Engineer Discussion/Questions. How powerful are they on insanity? Also CC and drone questions.
#1
Posté 02 juillet 2010 - 03:22
#2
Posté 02 juillet 2010 - 03:23
Also, how should the combat drone be used? I know it's the engineers best skill, but I don't really know how exactly it should be used in everyday fights. And what would you reccomend for me to take for CC? Cryo blast mabye? Or mabye neural shock?
I would really like to get some good discussion going on here about the engineer. Whatever you would like to add, feel free. Thanks for any input
PS: I have looked at the engineer guide threads and I never really saw the answers to my questions. If you know these have been covered before, I'd appreciate it if you could link me to the discussion/thread/whatever.
#3
Posté 02 juillet 2010 - 03:53
The whole reason I wanted to play an Engineer, though, was because I greatly loved using Legion and Tali for their combat drones. I wanted one of my own. I only just recruited Tali. When I recruit Legion will probably depend on whether I want to kill some crew and squadmates. (My Adept playthrough was all about killing everyone, though. Don't need to do it again.)
I'm going with Neural Shock because it seems to work better for me than Cryo Blast and I don't need to open up AI Hacking. Actually, I made my whole "Neural Shock owns" post because I was using it for the first time with my Engineer. Overload and Incinerate seems to have me covered on the shields/armor front.
I use Combat Drone all the time. The cooldown is extremely short. I pick out the enemy who I feel is the most threat on the battlefied, and who that threat might be could change on a dime. I could put it on the most powerful foe, but then find myself unexpectedly flanked, so then I throw it on my rapidly approaching foe. Harbinger, for all his directives to his minions to concentrate on Shepard, seems to have an unhealthy hatred of the Combat Drone.
Once I get Tali and Legion, it becomes a rotating field of Combat Drones. Usually Attack Drones that eat right through barriers; I never could orchestrate a good explosion from an Explosive Drone.
#4
Posté 02 juillet 2010 - 04:09
Combat Drone should be used as an advance guard, distracting enemies while you advance and flank. Excellent for single targets, CD can lockdown even the most powerful of enemies. I use Attack Drone for its damage.
I don't use either. I use Flashbang Grenade. Improved Flashbang Grenade nearly has the radius of ME1 tech mines, and gives a Damping/Sabotage effect even through protection. It covers the weakness of the Engineer against large groups, and it works well in tandem with Combat Drone while advancing. Can be tricky to aim, especially on platforms. Otherwise, Incinerate/Overload gets the job done for protections, even with Barriers.
In essence, as long as you can make a build work, you can take whomever you want. No matter what class, I always go Tali and Garrus due to the nostalgia and love for those characters, but make sure you can always work in tandem with chosen members. Concussive Shots can get you out of a sticky situation due to instant stagger/stun, and Flashbang Damping can also give you an edge on power users.
Armor wise, make sure you strengthen your powers, and depending on your playstyle, buff weapon damage/storm speed or health/shields. Stabilization Gauntlets were always a favorite of mine.
If you would like an example video, check I Have a Shotgun in my sig \\\\/
Modifié par Arhka, 02 juillet 2010 - 04:12 .
#5
Posté 02 juillet 2010 - 04:17
#6
Posté 02 juillet 2010 - 04:23
#7
Posté 02 juillet 2010 - 04:23
Modifié par Arhka, 02 juillet 2010 - 04:23 .
#8
Posté 02 juillet 2010 - 04:29
#9
Posté 02 juillet 2010 - 11:28
I never actually had trouble with this class... It's very versatile, more than you can think. Incineratation Blast is a powerful tool. It does decent damage to barriers (yes, barriers) and briefly panics foes even if they have protection. Also, Overload isn't only usefull to strip shields and blow up containers. It overheats weapons for quite some time, which can save your life.
That, and when you actually respec into AI Hacking, Geth missions become a totally different experience than what you know from other classes.
As far as armor goes, I stopped bothering with it... I just go for looks. 20 points of shields, or 12 more damage from a power isn't worth turning my sexy femshep into a bulky tank!
#10
Posté 02 juillet 2010 - 02:04
ME2 Engineer: Much less powerfull version of ME1 Engineer, but still can disable enemies, especially single ones.
