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Reverse thinking chalenge: pick classes for bonus powers.


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#1
ajburges

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There is a lot of focus on these forums on the "best" bonus power for a class. I want to see what conclusions are drawn when we reverse our thinking. That’s right, pick the best classes/builds for bonus powers based upon what class best utilizes that power (and justify it). Here are some conclusions currently coming out (see others posts for each differing choice)

Shredder ammo: Sentinel (caster).
Max warp, Overload, (power) tech armor, and defender. If this kind of sentinel is shooting defenses it's being played wrong, but the level 3 shedder ammo now improves kill rates after defenses are down with a quick SMG/AR squeeze.

AP ammo: Sentinel (caster).
See shredder ammo above. The extra damage to health improves killing rate once defenses are striped. Also helps against boss level enimies with heavy armor.
Honerable
Mention: Engineer
Engineer lacks an ammo power and can easily be built to accommodate squad ammo for team mates for greater kill potential.

Warp ammo: Infiltrator (Assassin with widow sniper).
Tough call but the assassin Infiltrator takes the prize due to gaining the additional OHK capabilities with the widow on insanity with this power; every other class just sees an okay rise in DPS, the Infiltrator gets to yell "BOOMB HEADSHOT!"[smilie]../../../images/forum/emoticons/grin.png[/smilie]
Honerable
Mention: Adept
Best class to make use of the double damage vs. ragdolls clause. Choose squad for that.

Dominate: Infiltrator (Agent).
The obvious use of this power is to eliminate the weakness of the AI Hacking play style. How badass is it to play a character that  clocks and mind jacks mercs? ../../../images/forum/emoticons/ninja.png
Honerable Mention: Engineer
Also alows for a dual controller playstyle but I fell the Infiltrator implements it better.

Reave:
Vanguard.
This one is open for debate part of my choice is due to an inclination to match power-types to class-types. The vanguard gets a power that will allow them to be effective casting from cover when it's too hot to charge and can be a relief when you have perma-on red veins after a charge fest.

Fire grenades: Soldier.
Gives the soldier
a wide area AOE damage strip and CC (and fits the class). While it will have to contend with AR for cool downs, every other class has a better armor solution either biult in (Warp/Incinerate) or will go for Reave.

Flashbang:
Soldier.
Soldier is the best class to utilize the multi-functional devices. Throw a flash and clear the room. The soldier arsenal best follows up this power. Plus the soldier benefits greatly from CC (and it works against protections to boot)

Fortification: Soldier.
This is more for lack of target that benefits more from this than the  others. Soldier needs to get nothing to get this working at its best. Remember to cast it AFTER battles because of cool down (This power would become more popular with either a DR evolution or a separated/reduced cool down timer).

Geth Shield Boost: Engineer.
Engineer has tech synergy to work with this and is the only tech class without a surviaviability power. Improved Geth Shield Boost will make the time he pops out of cover to shoot more effective.

Neural Shock: No
leaning (probably a class that takes sniper rilfes at the collector ship) One thing well agreed on is that Neural Shock is awsome for headshots.

Energy Drain: Sentinel or Infiltrator (Needs discussion)
Sentinel uses this as an overload replacement. That's not contributing much. (unless you don't use tech armor[smilie]../../../images/forum/emoticons/wondering.png[/smilie]) It does however offer a way to recharge tech armor before recasting (which is good). Infiltrator can use it as a way to actively strip shields and force a shield recharge thus offering quite the leap ahead for a caster
infiltrator.

Barrier: Adept.
Like GSB for engineer Adept is the biotic synergizing class without a power to restore shields (no one
can claim charge is defensive).
Honerable Mention: Vanguard.
No casting delay. No targeting glictches. No retrating into their ranks. This power can be used to good effect by the retreating Vanguard (why would they though?)

What do you guys think? I will change these as well resoned alternatives are given.

Modifié par ajburges, 25 juillet 2010 - 12:06 .


