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[Mass Effect 1] Start of the Journey: Single Playthrough Builds


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#51
Simbacca

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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:

Sniper Rifle - 12
Assualt Training - 8
Pistols - 12
Shotguns - 0
Tactical Armor - 8
Barrier - 12
Lift - 8
Throw - 12
Warp - 6
Nemesis - 12
Charm - 8 (12 with bonus 4)
Intimidate - 0(4 with bonus 4)
Spectre Training - 4 (at minimum, may be higher depending on level)

Should I plan on making any changes?


Leave Throw at Advanced and take Lift to Master, as ton said.

The thing that bothers me with the build, don't let that stop you from enjoying though, is I just don't think it compares favorably to the sniper-using Lift Soldier:

Assault Rifles, Commando Master Assassinate, Heavy Armor, Master Immunity, Master Adrenaline Burst, Master Lift, and Commando +21% weapon damage
VS

Master Marksman, Master Assassinate, Medium Armor, Master Barrier, Advanced Adrenaline Burst, Nemesis Master Lift, Nemesis +14% biotic damage, Advanced Throw, and Nemesis Advanced Warp.

Of course there are other reasons to play a build other than optimization, especially in a SP game as easy as ME, so don't mind me.

Modifié par Simbacca, 31 janvier 2011 - 08:48 .


#52
ryoldschool

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@simbacca, thanks for this thread. I played me2 a long time before I ever got me1 and only played it twice to get an import character for me2. I have played a while with the import character, now like you, I want some other options.



I started an me1 playthrough based on these suggestions.



(1) Unless you unlocked a bonus power it is not available ( from your listing I didn't know it was a bonus power ) - I only played soldier in me1 so singularity was not available for your suggested vanguard build ( I maxed out lift instead - fully maxed it is quite outrageous ). My only bonus power was assult rifles. I guess I need to complete an adept playthrough to get singularity unlocked?



(2) other threads have said how the mako sucked, etc, and the suggestions given by a lot of players ( look at the map for the best route, etc ) have made that part of the game tolerable.



Anyway your recap of the best builds are very helpful to somebody like me who missed out on me1 when it first came out.

#53
RedCaesar97

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Edit: I had some incorrect values when I posted my inital attempt at a Nemesis Vanguard. Edited for accuracy. Also added a second attempt, based on input from The Grey Ranger.

Here's my second attempt at a Nemesis Vanguard (based on input from The Grey Ranger):
Level 49 Nemesis Vanguard
12 Pistols (Master)
00 Shotguns
08 Assault Training (Advanced)
07 Tactical Armor (unlocks Medium Armor)
07 Throw (Advanced)
07 Lift (Advanced)
06 Warp (Advnaced)
07 Barrier (Advanced)
12 Singularity (Master)
12 Nemesis
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)


Here's my initial attempt at a Nemesis Vanguard:

Level 50 Nemesis Vanguard
08 Pistols (Advanced)
00 Shotguns
12 Assault Training (Master)
07 Tactical Armor (unlocks Medium Armor)
07 Throw (Advanced)
07 Lift (Advanced)
12 Warp (Master)
07 Barrier (Advanced)
07 Singularity (Advanced)
12 Nemesis
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)

Modifié par RedCaesar97, 14 février 2011 - 10:59 .


#54
RedCaesar97

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ryoldschool wrote...
(1) Unless you unlocked a bonus power it is not available ( from your listing I didn't know it was a bonus power ) - I only played soldier in me1 so singularity was not available for your suggested vanguard build ( I maxed out lift instead - fully maxed it is quite outrageous ). My only bonus power was assult rifles. I guess I need to complete an adept playthrough to get singularity unlocked?


Sorry for the late reply; you have likely already figured out the answer on your own already, but here goes:
To unlock talents for subsequent playthroughs, you have to use a power 75 times (as Shepard) to unlock it as a bonus talent. Using a squadmate's power does not count. Exception is First Aid, which you must use 150 times.
To unlock weapons as a bonus talent, you have to kill 150 enemies with the weapon. Pistols are an exception: killing 150 enemies with a pistol improves the Marksman skill for all characters.

