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Jacob: The Guide


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#1
lazuli

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Jacob is, for many reasons that have been spelled out in dozens of other threads, not the most popular character on the forums.  And that's fine.  There's no accounting for taste, after all.  However, it isn't just Jacob's personality that is targeted.  There is a general misperception that he is ineffective in combat.  I aim to rectify this.  Bear in mind that most of this post will address Jacob's effectiveness on Insanity difficulty.  Strategies for Insanity work on lower difficulties, though.  To get the most out of Jacob, you will need Lair of the Shadow Broker and the Firepower Pack.

Jacob has something to offer all classes of Shepard.  This is a long post, so consult the green text to get a general view of what is presented here.

Incendiary Ammo
This is one of the most useful ammo powers in the game.  It is effective against armor and the health of organic enemies.  It halts krogan and vorcha health regeneration.  Additionally, it can panic many types of enemies, even through the layers of defense seen everywhere on Insanity.  Consult Simbacca's Ammo Powers thread for further details.

For the weapons classes (Soldier, Infiltrator, and Vanguard), his appeal is less easily recognized.  They have ammo powers of their own, after all.  Typically, though, players will want to put skill points into their class' signature ability and passive ability before focusing on an ammo power.  Jacob's Squad Incendiary Ammo is useful until Shepard can invest the points to master his or her own ammo power.

For the power classes (Sentinel, Engineer, and Adept), Jacob's ammo power is useful both in the early game and in the late game.  Power classes occasionally choose an ammo power for their bonus power slot, making Squad Incendiary Ammo less appealing.  Still, though, many players will choose to master the class' signature ability and passive before investing too heavily in, say, Warp Ammo.

Put every point you can into Incendiary Ammo until evolving it into Squad Incendiary Ammo.  I recommend this as your first priority when building Jacob.


Pull
A criminally underrated power, Pull is the most forgiving of the Biotic combo opening moves.  Use Pull to set up Warp Explosions, powerful Throws, and hilariously high-flying Slams.  Warp Explosions are especially useful on Insanity difficulty, as they offer a quick way to deal with the defenses of enemies in a large area.  Strip one foe, have Jacob pull it, and then detonate the Pull either with a Warp of your own, or with Miranda, Thane, or Liara.

Pull has a fairly quick recharge as far as squadmate cooldowns go, so use it frequently.  Even against foes with defenses, Pull has its uses.  It can stagger moving foes to allow you to line up shots.  This stagger effect can also buy you the time you need to move to safety or continue your attack unhindered.

After mastering Squad Incendiary Ammo, focus on Pull.  Evolve it into Pull Field for sweeping crowd control with a respectable duration.


Cerberus Operative
Jacob's passive is nothing noteworthy.  It's a better place to sink leftover points than Barrier, though.

Master Cerberus Operative, ideally evolving it into Cerberus Specialist for increased weapon damage, after mastering Squad Incendiary Ammo and Pull Field.


Barrier
Whatever use this power has on lower difficulties fades quickly on higher difficulties for Jacob.  Shepard can make use of this power, as shown in some of Bozorgmehr's videos.  I do not recommend any point in this power.  Sadly, Jacob automatically gains a point in it once his loyalty mission is completed.  If you have Lair of the Shadow Broker, remove that point as soon as possible.  If you do not have Lair of the Shadow Broker, put off Jacob's loyalty mission for as long as you want to keep using him.  Jacob with Barrier is useless.  Why?  Because he will use it whenever he likes regardless of squadmate power usage settings,  He will then be saddled with a long cooldown, preventing you from using Pull.

Put no points in this ability and remove the point he automatically gains in it using the Lair of the Shadow Broker DLC.  At level 30, Jacob will have one leftover squad point.  Leave it unspent.

Following the above guide, your Jacob should master Squad Incendiary Ammo, Pull Field, and then Cerberus Specialist.


