ME2: Need an unusual build to try.
#51
Posté 27 septembre 2010 - 03:56
#52
Posté 27 septembre 2010 - 10:13
Optimystic_X wrote...
I understood you perfectly. But there is no justification for saying "Shepard has no biotics" just because he is an engineer or soldier in ME2. It simply means he doesn't use them.
As I said before, if my Shep was a Sentinel in ME1, then switches to Engineer in ME2, are you saying he somehow stopped being a biotic? That the Lazarus project failed? From a story standpoint that makes even less sense.
The game is what it is, it makes compromises for the sake of increased gameplay. Self-inflicted restrictions to support a more "realistic" storytelling makes all kinds of sense for someone who values such a thing. That's not to say that it's any more right than your own style, of course... but to a lot of people using bonus powers from a playthrough which then give abilities completely outside the range of your class that no character in the game has is a deal with two unrealistic parts neither making any sense. So they'd rather work with a theme such as allowing only soldier-specific powers to a soldier class, engineering to an engineer etc.
While I see both sides and can sway to the side of min-maxing quite a bit, when deemed appropriate, I have to admit that a soldier that used Stasis for example smells borderline exploitish for abusing the rules in a highly non-sensical manner. Because it makes no sense at all that a grunt regardless of how legendary would be capable of no biotic action whatsoever, save for the most powerful ability in the game.
But ultimately as said, we can't debate this. We each decide how to play our own game, and that's the beauty of it. My most memorable character is from BG2, one I cheated heavily with. Not to grant extra power, but to change the powersets to something you would not have access to normally. To some that would be plain cheating, to me it was about creating a unique class with their own restrictions, but also considerable power that I felt the son of a God was deserving of. Regardless of that, I could never create a soldier with Reave, Stasis or Warp ammo for instance. It all depends on the situation.
As for the OP, I've been thinking about doing a Fortification Vanguard with Insanity for some real bulldozing, and the counterpart being a Slam Vanguard that emulates more a regular biotic that is particularly hardy in combat when needed.
#53
Posté 27 septembre 2010 - 10:40
What I'm thinking of is an adept using vindicator/mattock (you could mod coalesced.ini to give ARs to adept by default) and pull/throw and singularity. Ignore warp completely, e.g. mod your save game to have 3 extra points you can allocate to abilities other than warp, then just don't use warp.
Get heavy pull and combine it with heavy throw. Add in some extra modding spice by making powers work on protected enemies. You could have three protected enemies in the air at all times, and you could finish them off with AR or heavy throw. If it's too easy, just try insanity without squadmates.
Modifié par cruc1al, 27 septembre 2010 - 10:42 .
#54
Posté 27 septembre 2010 - 01:57
cruc1al wrote...
You could give adept another try... it's so much fun when you get good at timing pull-throw combos. Warp is pretty boring, besides you have teammates for warping.
What I'm thinking of is an adept using vindicator/mattock (you could mod coalesced.ini to give ARs to adept by default) and pull/throw and singularity. Ignore warp completely, e.g. mod your save game to have 3 extra points you can allocate to abilities other than warp, then just don't use warp.
Get heavy pull and combine it with heavy throw. Add in some extra modding spice by making powers work on protected enemies. You could have three protected enemies in the air at all times, and you could finish them off with AR or heavy throw. If it's too easy, just try insanity without squadmates.
You don't really need Heavy Pull and Throw for this. Any pulled target can be Thrown anywhere you like - level 1 Pull and Throw is all that's needed. I wouldn't recommend changing the protection system either - ME1 deja vu, combat becomes more like kite-shooting that way.
I like to play very aggressively with the Adept, unlike the more common 'get cover and start casting Adept'. Most fun I've had with ME2, here's my latest vid: The Power of the Adept
You were the first to show us how to play solo Cruc1al - I loved your Adept vid and it got me back into biotics, thanks for that. I've got a couple of (solo) Adept in my sig if you're interested
#55
Posté 27 septembre 2010 - 01:59
Zan Mura wrote...
