Mass Effect 1 Engineer: Best non-biotic bonus talent?
#1
Posté 02 août 2010 - 11:25
Thoughts?
#2
Posté 02 août 2010 - 12:16
#3
Posté 02 août 2010 - 02:17
If you are on PC, you can use the console to add the talents and talent points on any saved character to se which you like better.
#4
Posté 02 août 2010 - 05:14
Actually perhaps this is the perfect build to go Medic with instead of Operative. You'll be missing out on a defensive skill like all the other classes have (Immunity or Barrier), so might as well make your infinitely replenishable medi-gel that. That way when you're in close with your Shotgun, Medi-gel can possibly be you're panic button (Shield Boost would have to be used for your shields).
12 Pistols
12 Basic Armor
09 Decryption
12 AI Hacking
09 Electronics
12 Damping
12 First Aid
12 Medicine
00 Shotguns
12 Medic
00 Charm/Intimidate
00 Spectre Training
Highest DPS weapon class in the game maxed out in pistols, tech talents maxed, medic medi-gel for emergency heals/revives, master shield boost for emergency shields, shotgun with sledgehammer rounds or high explosive for psuedo-throw.
06 Pistols
12 Basic Armor
09 Decryption
12 AI Hacking
09 Electronics
06 Damping
12 First Aid
12 Medicine
12 Shotguns
12 Medic
00 Charm/Intimidate
00 Spectre Training
Difference here is that this is a primary shotgun-user with pistols as back-up instead. You'll now have access to master carnage's +150% burst damage in a 3m radius but be left with basic marksman on pistols. I've never seen damping's stun work all that well for me, so leaving at advanced is no big deal, imho.
12 Pistols
12 Basic Armor
09 Decryption
12 AI Hacking
09 Electronics
06 Damping
06 First Aid
12 Medicine
12 Shotguns
12 Medic
00 Charm/Intimidate
00 Spectre Training
With both weapon's maxed you can use the highest DPS in pistols or burst damage in shotguns as you please. The trade off is now your medi-gel will only heal you squad's health by 100 instead of 180 per use.
I guess of these three, I would run either the first or the last. Of course, these are assuming lvl 60 with no points in conversation talents. If this is going to be for just a one playthrough build, the numbers will need to be adjusted. If you were going to build as an Operative instead of Medic, four points will have to come out of either Medicine, First Aid, Damping, or Basic Armor to go into Spectre Training for Basic Unity.
#5
Posté 03 août 2010 - 08:03
#6
Posté 03 août 2010 - 08:48
#7
Posté 03 août 2010 - 03:41
My question is, can it stack past rank 12?
For example, if Shepard had 12 talent points in while Liara still had 6, would the squad have 280 health restored per use (psuedo-rank 18), or is it capped at rank 12's 180 health?
I've never tried it before; have yet to build a Medic.
Modifié par Simbacca, 03 août 2010 - 03:42 .
#8
Posté 03 août 2010 - 04:26
The next question, of course, would be how we would answer that question.
#9
Posté 03 août 2010 - 05:03
Miss Yuna of Atlanta wrote...
I've made a dozen of these threads by now, I'm sure, but I'm leveling every class in the first Mass Effect and, as a roleplay geek, would like to know the best non-biotic bonus talent for the Engineer class. I've been using Shotguns for most of my Engineer playthroughs. Assault Rifles are not my cup of tea on any class besides Sentinel, and Sniper Rifles are just awful. Shotguns allow for a defensive boost by granting me what's essentially a panic button, but I'm not sure if it's the best idea for a non-biotic Engineer bonus talent.
Thoughts?
Best non biotic bonus talent: electronics. Best biotic: singularity.
However, since you play Engineer and have all tech skills, refuse to take biotic skills you are left with shotgun/sniper/assault rifle. Those are useless as you already have pistol - the best dps weapon in ME1 if leveled to master marksman. So, ignore it completely and put points somewhere else.
#10
Posté 03 août 2010 - 06:35
I asked this some time ago, and no one had a concrete answer for me, so I tested it in detail on my own. These are the results:
- If no one in the squad has First Aid or Scientist skill, medi-gel will heal 40 health per use.
- The total amount of bonuses from First Aid and Scientist in the entire squad is added onto that 40. For example, since the first point in First Aid adds 40 points, having one point per squad member will heal 160 health per use (40*3 + 40 base points).
- Medical recharge bonuses stack throughout the party, but I didn't test whether generic cooldown reduction (i.e. Kinetic Buffer and Medical Exoskeleton) on allies applies to medi-gel. Using an ally's Adrenaline Burst definitely does not recharge medi-gel, though.