Some talents cannot be unlocked as bonus talents: Assault Training (Adrenaline Burst), Fitness (Immunity), or Armor (Shield Boost).

#55
The Grey Ranger

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RedCaesar97 wrote...

Here's my stab at a Nemesis Vanguard:

Level 50 Nemesis Vanguard
08 Pistols (Advanced)
00 Shotguns
12 Assault Training (Master)
07 Tactical Armor (unlocks Medium Armor)
08 Throw (Advanced)
08 Lift (Advanced)
12 Warp (Master)
08 Barrier (Advanced)
08 Singularity (Advanced)
12 Nemesis
08 Charm (12 at the end because of the 4 free points earned during the one playthrough)
04 Spectre Training (Basic)


Personally I think I'd drop warp back to advanced at 6 and put 4 more into lift to take it to master.  Advanced isn't enough to deal with some enemies.  I'd also drop assault training back to 6 and go to master marksman on pistol, The remaining 4 I'd put in singularity for master.

#56
RedCaesar97

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The Grey Ranger wrote...

Personally I think I'd drop warp back to advanced at 6 and put 4 more into lift to take it to master.  Advanced isn't enough to deal with some enemies.  I'd also drop assault training back to 6 and go to master marksman on pistol, The remaining 4 I'd put in singularity for master.


You are probably right. I was trying to build around the Nemesis specialization. Here was my reasoning:

1) Nemesis increases the damage of throw, and increases the duration of all biotic powers. It also increases the radius of Lift by 4m and will increase Warp's damage by +25% and radius by +2m. Just looking at the numbers, Nemesis increases the effects of Warp a lot more than Lift:
 - Level 6 Warp (Advanced): 8 Damage/second, -60% Defense, 5m radius, 13s Duration, 50s Recharge, -80% Accuracy; - Level 12 Warp (Master): 10 Damage/second, -75% Defense, 6m radius, 20s Duration, 40s Recharge, -80% Accuracy
 - Level 7 Lift (Advanced): 5m Radius, 9s Duration, 50s Recharge, -60% Accuracy
 - Level 12 Lift (Master): 6m Radius, 12s Duration, 40s Recharge, -40% Accuracy

2) Assault Training admittedly provides only a small increase in Weapon damage, although it provides a decent bonus to melee damage. What is good about Assault training is the Adrenaline Burst ability, and I would much rather have the decrease recharge time of Master Adrenaline Burst (45s recharge time) rather than Advanced recharge time (90s recharge time).

The great thing about Adrenaline Burst is that it is a combat power and so it is not affected by Damping, which affects only tech and biotic skills. It also allows you to cast all your biotic abitilies, reset the cooldown on all your abilities, then cast them again immediately as required. 

#57
The Grey Ranger

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RedCaesar97 wrote...


You are probably right. I was trying to build around the Nemesis specialization. Here was my reasoning:

1) Nemesis increases the damage of throw, and increases the duration of all biotic powers. It also increases the radius of Lift by 4m and will increase Warp's damage by +25% and radius by +2m. Just looking at the numbers, Nemesis increases the effects of Warp a lot more than Lift:
 - Level 6 Warp (Advanced): 8 Damage/second, -60% Defense, 5m radius, 13s Duration, 50s Recharge, -80% Accuracy; - Level 12 Warp (Master): 10 Damage/second, -75% Defense, 6m radius, 20s Duration, 40s Recharge, -80% Accuracy
 - Level 7 Lift (Advanced): 5m Radius, 9s Duration, 50s Recharge, -60% Accuracy
 - Level 12 Lift (Master): 6m Radius, 12s Duration, 40s Recharge, -40% Accuracy

2) Assault Training admittedly provides only a small increase in Weapon damage, although it provides a decent bonus to melee damage. What is good about Assault training is the Adrenaline Burst ability, and I would much rather have the decrease recharge time of Master Adrenaline Burst (45s recharge time) rather than Advanced recharge time (90s recharge time).

The great thing about Adrenaline Burst is that it is a combat power and so it is not affected by Damping, which affects only tech and biotic skills. It also allows you to cast all your biotic abitilies, reset the cooldown on all your abilities, then cast them again immediately as required. 


