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 .




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