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The Everyman's Build Challenge (for the lulz)


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#26
Sailears

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jwalker wrote...
Only the cooldown ? That's the most important thing there
I've
seen her health going up some points, but on Insanity those few points
are negligible. As for the weapon damage, no idea. My advice, not
spending a single point in her passive. Her other 3 skills are awesome
when maxed out.

Yeah it is definitely the most important, but if you've already got a lot of powers on shepard and the other squaddie, having 3 active abilities on kasumi can be difficult to manage.
So at least the health weapon boosts can be worth it.

Modifié par Curunen, 01 février 2011 - 09:07 .


#27
FenixFire

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Was bored today and gave this mechanism a go on a real game.



Recieved the following match-up:



6: Shepard is a Sentinel



1: Miranda is my first squadmate

2: Jacob is my second squadmate (a weird coincident those two together, but oh well)



Added a diceroll for the difficulty & what extra power I should pick as well. Just to leave it more to chance and up the challenge (considering I haven't played anything but normal).



1. Casual

2. Normal

3. Veteran

4. Hardcore

5. Insanity



Got a 5, Insanity get!



Extra power dieroll:



1. Fortification

2. Inferno Grenade

3. Flashbang Grenade

4. Warp Ammo

5. Armor Piercing Ammo

6. Shredder Ammo

7. Neural Shock

8. Energy Drain

9. Geth Shield Boost

10. Slam

11. Barrier

12. Reave

13. Dominate

14. Statis



Got 8, Tali's Energy Drain.



Haven't really made a Lvl 30 set for those 3 characters, but have an idea on where to go (Warp, Overload & Tech Armor are invaluble on my Sentinel atm). Been playing for 2 hours and it seems to go pretty well, despite Energy Drain ain't that good considering I have Overload to crack enemy shields & Tech Armor to rebuff my own. Insanity is also way less hard than I imagined it would be. All you need to do is stay in cover, pick your shots/powers carefully & look out for your squad. Haven't died yet and have nearly cleared out the Vorcha in Omega for Mordin.



For Miranda, I'll probably focus on Overload & Warp to strip enemies bare of defenses. I'm putting Jacob's points in Incendiary ammo to get the squad versions as soon as possible. Really helps against those regenerating enemies & extra damage never hurts. The rest of his points... Probably going for Pull Field & Barrier (not sure about the latter yet, but might as well give him as much defenses as he can get).



Thanks for the idea AdmiralCheez! :)

#28
Guest_iOnlySignIn_*

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Great idea!

Engineer
Area Overload
Incineration Blast
Attack Drone
Cryo Blast (3 pts)
AI Hack (6 pts)
Mechanic
Neural Shock (1 pt)
Assault Rifle Training (Mattock)

Grunt
Concussive Shot (3 pts)
Squad Incendiary Ammo
Krogan Warlord
Fortification (6 pts)

Samara
Throw (3 pts)
Pull Field
Asari Justicar (6 pts)
Area Reave

Modifié par iOnlySignIn, 01 février 2011 - 11:57 .


#29
mokponobi

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Soldier with Jack and Mordin



Inferno Ammo

Squad Cryo

Squad Disruptor

Hardened Adrenaline Rush

Commando

1 point Barrier/Geth Shield



Jack

2 Shockwave

3 Pull

Primal Adept

Squad Warp



Mordin

Incineration Blast

Salarian Savant

Neural Shockwave



Not bad actually, ammo for any enemy, quick stripping of defenses, and some CC in there.




#30
Praetor Knight

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renegadeinterrupt wrote...

Kasumi
Deadly shadow strike 4
Area overload 4
Passive 4
Flashbang 0

Rarely used Kasumi enough after loyalty to have much experience with flashbang so stuck with others. Kasumi for defence strip with overload


This could work for Kasumi. Deadly Shadow Strike is good, but Rapid Shadow Strike has a lower cool down when the 80% perk kicks in when an enemy is killed by the power, so it depends on how you use this power to strip or outright kill an enemy. Also if you will use Kasumi, remember to micro her as she is returning to cover because SS resets it and she'll be moving around for new cover sometimes.

Also there seems to be an issue with her cool down not improving on Shadow Strike and Flashbang (not sure if it works on Overload though). So if you plan on using the passive, max to Master Sabateur for the 25% weapon bonus.

Improved Flashbang works instacast, and Kasumi uses it off of Shepard's Line of Sight especially when she is not visible on screen. Also it prevents Harby from spamming his powers, so it has many uses throughout the entire game. So I would swap either Overload or the passive for Improved Flashbang.

#31
EffectedByTheMasses

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Wow. This time I decided to be serious and start a playthrough based on what I got, with a random dieroll for bonus powers and bonus weapon. I got Engineer with dominate and sniper rifle, Mordin and Tali. Tech madness shall commence on my next playthrough. Shepard will take the long range, Mordin mid range and armor damage, and Tali short range and shield damage. Of course, crowd control powers will be frequently used.

Shepard
Attack Drone
Mechanic
Area Overload
Enhanced AI Hacking
Enhanced Dominate
Incinerate 1
Viper Sniper Rifle

Mordin
Area Incinerate
Full Cryo Blast
Salarian Savant (weapon damage)
Tempest

Tali
Attack Drone
Quarian Mechanic
Eviscerator
Area Energy Drain

...Sounds like a fun build, actually. Very tech-oriented.

Modifié par EffectedByTheMasses, 02 février 2011 - 03:21 .


#32
LtRadczek

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I got a soldier with Garrus and Mordin. Definitely rolling with Insanity! 

I'd probably go with:

Level 30 Soldier with Reave. (to make up for lack of barrier damage) 
Heightened Adrenaline Rush
Lvl 1 Concussive Shot
Lvl 3 Disrupter Ammo
Lvl 2 Incendiary Ammo
Squad Cryo Ammo
Shock Trooper 
Area Reave

Garrus:
Lvl 2 Concussive Shot
Area Overload
Turian Renegade
Lvl 3 Armor Piercing ammo

Mordin:
Incineration Blast 
Full Cryo Blast
Salarian Genius
Lvl 1 Neural Shock

This didn't turn out too great... lol. 
Plus I hate Soldier! 

#33
renegadeinterrupt

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@Praetor Shep



I'm definitely interested in trying out flashbang on harbinger, how would it compare to using singularity to slow him?

I don't know if part of this threads implied stipulations was sticking with the same character builds throughout, but I make frequent use of the shadowbroker squad retrain options and would perhaps alternate Kasumi from having max overload during geth and most merc missions and retraining it to max flashbang when fighting collectors.

#34
lazuli

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renegadeinterrupt wrote...

@Praetor Shep

I'm definitely interested in trying out flashbang on harbinger, how would it compare to using singularity to slow him?


Flashbang is far better for shutting down Harbinger.  He just walks around and stares at you if you flashbang him.  It won't hold him still like Singularity, but he's useless for a long time.

#35
AdmiralCheez

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renegadeinterrupt wrote...

I don't know if part of this threads implied stipulations was sticking with the same character builds throughout, but I make frequent use of the shadowbroker squad retrain options and would perhaps alternate Kasumi from having max overload during geth and most merc missions and retraining it to max flashbang when fighting collectors.

The goal is to see if you can get through as much of the game as possible with the same characters.  No rule against chaning builds, although it's more challenging if you don't.  Just for fun, anyway.

#36
renegadeinterrupt

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I may genuinely give this a go at some point but not on my current playthrough as I am now a multiformat ME2 owner and want to knock off as many of those PS3 trophies on the first run as I can and wouldn't want the possible handicap of not being able to get combat trophies due to not having the correct ability in my team. By the time I get round to it I might cheat and go through the randomiser again though, I don't want to go through as an adept again so soon as 2 out of my last 3 completions were adept. If I definitely set my mind to do it and randomly get adept again though, I'll stick it.

#37
camirish1

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tangmcgame wrote...

Set her up for what she is best at: striping! No other biotics, so no point in making warp unstable.


Aside from the lower cooldown.


I considered that but opted for 40 more points in damage over 3 seconds.

Is that better? /shrug

#38
Anonymouswizard

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Shepard: Engineer
Area Overload
Incinerateion Blast
Attack Drone
Area Cryo Blast
AI hacking 0
Mechanic
Neural Shockwave
Asssualt Rifle advanced weapon training

Legion
AI hacking 2
Combat Drone 3
Geth Assassin
Improved Geth Shield Boost

Thane
Throw 2
Warp 3
Drell Marksman
Squad Shredder Ammo


I haven't used nerual shock but it sounds useful. I use overload and incinerate to remove shields and barriers, and Thanes warp to take down barriers and armour. Legion and Thane have the passive powers for extra damage. Neural shock, cryoblast and Thane's throw are used for ccrowd control. AI Hacking can be used on Synthetics and my attack drone can be used as a primary distraction while legion's is kept as a backup.

Modifié par Anonymouswizard, 03 février 2011 - 11:57 .


#39
cpanda

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Infiltrator 51/51 Widow Locust Predator Flamey thing

Heavy Disruptor

Squad Cyro

Improved Cloak

Assassin

Tuengston

Incinerate 1



Jack 30/30 Eviscerator Carniflex

Shockwave 2

Pull Field

Primal Vanguard

Warp Ammo 3



Tali 28/30 Geth Plasma Phalanx

Explosive Drone

AI Hacking 3

Quarian 3

Energy Drain 3



Tali really wouldn't be my first choice but I thnk she does play better when you round out what she can do.

#40
LeonBrass

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Yikes! I got a combo I have never attempted.. should be fun, and probably frustrating.
(I added a 1-male, 2 - female to the list as well as FenixFire's add on)

Femshep Infiltrator with AP ammo on Insanity
Squad - Jacob, Grunt

Go CQC Infiltrator with Kestral armor +melee items.
Assassin cloak, assassin speciality. Reasoning, got to keep up with the aggressive shotgunner squad.
Locust, M5 phalanx, Incisor; add shotgun training
Disruptor Ammo - 2
Cryo Ammo - 4 squad cryo
AI hacking - 1 or 2
Incinerate -  2 or 3


Grunt - claymore, minimum concussive shot, squad incindiary, berserker, Heavy Fortification
Jacob - pull field, inferno ammo, cerberus specialist, max barrier (turn it on myself before hand to shorten cooldown?

Shield, barriers stripping dependent on ammo powers since this bunch is very short on biotics.

Modifié par LeonBrass, 05 février 2011 - 07:27 .


#41
Arhka

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1, 10, 7

Soldier, Morinth, Tali, Insanity Difficulty

Soldier:
Hardened Adrenaline Rush
Concussive Shot 3
Disruptor Ammo 2
Inferno Ammo
Squad Cryo Ammo
Commando
Fortification 1
Claymore Shotgun,Viper Sniper Rifle, Mattock Assault Rifle, Phalanx Heavy Pistol.

Tali:
Attack Drone
Quarian Mechanic
Area Drain
Geth Plasma Shotgun, Carnifex Hand Cannon

Morinth:
Throw 3
Pull Field
Endua Yakshi
Dominate 2 
Vindicator Assault Rifle, Tempest Submachine Gun

Modifié par Arhka, 06 février 2011 - 01:13 .


#42
implodinggoat

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NOTE:  I'm assuming this build is for Insanity.

class: Soldier (my personal fav).

Squad Member #1:  Grunt:  Another Soldier, this will be tricky.

Squad Member #2:  Jack;  NOOOOOOO!!!

Uggggh....this is a straight up nightmarish combination.


Grunt:
  Not a lot of strategic options with Grunt, since he's basically a tank who does decent damage with guns; but he does bring squad incendiary ammo to the table which clears up some points for Shepard I guess.

Concussive Shot Level 2:  A waste of 3 points to get Icendiary Ammo; but decent for use on enemies hit by pull.
Squad Incenendiary Ammo Level 4:  Clears up some points for Shepard.  10 points.
Krogan Warlord Level 4:  To increase weapon damage and health. 10 points.
Fortifcation Level 3:  Might as well get him to take as much damage as possible.  6 points.

Used: 29 out of 30 points.

Jack:  Utterly worthless, I'd arm her with a Geth Pulse Shotty and try to keep her back far enough that she doesn't get her feeble ass killed too often.

Shockwave Level 2:  A waste of 3 points to get pull.
Pull Field Level 4:  For crowd control. 10 points.
Primal Adept Level 4:  To reduce cooldown on pull 10 points. 

Used 23 out of 30 points.  The remaining points for her really don't matter since Shockwave is garbage and I won't be able to unlock Squad Warp Ammo for her so, whatever.

Shepard:  With such crummy back up from the squad this Shep is gonna have to do it all.

Hardened Adrenaline Rush Level 4:  10 points.
Shock Trooper Level 4: 10 points.
Squad Disruptor Ammo Level 4: 10 points.
Improved Flashbang Grenade Level 4:  10 points.
and
Revenant Training.

Used 40 out of 51 points:   I can't unlock squad cryo ammo, since I'd have to drop 3 points in Incindiery ammo which I already get from Grunt and putting the points in Concussive blast is pointless since I have Improved Flashbang so the remaining points are gonna be wasted.

Tactics:  Focus on getting in close with the Revenant, snipe with the Viper at distance and use the Flashbang grenade for crowd control.  Though I always set my squad powers to manual I'd probably just turn it to automatic in this case since the combo of Jack and Grunt doesn't really give me many viable options for clever tactics.  On the uphand Grunt's tank like qualities would let him stay side by side with Shepard while I'm running in close with the Revenant.  Jack brings nothing to the table.

Opinion of Build: Utterly horrible; but honestly with such a horrific combination of squadmates its the best I could do.  Constantly spraying with the Revenant and sniping with the Viper and nothing else would make this build painfully monotonous .   At least I didn't get stuck with Jack AND Jacob; but still an utterly horrible build that I would never even consider using.

In conclusion..... I would never, ever even consider using this combination under any possible circumstance.

Modifié par implodinggoat, 06 février 2011 - 04:42 .


#43
wizardryforever

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I'll play.  I rolled a Sentinel, with Tali and Jacob.

Shepard: Unstable Warp, Power Armor, Max Passive.  Remaining points are distributed between Overload (top priority), Stasis, and Throw (two ranks required for Warp).  Ignore Cryo Blast.  Pick up Sniper Rifles to add some range to the party.  Use Jacob's Pull frequently to set up Warp bombs, otherwise focus on breaching defenses and Crowd Control with Stasis and Throw.

Tali: Explosive Drone, Max Passive (the one with better cooldowns), 1 rank of AI hacking (it could come in handy), and the rest in Energy Drain.  Give her the Geth Plasma Shotgun and have her keep a medium distance from enemies.  Spam Explosive Drone for crowd control.

Jacob: Pull Field, Squad Incendiary Ammo, Max Passive, 1 rank in Barrier.  Have him give the squad incendiary ammo, then use him to set up Warp bombs the whole time.  Tell him to switch to pistols, as Tali has the shotgun covered; the Phalanx works well for this. 

Not a bad roll, for the most part.  The only real weakness here is that there isn't a real long range person here, those who pick up Sniper training are only mediocre at using them compared to Infiltrators and Soldiers, but it's not a big deal really.  I think most combinations would work well, especially with a Sentinel, who already covers most of the bases.

#44
Liliandra Nadiar

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5,7*,6 ( *3 until Complete Horizen)
Enginner with Tali and Grunt, using Mordin until Tali is recruitable.

Enginner (51 of 51 points used)
Heavy Overload
Heavy Incinerate
Explosive Drone
Cryo Blast (1)
Operative
Heavy Reave
Weapon Training: Assault Rifle

Tali (31 of 31 points used)
Attack Drone
AI Hacking (1)
Quarian Mechanic
Area Energy Drain

Grunt (29 of 31 points used)
Concussive Shot (2)
Squad Incendiary Ammo
Krogan Warlord
Fortification (3)

This build should let Shepard destroy any defenses on anyone, then follow up with fire ammo from the a rifle at a comfortable distance. Tali helps with shield stripping but otherwise focuses on damage. Grunt is, unsuprisingly, nothing but a damage and tank drone. Mordin phase would go toward Salarian Genius and the Incinerate line.

#45
Miss Yuna of Atlanta

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Soldier:



10 Hardened Adrenaline Rush

0 Concussive Shot

10 Squad Disruptor Ammo

10 Squad Incendiary Ammo

10 Squad Cryo Ammo

10 Commando

1 Neural Shock



Weapons: Predator, Scimitar, Mattock, Widow, M-100







Kasumi



10 Rapid Shadow Strike

10 Area Overload

0 Master Thief

10 Improved Flashbang Grenade







Grunt

10 Heavy Concussive Shot

0 Incendiary Ammo

10 Krogan Pureblood

10 Heavy Fortification







This is pretty simple. Shepard and Kasumi hang back and handle defenses and crowd control while Grunt runs in, sword drawn, banner flying, and does what he does best. He am krogan, after all.

#46
AstralStorm

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New random rule for play style:
1 - long range
2 - "in your face" (very aggresive)
3 - flanking
4 - caster (doesn't make sense with Soldier - reroll?)
5 - best effort

Also, a roll for bonus weapon on CS:
1 - shotgun
2 - assault rifle
3 - sniper rifle

My rolls:
Adept, Morinth/Jack, Legion/Miranda

Long range combat with sniper rifle at CS.

Interesting, Morinth or Jack for setting up explosions. Miranda for defense stripping, later Legion for CC.
I'd take Stasis, Barrier or Neural Shock as a bonus power. (Singularity keeps people still enough for sniping)

The team isn't really perfect for the job, but it will do. Husk missions will be fairly challenging.
A lot of CC in here, should make sniper adept viable... :bandit:

Skill points:
Shepard 51/51
Heavy Singularity 10
Heavy Throw 10
Heavy Warp 10
Pull 1
Shockwave 0
Bastion 10
Deep Stasis 10

Jack (up to level 8-12?):
Shockwave 2
Pull 3+
Primal Adept 10
Warp Ammo ?

Morinth - 30/30:
Pull Field 10
Group Dominate 10
Endua-Yakshi 10

Miranda - 23/31?
Area Overload 10
Unstable Warp 10
Cerberus Officer 3

Legion
- 29/30
Attack Drone 10
AI Hacking 6
Geth Assasin 10
Geth Shield Boost 3

Weapons: Phalanx, Locust, Viper

Modifié par AstralStorm, 06 février 2011 - 04:53 .


#47
CroGamer002

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Engineer
Overlord- 3
Inicinerate- 3
Attack Drone
Cryo Blast- 2
AI Hacking- 3
Improved Geth Shield Boost

Legion
AI Hacking - 3
Attack Drone
Geth Assassin
Geth Shield Boost- 1

Thane
Throw- 2
Warp- 3
Drell Marksman
Improved Shredder Ammo




Kinda odd since Engineer is my 2nd favorite class, huge fan of Legion and use him a lot and I use Thane often too.:huh:

#48
AstralStorm

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The aforementioned long range adept was real hard to play on Horizon - bad squadmates, not enough stopping power, fragile.

Miranda can't strip shields or barriers in one shot, Both tend to die often when most needed.

On the upside, I've found the best possible position for bunkering down in the second part of the final fight Horizon, one that allows sniping, mobility and whole team coverage.
Kasumi's mission final fight is real pain in the butt as well, esp. as I did that early.

I suspect that it is this way people who tried to play Adept found it to be "useless" on Insanity. Seems like this class just can't play defensively at all. (should instead push forward)

Note: for extra hard mode, there's an AI toggle in the game that changes path pruning behavior. AI seems to be far smarter with this toggled, or at least less predictable. The option is:

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOGame.ini
[SFXGame.BioScout]
-m_bAggressivePathPruning=true
+m_bAggressivePathPruning=False


#49
HWM Sarge

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 I got Vanguard, with Jacob and Miranda. I'd go with Heavy Charge, Champion, Inferno Ammo, Squad Cryo Ammo, 1 point in slam, and the rest of the points in shockwave and pull.

Miranda I'd max out Unstable Warp, and Cerberus Leader, and Area Overload.

Jacob would be Pull Field, Squad Incendiary Ammo, Maxed Passive, no points in Barrier.

I'd be using Jacob and Miranda mostly for warp explosions, and charging around as a vanguard.