#2
Pacifien

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I'll probably return to this once I've given it more thought, but just wanted to say that I think instead of giving the player a certain skillset, Bioware should have allowed the player to choose the skills they wanted to use for their class. Example: Adrenaline Rush and the Passive ability are given for a soldier, but allow the player to choose what three ammo types they want to use and what combat power they want to use. I can see someone then picking armor-piercing over incendiary or dumping cryo ammo for warp ammo. Instead of Concussive Shot, going with Flashbang Grenade or a defense power.

#3
JaegerBane

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Pacifien wrote...

I'll probably return to this once I've given it more thought, but just wanted to say that I think instead of giving the player a certain skillset, Bioware should have allowed the player to choose the skills they wanted to use for their class. Example: Adrenaline Rush and the Passive ability are given for a soldier, but allow the player to choose what three ammo types they want to use and what combat power they want to use. I can see someone then picking armor-piercing over incendiary or dumping cryo ammo for warp ammo. Instead of Concussive Shot, going with Flashbang Grenade or a defense power.


Indeed, I agree with this concept. This idea of rigidly decreeing a set of skills that each class uses not only puts a lot of pressure on the playtesters getting it 100% right, but it also skews class balance by landing some classes with underpowered abilities and some with overpowered ones.

I vote for tech, combat and Biotic 'slots', with each class gaining their passive and their signature power and, depending on their specialisation and bent towards the three areas, a number of slots in the relevant areas.

For instance, an Adept would have all Biotic slots, a Vanguard would have half biotic and half combat, a sentinel half biotic half tech and so on. Place things like Warp Ammo in biotics, Cryo/Disruptor and Inferno in techs, and AP/Shredder in Combat. That would ensure all classes have access to ammo powers, Soldiers don't have this silly system at the moment where they have methods for dealing with all defences despite them supposedly being the opposite of Sentinels, and techs focus on debuffing/disruption.

#4
ajburges

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Bump. I am interested in learning who you guys think makes the best use of Improved Geth Shield Boost.

#5
Bozorgmehr

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ajburges wrote...

Bump. I am interested in learning who you guys think makes the best use of Improved Geth Shield Boost.


Improved Geth Shield Boost is a tech ability, so mainly due to its 12s cooldown is best used by tech specialists - Engineer, Infiltrator and Sentinel (after you get the cooldown upgrade and maxed the passive). Sentinels already have their Tech Armor but the IGSB is still useful to activate before a fight. Same story with the Infiltrator - they've got Cloak for emergencies. So I think IGSB is best on an Engineer when they need to get their shield up instantly.

Dunno if IGSB works like Barrier does - you can always activate Barrier. It's like Shep only has to blink and Shep's Barrier is back up (there's no animation). If IGSB works like this than its a excelent bonus power for an Engineer.

#6
Hiero Glyph

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Small note but Warp Ammo deal bonus damage to enemies that are affected by Biotics or being 'rag dolled'. As a result Warp Ammo is ideal on an Adept.

#7
Miss Yuna of Atlanta

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Geth Shield Boost: Engineer. The class is not durable at all, and adding Improved Geth Shield Boost makes it a viable strategy to occasionally pop out of cover and pepper some enemies with machine-gun fire.

#8
amcnow

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Fortification: NONE
Barrier or Geth Shield Boost would be a better choice since they benefit from upgrades.

Inferno Grenade: NONE
If team-killing is your thing, give this one a try.  Otherwise, use Flashbang.

Flashbang Grenade: SOLDIER
This bonus talent f'n owns.  Soldiers finally get a nice CC skill and can better commence the beatings.

Warp Ammo: ENGINEER
Believe it or not, I think Engineers benefit most from this ammo power.  It gives them extra weapon damage and a way to deal with barriers; all without hogging the precious global cooldown.

Armor Piercing Ammo: SENTINEL
I'll probably draw some disagreements for this one too, but here goes...  Sentinels benefit from this ammo power for one reason: warp explosions.  Warp is the only native way for this class to deal with armor.  The more Warp is used for defense stripping, however, the less it is used for blowing stuff up.  Adepts can still pull off Warp explosions against protected enemies with Singularity.  Sentinels don't have that same luxury.  With AP Ammo, Sentinels can shoot off the armor and save Warp for the precious explosions.