The game is what it is, it makes compromises for the sake of increased gameplay. Self-inflicted restrictions to support a more "realistic" storytelling makes all kinds of sense for someone who values such a thing. That's not to say that it's any more right than your own style, of course... but to a lot of people using bonus powers from a playthrough which then give abilities completely outside the range of your class that no character in the game has is a deal with two unrealistic parts neither making any sense. So they'd rather work with a theme such as allowing only soldier-specific powers to a soldier class, engineering to an engineer etc.
As do I - for most builds. But when adhering to such arbitrary restrictions cuts me off from an interesting fringe build, I'm willing to set that rule aside.
Besides, Dominate itself breaks the lore in half with a sickening crack anyway. The codex explicitly states biotics can't be used to control minds; Morinth's ability is due to being an asari, not merely having biotics. How could anyone manipulate mass effect fields to sieze control of another's thought processes? Reave is just as bad - how can mass effect fields be used to leech life force from your targets?
If you are truly a stickler for the lore, you should be giving both of these powers a wide berth.
Zan Mura wrote...
As for the OP, I've been thinking about doing a Fortification Vanguard with Insanity for some real bulldozing, and the counterpart being a Slam Vanguard that emulates more a regular biotic that is particularly hardy in combat when needed.
Barrier > Fortification in every way.
Slamguard is an interesting build.
#56
Posté 27 septembre 2010 - 02:42
You don't really need Heavy Pull and Throw for this. Any pulled target can be Thrown anywhere you like - level 1 Pull and Throw is all that's needed. [/quote]
Level 1 throw is a waste of cooldown in my opinion... Just doesn't pack enough punch. And if you're going to ignore warp, might as well invest in heavy throw. Also, level 1 pull is often too short to be able to do combos, and even with the duration upgrade and/or Bastion it can be a bit tricky. My point about getting heavy pull was to be able to hold multiple opponents in the air simultaneously, given that the cool down is just < 3 sec; plus it allows you pull one opponent, concentrate on another, then finish the pulled opponent with a throw.[/quote]
[quote]I like to play very aggressively with the Adept, unlike the more common 'get cover and start casting Adept'. [/quote]
Me too. And that's exactly what disabling biotic protection could achieve; you could go face to face with fully protected enemies without having to worry about disabling the defenses first. If it sounds too tedious to just pull everyone, then don't abuse it, throw them instead or use some cool bonus power. The point is to just mix up the class for a fresh experience.
[quote]You were the first to show us how to play solo Cruc1al - I loved your Adept vid and it got me back into biotics, thanks for that. I've got a couple of (solo) Adept in my sig if you're interested
[/quote]
Will check out those shortly
Modifié par cruc1al, 27 septembre 2010 - 02:44 .
#57
Posté 27 septembre 2010 - 03:40
Simbacca wrote...
Optimystic_X wrote...
...Infiltrator Puppet Master (Hacking + Dominate) can work well also, especially since you can turn invisible to escape the ensuing chaos. I'm going to try that in fact!
I wonder how that build would go... probably something like:
3 Disruptor Ammo
4 Squad Cryo Ammo
4 Assassination Cloak
2 Incinerate
3 AI Hacking
4 Agent
3 Dominate
Currently running this concept for an Insanity play through for fun.
The point allocation I am going for is as follows:
2 Disruptor Ammo - unlocks Cryo
4 Squad Cryo Ammo
3 Tactical Cloak - Only three levels really needed to move undected for flanking or escape
4 Incineration Blast - Great for stripping armor or finishing off enemies with low health to conserve ammo
3 AI Hacking - More than 3 levels make pets a nuisance
4 Agent - Lower regens and longer duration on Hacking and Cloak
3 Dominate - Same as hacking
50 Points total
Weapon loadout - Viper Sniper Rifle, Locust SMG, GPS (Collector Ship), Phalanx HP, and heavy weapon is mission specific.