Modifié par Seival, 02 juillet 2010 - 02:09 .
#11
Posté 02 juillet 2010 - 04:25
The Engineer is, to me, more the mage class in ME2 than the Adept. Engineers sling fire, shock, and ice powers, have a summonable pet, and can 'berserk' some enemies. Attack Drone seems to completely distract most enemies and deals decent damage to their defenses. Incinerate is great as both an anti-armor power and an organic crowd controller/finisher. Overload is great as both an anti-shield power and synthetic crowd controller/finisher. Cryo Blast is perfect for quickly incapping and killing solitary enemies, charging krogan, and husks.
The only thing I'm stuck on is what to take as a bonus power. I started the game with rank 1 AP Ammo, just until I got leveled enough to unlock teammate squad ammo powers. Now its set to rank 1 Geth Shield Boost, but I never use it because of the long cooldown (plus Medi-gel is just better). I was going to Neural Shock, but it's function completely overlaps that of Cryo Blast. There are differences of course, Neural Shock stuns longer and keeps the enemies standing while Cryo Blast has a shorter cooldown, damage buff, and works on synthetics, but only one or the other is needed for unprotected enemy crowd control. I'll save messing around with Neural Shockwave for a class that gains a ton by adding it, the Soldier.
Anyway I won't take a biotic bonus power on an Engineer, so no Reave, Slam, Barrier, Dominate, or Warp Ammo. I don't want to take Flashbang because it is OP. I guess that leaves AP Ammo, Geth Shield Boost, and Energy Drain as my only decent choices. More than likely, I'll just leave the bonus power empty and keep ol' fire, shock, ice, and pet maxed.
Modifié par Simbacca, 02 juillet 2010 - 04:26 .
#12
Posté 02 juillet 2010 - 04:35
Simbacca wrote...
Anyway I won't take a biotic bonus power on an Engineer, so no Reave, Slam, Barrier, Dominate, or Warp Ammo. I don't want to take Flashbang because it is OP. I guess that leaves AP Ammo, Geth Shield Boost, and Energy Drain as my only decent choices. More than likely, I'll just leave the bonus power empty and keep ol' fire, shock, ice, and pet maxed.
lots seem to use AP ammo, but I'm not convinced. GSB has too long a cool down, and dies too quickly on insanity.
which leaves flashbang and energy drain. They are, along with neural shock, the ones I tend to use on my engineers. replacing overload with energy drain is my personal favourite. gives you a bit of a buffer when you pop cover, though it means you don't neuter enemy weapons. I give zaeed squad disrupter and take him pretty much everywhere there's shields to counter this.
But I did manage my engineer playthrough. not the easiest, not the most enjoyable, but actually one of the 'safest'. i found I didn't die too much, though the going was often pretty slow.
#13
Posté 02 juillet 2010 - 04:44
#14
Posté 02 juillet 2010 - 05:04
#15
Posté 02 juillet 2010 - 05:10
#16
Posté 02 juillet 2010 - 05:40
Crippledcarny wrote...
A bonus power is going to be far more useful than AI hacking or Cryo Blast on Insanity.
Cryo Blast has been very useful to me and others on Insanity, and AI Hacking has been helpful too. Gatsby made great use of both powers during his playthough.
Other than biotic bonus powers which I refuse to take on Engineer, I don't see anything I'd want over Full Cryo. As I explained above, Neural Shock is comparable but I like Cryo Blast's shorter cooldown and ability to affect synthetics. Flashbang is too OP for me to consider using. Ammo powers I get from my squadmates and don't what to lose Cryo Blast for (the only exception would be if I could take Cryo Ammo as a bonus, but i can't).
Modifié par Simbacca, 02 juillet 2010 - 05:41 .
#17
Posté 02 juillet 2010 - 06:03
Really, the Engineer is incredibly powerful
#18
Posté 02 juillet 2010 - 06:12
It's not treated as an ammo power by the game, but people will roleplay it as a biotic power. I would think only those who care about the biotic power/nonbiotic classes issue would do that, though.Crippledcarny wrote...