Shredder Ammo: SENTINEL
Sentinels can innately strip all forms of protection without the use of another ammo power, which is a requirement for Shredder Ammo to be effective.

Neural Shock: INFILTRATOR
This skill stuns the target and allows for easier headshots from sniper rifles.  Infiltrators are the best at using sniper rifles.

Energy Drain: SENTINEL
With Energy Drain, Sentinels can forego Overload (or keep it for redundancy).  Adepts come in a close second since it allows them to have a form of Overload.  With that said, Sentinels benefit most because it helps with Tech Armor.

Geth Shield Boost: ADEPT, ENGINEER
This benefits from tech upgrades.  Adepts and Engineers can further reduce the recharge time by 20%.  In addition, the 10% weapon damagae boost from the Improved variation helps a bit.  Sentinels already have Tech Armor.

Slam: ADEPT
Slam is more awesome when combined with Pull and Singularity.  Adepts are the only class that have both.

Barrier: ADEPT, ENGINEER
This benefits from tech upgrades.  Adepts and Engineers can further reduce the recharge time by 20%.  Sentinels already have Tech Armor.

Reave: VANGUARD
This skill supports the Vanguard playstyle well.  Cast Reave (which does double damage to armor and barriers), wait for recharge, then charge and kill.

Dominate: ENGINEER, INFILTRATOR
There's nothing more fun than being able to turn organic and synthetic enemies against their buddies.  This requires defense stripping; a task neither class has much trouble with save biotic barrier, which are uncommon enough to not care.

#9
ajburges

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Hiero Glyph: while Warp Ammo does double damage to rag dolls, Those enemies are already dead due to base rag doll damage bonus. I have herd (and will confirm or deny tomorrow) that Warp Ammo adds more collector variants to the list of OHK targets for a Infiltrator's Widow on Insanity, substantially improving kill rate.



amcnow: Yes on a new Sentinel build I only had 7 points for bonus power so I took level 3 AP. It is working wonderfully. The armor damage helps make the Geth Pulse rifle into a dangerous all use weapon and with the defense striping the health damage of AP ammo improves kill rates. Tech armor removes the need to quickly return to cover before a reload is necessary. Add to this that most engineers would rather choose to bring a squad mate for CC ammo and the sentinel just gets further off of AP ammo.

Your Slam reasoning lacks why it is awesome with Pull and Singularity. Could you explain this? Pull I understand, but Vanguards have that to.

How does Engineer benefit from Barrier? They have no biotic synergy.

#10
ajburges

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amcnow with your reasoning on Neural Shock it seems more logical to give it to any class other than Infiltrator/Soldier. Time dilation makes head shots easy enough as is. Perhaps the vanguard makes the best use? What about defenses then?

#11
numotsbane

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amcnow wrote...
Fortification: NONE
Inferno Grenade: NONE
Flashbang Grenade: SOLDIER
Warp Ammo: ENGINEER
Armor Piercing Ammo: SENTINEL
Shredder Ammo: SENTINEL
Neural Shock: INFILTRATOR
Energy Drain: SENTINEL
Geth Shield Boost: ADEPT, ENGINEER
Slam: ADEPT - VANGUARD - because then i can cut shockwave and pull and max cryo and incendiary
Barrier: ADEPT, ENGINEER
Reave: VANGUARD
Dominate: ENGINEER, INFILTRATOR - not for INFILTRATOR - the infiltrator is good enough at killing things quickly that it doesn't need to crowd control. I played a dominate infiltrator and it was much easier to just kill all the enemies then to aquire a useless slave and waste a cloaking oppurtunity


this is a good list. in orange is what i would change and why.

Modifié par numotsbane, 25 juillet 2010 - 01:46 .


#12
amcnow

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ajburges wrote...