Weapons and Positioning
Equip Jacob with whatever heavy pistol you want.  You don't ever need to have him use it, provided you have the proper DLC.  For his shotgun slot, equip the Geth Plasma Shotgun (GPS).  With the GPS, Jacob will become a defense stripping monster at any range on the battlefield.  As he is using a shotgun, his AI will have a higher tendency to move forward on the battlefield.  Flag him appropriately.  The GPS is effective at longer ranges than any other shotgun, so flagging him back is a good idea if you want to keep the pressure off of him.  Close combat Shepards might not need to flag as much, as they will be in the forefront soaking up damage.  If you do not have the Firepower Pack, I highly recommend buying it.  Use the Eviscerator as a substitute, or have him use a heavy pistol.


Squadmate Comparisons
In terms of gameplay, Jacob is most frequently compared to Jack and Grunt, and with good reason.  His build resembles theirs quite closely.  It might be more accurate to say his build is a hybrid of the two.  Jacob lacks the Biotic prowess of Jack, though.  He doesn't get her cooldown reduction.  Similarly, he lacks the tanking skills of Grunt to compliment his ammo support.  Sure, he could have Barrier.  But he doesn't have Grunt's life regeneration.  If you only compare Jacob with one of these two squadmates, you could understandably draw the conclusion that he is just a watered down version of Jack/Grunt.  So instead of comparing Jacob to just one of them, consider his hybrid status.  He's a jack-of-all trades, and an excellent support character.  If you want the master tank/ammo support, bring Grunt.  If you want the fastest Pull, bring Jack (or Samara/Morinth).  If you want both, though, consider bringing Jacob.  He has faster access to Pull, as he is the only character in the game that doesn't have a prerequisite on his Pull.  And he has faster access to Incendiary Ammo.  Again, he lacks a prerequisite on his Incendiary Ammo.

Squadmates with Warp compliment Jacob best.  So bring Miranda or Thane.  I won't bother comparing Jacob to Miranda here, as Miranda's status in the top tier is rarely contested.  The only other squadmate that approaches her utility is Liara, and Liara isn't available for the vast majority of the game.  Still, Jacob suits Miranda perfectly in terms of gameplay.  He provides the Pull for her Warp Bomb and an ammo power.

Closing Analysis
Jacob's usefulness isn't as obvious as a character like Miranda with instant defense stripping powers, or a character like Garrus, with a sweet weapon loadout.  With the proper build, though, Jacob is highly effective, even on Insanity.  It should be noted that his primary use as an ammo power crutch for weapons classes doesn't carry much weight on NG+.  On NG, though, Jacob is available immediately and quickly matures due to his lack of prerequisites.

Please use this thread to discuss Jacob's effectiveness in terms of gameplay.  There are plenty of other places to voice your thoughts on his personality, the romance, or female Shepard's way of speaking to him.

tl;dr: Consult the green text.

Modifié par lazuli, 10 janvier 2011 - 06:06 .


#2
Sailears

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Pull is criminally underrated?!?

Sexiest power in the game tbh, and jacob (aside from jack and samara) is the only squad member who has it.

#3
GodWood

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Good read.

#4
lazuli

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Curunen wrote...

Pull is criminally underrated?!?
Sexiest power in the game tbh, and jacob (aside from jack and samara) is the only squad member who has it.


Try bringing that up in any of the other forums, though.  I would guess that most dedicated strategy posters recognize Pull as highly useful.

#5
philiposophy

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Excellent post, lazuli. I completely agree.

Another thing worth noting is that the non-bonus ammo powers are generally superior to the bonus ammo powers. The latter don't provide additional crowd control in the way the former do. In my opinion, this makes Jacob even more valuable as his squad incendiary will trump any bonus squad power Shepard invests in.

#6
sinosleep

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Modifié par sinosleep, 10 janvier 2011 - 05:18 .


#7
sinosleep

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I've talked about this with you before through PM and wholeheartedly agree. It's like people forget that not everyone plays on ng+ and that practically every build in the game prioritizes class ability then passive making for at least 16 levels where a squadmate whose first available power is an ammo power is invaluable.

People also fail to account for how long it takes for other pullbots to become better at that as well. Jack can't get pull field if you max her passive and ammo power which also takes some time considering you need to complete her loyalty mission in order to get full utility from her.

The same thing applies for Samara. You need to max her loyalty power in order to match Jacob's utility and you need to max her passive just to be a better pullbot.

Jacob achieves maximum utility via his first two powers. It's insane how quickly people dismiss that fact.

Modifié par sinosleep, 10 janvier 2011 - 05:19 .


#8
Kronner

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He still sucks compared to other squadmates. With LoTSB and Firepower pack he sucks less.


sinosleep wrote...

The same thing applies for Samara. You
need to max her loyalty power in order to match Jacob's utility and you
need to max her passive just to be a better pullbot.


Jacob achieves maximum utility via his first two powers. It's insane how quickly people dismiss that fact.


What? That's just not true. You can put one point to her passive and she's better Pull-bot.
Squad Inferno Ammo provides a very small bonus and you would do just fine without it, it's just that people have this stigma "I needz ammo power". The fact is that without LoTSB and Firepower pack, Jacob is one of the worst squadmates, with those 2 packs, he's average at best.

Modifié par Kronner, 10 janvier 2011 - 05:34 .


#9
sinosleep

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Alright, you need to max her passive to be a significantly better pullbot, since I don't consider the tiny percentage she gets out of 1 point in her passive anything to write home about. Everything else posted is accurate.

#10
Zahe

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Overall, great post. I agree with most of your points but I still never end up using Jacob all that much besides very early game. It's not that he is an inherently bad choice, he is just out-shined most of the time.

P.S. Loved your formatting, made it very easy to read.

Modifié par Zahe, 10 janvier 2011 - 05:42 .


#11
Kronner

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sinosleep wrote...

Alright, you need to max her passive to be a significantly better pullbot, since I don't consider the tiny percentage she gets out of 1 point in her passive anything to write home about. Everything else posted is accurate.


Well, of course, but you said you needed to max her passive to make her a better Pull-bot. I usually put only 6 points into her passive, which means that she has -18% cooldown - that makes her a better Pull-bot and she also has Reave so later on Jacob can't hold a candle to Samara.

Claiming that his ammo power is invaluable is not correct IMHO. It provides a small bonus, which is not needed at all, just try it without it. Very small difference, if any. Early on, Jack has Pull as well, only she can use it more often.
Garrus has vicious Overload and SR training, which makes him a better squadmate for almost any mission in the first part of the game. Add Miranda, and Mr. Taylor will be thinking about the priize on the Normandy.

Modifié par Kronner, 10 janvier 2011 - 05:51 .


#12
sinosleep

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It stops health regen and causes the firedance, which is more important than the damage bonus any way so I still disagree with you. And I already accounted for reave, you have to do her loyalty mission and you have to be practically maxed out to get that utility from her. You get full utility from Jacob with his two initial abilities.

Early game he's got more utility than Jack and warp explosions are more useful than overload is.

Modifié par sinosleep, 10 janvier 2011 - 05:51 .


#13
Kronner

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sinosleep wrote...

It stops health regen and causes the firedance, which is more important than the damage bonus any way so I still disagree with you. And I already accounted for reave, you have to do her loyalty mission and you have to be practically maxed out to get that utility from her. You get full utility from Jacob with his two initial abilities.


The fire dance is a nice bonus, if you play CQC character and you don't have ammo power yourself. Nevertheless, it is not needed at all.

sinosleep wrote...
Early game he's got more utility than Jack and warp explosions are more useful than overload is.


Overload may be needed so strip a shield before you can set up a Warp bomb. Jack can set up bombs more often. And Garrus easily outdamages Jacob.

So basically, you guys claim that Jacob can be good in certain conditions, which is true, but more often than not you can bring a better squadmate. Later on in the game (around DCS) Jacob simply sucks and is outshined by other squadmates on any given mission.

Modifié par Kronner, 10 janvier 2011 - 07:37 .


#14
sinosleep

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Not really. You can always strip defenses with your guns, and Jack can only set up bombs more often if you invest in her passive (more than one point to actually be noticeable) and she wouldn't have an ammo power to go with it at that point either.

Jacob gets maximum usefulness at a very early level compared to other squadmates since his first two powers are his best. Jack has to waste points in shockwave and invest in her passive for pull and her loyalty power for utility. Samara's utility doesn't factor in until you max her loyalty power. Garrus has to waste points in concussive shot. You can max Jacob out at 20 points, the same can't be said for any of the squadmates you've brought up thus far.

I don't see how you can brush aside these points.

Modifié par sinosleep, 10 janvier 2011 - 06:05 .


#15
Kronner

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sinosleep wrote...

Not really. You can always strip defenses with your guns, and Jack can only set up bombs more often if you invest in her passive (more than one point to actually be noticeable) and she wouldn't have an ammo power to go with it at that point either.

Jacob gets maximum usefulness at a very early level compared to other squadmates since his first two powers are his best. Jack has to waste points in shockwave and invest in her passive for pull and her loyalty power for utility. Samara's utility doesn't factor in until you max her loyalty power. Garrus has to waste points in concussive shot. You can max Jacob out at 20 points, the same can't be said for any of the squadmates you've brought up thus far.

I don't see how you can brush aside these points.


If you are playing NG+ and your class is Vanguard, Soldier or Infiltrator, Jacob is absolutely useless.

Adept - Garrus is better since he can strip defenses easily AND deals more damage,
Engineer - Jack is better Pull-bot. Mordin can freeze guys every 4,5s etc.
Sentinel - l.o.l mode

Regular game:
Jacob is not bad here if you absolutely must have squad Inferno asap. If you don't, he sucks.


20 points? What is that, level 10? Anyway,

Garrus - 3CS, Heavy Overload 10, Passive 6
- deals much more damage with SR; strips blue shields instantly, even on NG+ Insanity.

Jack - 3 Shockwave, 6 Pull, 10 Passive
- better Pull-bot

Grunt - 3 CS, squad Inferno, 6 Passive
- deals more damage with AR; better durability

Miranda is Miranda.

squad Inferno ammo is nice, but you seriously overrate it. Try playing without it, you won't miss it at all. Jacob has his only chance early on, for a mission or maybe two and he is not a bad choice, though IMHO you can always pick a better team regardless of your class. After Horizon, he soon becomes totally obsolete.

Samara eats Jacob for breakfast. Better Pull-bot and deals more damage. That is before her LM. After that she is so much better it makes Jacob cry.

Modifié par Kronner, 10 janvier 2011 - 06:20 .


#16
sinosleep

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Garrus, AOE defense stripping isn't exactly necessary when relying on warp bombs, we both know this and his weapon damage is not comparable to warp bombs

Jack, quicker pull bot, no pullfield or ammo power

Grunt, his weapon damage not comparable to warp bombs and his durability isn't really anything special until you've got fort to go along with his passive

Miranda is Miranda I'll give you that

And I think you know that by this point I've played without any ammo powers more than once considering I've got several sentinel and adept vids that don't feature one. I still disagree.

Modifié par sinosleep, 10 janvier 2011 - 06:21 .


#17
lazuli

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Kronner wrote...
Garrus - 3CS, Heavy Overload 10, Passive 6
- deals much more damage with SR; strips blue shields instantly, even on NG+ Insanity.

Jack - 3 Shockwave, 6 Pull, 10 Passive
- better Pull-bot

Grunt - 3 CS, squad Inferno, 6 Passive
- deals more damage with AR; better durability

Miranda is Miranda.

squad Inferno ammo is nice, but you seriously overrate it. Try playing without it, you won't miss it at all. Jacob has his only chance early on, for a mission or maybe two and he is not a bad choice, though IMHO you can always pick a better team regardless of your class. After Horizon, he soon becomes totally obsolete.

Samara eats Jacob for breakfast. Better Pull-bot and deals more damage. That is before her LM. After that she is so much better it makes Jacob cry.


You're falling into the trap of comparing one aspect of Jacob to another squadmate's entire build.  Jacob is not just a pull bot.  Nor is he just ammo support.

#18
khevan

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Jacob's skillset really shines when you have Miranda along as well. Especially if you're a class with access to warp yourself. Miranda makes for a decent defense stripper. She doesn't have the same power damage bonuses that Garrus has, so it's best for her to use Heavy Overload to insta-strip shields, but then Jacob does his pull and your Shep gives the warp for da bomb.



Once that first warp-bomb is used, it's a Jacob/Miranda warp-bomb-love-fest while my shep CC's the rest of the group. It's sickening how effective those two are, especially with an Adept or Sentinel Shepard.

#19
sinosleep

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lazuli wrote...

You're falling into the trap of comparing one aspect of Jacob to another squadmate's entire build.  Jacob is not just a pull bot.  Nor is he just ammo support.


That's the point I've been making here all along. The other squadmates require more time and skill points to get the utility to go along with whatever makes them good. Jacob gets his utility and what makes him good at the same time since they are the first two powers available to him.

#20
Kronner

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lazuli wrote...

You're falling into the trap
of comparing one aspect of Jacob to another squadmate's entire build.  Jacob is not just a pull bot.  Nor is he just ammo support.


Of course not. I just don't see his squad Inferno as a big bonus. It is a minor one. You make it out to be great, I disagree with that so obviously Jacob is significantly worse for me than for you.

As I said, he can be a good choice for a mission or two if you absolutely must have squad Inferno. Other than that, there is a better squadmate available for any mission. It seems that you seriously overrate squad Inferno ammo.

Modifié par Kronner, 10 janvier 2011 - 06:26 .


#21
lazuli

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Kronner wrote...

lazuli wrote...

You're falling into the trap
of comparing one aspect of Jacob to another squadmate's entire build.  Jacob is not just a pull bot.  Nor is he just ammo support.


Of course not.
As I said, he can be a good choice for a mission or two if you absolutely must have squad Inferno. Other than that, there is a better squadmate available for any mission. It seems that you seriously overrate squad Inferno ammo.


Ok, but what if you want Squad Incendiary Ammo and Pull?  Here, again, you're focusing on just one part of his build- the ammo power.

#22
Kronner

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lazuli wrote...

Ok, but what if you want Squad Incendiary Ammo and Pull?  Here, again, you're focusing on just one part of his build- the ammo power.


If you want squad Inferno and Pull, he is a good choice for a few missions.

The difference is that I see his squad Inferno Ammo as a minor bonus, you think it's great. So for me, Jacob sucks, for you he does a good job.

sinosleep wrote...

Garrus, AOE defense stripping isn't exactly necessary when relying on warp bombs, we both know this and his
weapon damage is not comparable to warp bombs


You don't Warp bomb 24/7 do you? Garrus' extra damage is noticeable.
Depending on your class, you might need Garrus to warp bomb, not Jacob.

sinosleep wrote...

Jack, quicker pull bot, no pullfield or ammo power


She can be the same (both have Pull Field) or later Jacob may have squad IA and Jack has some points in passive (both have Pull Field, Jack can cast it more often, Jacob has ammo power). Depends on what you prefer.

sinosleep wrote...
Grunt, his weapon damage not comparable to warp bombs and his durability isn't really anything special until you've got fort to go along with his passive


Yes, Jacob is better than Grunt early on and on most missions later.

sinosleep wrote...
Miranda is Miranda I'll give you that


She's just :D

sinosleep wrote...
And I think you know that by this point I've played without any ammo powers more than once considering I've got several sentinel and adept vids that don't feature one. I still disagree.


Fair enough.
I don't miss squad IA at all, so for me Jacob is not very good squadmate.

Modifié par Kronner, 10 janvier 2011 - 07:49 .


#23
Bozorgmehr

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Kronner wrote...

20 points? What is that, level 10? Anyway,


Nah, level 15 (squadies have 19 points, Jacob and Mir have one extra).

Jacob is at full capacity at level 15: Pull Field + Squad IA

Jack has SW 3, and 18 points left for Pull and Passive (to get Pull Field on Jack; you'll need to recruit her first, and get to level 9 - Jacob can get Pull Field straight away - level 7)

Grunt also needs level 9 to get Squad IA (Jacob at level 7) and Pull rank 1 >>> max CS IMHO

Warp Explosions need Warp; squadmate Unstable Warp is on 9 s cooldown - just like Pull. Having faster Pull-bots doesn't help if you're using your squad to warp detonate only. Only Sentinel and Adept benefit having faster Pull-bots onboard.

I like Jacob early game, he works well with Mir (Warp explosion every 9 s - straight out of Freedom's Progress is nice); works equally well with Squad IA (Jacob starts with Pull rank 1) - single target only though.

I don't like his character so because of RP reasons I leave him on Normandy pretty quickly, but Jacob is an excellent squadmate - I prefer having Incendiary Ammo over Warp Ammo due to its CC effect; and for me, Jack and Samara/Morinth are only better if my Adept is going to toss everything around: GPS shot, J,S or M Pulls, Heavy Throw - rinse and repeat.

P.S. Nice read Lazuli :)

#24
Kronner

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Bozorgmehr wrote...

Nah, level 15 (squadies have 19 points, Jacob and Mir have one extra).


damn, I forgot they only get 30(31) points in total.

Bozorgmehr wrote...
Jacob is at full capacity at level 15: Pull Field + Squad IA

Jack has SW 3, and 18 points left for Pull and Passive (to get Pull Field on Jack; you'll need to recruit her first, and get to level 9 - Jacob can get Pull Field straight away - level 7)

Grunt also needs level 9 to get Squad IA (Jacob at level 7) and Pull rank 1 >>> max CS IMHO


OK but at level 10, if both Jack and Jacob have Pull Field, Jack can use it more often and Jacob does not have squad IA yet.
If Jacob has squad IA, then Jack has Pull Field and Jacob only Pull. A bit later Jacob has both PF and squad IA, but Jack can Pull more often, which is a better bonus for me..

Jacob beats Grunt, if you prefer Pull over better damage and durability. I don't use Grunt very often early game.

Bozorgmehr wrote...
Warp Explosions need Warp; squadmate Unstable Warp is on 9 s cooldown - just like Pull. Having faster Pull-bots doesn't help if you're using your squad to warp detonate only. Only Sentinel and Adept benefit having faster Pull-bots onboard.


You don't have to use Pull only to set up bombs. I benefit from faster cooldowns regardless of class.

Bozorgmehr wrote...
I like Jacob early game, he works well with Mir (Warp explosion every 9 s - straight out of Freedom's Progress is nice); works equally well with Squad IA (Jacob starts with Pull rank 1) - single target only though.

I don't like his character so because of RP reasons I leave him on Normandy pretty quickly, but Jacob is an excellent squadmate - I prefer having Incendiary Ammo over Warp Ammo due to its CC effect; and for me, Jack and Samara/Morinth are only better if my Adept is going to toss everything around: GPS shot, J,S or M Pulls, Heavy Throw - rinse and repeat.

P.S. Nice read Lazuli :)


The CC effect is nice, but not really needed. In my experience, even cqc classes do just fine without ammo power. And nice post lazuli, great layout, I just don't like Jacob in combat very much. :blush:

Modifié par Kronner, 10 janvier 2011 - 06:51 .


#25
Bozorgmehr

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Kronner wrote...

You don't have to use Pull only to set up bombs.


Your Vanguard uses Slam, so I understand why you don't like Jacob; Garrus + Miranda = WIN!

The CC effect is nice, but not really needed. In my experience, even cqc classes do just fine without ammo power.


Yeah, I'm not a big fan of Ammo Powers either but since I always recruit Mordin first, Jacob's Squad IA comes in nicely against Blood Pack :)