Just as with the Engineer+Dominate build, patience is the key. Battles will take considerably longer than what you are probably used to. I use weapons and squadmate powers to strip defenses and then the fun begins as I start turning my enemies against each other.
The build is extremely weak against enemies that cannot be manipulated such as husks, abominations, scions, praetorians and Harbinger. Cryo ammo can really help but still need to choose squadmates and heavy weapons appropriately to deal with these enemies.
Yes, I know I'm a bad person for using Dominate on a Tech/Soldier hybrid, but this playthrough is just for fun and not a character I'm importing into ME3. I generally adhere to lore and take the roleplaying aspect seriously when gaming, but sometimes I just want to have fun and play outside the box. I already have a Renegade Adept and Paragon Infiltrator that I will be importing into ME3 that fit well within the confines of lore and roleplaying.
#58
Posté 27 septembre 2010 - 05:09
cruc1al wrote...
Level 1 throw is a waste of cooldown in my opinion... Just doesn't pack enough punch. And if you're going to ignore warp, might as well invest in heavy throw. Also, level 1 pull is often too short to be able to do combos, and even with the duration upgrade and/or Bastion it can be a bit tricky. My point about getting heavy pull was to be able to hold multiple opponents in the air simultaneously, given that the cool down is just < 3 sec; plus it allows you pull one opponent, concentrate on another, then finish the pulled opponent with a throw.
Me too. And that's exactly what disabling biotic protection could achieve; you could go face to face with fully protected enemies without having to worry about disabling the defenses first. If it sounds too tedious to just pull everyone, then don't abuse it, throw them instead or use some cool bonus power. The point is to just mix up the class for a fresh experience.
I think I'm starting to understand where you're going at. I think it should be played solo otherwise you can Pull all enemies at once using squadies. Sounds fun, Pulling one after another and with the heavy version they'll stay in the air for some time. Since we're dropping Warp I might take Barrier instead (2nd bonus power - Stasis being the first; level 1 is enough):
Heavy Throw
Heavy Singularity
Heavy Pull
Bastion
Heavy Barrier
Stasis (lvl 1)
Great CC; toying with the enemy, but firepower will be needed to finish 'm. Not sure wether to take AR or SG though.
#59
Posté 27 septembre 2010 - 05:23
#60
Posté 27 septembre 2010 - 05:33
Gumbeaux Jr wrote...
does anyone have the link to the rage against the machine "rollin down rodeo with a shotgun" set to mass effect 2 video?
If you mean Thisisme's SG Adept vid there's a link in my sig - very nice video btw. I recorded a Claymore Adept vid using another nice Rage Against the Machine track
Modifié par Bozorgmehr, 27 septembre 2010 - 05:37 .
#61
Posté 27 septembre 2010 - 05:37
Bozorgmehr wrote...
Gumbeaux Jr wrote...
does anyone have the link to the rage against the machine "rollin down rodeo with a shotgun" set to mass effect 2 video?
If you mean Thisisme's SG Adept vid there's a link in my sig - very nice video btw.
Perfect! I found it in there, and that is a great vid... I've been looking for it for a while now.
Thanks!
#62
Posté 27 septembre 2010 - 05:44
Bozorgmehr wrote...
I think I'm starting to understand where you're going at. I think it should be played solo otherwise you can Pull all enemies at once using squadies. Sounds fun, Pulling one after another and with the heavy version they'll stay in the air for some time. Since we're dropping Warp I might take Barrier instead (2nd bonus power - Stasis being the first; level 1 is enough):
Heavy Throw
Heavy Singularity
Heavy Pull
Bastion
Heavy Barrier
Stasis (lvl 1)
Great CC; toying with the enemy, but firepower will be needed to finish 'm. Not sure wether to take AR or SG though.
Yeah that looks like a nice build.
I might go for:
Heavy throw - medium priority
Singularity level 2 (3 if barrier level 3)
Heavy pull - medium priority
Bastion - high priority
Wide shockwave - low priority (could be fun with all those defenses counting for nothing xD)
Barrier (heavy or level 3) - low/medium priority
Yeah 52 points, I know. Good thing there's savegame editing...