The main reason for having warp is to overcome damage resistance on higher difficulties (I'm looking at you immunity).  With two area affect crowd controls, that will effect pretty much anything you're a lot less likely to need warp since you can keep whole groups of enemies locked down.  If they are locked down no activating immunity. 

As far as weapon damage, looking at your build you intend to use pistol as your primary weapon.  With that being the case you will see a larger increase in weapon damage by keeping master marksman active, than by increasing assault training to master.

 Damping is only really an issue if you do BTDS.  The main use of adrenaline burst on a vanguard is to get 2 back to back cycles on your biotics.   You can get the recharge down quite a bit through the use of medical exos (one of which can be acquired before leaving the Citadel)  rather than skill points.  Your biotics will be even better since they are affected by your amp as well.  IIRC Master lift with a high end amp and two exos will have a recharge somewhere in the range of 13 to 15 seconds.

The problem with advanced over master lift is that it is less than effective against some enemies that you really want to get under control, such as the krogan battlemaster on Therum, armatures and collosi. 

Modifié par The Grey Ranger, 13 février 2011 - 06:58 .


#58
RedCaesar97

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The Grey Ranger wrote...

Personally I think I'd drop warp back to advanced at 6 and put 4 more into lift to take it to master.  Advanced isn't enough to deal with some enemies.  I'd also drop assault training back to 6 and go to master marksman on pistol, The remaining 4 I'd put in singularity for master.


I edited my inital post based on your input, but I realized I had screwed up some of the numbers. I had 8 points for Advanced Throw, Lift, and Barrier, but advanced for those talents is unlocked at 7 points. Removing 6 points from Warp and 7 points from Assault Training only leaves you at level 37 (13 points away from level 50). You can max two of Pistols, Lift, Throw, and Singularity. I decided to max Singularity and Pistols, and put 3 points into Assault Training (Advanced) to make it a level 49 character.

#59
Guest_TheMagicHat77_*

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Thanks for this thread!

I've just picked up ME and ME2 last night and these builds for playthroughs look like they'll help out a lot.

#60
Simbacca

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Just finished my latest single playthrough of ME1 and it has been the most fun I've had playing through yet!  Whether that's more due to the choosen class or my cumulative experience with both games at this point going into this playthrough, I don't know.

The Important Missions:
The playthrough took a little over 20 hours.  The only side assignments I completed, outside the ones at major plot locations (as in the Citadel, Feros, Noveria, etc) were Rogue VI, Geth Incursion (between levels 36 and 42 to maximize my rank VII Tungsten and Shredder ammo upgrades), Hostile Takeover, Hostage, Besiged Base, and BDtS (when was high enough level to ensure I'd get at least a rank VII Colossus armor).

Hardcore is fun?!:
Despite how tedious we all claim Hardcore and Insanity to be in ME1 due to enemy Immunity spam, I decided do the playthrough on Hardcore anyway.  Veteran was just too easy; when I have a squad full of useful abilities I want combat to be somewhat challenging enough to force me to use them all wisely.  Surprisingly it was still a ton of fun and enemy Immunity spamming is not that hard to overcome with smart use of those powers and three shotguns :D

Endgame Shepard:
Lvl 53 Shotgun Bastion Sentinel
08    Throw (Advanced)
12    Lift (Master)
12    Barrier (Master)
12    Stasis (Master)
09    Decryption (Master)
09    Electronics (Master)
00    First Aid
00    Medicine
12    Shotguns (Master)
12    Bastion
05    Charm (9 at the end because of the 4 free points earned during the one playthrough)
04    Spectre Training (Basic)

Go-to Squad:
Lvl 53 Wrex
06  Assault Rifles (Basic)
12  Shotguns (Master)
08  Combat Armor (Advanced)
12  Fitness (Master)
07  Warp (Advanced)
12  Throw (Master)
12  Barrier (Master)
00  Stasis
06  Krogan Battlemaster

Lvl 53 Liara
12  Throw (Master)
12  Lift (Master)
07  Warp (Advanced)
12  Singularity (Master)
12  Barrier (Master)
00  Stasis
05  First Aid
09  Electronics (Master)
06  Asari Scientist

*Should probably throw a shout out to Tali, who I used in place of Liara for the Rogue VI assignment.