Hiero Glyph: while Warp Ammo does double damage to rag dolls, Those enemies are already dead due to base rag doll damage bonus. I have herd (and will confirm or deny tomorrow) that Warp Ammo adds more collector variants to the list of OHK targets for a Infiltrator's Widow on Insanity, substantially improving kill rate.

amcnow: Yes on a new Sentinel build I only had 7 points for bonus power so I took level 3 AP. It is working wonderfully. The armor damage helps make the Geth Pulse rifle into a dangerous all use weapon and with the defense striping the health damage of AP ammo improves kill rates. Tech armor removes the need to quickly return to cover before a reload is necessary. Add to this that most engineers would rather choose to bring a squad mate for CC ammo and the sentinel just gets further off of AP ammo.

Your Slam reasoning lacks why it is awesome with Pull and Singularity. Could you explain this? Pull I understand, but Vanguards have that to.

True.  But they don't have Singularity.  The purpose of using Slam to added benefit with both of these skills is physics.  The higher a target is when Slammed, the more damage they will suffer.  Both Singularity and Pull biotically lift their targets.  Pull may lift them a bit higher if it is allowed to affect the target long enough.  Timing may be an issue with Singularity if it isn't upgraded to Heavy Singularity.  However, it's lift is still effective for Slam purposes and presents a better CC in the process.  I'm not saying Singlarity is the better of the two for Slam combos.  I am saying it gives Adepts an additional option that Vanguards don't have.

How does Engineer benefit from Barrier? They have no biotic synergy.

Biotic Mastery and Tech Mastery (and Defender for that matter) effectively do the same thing (with Engineers gaining an additional Research upgrade).  These benefits don't apply strictly to biotics or tech.  In this case the global cooldown bonus is what applies (20% for Adepts, Engineers, and Sentinels; highest amongst class talents).  Biotic and tech upgrades are based on the skills being affected and not the class using them.  A wise player will invest in both anyways since they affect squad mates as well.  So Engineers can benefit from biotic upgrades if they choose a biotic bonus power (in this case: Barrier).  This is the same reasoning I used for Adepts and Geth Shield Boost.


Responses are in orange.

Correct me if I'm wrong about bio-amp and omni-tool upgrades in ME2; but I think they apply based on skill classification rather than the class using them...

Modifié par amcnow, 25 juillet 2010 - 06:12 .


#13
amcnow

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numotsbane wrote...

amcnow wrote...
Fortification: NONE
Inferno Grenade: NONE
Flashbang Grenade: SOLDIER
Warp Ammo: ENGINEER
Armor Piercing Ammo: SENTINEL
Shredder Ammo: SENTINEL
Neural Shock: INFILTRATOR
Energy Drain: SENTINEL
Geth Shield Boost: ADEPT, ENGINEER
Slam: ADEPT - VANGUARD - because then i can cut shockwave and pull and max cryo and incendiary
Slam achieves its greatest damage in combination with biotic lift.  If you're going to forego Pull, then you're better off with another bonus talent anyways.
Barrier: ADEPT, ENGINEER
Reave: VANGUARD
Dominate: ENGINEER, INFILTRATOR - not for INFILTRATOR - the infiltrator is good enough at killing things quickly that it doesn't need to crowd control. I played a dominate infiltrator and it was much easier to just kill all the enemies then to aquire a useless slave and waste a cloaking oppurtunity
I never said it was the most effective play style.  I chose these two classes for Dominate simply because it breaks the monotony of those two classes for fun.  Tactical Cloak + sniping can get tedious, and isn't always ideal anyways.  Plus, no one said you had to max Dominate or AI Hacking to make use of them.  In the end, I find Dominate to be one of the least useful bonus talents when compared to the others.  However, it is just useful enough to link two classes to it in this thread.


this is a good list. in orange is what i would change and why.


Responses in blue.

Modifié par amcnow, 25 juillet 2010 - 06:10 .


