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[Mass Effect 1] ME1 Engineer Optimal Build??


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#1
Sparrow44

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Okay I've never played with a Tech class in ME1 (Played Soldier, Vanguard and Adept) and feel like going back to try 'em out with an Engineer.

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.

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.

Any input is appreciated.

Modifié par Sparroww, 07 janvier 2011 - 06:37 .


#2
CaseyPreston

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As an engineer I would recommend taking assault rifles, good weapon that covers semi close range to semi long range. I doubt you would generally need to take any biotic powers as your tech ones are just as effective and using an assault rifle can let you do some damage while you wait for powers to recharge.



I have only played engineer once and that was a while ago, but I think assualt rifles would help alot.

#3
Pro_Consul

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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 .


#4
Miss Yuna of Atlanta

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Pistol - 12
Basic Armor - 3
Decryption- 9
Hacking - 12
Electronics - 9
Damping - 12
First Aid - 5
Medicine - 12
Medic - 12
Spectre Training - 4
Barrier - 12

Engineers were really weak in the first game(the weakest class by a wide margin), but this is about as good as they can get on Insanity. Pistols, being the best weapons in the game, render assault rifles useless right out of the box, but one thing the Engineer does not have is durability. One sniper shot will kill you. One hit from a rocket will also kill you. With Barrier, it takes two shots instead of one. Ain't it grand?

Modifié par Miss Yuna of Atlanta, 01 janvier 2011 - 11:16 .


#5
Sparrow44

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Pro_Consul wrote...

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.


Yeah this is why I wanted to try a tech class, biotics are insane and espevially Singularity which could be cast in the middle of a group and pretty much catch everyone in it thanks to its huge radius, didn't have to aim it at a target either. I think tech powers are still handy as they have large radius as well, may have to try 'casting' them as mines then, thanks for the tip.

Miss Yuna, Barrier is understandable as I've realised Engineers are a bit squishy however would Immunity work just as well as I'm trying to avoid biotics all together? Barrier is very powerful maxed I know but does Immunity compare with it when it's maxed?

#6
Pro_Consul

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Sparroww wrote...

Miss Yuna, Barrier is understandable as I've realised Engineers are a bit squishy however would Immunity work just as well as I'm trying to avoid biotics all together? Barrier is very powerful maxed I know but does Immunity compare with it when it's maxed?


Immunity is a wonderful talent. Unfortunately there is no achievement associated with Fitness, so no way to unlock it as a bonus power. Only soldiers and inflitrators (and Wrex) can get this talent. But ask yourself, is this character destined to be played all the way through Insanity? If so, then you might want to give Yuna's tip a serious rethink. If not, then it won't really matter so terribly and you should go with your original plan to RP this toon.

#7
The Grey Ranger

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You can't take fitness as a bonus talent, so no immunity. Barrier is a very solid bonus. I actually prefer shotguns to assault rifle for an engineer, you can load them with either hammerhead or sledgehammer rounds. This tends to give your engineer a little bit of indigenous crowd control aside from neural shock.

Edit (just a hair late) :D

Modifié par The Grey Ranger, 01 janvier 2011 - 01:09 .


#8
Sparrow44

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Huh, didn't realize Immunity has no achievement for it shame really. Was hoping to take shotguns as a bonus and hoped that an Engineers powers would disable a room quick enough to mop up with shotgun even without protection.

Just realized I can get something like this with an Infiltrator and without losing the core tech talents (Decryption, Electronics) and with the benefit of Immunity and Shotgun training so I might try that then go on to Engineer once I've got a feel for the tech abilities.

Thanks for all your help.

#9
mcsupersport

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As a tip, read what the powers do because they all have secondary effects that can really help you. And no at full armor(colossus) electronics and armor skill one sniper shot will NOT kill you even on insanity.



By reading your powers I mean check out what else they do for you when you either level them or use them. Examples are Dampening(iirc) increases the radius of your powers, AI hacking decreases the use timer, electronics also increases your personal shields and increases your Mako repair amount. One of the powers decryption(maybe I don't remember) also increases the damage taken by anyone effected by the it by 5-10% sort of like an area effect warp.



At higher levels you will find Engineers to be a very powerful class because they can walk into a room, and make everyone just stand around and look at you unable to shoot. You will be spamming tech bombs but the end result is no one shooting at you so it doesn't really matter where you stand or even how close they get(or you get). Feel free to take shotguns because you will find they can be fun.