Talent Priorities:
Early game I focused Shepard on getting Basic Marksman, 3-4 Charm, Basic Stasis, Advanced Barrier, Master Sabotage, and Master Overload.  Pistols were Shepard's main weapon for the first 1/3 of the game, until it felt right to start pouring points into Shotguns (once Shepard stopped feeling flimsy and started feeling durable enough for CQC).  Mostly I used my squads vast biotic arsenal to disable groups of foes, while I chased down and shotgunned those left unaffected, when beginning an engagement against a large number of enemies.

3 Shotguns:
Liara used Pistols with AP (anti-personnel or armor-piercing) rounds until I was able to buy my 3rd HWMSG VII Shotgun, which became her primary weapon with two Rail Extensions and High Explosive rounds.  Wrex and Shepard cycled their ammo upgrades between Tungsten, Shredder, Cyro, and Inferno rounds depending on need or what I felt like playing around with. 

Almost Charming:
If I were to have have followed the rules of my own thread here and got Charm to 12, I would of left Shepard's Lift at Advanced for the points.  At 9 Charm, there were there were 3 speech checks I could not pass:  Ethan Jeong on Feros, the last check with Rafael Vargas on Noveria (though it wasn't needed to complete the assignment successfully), and Helena Blake at the end of the Hostile Takeover assignment.


Modifié par Simbacca, 16 juillet 2015 - 09:34 .


#61
RedCaesar97

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Simbacca, I want to thank you again for this thread. It has been (and will continue to be) a valuable resource as I continue to play through the Mass Effect series. 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.

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.

#62
Bachmors

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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:<br />
<br />
Sniper Rifle - 12<br />
Assualt Training - 8<br />
Pistols - 12<br />
Shotguns - 0<br />
Tactical Armor - 8<br />
Barrier - 12<br />
Lift - 8<br />
Throw - 12<br />
Warp - 6<br />
Nemesis - 12<br />
Charm - 8 (12 with bonus 4)<br />
Intimidate - 0(4 with bonus 4)<br />
Spectre Training - 4 (at minimum, may be higher depending on level)<br />
<br />
Should I plan on making any changes?<br />


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?

I just hope there will be the option to play something similar in my very first ME3 playthrough :ph34r: (If it's true that every class can choose every weapon, then it's probably going to be a Vanguard with Sniper Rifles again, as in ME1 - but with better melee abilities (charge) - or an Infiltrator if I can choose a Biotic bonus-power at the beginning)

Modifié par Bachmors, 10 avril 2011 - 06:46 .


#63
Simbacca

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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 Vanguard
03     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 .


#64
Biobetasucks

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Thanks I am currently playing through ME1 for the first time (Level 44 Infiltrator) and while it's a bit late for me to re-spec, it will help on the next playthrough.

One thing: I noticed that the Infiltrator builds both have AI Hacking.  My Infiltrator does not have the skill nor does it show up as an greyed/unlockable skill.

How is it unlocked on the first playthrough?

#65
RedCaesar97

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Biobetasucks wrote...

Thanks I am currently playing through ME1 for the first time (Level 44 Infiltrator) and while it's a bit late for me to re-spec, it will help on the next playthrough.

One thing: I noticed that the Infiltrator builds both have AI Hacking.  My Infiltrator does not have the skill nor does it show up as an greyed/unlockable skill.

How is it unlocked on the first playthrough?


You have to unlock it by using it 75 times as an Engineer.

#66
barryglenmarienhoff

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just finished Mass Effect 2 story with your level 50 pistol only Infiltrator. Pure paragon Sheppard run in Mass Effect; Feros saved, Rachni saved, Conner safe and sound (?), all collections completed, Terranova saved, Rita's sister safe. Wrex alive Kaiden dead slept with Liara. Entire Mass Effect 2 crew alive, lost Miranda loyality during catfight with Jack. Genophage cure saved. Collector base in Cerberus hands. Started relationship with Tali. Everybody loyal. Will help Liara & do Overlord. Will not touch Firewalker (hate the ****ing ship)! Arrival will be done offscreen.

