:16 .
#44
Posté 17 juillet 2010 - 11:51
if i have to face an army of dancing husks and scions in 3 i'm screwed
#46
Posté 23 juillet 2010 - 09:36
my 360 should be back monday or tuesday. with me, Arhka and pacifien out of action for the moment, I sense little progress for the weekend in this thread...
on that note, anyone who has any fraps recordings showing off their favourite bonus powers would be welcomed and rewarded with... well, nothing... but bring them anyway!
#47
Posté 23 juillet 2010 - 02:22
numotsbane wrote...
goddamnit double post.
but uh, yeah. I've never had too much of an issue with my enemies fire-dancing. I think it's only really an issue with the viper - the widow will probably kill an enemy outright, and a revenant/ claymore are inaccurate enough that it doesn't matter.
Indeed, if you're using Inferno on a Viper, you're best off sniping load of targets rather than concentrating on one, make use of the DoT.
#48
Posté 23 juillet 2010 - 02:33
#49
Posté 23 juillet 2010 - 02:35
NICKjnp wrote...
I'm starting to enjoy barrier... thought I wouldn't... but I am.
It's all down to that damn 12 sec cooldown. On paper, it sounds horrible. In game, with gunfire and cooldown reductions, plus the fact that Shepard just needs to will it into being, it's a damn useful power.
I just wish it was anywhere near as useful on Jacob
#50
Posté 23 juillet 2010 - 02:45





Retour en haut






