Sparroww wrote...
What's the best bonus I can take for a new character, I have AR, Shotguns, and all the biotic talents but slightly reluctant to take biotics on a non-biotic class and just played a Bastion Adept so I've had enough of em for a while so really just leaves me weapons.
Biotic talents are definitely OUT, because your engineer cannot equip an amp anyway, which leaves them operating at their default, aka lame, strength. I find that taking a biotic power as a bonus only helps if you are taking one of "biotic" classes that doesn't get that particular power, so that you can make use of your equipped amp and use that bonus power with some real effectiveness.
Sparroww wrote...
Also which talents should be maxed in order of priority for early effectiveness, was initially thinking get Sabotage/Decryption as it has utility for nearly most enemies. And what's peoples' views on Dampning I never used it on squaddies so not sure if its vital for an Engineer build.
Well, early on you want to be sure you are able to unlock/bypass sealed containers, so that means putting a fair number of pts into both decryption and electronics, unless you plan to have party members handle this duty for you. Its a personal call - either take both skills yourself and do not have any party members take them, or do not take them at all and make sure at least one party member learns each one (and then always take them with you). I prefer to learn them myself and focus my henchdudes on other stuff; that way I can mix and match my party without worrying about who can unlock junk for me. These two talents will also beef up your sabotage and overload powers, allowing you to shut down enemies' shields and weapons, respectively. Both are very handy powers, no matter what level you are at the moment.
I know you didn't ask, but I will provide this additional tip in case you didn't already know: don't fall into the trap of thinking of your engineer's powers as technically oriented versions of biotic powers. They are NOT. Biotics are completely targetted 'here and now' powers, meaning you aim them and when they hit the place/enemy you aimed them at, they go off. Tech powers are aimed, true, but they are not 'here and now'. They are proximity mines which can be placed on pretty much any surface to wait for an enemy to trip them OR can be chucked straight into an enemy's face for immediate effect, as you choose. You prolly already knew this (I did before I first played an engi), but breaking the habits developed from playing an adept in the past can be a lot harder than you might think. Try to always remind yourself of this as you go, so that you don't neglect the tactical advantages that you can derive from using your powers as landmines as well as direct fire weapons.
Modifié par Pro_Consul, 01 janvier 2011 - 11:08 .