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Best Mass Effect 1 classes


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#26
mcsupersport

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Omega-202 wrote...

mcsupersport wrote...

The problem you will run into with playing Vanguard with Singularity or anything other than a Soldier with Assault Rifle is they can't be used the first play.

All skills(just about) can be added to classes that don't have them, but to do so you either have to cheat or use the skill a set number of times to unlock it. So the best thing to do is to play a pure class the first time so you can see what everything does and then use this to unlock the skills you like. I would start a trial run(with plans to start over) a soldier and just see how the game plays and see how it progresses. This will give you a chance to see what each skills does and how to play. Second class would be Adept, to unlock Singularity for later plays and get a true grounding of the Biotics.  


Honestly, it doesn't take very long to unlock the Biotic abilities or Assault Rifle if you specifically are aiming to do so.  I was able to get Singularity and Warp Specialist achievements in less than 30 minutes.  All you need to do is level up to the point where the ability is unlocked save the game and just spam it at a wall/terminal and then reload the save.  You can get Singularity before you even get Spectre status and then take 15 minutes of mindless grinding to get it.

For AR's you can just kill off 150 enemies on Eden Prime with the AR if you reload a save a few times.  

I was upset that I didn't know this was possible the first time I made a character for ME 1.  Not that it wasn't fun to play a vanilla Vanguard or Infiltrator (who also made the mistake of putting points in Charm).  Its just that having an extra power would have been useful.  


No arguments, but it is effort you have to expend and be ready to expend when you first start playing the game.  My first character was an Infiltrator without bonus and not leveled really well.  Luckily he only made level 40 or so before completing the game so wasn't totally irredemeble.  Techinically speaking you don't actually have to use the Soldier to unlock AR, but it does help, you just have to kill 150 enemies with AR which you can do with other classes, but it takes time and effort, because remember all classes get all guns, they just can't aim worth a hoot. 

#27
Omega-202

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I remember that thread (I contributed to that thread) and I remember the claims of Nemesis doing extra damage. I'm pretty sure it was debunked. If you look at the stats granted by each subclass, there is nothing about extra damage in Nemesis. It only boosts Biotic damage and duration. Even if it did provide the "5%" you claim, that's not making up for the 21% damage that Commando gives an Infiltrator. To come out on top, Nemesis would have to have granted over a 12% bonus. Even if there was a bug that applied the Biotic Damage boost to weapons, it would only be a 14% bonus and would put the Vanguard a measly 2% ahead.

The small amount of weapon cooldown awarded by the Infiltrator base class has never come into play for me as neither class used to overheat. Sure its noticeable if you were crunching numbers but in the field its negligible.
The only "bug" or discrepancy I remember in terms of damage was whether Spectre's damage boost was multiplicative or additive. Beyond that, I cannot recall any claims of "glitches" that awarded undocumented bonuses.
Also, how were you able to spam Marksman on your Vanguard but not your Infiltrator when the Commando/Inf should have had an extra 25% cooldown for it? Add that cooldown with the bonuses from 2 Med Exoskeletons and the Pistol achievement's increased duration and you should take the 45s cooldown down to approximately the 16*(1.25) second duration.  23%/23%/25% should get you down to 20.01 seconds, meaning essentially permanent Marksman for an Infiltrator on a 20 second duration. Vanguards can only muster 26.68 seconds at best, without using Adrenaline.

EDITED TO FIX MATH

Modifié par Omega-202, 15 novembre 2010 - 04:00 .


#28
Omega-202

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mcsupersport wrote...
 Techinically speaking you don't actually have to use the Soldier to unlock AR, but it does help, you just have to kill 150 enemies with AR which you can do with other classes, but it takes time and effort, because remember all classes get all guns, they just can't aim worth a hoot.  


Spectre X AR with 2 Combat Scanner X's and Snowblind X rounds actually made for a pretty good Kaiden/Liara weapon when there were a lot of Hopper's around.  The scanner's boosted their accuracy and perception and they were terrible with pistols anyway.  