#14
ajburges

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Just ran through collector base. Warp ammo was necessary (even with Miranda) to one shot Drones without cloak and Assassins could be killed with one cloaked shot. If I can track down the flags for upgrade levels I will determine if/where the breakpoints lay. Regardless the ability to take down Collector Drones without powers or assistance drastically improves the speed and safety of Collector missions for the infiltrator (and Warp Ammo is the perfect always on power for the pistol and Sniper Rifle)

numotsbane: The Engineer does stand to gain from more CC. The problem is how to get that AND the needed defense striping. His defense striping is the short progression while Hacking is the end of the long one (4422343 is the only skill distribution that I can make work. With that we only have a level 2 drone!). The infiltrator can ignore their short path to optimize skill placement and the Viper or cloaked SMG assault can be used to great effect to strip defenses when needed.

On Slam: Yes I see now how it has best synergy with Adept. The argument that it allows Vanguards to skip shock wave/pull does not seem to be an advantage (their prerequisite is charge and shock wave already kills Husks (I see my Insanity Vanguard to be the first to use Mordin in battle)). If only the lift portion lasted long enough to charge up to.

#15
Bozorgmehr

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ajburges wrote...

Just ran through collector base. Warp ammo was necessary (even with Miranda) to one shot Drones without cloak and Assassins could be killed with one cloaked shot. If I can track down the flags for upgrade levels I will determine if/where the breakpoints lay. Regardless the ability to take down Collector Drones without powers or assistance drastically improves the speed and safety of Collector missions for the infiltrator (and Warp Ammo is the perfect always on power for the pistol and Sniper Rifle)


Warp Ammo is the most effective ammo type fighting Collectors. I don't know what level and which upgrades you had at the Collector ship, but roughly it's possible to one shot kill every normal enemy (trooper, vorcha, drone). Early game you can do this with the Mantis (headshots) - the Widow makes this possible later on.

On Slam: Yes I see now how it has best synergy with Adept. The argument that it allows Vanguards to skip shock wave/pull does not seem to be an advantage (their prerequisite is charge and shock wave already kills Husks (I see my Insanity Vanguard to be the first to use Mordin in battle)). If only the lift portion lasted long enough to charge up to.


Adepts have Throw and Pull so taking Slam is pointless, same for Vanguards if they go for Pull anyway - if they don't Slam is great. The Sentinel has Throw so they don't need Slam either. The strength of Slam is the 3 s cooldown (like Throw and Pull) and it disables enemies for a while (lvl 1 is enough). If you want to detonate Warp bombs Pull will be much better. If you want to Charge an opponent during the Slam animation you'll need Miranda. Its pretty cool :devil:

#16
ajburges

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Bozorgmehr: with the absence of numbers to work with I did that run through to confirm that warp ammo was a critical part of one shot collector kills at level 30 insanity since I have seen conflicting reports. I was paying attention to shots needed but it was a new game+ insanity run (Freedoms Progress was a ... pain). Before the level 3 sniper upgrades I needed to type match ammo (Shepard used Disruptor Ammo! It's supper effective! Blue Suns Trooper fainted!) and during horizon I needed to cloak to one shot drones and could not one shot anything else. The Avalanche I lugged through the colony was godsend at the end though.



I wish we had the equations for enemy health and defenses. Other than that we have all the needed numbers and equations to determine useful breakpoints for upgrade and ability combinations (Hell we even know the max damage shot in the game Shepard can produce).



On slam: this bonus power is killed by the lack of power balancing at higher difficulties. I am thinking that Adept can best utilize it for physics shenanigans (I now want to see a Singularity/Pull to Slam to Slam combo for maximum fall damage now or with a throw at the apex for max distance). The other alternative is the Sentinel to allow them the ability to initiate and terminate warp combos with a squad mate.

#17
IMNWME

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I almost always recommend Slam as the default bonus power for combat classes. 3s cool-down, instant disable (you don't need to throw it), instant Husk-killer, combos with Throw/Pull/Concussive Shot, and can set up Warp explosions (!). And it's a freakin' steal because you'll never need more than 1 point in it. Because combat classes (Vanguards, Infiltrator, Soldier) are generally built around their core ability, anything above a 3s cool-down generally feels inefficient (unless you're kitted out a certain way to achieve a specific play-style).