#67
Simbacca

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barryglenmarienhoff wrote...

just finished Mass Effect 2 story with your level 50 pistol only Infiltrator. Pure paragon Sheppard run in Mass Effect; Feros saved, Rachni saved, Conner safe and sound (?), all collections completed, Terranova saved, Rita's sister safe. Wrex alive Kaiden dead slept with Liara. Entire Mass Effect 2 crew alive, lost Miranda loyality during catfight with Jack. Genophage cure saved. Collector base in Cerberus hands. Started relationship with Tali. Everybody loyal. Will help Liara & do Overlord. Will not touch Firewalker (hate the ****ing ship)! Arrival will be done offscreen.


Yeah in ME1, the Pistol Infiltrator with AI Hacking is easily the best Engineer in the game.
IMHO =]

#68
RedCaesar97

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Simbacca wrote...

barryglenmarienhoff wrote...

just finished Mass Effect 2 story with your level 50 pistol only Infiltrator. Pure paragon Sheppard run in Mass Effect; Feros saved, Rachni saved, Conner safe and sound (?), all collections completed, Terranova saved, Rita's sister safe. Wrex alive Kaiden dead slept with Liara. Entire Mass Effect 2 crew alive, lost Miranda loyality during catfight with Jack. Genophage cure saved. Collector base in Cerberus hands. Started relationship with Tali. Everybody loyal. Will help Liara & do Overlord. Will not touch Firewalker (hate the ****ing ship)! Arrival will be done offscreen.


Yeah in ME1, the Pistol Infiltrator with AI Hacking is easily the best Engineer in the game.
IMHO =]

I second your opinion. The Infiltrator lacks the pure tech cooldowns of the Engineer, but with Immunity who cares?

#69
CoffeeHolic93

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RedCaesar97 wrote...

Simbacca wrote...

barryglenmarienhoff wrote...

just finished Mass Effect 2 story with your level 50 pistol only Infiltrator. Pure paragon Sheppard run in Mass Effect; Feros saved, Rachni saved, Conner safe and sound (?), all collections completed, Terranova saved, Rita's sister safe. Wrex alive Kaiden dead slept with Liara. Entire Mass Effect 2 crew alive, lost Miranda loyality during catfight with Jack. Genophage cure saved. Collector base in Cerberus hands. Started relationship with Tali. Everybody loyal. Will help Liara & do Overlord. Will not touch Firewalker (hate the ****ing ship)! Arrival will be done offscreen.


Yeah in ME1, the Pistol Infiltrator with AI Hacking is easily the best Engineer in the game.
IMHO =]

I second your opinion. The Infiltrator lacks the pure tech cooldowns of the Engineer, but with Immunity who cares?


Well... With Ai Hacking as a bonus power your cooldowns were pretty great. It was either that, or an Engineer with barrier as a bonus power. Immunity > Barrier.

#70
RedCaesar97

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Mi-Chan wrote...
Well... With Ai Hacking as a bonus power your cooldowns were pretty great. It was either that, or an Engineer with barrier as a bonus power. Immunity > Barrier.

If I recall, an Operative Engineer has an extra +14% tech cooldown bonus over an Operative Infiltrator. If you take Commando Infiltrator, then it is a +28% gap. But with a good omni tool (*cough* Serrice Council Omni Tool X *cough) and two Medical Exoskeleton Xs, cooldowns are still really good by the end. 

I do not know how the math works, but most tech cooldowns are 60-40 seconds; not sure how noticeable the extra +14% will be. 10% of 40 seconds is 4 seconds, but this is BioWare math so who knows.

And yes, Immunity trumps Barrier every time.

#71
Simbacca

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Just meant in regards to this: 

Immunity + Medium Armor > Barrier + Neural Shock + First Aid

Yeah the passives are a little different but as noted, good gear makes the difference negligable.  And arguably, going Commando could provide more of an overall killing power benefit than either's Operative.

Modifié par Simbacca, 07 juillet 2012 - 09:43 .