After a while, I decided to equip my Shepard (without AR training) with that same set up.  It wasn't half bad.  Yes, you couldn't "aim down the sights", but the reticle was relatively small as long as you weren't running and it would never overheat due to the Snowblind rounds.  The damage wasn't great, but it worked pretty well if I needed to unscramble my radar.  It was a pretty good combo to use on Hoppers because you could just spray into them forever and actually see where they were on radar.  

I actually ended up getting my AR achievement using one of my Vanguards with that setup.  

#29
i love lamp x3

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i would recommend starting with soldier for the first.. 20-30 min. once you get to the first mission (only takes a couple minutes) save your game, kill the drones with the assault rifle, reload and repeat til you rack up 150 kills so you get the assault rifle achievement. then make a new game as an adept and you can now choose assault rifle as bonus attribute. the adept is easily the most dominant class in me1. the only lame part is the adept only gets weapon training in pistols. so throw in an assault rifle and even on insanity you won't have much trouble.

that said the pistol is quite effective so you can just play as standard adept if you want and you'll still be really really powerful. me1 doesn't have universal cooldowns, everything has its own cooldown, though they're much longer. but there are a much larger number of biotic powers available, so just make sure you level them up and use them (minus stasis). adepts can only use light armor but they have barrier, which is insane. some people, like myself, prefer medium and heavy armor for aesthetic reasons and there are easy-to-pull off tricks so you can wear any armor you want. also, if you enjoy the game, you can new game+ and get all the way to level 60. if you do that you start out with a ton of money and resources and at level 5 when you import to me2


if you're anything like me.. playing to get a feel for the game and then starting over kinda ruins the story experience. because i end up skipping through conversations and just being overall bored. getting the ar achievement right at the beginning is acceptable, because suffering through the beginning cutscene twice in a row isn't too awful. also me1's high point is story, the gameplay is much weaker and the frame rate is awful. just pan the camera around standing still and you'll see how bad it is. ALSO another tip for me1: save often. it doesnt autosave nearly as often as me2, and you'll end up replaying several sections if you don't make sure you save


and the AR is the strongest, esp with master overkill. dam of the spectre master ar is 388, highest damage of any weapon, highest pistol dam is 294. pistol is more accurate at close range, but assault rifle fires 48 more shots before overheat to counterbalance. the ar also has much better range, second only to sniper rifle.


oh and in case you weren't sure, you can change your class on import to me2

Modifié par i love lamp x3, 15 novembre 2010 - 04:38 .


#30
The Spamming Troll

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omega,



combat optics while in squadmates weapons still gave the benefit of unscrambling your radar. it was a priority for me to equip my tech class squadmate with 1 combat optic mod. i couldnt think of playing without rail extensions in my pistol. when i didnt have a sniper rifle training, i also loaded up HE rounds in it, and walked up to enemies and once the reticule turned orange i pulled the trigger and sent them flying. HE rounds were alot of fun in the sniper rifle. i miss modding my weapons.



now about the vanguards pistol.....remember the talent calculator for ME1? thats what im using as a reference. so the vanguard subclass gives a 10% boost to weapons, adrenalin burst gives 9 % and nemesis gives a 5% boost(im 99.9% sure about that) so your getting 24% boost to weapons damage. while the infiltrator gets a 10% decrease to heat build up with its subclass and 21% boost to weapons from comando. so i guess 3% more damage to the vanguard. whoopdy doo i guess. but then again 10% decrease to weapon overheating isnt all that great either, so pick your poison.



i dont crunch numbers, but i know for a fact vanguards can get perma marksman because i have one that does so. i wouldnt know how to prove it other then having you come over, hit a joint, and play some mass effect!