Combine that with Mattock/Vindi for headshotting floating enemies with a couple of bursts. Shotguns could be fun though as well, just for the kick they give to ragdolled targets.
#63
Posté 27 septembre 2010 - 06:03
I really like Mattock on Adept, but shotguns are nice when used against ragdolled enemies and since there will be plenty, SG can work like a substitute for Throw - I think I take both just to be sure. Any idea were to find the biotic-work-against-protection in the coalesced.ini file?
#64
Posté 27 septembre 2010 - 06:56
Bozorgmehr wrote...
Ahh, I totally forgot Shockwave. It's awesome against enemies once protection isn't working. That would make things even more interesting. I would use similar build priorities though I would lower Throw priority (used combined with Pull makes it very powerful at lower levels anyway) - I might go for Wide Singularity; followed with a Shockwave will send enemies flying in every direction (not sure if thats advisable, but it's fun for sure)
I really like Mattock on Adept, but shotguns are nice when used against ragdolled enemies and since there will be plenty, SG can work like a substitute for Throw - I think I take both just to be sure. Any idea were to find the biotic-work-against-protection in the coalesced.ini file?
I think it's this one (I've actually never used this however):
bShieldsBlockPowers=true --> false
#65
Posté 27 septembre 2010 - 07:08
#66
Posté 27 septembre 2010 - 11:47
#67
Posté 27 septembre 2010 - 11:51
cruc1al wrote...
You could give adept another try... it's so much fun when you get good at timing pull-throw combos. Warp is pretty boring, besides you have teammates for warping.
What I'm thinking of is an adept using vindicator/mattock (you could mod coalesced.ini to give ARs to adept by default) and pull/throw and singularity. Ignore warp completely, e.g. mod your save game to have 3 extra points you can allocate to abilities other than warp, then just don't use warp.
Get heavy pull and combine it with heavy throw. Add in some extra modding spice by making powers work on protected enemies. You could have three protected enemies in the air at all times, and you could finish them off with AR or heavy throw. If it's too easy, just try insanity without squadmates.
I think I am going to give this a try tonight. I didn't give Adept a fair shot i guess. An AR packing foe-tossing baddass seems fun.
#68
Posté 28 septembre 2010 - 01:52
dominate/ai hacking for CC. fire blasto for debuff. a few ammo mods to screw around with. cloak for anything. also a slo mo sniper scope to boot. the only other class that offers as many things to do is the engineer. but cloak, slomo sniping, and dom/hack never loose their luster.
#69
Posté 28 septembre 2010 - 11:44
I played to Horizon the Adept above and the Shotgun/Dominate Infiltrator. Did well with the Adept until the Big Bug kept handing me my butt on a platter. Couldn't work past him so, so tried the Infiltrator.
I think I found my new class. Having lots of fun and can't wait for the Team Cryo dynamic to kick in.
#70
Posté 29 septembre 2010 - 05:00
Riastradh wrote...
I have never been a fan of respec-ing. I tend to want to see what i can do with the skills i have. Respec seems a little to gaming-the-game for me. Unless, of course, the Normandy has a Matrix-style learning chair....
I know what you mean. Still, the very act of choosing the skills and living with their consequences is in part the game playing you. A lot of the time you only have a vague idea of what you're even getting. Many modern games don't provide you with the numbers and information necessary to validate any kind of loyalty to sticking to your decision. At best, picking a skill is a poorly educated guess.
Dragon Age Origins for instance had quite a few issues like this. Seeing a tier-4 skill / spell that seemed really cool, then spending four levels to get there. Only to find that it was nothing like you had thought, and that tactics-wise it was essentially a poor man's version of something you already had, or otherwise went completely against the way your character was supposed to work.
As always, it's a compromise. I dislike going back on one's decisions, but I dislike it even more when you never had the information to make those decisions in the first place.





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