Cool-downs are murder, seriously. 6s and above for combat classes are generally unappealing to me, because their signature ability is almost always better for every conceivable situation. It's why I ended up dropping Flashbang on my Soldier. In almost every case, it was more efficient to pop AR. But because Slam cools down so fast, it's sometimes better to set off a Warp explosion with it and damage a bunch of enemies' protections. AND it works on everything in health, including synthetics (Neural Shock doesn't, the other 3s cool-down bonus power).

EDIT: Reave is the one exception to the 6s rule because a Vanguard with Reave just owns.

Modifié par IMNWME, 27 juillet 2010 - 07:26 .


#18
Bozorgmehr

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IMNWME wrote...

I almost always recommend Slam as the default bonus power for combat classes. 3s cool-down, instant disable (you don't need to throw it), instant Husk-killer, combos with Throw/Pull/Concussive Shot, and can set up Warp explosions (!). And it's a freakin' steal because you'll never need more than 1 point in it.Because combat classes (Vanguards, Infiltrator, Soldier) are generallybuilt around their core ability, anything above a 3s cool-down
generally feels inefficient (unless you're kitted out a certain way to achieve a specific play-style).

Cool-downs are murder, seriously.6s and above for combat classes are generally unappealing to me, because their signature ability is almost always better for every conceivable situation. It's why I ended up dropping Flashbang on my Soldier. In almost every case, it was more efficient to pop AR. But because Slam cools down so fast, it's sometimes better to set off a Warpexplosion with it and damage a bunch of enemies' protections. AND it works on everything in health, including synthetics (Neural Shock doesn't, the other 3s cool-down bonus power.


Precisely, I love Slam playing Soldier and Infiltrator - Slam is one of the most fun powers to watch[smilie]../../../images/forum/emoticons/wink.png[/smilie]

EDIT: Reave is the one exception to the 6s rule because a Vanguard with Reave just owns.


I had similar convictions, but I'm over the moon with my new found Heavy Barrier Adept - the 12 s CD is bad early
game, but after the 40% CD reduction its just enough to do some crazy stuff with the Adept. I tried Barrier with Vanguard and Soldier before and was unimpressed and never tried it again. My biggest screw up (so
far [smilie]../../../images/forum/emoticons/uncertain.png[/smilie]). I now know why Bioware put the 12s CD on Barrier - if it was 6 s, I would seriously consider to drop Charge for Barrier playing Vanguard.

ajburges wrote...

Bozorgmehr: with the absence of numbers to work with I did that run through to confirm that warp ammo was a critical part of one shot collector kills at level 30 insanity since I have seen conflicting reports. I was paying attention to shots needed but it was a new game+ insanity run (Freedoms Progress was a ... pain). Before the level 3 sniper upgrades I needed to type match ammo (Shepard used Disruptor Ammo! It's supper effective! Blue Suns Trooper fainted!) and during horizon I needed to cloak to one shot drones and could not one shot anything else. The Avalanche I lugged through the colony was godsend at the end though.

I wish we had the equations for enemy health and defenses. Other than that we have all the needed numbers and equations to determine useful breakpoints for upgrade and ability combinations (Hell we even know the max damage shot in the game Shepard can produce).


The Avalanche kicks ass against Collectors B) I'm not an expert on NG+ games, never liked it. I like to get the feeling your character is getting stronger. Plus I never looked forward to continue with the same build, I prefer to start a new game and use completely different gameplay - I played the Infiltrator as Sniper (Widow) and as some sort of shocktrooper using the SG (bonus weapon)

On slam: this bonus power is killed by the lack of power balancing at higher difficulties. I am thinking that Adept can best utilize it for physics shenanigans (I now want to see a Singularity/Pull to Slam to Slam combo for maximum fall damage now or with a throw at the apex for max distance). The other alternative is the Sentinel to allow them the ability to initiate and terminate warp combos with a squad mate.