#31
Ahglock

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As people pointed out once you kill 150 people with the assault rifle you can give it to other classes. Or more precisely, there is a list of achievements you can look at in game. They are kill X number with or use power X number of times. Once you nail that achievement on future play throughs you can give the new character a single bonus power from those you unlocked with achievements,



Personally I'd go through ME1 with the class you want to go through ME2 with. It is not required in any way, you can change classes from your import. But, it feels right to me for my main play through.



End of the day, all the classes are easy. I'd say there are 2 different types of easy.



Soldier style easy. Good armor and powers that make you virtually indestructible.(like punch a geth colossus to death indestructible)



Adept style easy. You crowd control all the enemies(shields don't mean a thing, though being a colossus does), and just murderlate everything while it floats.



All the classes do this to some degree,(maybe not making them float, but making them unable to attack since all their weapons have overheated) some do both.And with bonus powers all of them can do both.

#32
mcsupersport

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If you have Max Lift skill, you can even lift Colossus, for fun you can stasis(adepts) them in the air and then let the lift recharge while stasis wears off and relift them.

NEVER USE SNOWBLIND ROUNDS!!!!!! They add good damage 28% BUT they KILL rate of fire -40% and you will LOSE dps by using them. With specter X weapons a single Combat optics, plus weapons stabilizer mod and either shredder/tungsten combo or inferno/chemical rounds do far better.(for non-class non-specialty weapons)

The main issue you have to decide on playing ME1 is do you want to do you want to just shoot things while invincible or do you want to do things to them to be able to shoot them. That is basically the difference between Soldiers and biotics/engineers, because any half-way decent character past level 30 or so is just about a god in ME1.



edited to fix numbers and to clear up thoughts

Modifié par mcsupersport, 17 novembre 2010 - 05:08 .


#33
IntrepidProdigy

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I'll break it down for you OP, nice and simple:

class: Vanguard



Specialty: Nemesis (for higher pistol/shotgun damage, nemesis warp and the famous nemesis lift)



Bonus power: Singularity



Squadmates: Garrus + Wrex (Garrus has AR training, the highest damage output in your squad after Shepard thanks to turian agent + assault training and also has tech skills. Wrex has warp, which is extremely powerful on insanity and also has AR training)



Lvl 50+ weapon equipment for Shepard: Spectre X pistol with 2x rail extension VII's (scram rail X's if you miss out on the rail extensions when they pop up) + Shredder/Tungsten VII ammo



Squadmate weapon equipment for both Garrus and Wrex: Spectre X assault rifle with 1x frictionless materials X + 1x rail extension VII/scram rail X + shredder/tungsten VII (they will both effectively fire forever, making them mobile turrets with powers)



With this setup, you will effectively cut through any and every enemy on insanity like a hot knife through butter. You're welcome.




#34
Omega-202

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mcsupersport wrote...


NEVER USE SNOWBLIND ROUNDS!!!!!! The add good damage % in 40% BUT they KILL rate of fire and you will LOSE dps by using them. With specter X weapons a single Combat optics, plus weapons stabilizer mod and either shredder/tungsten combo or inferno/chemical rounds do far better.


That is completely an untrue conclusion.  Snowblind rounds come in handy for certain set ups.  Liara and Kaiden equipped with AR's tend to fire much longer with Snowblind rounds than they do with other ammos.  The slowed down fire rate counteracts and self regulates the heat build up of a weapon.  For rapid fire weapons like the AR, this is often a good thing if you don't have specialization in the weapon.  A Spectre X AR with Snowblind can fire forever, even with Scram Rail X attachments.  

Stabilizers are a useless mod on anything but Sniper Rifles.  

9 times out of 10, Scram Rail X, Rail Extension VII or Frictionless Material X are the main mods you'd want to use.  

#35
Fiery Phoenix

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Soldier and Adept were my favorite classes in ME1.

#36
mcsupersport

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Omega-202 wrote...

mcsupersport wrote...