Oh, and I hate the medic/medicine skill, don't see a point since you will probably be running with dual medical exos at the end anyway, and you will not be taking much damage due to your powers. I took the other class on Luna increasing my tech damage and loved the class, anyone who says the Engineer is a bad or weak class is the same kind of person that says Adept's are weak in ME2, otherwise someone who never learned fully how to play them correctly.


#10
The Grey Ranger

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If you're thinking infiltrator, I'd strongly recommend hacking over shotgun.  That way you cover all the talents of the engineer except for medicine.

My favored infiltrator build (works quite well on insanity)

Pistols - 12
Sniper Rifles - 12
Tactical Armour - 8
Fitness - 12
Electronics - 9
Decryption - 9
Damping - 12
Commando - 12
Spectre Training - 4
Hacking - 12

With this you can have the highest dps weapon type in the game, pistol with master marksman that can be kept up pretty much forever with a couple of medical exo's. Defensively you've got medium armor, advanced shield boost and master immunity.  Your tech talents will be quite effective and Hacking reduces the recharge time of your tech skills by 30%  You also have a short duration stun in master damping.  The only real issue is lack of crowd control against organic opponents.  This can easily be corrected by dragging Liara along.

mcsupersport:

Its electronics that reduces protection, with master overload it reduces dr by 30% and does 600 points of aoe shield damage.  Decryption has sabotage which overheats weapons.

Modifié par The Grey Ranger, 01 janvier 2011 - 07:59 .


#11
Sparrow44

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Sound advice but I don't have any of the tech skill achievements so if I roll with Infiltrator then I can't get Hacking or Neural Shock.

Just curious am I able to get the ability achievements with squadmates' powers or only my own?

#12
Bozorgmehr

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Sparroww wrote...

Just curious am I able to get the ability achievements with squadmates' powers or only my own?


Only on your own unfortunately; you'll need to play Adept for a while to unlock Singularity for example.

#13
Pro_Consul

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Sparroww wrote...

Just curious am I able to get the ability achievements with squadmates' powers or only my own?


Just yers. Gotta do it the hard way at least once. ;)

#14
tonnactus

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Sparroww wrote...

Okay I've never played with a Tech class in ME1 (Played Soldier, Vanguard and Adept) and feel like going back to try 'em out with an Engineer.


Any input is appreciated.


I took sniper rifles.Damping helps against enemy techs like the geth hoppers who could also damp your powers.
I always maxed damping on my engineer and squadmates.Helps also against charging krogans.(also use neural shock)

#15
Sparrow44

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tonnactus wrote...

Sparroww wrote...

Okay I've never played with a Tech class in ME1 (Played Soldier, Vanguard and Adept) and feel like going back to try 'em out with an Engineer.


Any input is appreciated.


I took sniper rifles.Damping helps against enemy techs like the geth hoppers who could also damp your powers.
I always maxed damping on my engineer and squadmates.Helps also against charging krogans.(also use neural shock)


I'm using Damping on my Infiltrator right now, does it prevent enemies using Immunity? What does it do to krogan?

The increase in radius from Damping is nice but is 12 points in it worth it over other powers?

#16
tonnactus

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Sparroww wrote...

I'm using Damping on my Infiltrator right now, does it prevent enemies using Immunity?

No.But it makes some mission far easier.You didnt want to lay on the ground with a thorian creeper charging you.(because the shiala clon sucessfully use throw on you)

What does it do to krogan?

Paralyze them like every other organic enemy.

The increase in radius from Damping is nice but is 12 points in it worth it over other powers?

What other powers? You could max all tech powers,the bonus power(assault rifles just as an example) and also the pistol and sniper rifles skills.

http://masseffect.ma...alculator.aspx#

#17
Sparrow44

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[quote]tonnactus wrote...

What does it do to krogan? [/quote]
Paralyze them like every other organic enemy.

[/quote]

Damping does that to organics as well, sounds like Neural Shock?

#18
tonnactus

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Sparroww wrote...



What does it do to krogan?
Paralyze them like every other organic enemy.



Damping does that to organics as well, sounds like Neural Shock?


Damping does two things: Preventing enemies from using tech/biotic powers for some time and also paralyze them for a short period.(groups of enemies)

Neural shock paralyzes one enemy and prevent health regenration.

Modifié par tonnactus, 04 janvier 2011 - 09:05 .