Trust me ajburges, all biotic powers are very deadly on Insanity. Never thought to use a 'Singularity/Pull to Slam to
Slam combo for maximum fall damage now or with a throw at the apex for
max distance
'', but although I'm pretty convinced it's not very effective, it might be cool to watch :D

Modifié par Bozorgmehr, 27 juillet 2010 - 07:56 .


#19
IMNWME

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Pull+Slam+Concussive Blast/Throw is hilarious to watch, especially if the enemy is frozen.

#20
lazuli

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ajburges wrote...

 (no one can claim charge is defensive).


I can.  Its shield boost saves my life constantly.

Also, Energy Drain suits an Adept best for effectiveness.  All other classes have ways of dealing with shields, whether through ammo powers, Overload, or shotgun shield piercing.  The closest an Adept will get without Energy Drain is Zaeed's squad disruptor ammo on the Adept's SMG.

Putting Energy Drain on a class that already has Overload is like putting Reave on a class that already has Warp.  Yes, Reave and Energy Drain are both (arguably) more powerful than Warp and Overload respectively, but you should be using your bonus slot to get something your class normally doesn't have.

#21
Bozorgmehr

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lazuli wrote...

Also, Energy Drain suits an Adept best for effectiveness.  All other classes have ways of dealing with shields, whether through ammo powers, Overload, or shotgun shield piercing.  The closest an Adept will get without Energy Drain is Zaeed's squad disruptor ammo on the Adept's SMG.


I only use ED fighting Geth my Adept - it damages Geth shield and health plus keeps you alive. I recommend every class to use ED during the Geth Missions - ED is seriously OPed at those times. Adepts shouldn't have trouble fighting shielded enemies, even the Shuriken will rip through shields (one clip to destroy BS Centurion's shield, pre Horizon), Warp bombs are marvelous against shields plus you can always bring the Arc Projector.

To be the most effective Adepts need Barrier :D

#22
lazuli

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Bozorgmehr wrote...


I only use ED fighting Geth my Adept - it damages Geth shield and health plus keeps you alive. I recommend every class to use ED during the Geth Missions - ED is seriously OPed at those times. Adepts shouldn't have trouble fighting shielded enemies, even the Shuriken will rip through shields (one clip to destroy BS Centurion's shield, pre Horizon), Warp bombs are marvelous against shields plus you can always bring the Arc Projector.

To be the most effective Adepts need Barrier :D


Insanity?  I don't mean to be disrespectful, I'm just curious.

#23
Bozorgmehr

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lazuli wrote...

Bozorgmehr wrote...


I only use ED fighting Geth my Adept - it damages Geth shield and health plus keeps you alive. I recommend every class to use ED during the Geth Missions - ED is seriously OPed at those times. Adepts shouldn't have trouble fighting shielded enemies, even the Shuriken will rip through shields (one clip to destroy BS Centurion's shield, pre Horizon), Warp bombs are marvelous against shields plus you can always bring the Arc Projector.

To be the most effective Adepts need Barrier :D


Insanity?  I don't mean to be disrespectful, I'm just curious.


Of course, didn't know about what Barrier could do till about a week ago. It's awesome, just check these vids:

Adept Commando Shepard - Dantius Towers

Adept Claymore Shepard - Collector Ship

#24
Neuzhelin

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ajburges wrote...

Reave:
Vanguard.
This one is open for debate part of my choice is due to an inclination to match power-types to class-types. The vanguard gets a power that will allow them to be effective casting from cover when it's too hot to charge and can be a relief when you have perma-on red veins after a charge fest.


It is never too hot to charge.

#25
Bozorgmehr

Bozorgmehr
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@ Lazuli,



The Shuriken can strip a BS Centurion shield with one clip - point blank range. Or one clip + Singularity - medium range. (Level 10, +10 % dmg upgrade, no other dmg bonusses, without ammo powers - Insanity)