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Best bonus power for an Insanity Soldier?


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110 réponses à ce sujet

#1
rma2110

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I'm thinking Warp ammo. Heavy. Is disruptor batter? Maybe ai should opt for a shield power like barrier or fortification since the soldier already has disruptor. What say you my more tacticallly minded freinds?

Modifié par rma2110, 02 février 2011 - 07:17 .


#2
Schneidend

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Disruptor isn't really "better" than Warp Ammo. They target two different defenses.



As for a Soldier bonus power, I really don't bother with them. Warp Ammo is nice for providing a bonus against the one defense Soldier doesn't normally have an answer for.

#3
rma2110

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But Warp Ammo is effective against biotic barriers, armor and health. It's true that disruptor is better for synthetics, but warp ammo is almost good for everything since most instanity opponents have armor.



Hmmm..guess I'm sticking with warp as my bonus power. As you said it's good for providing a bonus against the one defense Soldier doesn't normally have an answer for. Even though I think the soldier's AR means death for most.

#4
Schneidend

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AR is indeed a deadly tool, which is part of why I think Soldiers don't need any more active powers.



The only class I really like having a bonus power on is Sentinel with Energy Drain. You pretty much never have to take cover. Ever.

#5
Evilsod

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Energy Drain can be handy but it depends how you want to choose your ammo powers. If you go with Heavy Disruptor and Inferno then you'll tear most enemies apart leaving only Barriers (the least common defence bar Collectors) as a weak point. Warp is all well and good but it doesn't have the CC side effects of the other 2 ammo types which can be just as important as damage.



It boils down to whether you plan to use Cryo or Concussive really. If you do then pick a power that'll do fine with only 1 point (you may aswell take a shield power and only use it before fights). If you'll want to max it then take Reave (if you don't take Samara) or Energy Drain.

#6
Intax

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Soldier doesn't really need any bonus power. That said, best bonus power for it is reave. Considering a Soldier's reliance on weapon damage Miranda is pretty much a must have squad mate if you're playing optimally, meaning you have an answer for barriers (and overload so you don't have to switch out of Inferno ammo).

Edit, I suppose you could always swap to warp ammo for collector missions with praetorians, possibly even the Vasir fight in shadow broker but its not really needed.

Modifié par Intax, 02 février 2011 - 01:36 .


#7
Kronner

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None..so nothing gets in the way of AR spam.

#8
vekkth

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Kronner wrote...

None..so nothing gets in the way of AR spam.


this :) i also tend to think warp ammo as a bonus power is quite good too.

#9
Miss Yuna of Atlanta

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Flashbang Grenade seems to be the go-to power. I personally am more of a Neural Shock kind of gal.

Modifié par Miss Yuna of Atlanta, 02 février 2011 - 03:58 .


#10
keboo

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Flashbang Grenade imo, helps with crowd control, it covers soldiers main weakness.

#11
MrDizazta

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Stasis. All you have to do is drop one point into it to make is useful for a soldier.

#12
Locutus_of_BORG

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Warp ammo is a waste for the soldier, imho. AR + any one of your inherent ammo powers is more than adequate.
Stasis, Flashbangs, Neural Shock, Slam, ---> Either of these will give you the most mileage on insanity imo. Each of these are fully functional powers from lvl 1 (which lets you max out your other ammo powers if needed), and boost your cc, survivability and dps/shots on target considerably. Each also suits a different playstyle, which gives you options according to your setup.

#13
LORANT92

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Heavy Reave. Heals you, does double damage against armor and barriers, stuns organics for a couple seconds.

#14
implodinggoat

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I always go for Heavy Warp ammo for my soldier which allows me to unlock squad disruptor and squad incendiary ammo for my squad.



With a soldier unloading your weapon with Adrenaline Rush is your go to ability so you should rely on your squad for powers with longer cooldowns since you really don't want an ability which is going to prevent you from using Adrenaline Rush.



Flashbang grenade is also a very good option since its great for crowd control against multiple enemies even if they have protection; but using it will prevent you from using Adrenaline Rush.



If you're using the Revenant I'd go with Flashbang grenade since the Revenant is still damned effective outside of Adrenaline Rush; but if you're using the Widow (or the Claymore if you're nuts) and a more accurate assault rifle with a small ammo reserve like the Vindicator or Mattock then I'd go with heavy warp ammo since you need Adrenaline Rush and damage boosting ammo powers to help conserve your weapon's limited ammo.

#15
Evilsod

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implodinggoat wrote...

I always go for Heavy Warp ammo for my soldier which allows me to unlock squad disruptor and squad incendiary ammo for my squad.


Er, shouldn't that be the other way round? Your squad gets Warp Ammo to boost there damage a little and you take Heavy Disruptor or Inferno Ammo to maximise your damage and gain some incredible crowd control, cripple synthetics the instant there defences go down or panic Organics (and everyone near them).

I quite liked taking Grunt along with Inferno Ammo or Zaeed with Heavy Disruptor so a squad ammo power might not be the best of choices either sometimes.

#16
implodinggoat

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Evilsod wrote...

implodinggoat wrote...

I always go for Heavy Warp ammo for my soldier which allows me to unlock squad disruptor and squad incendiary ammo for my squad.


Er, shouldn't that be the other way round? Your squad gets Warp Ammo to boost there damage a little and you take Heavy Disruptor or Inferno Ammo to maximise your damage and gain some incredible crowd control, cripple synthetics the instant there defences go down or panic Organics (and everyone near them).

I quite liked taking Grunt along with Inferno Ammo or Zaeed with Heavy Disruptor so a squad ammo power might not be the best of choices either sometimes.