- Toxic damage will reduce healing amounts by half until you overcome it by healing an equal amount of health to the toxic damage taken. Example: If you've taken 30 toxic damage, and your medi-gel would otherwise heal 100 health, it will instead heal 70 (60/2 to compensate for toxic + 40 leftover). As you might have already noticed, the result is the same as (Normal Healing - Toxic Damage) as long as your medi-gel is strong enough to overcome the toxic effect.
- The theoretical maximum healing amount for First Aid is 730: 40 base + 180*3 from First Aid + 80 from Specialization + 70 from Asari Scientist = 730.
Taken from this thread.
http://www.gamespot....1385&pid=930279
#11
Posté 03 août 2010 - 06:40
The Grey Ranger wrote...
First aid does stack for purposes of healing. Electronics does for purposes of repairing the Mako.
Overload stacks too when it comes to reduce the damage protection of enemies.
#12
Posté 03 août 2010 - 06:45
Neuzhelin wrote...
Best non biotic bonus talent: electronics. Best biotic: singularity.
However, since you play Engineer and have all tech skills, refuse to take biotic skills you are left with shotgun/sniper/assault rifle. Those are useless as you already have pistol - the best dps weapon in ME1 if leveled to master marksman.
There are enemies that could use sabotage like hoppers(and not everytime it is possible to avoid this with damping),so another weapon is not useless.
#13
Posté 03 août 2010 - 08:29
There are enemies that could use sabotage like hoppers(and not everytime it is possible to avoid this with damping),so another weapon is not useless.
Sure, there are very few enemies that do that. In the meantime you can use powers while your weapon is overheated. Hence it is irrelevant and the points are better elsewhere.
#14
Posté 03 août 2010 - 08:50
Personally, I would go for a weapon talent - either Shotgun or Sniper Rifle but not Assault Rifle. ME1 Engineer is FORCED to put points into Pistol to unlock Basic Armour to get access to Shield Boost. With points in Pistol, it's rather redundant to get Assault Rifle. For the same reason I would discourage getting AR for ME1 Sentinel - your pistol is already auto-powered up from your Sentinel class talent, why the redundancy? Just IMO.
If you like playing up close AKA Commando Shepard, go Shotgun. If you pick Sniper Rifle, IMO might as well be Infiltrator and pick AI Hacking as Bonus Talent.
#15
Posté 03 août 2010 - 09:12
Neuzhelin wrote...
Sure, there are very few enemies that do that.
Few? A main mission(after eden prime) without geth hoppers just dont exist. And remember,a least at high difficulties,they used damping
too that also prevent the use of tech powers.
Even in the citadel mission when shepardt rescued tali,there were salarian engineers. Batarian engineers,one boss
in helena blakes mission. Saren at the end did it too.(both versions) I wouldnt call that few.
Basic marksmen wasnt really good.Shotgun was better at least for me.SupidSeep wrote...
For the same reason I would discourage
getting AR for ME1 Sentinel - your pistol is already auto-powered up
from your Sentinel class talent, why the redundancy? Just IMO.
Someone could miss neural shock,a very handy tool against charging krogans,expecially as a medic.If you
like playing up close AKA Commando Shepard, go Shotgun. If you pick
Sniper Rifle, IMO might as well be Infiltrator and pick AI Hacking as
Bonus Talent.
Modifié par tonnactus, 03 août 2010 - 09:19 .
#16
Posté 04 août 2010 - 03:26
#17
Posté 04 août 2010 - 04:43
SupidSeep wrote...
...Personally, I would go for a weapon talent - either Shotgun or Sniper Rifle but not Assault Rifle. ME1 Engineer is FORCED to put points into Pistol to unlock Basic Armour to get access to Shield Boost. With points in Pistol, it's rather redundant to get Assault Rifle. For the same reason I would discourage getting AR for ME1 Sentinel - your pistol is already auto-powered up from your Sentinel class talent, why the redundancy? Just IMO.
If you like playing up close AKA Commando Shepard, go Shotgun. If you pick Sniper Rifle, IMO might as well be Infiltrator and pick AI Hacking as Bonus Talent.
Well since the OP clearly stated she's playing through each class and wanted an engineer, that sort of excluded the infiltrator. Personally I think the best overall bonus for engineer, is barrier. But for a non biotic, I prefer shotgun. What it really comes down to is a matter of personal preference.
#18
Posté 04 août 2010 - 07:09
I tried a few different ways of playing Engineer in ME1 but an aggressive Shotgun Medic was the only one that felt powerful enough on Insanity to play all the way through. I tried the standard Barrier type but it was just blehhhhh. Don't forget to abuse Neural Shock.





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