#72
CalverKelevra

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Lvl 45 Infiltrator (Pistol)
12    Pistols (Master)
00    Sniper Rifles
07    Tactical Armor (unlocks Medium Armor)
12    Fitness (Master Immunity)
09    Electronics (Master)
02    Damping (Basic, for radius)
09    Decryption (Master)
00    First Aid
12    Commando (for awesomeness)
08    Charm (or better yet: 06 Renegade)
04    Spectre Training (Basic)
12    Lift (or Singularity) (Master)

basic asskicker for all ranges and all situations. took Lift, because AI Hacking is way too specialized, however Lift works on everything - even on a Geth Colossus. last 5 point (or 7 in case of a Renegade Shep) are free to spend - Sniper Rifles or Spectre training are good choices. bring Liara and Wrex for the ultimate skeet shooting experience. most fun I've ever had with a ME1 character.

and also, an extremely pissed off "Adept":
Level 47 Nemesis Vanguard
12 Pistols (Master)
00 Shotguns
03 Assault Training (Basic)
00 Tactical Armor (useless without Immunity, stick to Barrier)
08 Throw (Advanced)
12 Lift (Master)
06 Warp (Advanced)
12 Barrier (Master)
12 Singularity (Master)
12 Nemesis
08 Charm (or better yet: 06 Renegade)
04 Spectre Training (Basic)

Assault Training is crap damage boost wise, however AB is a great "oh ****!" button. Tactical Armor is useless, if you're taking health damage with a biotic, you're doing something wrong. not having Master Warp really bugs me, but you can't get it without cutting out Spectre Training. still, not as point starved as your general Adept/Vanguard, does way more damage (pistols > AR, and nemesis gives 15% pistol dmg), can reset cooldowns if **** hits the fan, and not much more fragile than your regular Shock Trooper/Medium Armor Vanguard. lovely.

#73
ka243

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Is there a list of squadmate builds to complement these sp builds? How do you decide what order to develop skills? I already finished me3 insanity and me2 normal but never played me1 before. Just got it. Thanks.

#74
RedCaesar97

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ka243 wrote...

Is there a list of squadmate builds to complement these sp builds? How do you decide what order to develop skills? I already finished me3 insanity and me2 normal but never played me1 before. Just got it. Thanks.


Best I could find was this thread. I think it assumes level 60, so you need to take off 10 points from one or more powers for a level 50 character. I do not have much time at the moment so I cannot help you beyond that right now. Sorry.

#75
Simbacca

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ka243 wrote...

Is there a list of squadmate builds to complement these sp builds? How do you decide what order to develop skills? I already finished me3 insanity and me2 normal but never played me1 before. Just got it. Thanks.


These are what I typically aim for:

Liara
12 Throw
12 Lift
12 Warp
12 Singularity
12 Barrier
00 Stasis
07 First Aid
09 Electronics
06 Scientist

Wrex
08 Assault Rifles
12 Shotguns
08 Combat Armor
12 Fitness
12 Warp
12 Throw
12 Barrier
00 Stasis
06 Battlemaster

Ashley
04 Pistols
12 Shotguns
11 Assault Rifles
12 Sniper Rifles
08 Combat Armor
05 First Aid
12 Assault Training
12 Fitness
06 Soldier

Garrus
07 Assault Rifles
12 Sniper Rifles
12 Assault Training
08 Tactical Armor
09 Decryption
12 Damping
07 First Aid
09 Electronics
06 Agent

Tali
12 Pistols
12 Shotguns
08 Basic Armor
02 First Aid
09 Decryption
12 Damping
09 Electronics
12 Hacking
06 Machinist

Kaidan
12 Throw
12 Lift
12 Barrier
00 Stasis
09 Decryption
09 Electronics
10 First Aid
12 Medicine
06 Sentinel

Though note those are lvl 60 builds. 

As far as how to level them I typically go similar to the way I start Shepard, putting a single point in available active skills and then getting the primary defensive skill to Advanced.  For Garrus, Ashley, and Wrex that means Advanced Immunity.  For Liara and Kaidan, that means Advanced Barrier.  For Tali, it's Electronics. 

After that it's just building the skills you need from them the most.  For Garrus, Kaiden, and Tali that's typically Master Sabotage and Master Overload.  For Liara, it's Master Lift and Advanced Singularity.  For Wrex and Ashley, it's typically building upon their soldier's role by focusing on defensive and weapon skills. 

Modifié par Simbacca, 08 août 2012 - 04:27 .