That's not a bad option; but Inferno ammo isn't as good an option against armored synthetic enemies and clearly an inferior option against biotic enemies.  Giving your squad incendiary ammo or squad disruptor ammo is also very effective at panicing enemies since there are two or three weapons firing shots which will panic them or overheat their weapons instead of just Shepard's gun plus it lets your squad benefit from the ammo damage bonus.  Granted squad warp ammo would make your allies more effective against biotics; but since all biotics are organic (or armored in the case of Praetorians and Harbringer) squad incendiary is still a good option since it does bonus damage against organic health and armor and causes them to panic.

If you're using allies with ammo powers extensively then picking an additional ammo power isn't a good choice; but I like to use almost all my squad members depending on the enemy I'm fighting.  Every ally has enemies who they're ideal against and giving them a squad ammo power to compliment their abilities makes them even more deadly.

Tali is incredible against any synthetic enemy and pretty solid against shielded organics,  Garrus is great against any shielded enemy,  Grunt is awesome against CQC enemies like husks and Varren, Zaeed is great at laying down damage against anyone, Mordin is great against armored enemies, Thane and Samara are both great against any biotic or armored enemy and Miranda and Kasumi are great against pretty much anyone (Jack and Jacob are garbage).  So if you're not prepared to rely on your allies for ammo powers then having an effective squad ammo for any situation is a good idea.

Modifié par implodinggoat, 02 février 2011 - 08:32 .


#17
NirvanaRain

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Reave, saved me so much on Insanity heals you right up and it goes over cover to I think

#18
aeetos21

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Locutus_of_BORG wrote...

Warp ammo is a waste for the soldier, imho. AR + any one of your inherent ammo powers is more than adequate.
Stasis, Flashbangs, Neural Shock, Slam, ---> Either of these will give you the most mileage on insanity imo. Each of these are fully functional powers from lvl 1 (which lets you max out your other ammo powers if needed), and boost your cc, survivability and dps/shots on target considerably. Each also suits a different playstyle, which gives you options according to your setup.


This, QFT

#19
Funker Shepard

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I think I went with Improved Geth Shield Boost on my insanity soldier. I think I had my offense sorted between the inherent powers and squadmates, and I also have more playthroughs on a sentinel than with all the other classes put together, so I'm obviously a bit too used to having a shield-boosting power to just drop it. :)

#20
Locutus_of_BORG

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Inferno ammo is fine against synthetics. Just because the flames don't cc them doesn't mean the burn&splash damage and armor bonus are useless. Warp ammo is a waste of a skill slot for the Soldier if all you are trying to use it for is armor breaking.

Reave isn't necessary for most Soldier builds either, imho. The Soldier class has the best speed, health & regen of any class, and is generally strong vs armor & barriers anyway. Also, Stasis and Neural shock are better single target cc than Heavy Reave and Flashbang Grenade is better than Area Reave at AoE cc. If anything, Area Reave would be best for AoE armor busting vs. husks, but Incineration Blast, AR+Assault Rifle + Inferno Ammo, Samara's Area Reave etc. could do that easily enough. Speaking of the Revenant...

The Revenant is mostly a short ranged gun, imo. It's like the Tempest - it usually needs to get in closer than typical assault rifle range, but needs to stay out of shotgun range (you can and will die to shotgun mooks at point blank). AR spam is very important with it since cover isn't as reliable at its optimum range. Personally, I find that insta-cast abilities work better with this gun, as opposed to the relatively slow flashbangs.

Oh yes, I forgot about GSB. Haven't used it yet, but I hear great things about it.

Modifié par Locutus_of_BORG, 02 février 2011 - 09:22 .


#21
IntrepidProdigy

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Take warp ammo as a bonus power for collector missions, especially if you're a widow soldier, for one hit collector kills. Other than that you don't need any bonus power and can focus on being a core AR soldier. Cryo ammo on squadmates may not be necessary as a soldier, but it still works wonders.

#22
jbblue05

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Flashbang grenade synergizes well with the Revenant with inferno rounds.

Flashbang grenade neuters Harbinger also


#23
Evilbrood

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jbblue05 wrote...

Flashbang grenade synergizes well with the Revenant with inferno rounds.
Flashbang grenade neuters Harbinger also


This

#24
Sparda Stonerule

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Any power besides Shredder Ammo and Fortification. The Soldier is a great class and the more Adrenaline Rush's they can pump out the better.

#25
Praetor Knight

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rma2110 wrote...

I'm thinking Warp ammo. Heavy. Is disruptor batter? Maybe ai should opt for a shield power like barrier or fortification since the soldier already has disruptor. What say you my more tacticallly minded freinds?


I have trouble keeping away from the soldier class. I recently beat the game again with the class and I was experimenting a lot throughout.

I'd argue go with none of those bonus powers.

What I ended up favoring in my playthrough was Hardened AR, Heavy Disruptor, Inferno, Squad Cryo, and Commando (or Shock Trooper for the two squadmate conflicts) with one point in the BP.

I have the Mattock, but I decided to stay with the Avenger and then went with the GPR. My other weapons were the Widow, Eviscerator, and Predator.

The heavy I swapped between Avalanche and Cain. I ran with mostly Garrus and Zaeed wielding the Mattock mostly. It was surprisingly effective on Insanity.

I first raised the Passive and then put points to get Squad Cryo. Next I got Inferno, and Hardened AR, with Heavy Disruptor last.

I tried to keep AR as a panic button, and it is less tempting to spam with the longer cool down.

I had the most trouble with Geth Hunters on Legion's LM with this setup, but as long as I kept the fight mid-range the Cryo would CC enemies well enough as I did what the Soldier does best. :devil: