OP Update: the Vanguard build in the OP to have Master Lift and Advanced Singularity instead of Advanced Lift and Master Singularity, reason being that Master Lift affects more types of enemies than Advanced whereas Master Singularity affects the same type of enemies as Advanced. Also dropped Adrenaline Burst down to Advanced to bring Throw and Warp up to Advanced. Unless you use AB as often as possible when it's at Master (and with the Shock Trooper cooldown bonus), it recharge quick enough for occasional use at Advanced IMO.
RedCaesar97 wrote...
...Most notably, I found your Infiltrator with AI Hacking build is incredible. I took the Operative specialization and played it like an Operative Engineer. It was lot more durable than my actual Operative Engineer, thanks to Medium armor and Immunity.
Glad you liked it. I've never actually played that Infiltrator build but in theory it seems pointless to play a Barrier Operative Engineer when you can just sacrifice Barrier and Neural Shock for Immunity and Medium Armor with a Hacking Operative Infiltrator.
D.Sharrah wrote...
I don't know...I am starting a new playthrough and wanted to see how a "Biotic Assassin" would work. I have a Vanguard and I chose Sniper Rifles as the bonus talent...I will probably just stick to the one playthrough before I import...I was thinking soemthing like this:
{snip}
Should I plan on making any changes?
Bachmors wrote...
I also created a "Biotic Assassin" recently, a Vanguard with Sniper Rifles ... after importing him to ME2, I plan on playing him as an Infiltrator with a biotic bonus-power (slam or stasis). That would suit the concept of a Biotic Assassin the best roleplay-wise IMO, what do you think?
Ok, if I had to make a Biotic Assassin Vanguard it'd be this:
Lvl 49 Sniper Vanguard03 Pistols (Basic)
00 Shotguns
12 Assault Training (Master)
07 Tactical Armor (unlocks Medium Armor)
08 Throw (Advanced)
12 Lift (Master)
06 Warp (Advanced)
07 Barrier (Advanced)
12 Sniper Rifles (Master)
12 Nemesis
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)
As I said when discussing Sniper Infiltrators: "You guys wanted your Sniper, might as well focus on it [smilie]../../../images/forum/emoticons/grin.png[/smilie].
I remember tons of ME1 Infiltrator players back in the day taking about how you could use Snipers at any range once you get use to it. Besides, many ME1 Sentinel players got through the game just fine with Basic Marksman as their primary weapon skill. Surely that can be a worthy back-up to the maxed out Sniper Rifles."
RedCaesar97 wrote...
I am planning a Nemesis Vanguard at some point, am curious as to what you recommend. I posted an idea for one (a few posts up) and The Grey Ranger made some great comments on it. I am wondering what changes or suggestions you had.
Well I just posted one above for a Sniper Vanguard.
If we're talking about the standard Singularity Vanguard I'd use the same build as the one in the OP, but I just don't see the point of going Nemesis over Shock Trooper. Making Warp and Throw do more damage isn't that helpful; they use is not in their damage. Giving Lift a larger radius can be useful, as well as the slight increase in biotic duration. However everything about Shock Trooper is useful; increased Barrier strength, duration, and shield regen, quicker Adrenaline Burst cooldown (which lets you recast your abilites, potentially effectively doubling their duration), and a passive boost to Shepard's damage protection percentage and health.
If we go with a different bonus power, like Decryption as used on the Nemesis Adept, well might as well play the Adept. Advanced Adrenaline Burst, let alone that Master Sabotage requires two more points than Advanced Singularity. The Vanguard is the most hard pressed class for talent points; not going to level 60 with them is filled with tougher skill choices than the other classes.
Modifié par Simbacca, 11 avril 2011 - 06:10 .