ajburges's Armor Guide
Disclaimers
Before you read further this guide contains my personal opinions and possible input from posters on this thread. Hopefuly you will use this to form your own opinions instead of taking this as the one and only true source.
Several/Most armor choices make litle gameplay difference. Don't let the armor stats overide your sense of asthetics. Of the combos there is only 1 armor piece that is unreplaceable for one class/build.
Opening
The opinions of armor range from uselessness to moderate character boost. I tend to be in the camp of the later. Chosen properly, your armor can have the effect of up to 3 reseach upgrades with some perks no research tree touches.
The Armor Sets and Pieces
I could spend this section reiterating what each piece does but instead I'll refer you to the ME wiki. The information here is typicaly accurate, and more importantly, will be updated promptly following the relase of DLC.
ME2 Armor Sets: masseffect.wikia.com/wiki/Armor
N7 Armor Pieces: masseffect.wikia.com/wiki/Armor_Customization
Armor Bonuses
Here is the real meat. Where I discuss advantages of the bonuses.
- +x% power damage (0 <= x <= 15): This linearly adds to any other boosts (powers and research) to power damage you have. Keep in mind that each level of damage reseach is a 10% boost when considering utility of this bonus. Investin here helps if your are a few pixels short of striping defenses in y hits (especialy impotant when y=1 like the insanity mooks early on)
- +x% weapon damage (0 <= x <= 13): This linearly adds to any other boosts (powers and research) to weapon damage you have. More useful early on for th most part as you struggle to research upgrades. Later on only stress over it if you fall short of OHKO's with your Widow/Shotgun.
- +x% melee damage (0 <= x <= 45): One of the most noticable bonuses as outside of this only a +25% boost to melee damage is possible. This linearly adds to to that boost. Vanguards, Iniltrators, and Shotgun Sentinels all should consider investing in this due to their tendency/ability to close distance
- +x% max shields (0 <= x <= 36): This linearly adds to any other boosts (powers and research) to shields you have. Given the magnitude of other bonuses given (especialy for shielding oriented characters), The upper bound of this bonus is just too low to be a significant factor to survival time under fire. The Sentry Interface does look cool though.
- +x% max health (0 <= x <= 28): This linearly adds to any other boosts (powers and research) to health you have. This suffers from simular problems as +x% max shields but when this makes a difference is a lot more appreciable.
- +x% to spare heavy weapon ammo (x = 0, 5, or 10): Some funs things to do with this one. I believe if you fire to 0 ammo with this and take it off and put it on again once you have full ammo again you get free ammo. More interestingly though: With this and 6 heavy weapon ammo research levels you can fire the Cain twice in a row. Useful for droping YMIR's on Insanity at level 30. Pew Pew indeed.
- +x% to spare weapon ammo (x = 0 or 10): This gives you at most an extra clip per weapon. You judge if that is worth it. The weapons I want this kind of bonus for don't get enough from it.
- Reduce delay before shields start recharging by X% (x = 0, 10, or 20): Never used it before as I didn't like the look. Can anyone tell me if any level of this alows the shield recharge to start before the Infiltrator Cloack cooldown finishes? If that can occur this becomes a must have bonus for Infiltrators. Other canidates include any build with a defenseive boost power (due to the long cooldowns of such powers leting the shields recharge can be shorter in a fight)
- Reduces the recharge time of powers by x% (x = 0 or 5): Never used, but to my knowledge the only item that offers this (Archon Visor) is bugged to give much less than the stated bonus. As such this is only of use to hardcore power spamers.
- Increases head shot damage by x% (x = 0, 5, or 10): As there is no proven work as to how headshots wrork I can only speculate as to the true effects. All I know is the Kuwashii Visor looks cool on my Infiltrator and probably contributes more to my Widow damage than the +8% damage their armor gives.
- Increases negotiation bonus by x%/+x% Paragon/Renegade Bonus (x = 0 or 10): Just short of making a Paragon/Renegade check. Respec to the +100% Paragon/Renegade power and slap this on after reloading form a previous save (You are using multiple saves in an RPG, right?)
- +x% Faster Health Regeneration (x = 0 or 10): Have never used this before. I need someone to supply how it works.
- Increases storm speed by 10% (x = 0 or 10): Infiltrators and Vanguards can live or die by the ground they cover getting to cover. Who knows when that bonus will save their lives. Plus boots of haste are always an RPG must have.
- Chose a primary bonus to focus on for the sholders, chest, and arms. These all provide simular and small bonuses and few unique bonuses come from here. Good canidates are melee damage, power damage, and weapon damage.
- Chose between sprint speed, heavy weapon ammo, and health for the legs. Those are the big bonuses here
- For the head coose what best fits your needs. There are tons of choices here. Keep in mind though for missions in hazardous environments (Tali's recruitment, Collector ship, etc), all helmets save for the N7 Breather Helmet, the Death Mask, and the Recon Hood will temporarily be replaced with the N7 Breather Helmet and it is assumed the helmet bonus is replaced with the corresponding +5% health as well.
- Remember you want armor you don't mind looking at for 20+ hours
A large number of set armors have higher bonuses then N7 armor generates. This comes at a large cost: costomization. All set armors have a fixed apearence and you can not even remove the helmet (please fix Bioware). Here I will address all armor sets released as of 9/20/2010:
- Blood Dragon Armor: Noteable for the +15% power damage; the highest available at this time. That is like adding another level and a half of biotic/tech damage research that also affects combat and ammo powers! The +10% shield strength is just icing on the cake. Note: that with all DLC N7 can come close with +13% power damage using the head (+5%), chest (+3%), and sholder (+5%) slots.
- Cerberus Assalt Armor: Creates a set of bonuses that N7 can achive or exceed inependently but can not achive at the same time. Overall the set of bonuses together are not that special. Easy way to get the +10% heavy weapon ammo temporarily.
- Collector Armor: do not personaly own but the +10% Faster Health Regeneration is unique to this armor.
- Inferno Armor: Like the Cerberus Assalt Armor this creates a set of bonuses that N7 can achive or exceed inependently but can not achive at the same time. Unlike it the bonuses are nice. morality boosts can help push you into meeting hard checks and the power damage and storm speed, while not useful to the same build groups, is still handy.
- Terminus Assault Armor: obsolete if you have all DLC. Use Sentry Interface, Kestrel Torso Sheath, Kestrel Shoulder Pieces, Off-Hand Ammo Pack, and Stimulator Conduits for the sam bonuses plus +20% melee damage and +5% weapon damage.
The armor bonuses can do a few things to significantly impact gameplay:
- Provide minor boosts to supplement damage research (important early game on NG+)
- Up melee damage (Vanguards, Iniltrators, and Shotgun Sentinels want this)
- Set up double Cain shots (you know you want too)
- Help pass negtiation checks (Only if you are close to begin with)
- Provide extra headshot damage (all the Widow snipers know is that they want this)
- Provide extra health (I survived with 1 hit point!)
- Provide extra speed (Thats the difference between panting behind cover and swallowing that YMIR's rocket for dinner)
- Provide extra shields (+10% shield. Awsome! This means my shields last +10% longer under fire. Anyone know what 10% of a second is?)
- Provide spare ammo (Sodier: well my Revant never ran out and I am still scrounging every body for Widow, Mattock, Viper and Vindicator ammo anyway)
Modifié par ajburges, 21 septembre 2010 - 02:00 .





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