NEVER USE SNOWBLIND ROUNDS!!!!!! The add good damage % in 40% BUT they KILL rate of fire and you will LOSE dps by using them. With specter X weapons a single Combat optics, plus weapons stabilizer mod and either shredder/tungsten combo or inferno/chemical rounds do far better.


That is completely an untrue conclusion.  Snowblind rounds come in handy for certain set ups.  Liara and Kaiden equipped with AR's tend to fire much longer with Snowblind rounds than they do with other ammos.  The slowed down fire rate counteracts and self regulates the heat build up of a weapon.  For rapid fire weapons like the AR, this is often a good thing if you don't have specialization in the weapon.  A Spectre X AR with Snowblind can fire forever, even with Scram Rail X attachments.  

Stabilizers are a useless mod on anything but Sniper Rifles.  

9 times out of 10, Scram Rail X, Rail Extension VII or Frictionless Material X are the main mods you'd want to use.  


Stabilizers mod add 5-6% damage and allow a tight reticule when moving, when I don't have the AR as a specialty like playing Vanguard.  Otherwise for me when moving around playing like a ME2 Vanguard I miss too much, especially with anything lower than Specter X AR gun.

Now on to Snowblind rounds.....am looking for a thread with the actual numbers of damage but so far not finding what I want...so look at these and hope I find what I want.


1st thread:   last post on first page.......
http://social.biowar...1/index/4960350

dang, can't do it, can't find the thread that had the exact #'s used to show DPS but think of this.....

EXAMPLE:  Say AR does 100 Base damage.......

Rail Ext VII does +29% times 2

Snowblind does 28% -40% rate of fire....

100+29+29=158 per shot+28 for snowblind= 186 for total damage without reduction in ROF.

186*.4=74.4 loss to ROF.

186-74=112 DPS for a snowblind dual Rail Extension VII modded gun that has a base 100 damage.

Frictionless X adds 7% and Scam Rail x gives 24% so without ANY ammo mods you could get 131 DPS on the same gun or 19 pts more on a base 100 gun.

Snowblinds are some of the worst ammo you could ever load into a gun to help you stay alive.  Heck double frictionless X gives 114 DPS on the base 100 and still leaves you ammo mods to add additional.

So if you want a gun to fire forever use dual Frictionless and add the right shredder/tungsten to the mix, and do 25-40% more damage.



eidited to fix some numbers to make more accurate.

Modifié par mcsupersport, 17 novembre 2010 - 05:01 .


#37
The Spamming Troll

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well first of all if your trying to compare what are the best mods, you should start with the best gun. that being the pistol ofcorse. any mention of the AR seem doesnt seem worthwhile, atleast to me. the pistol doesnt need more accuracy, it doesnt need a tighter reticule, and it doesnt need to fire forever. if were talking what produces the best DPS then any mod other then rail extensions shouldnt even be considered. if i use the pistol and you use the AR, then this discusion is already over before it starts.



i always thought 2 rail extensions with tungston/shredder were the "duh" mods. inferno if you dont like changing between shredder/tungston.

#38
curly haired boy

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i've found that garrus with 2 frictionless mat X and high explosive rounds is hilarious. enemies get skidded around the level like hockey pucks :P

#39
mcsupersport

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The Spamming Troll wrote...

well first of all if your trying to compare what are the best mods, you should start with the best gun. that being the pistol of corse. any mention of the AR seem doesnt seem worthwhile, atleast to me. the pistol doesnt need more accuracy, it doesnt need a tighter reticule, and it doesnt need to fire forever. if were talking what produces the best DPS then any mod other then rail extensions shouldnt even be considered. if i use the pistol and you use the AR, then this discusion is already over before it starts.

i always thought 2 rail extensions with tungston/shredder were the "duh" mods. inferno if you dont like changing between shredder/tungston.


I always like adding frictionless materials to one slot and going with Scram Rails X, because I don't always use the marksman skill or just like to use AR/SG for playstyle reasons.  Adding the Frictionless makes me not have to worry about overheats in longer fights and on squad members cuts down overheating and changing weapons(Ugh, Wrex using a pistol!!).  Pure DPS is Pistol Marksman with duel rails ext tung/shredder if you think well enough to keep marksman on and don't mind having to do so.  Most of my above post was in response to the person saying use Snowblind rounds on companions and non-class weapons for decent results, and my utter hatred of that particular round.

edit to fix name.....Sorry ST

Modifié par mcsupersport, 18 novembre 2010 - 01:27 .


#40
The Spamming Troll

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im pretty sure squadmates weapons never overheat. i always give them rail extensions and high explosive rounds and ive never seen a pause in fire, not even shotguns. also you called wrex, grunt. never make that mistake again! but i agree i always saw wrex using a pistol, i figured hes prolly just trying to challenge himself.

im in agreement with you on mods here. but you should be using marksman whenever its available. the pistol sortof sucks without it. even tho i love pistols, i think bioware should have put marksman on the AR and overkill on the pistol.

Modifié par The Spamming Troll, 18 novembre 2010 - 12:12 .


#41
kstarler

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The Spamming Troll wrote...

im pretty sure squadmates weapons never overheat. i always give them rail extensions and high explosive rounds and ive never seen a pause in fire, not even shotguns. also you called wrex, grunt. never make that mistake again! but i agree i always saw wrex using a pistol, i figured hes prolly just trying to challenge himself.

im in agreement with you on mods here. but you should be using marksman whenever its available. the pistol sortof sucks without it. even tho i love pistols, i think bioware should have put marksman on the AR and overkill on the pistol.


In my experience, squad mate's weapons only overheat from sabotage or from the overheat bug. I am positive that they do experience the overheat bug the same as the player, as I have watched them just stare at enemies without firing for minutes at a time. However, under normal conditions, I believe you are correct that they do not overheat.

Also, I agree on MM. Once you have enough cool down reduction, you can literally use it back to back without ever letting it drop, and it increases damage and impact enough that it's too good to not use it. But in the early game, before I can do that, I tend to stick to heat sinks.

As to the OP, my favorite ME1 class is Infiltrator, with Vanguard a close second.

Edit: Honestly, I think I like Infiltrator and Vanguard the most because they're the only ones who primarily use medium armor. Granted, a soldier can use it too, but why use that when you can use heavy armor (provided you can find it). With Ashley using heavy and Kaiden/Liara using light, I always like to be in the middle with my medium. Plus, it seems like it's the armor type I have found in the most abundance through all my plays through ME1. That, and light turian armor, for whatever reason.<_<

Modifié par kstarler, 18 novembre 2010 - 02:07 .


#42
The Spamming Troll

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whats the overheat bug?



the only bug i remember was with carnage and barrier....i think.

#43
kstarler

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Quoted from the wiki:

"The Overheat Bug

On some machines, it is possible to trigger the "Overheat bug" that force the weapon to stay in its overheat state until reloading the game, or returning to the Normandy. This bug is the result of the Dog of War and Geth Hunter Achievements. The only solution here is to remove those achievements from the profile.

Note: A possible fix for this issue is deleting the profile file in the save folder (Documents\\\\\\\\BioWare\\\\\\\\Mass Effect\\\\\\\\Save\\\\\\\\Profile.MassEffectProfile) and then reloading the save from every profile to rebuild the file and restore achievements.

You can also use the unofficial Critical Mass editor to remove the Geth Hunter achievement."

I know that I experienced this bug, as did several of my friends. I believe it is exclusive to the PC version of the game, so you probably did not run into it... err, Troll? Spamming? TST?:crying:

Modifié par kstarler, 19 novembre 2010 - 01:48 .


#44
The Spamming Troll

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yeah i play on the box. good to know anyways. thats a crappy bug, for sure. i always thought i knew everything about ME1. i feel ashamed.

#45
Xephyr829

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I go with a Sentinel/Bastion/AR.