Is Warp Ammo a biotic power or just something attacked to your gun like I'm guessing the other Ammo powers are.
#19
Posté 02 juillet 2010 - 06:16
I can't remember if the Combat Drone managed to get me past that Vorcha Pyro easily during Garrus's recruitment. You know the one.
#20
Posté 02 juillet 2010 - 06:44
Simbacca wrote...
Cryo Blast has been very useful to me and others on Insanity, and AI Hacking has been helpful too. Gatsby made great use of both powers during his playthough.
Other than biotic bonus powers which I refuse to take on Engineer, I don't see anything I'd want over Full Cryo. As I explained above, Neural Shock is comparable but I like Cryo Blast's shorter cooldown and ability to affect synthetics. Flashbang is too OP for me to consider using. Ammo powers I get from my squadmates and don't what to lose Cryo Blast for (the only exception would be if I could take Cryo Ammo as a bonus, but i can't).
I agree they're both useful skills and can be really fun to play around with, but they're poorly implemented. The first point of Cryo Blast is a must for everyone, no doubt, but spending 9 more points for 4 more seconds of freeze is a joke. AI hacking is in the same boat.
#21
Posté 02 juillet 2010 - 07:15
Crippledcarny wrote...
Simbacca wrote...
Cryo Blast has been very useful to me and others on Insanity, and AI Hacking has been helpful too. Gatsby made great use of both powers during his playthough.
Other than biotic bonus powers which I refuse to take on Engineer, I don't see anything I'd want over Full Cryo. As I explained above, Neural Shock is comparable but I like Cryo Blast's shorter cooldown and ability to affect synthetics. Flashbang is too OP for me to consider using. Ammo powers I get from my squadmates and don't what to lose Cryo Blast for (the only exception would be if I could take Cryo Ammo as a bonus, but i can't).
I agree they're both useful skills and can be really fun to play around with, but they're poorly implemented. The first point of Cryo Blast is a must for everyone, no doubt, but spending 9 more points for 4 more seconds of freeze is a joke. AI hacking is in the same boat.
I'll be spending in Cryo for the AoE, not the duration.
#22
Posté 02 juillet 2010 - 07:20
#23
Posté 02 juillet 2010 - 07:39
#24
Posté 12 juillet 2010 - 04:38
Simbacca wrote...
...The only thing I'm stuck on is what to take as a bonus power. I started the game with rank 1 AP Ammo, just until I got leveled enough to unlock teammate squad ammo powers. Now its set to rank 1 Geth Shield Boost, but I never use it because of the long cooldown (plus Medi-gel is just better). I was going to Neural Shock, but it's function completely overlaps that of Cryo Blast. There are differences of course, Neural Shock stuns longer and keeps the enemies standing while Cryo Blast has a shorter cooldown, damage buff, and works on synthetics, but only one or the other is needed for unprotected enemy crowd control. I'll save messing around with Neural Shockwave for a class that gains a ton by adding it, the Soldier...
After playing ME2 a bit more this past weekend, I'm changing my tune regarding Neural Shock on an Engineer. Neural Shock is indeed my choice for the Engineer's bonus power, though that could be because I took sniper rifles as my bonus weapon.
Up until this point, I was around with the Viper, spamming bullets into foes at range. This weekend, before a few missions where I'd be facing Eclipse mercs, I decided to try something; the Mantis and Neural Shock. I was going to keep Full Cryo Blast so Neural Shock was kept as a one point wonder. It worked beautifully; I'd Area Overload the shields of a couple mooks, get into cover, sniper zoom in on one of them, hit the insta-cast Neural Shock, boom-headshot. It was glorious.
Full Cyro Blast was still useful when enemies got close. The damage boost it yields causes fools to shatter after a melee or two. It also has a quick recharge time. However when enemies are at long range, Neural Shock's insta-castability made it easier and quicker to get some headshot kills.
Now I just can't decided how'd I want my Engineer spec'd for missions versus organics; 4 Full Cryo Blast and 1 Neural Shock, or 1 Cryo Blast and 4 Neural Shockwave.
Modifié par Simbacca, 12 juillet 2010 - 04:40 .





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