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Help ME2 Engineer


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42 réponses à ce sujet

#26
keboo

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I took AP rounds because they do good damage and ammo powers don't mess with your cooldown.

#27
thisisme8

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RaphiTheOne wrote...

cryo kind a disapoint me. In insane, everyone has armor and sheilds. When an ennemy only have his health left, I consider him as already dead (he just needs to be informed). Incenerate can do well against health but also against armor vs cryo who is still better against health.

no?


Enemies generally have more health than defense, so why not blast them once with the BR and then freeze, burn, hack, etc. after defenses are down?  Cryo on Insanity is amazing.  Wait until Mordin's Loyalty Mission, you'll love it there!

#28
termokanden

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Well it has a higher cooldown than similar effects from biotics. Of course you don't have those biotics as an engineer, but that's about the only good thing I can say about Cryo. I also think the effect is worse than Pull, for example. Cryo makes enemies fall down behind cover so you can't hit them. Pull on the other hand pulls them up from their cover so you can easily kill them.



Cryo AMMO is a different story. That is indeed amazing. But Cryo Blast is a (very) poor man's Pull.

#29
Guest_iOnlySignIn_*

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Bozorgmehr wrote...

Demolisher = better Overload and Incinerate (+70% par/ren). Mechanic = better Incinerate, longer Cryo, longer AI Hacking and longer drone (which doesn't really matter though), (+100% par/ren).
Unless you're really fond of Overload, I think Mechanic is the clear winner here :)


Totally. If you want Overload (Blue Suns), use Garrus. If you want Incinerate (Blood Pack), use Mordin. Garrus' class power gives +25% power damage bonus and Mordin Omnitool Research gives +20% power damage bonus.

This will allow Area versions of both to strip protection completely from a basic mook without Omnitool upgrades on Insanity NG+, something I think even Demolisher Shepard have trouple with. Once you get enough Omnitool upgrades, Demolisher helps even less as Mechanic can strip defenses in one go, anyway.

And since Miranda is almost always there, you can use her Overload anyway - you don't need many Warp Bombs as an Engineer.

Modifié par iOnlySignIn, 10 février 2011 - 02:31 .


#30
RaphiTheOne

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How do you strip barrier?

#31
EffectedByTheMasses

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On Hardcore:



Mechanic

Attack Drone

Area Overload

Incinerate 3

AI Hacking 3

Dominate 3

Cryo Blast 2



Ridiculous build that will get your through ANYTHING. Tried and tested, works really well with only one point in dominate, and priorities on passive talent early game. Only died twice up to three missions past horizon, and that was because I pressed the wrong power hotkey.



Also, Incinerate is normally redded out when selected vs. barrier, but in essence it does almost as much damage as warp, and more than concussive shot.



If you don't have dominate, then respec to Deep Cryo and Area Incinerate, and put one point in either AI Hack or Slam (If you don't mind using biotics).

#32
termokanden

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I prefer to max out Incinerate myself because I use it so much. For my engineer on insanity I had Tungsten Ammo as a bonus power but I think I probably should have brought a squad power and used something else instead. Maybe Energy Drain or Reave.



Other than that I used Attack Drone and Heavy Overload. I know people like the area versions, but my personal experience is that enemies don't stand in groups very often. For the Reaper IFF mission I would take the area versions, but not for the rest of the game.

#33
tranj84cl

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I ran on my Insanity Engineer:

2 Overload
4 Incinerate Blast
4 Explosive Drone

4 Full Cryo Blast
1 AI Hacking
4 Demolisher


The only thing you run into being hard are barriers, but that's what your gun/teammates are for. Or, if you like, you can spec Warp Ammo as a bonus.

Spam Explosive Drones, and just stand around, sometimes not even needing cover xD.

#34
RaphiTheOne

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@tranj84cl



nice avatar.

#35
Simbacca

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My favorite Engineer builds are:

anti-organic
4 Area Overload
4 Incineration Blast
4 Attack Drone
1 Cryo Blast (used on big targets instead of NS for damage boost)
0 AI Hacking
4 Demolisher
4 Neural Shockwave

anti-synthetic
1 Overload (explosive detonator)
0 Incinerate
4 Explosive Drone (shield damage only is fine for synthetics)
4 Full Cryo Blast
4 Improved AI Hacking
4 Demolisher
4 Area Drain

balanced
4 Area Overload
4 Incineration Blast
4 Attack Drone
2 Cryo Blast (used on big targets instead of NS or Hack for damage boost)
3 AI Hacking
4 Demolisher
1 Neural Shock

Just my personal favorites after having played both a sniper and a shotgun engineers.

Modifié par Simbacca, 14 février 2011 - 04:15 .


#36
Killer305

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Just thought I'd post my latest build.



4- Heavy overload

4- Heavy Incinerate

4- Attack Drone (cuz it looks betters)

1- Cryo Blast (for that stupid krogan charging)

0- Ai Hacking (many times there are no mechs)

4- Mechanic Passive

4- Tungsten Ammo (Armor Piercing)



Reason I went with no AI Hacking is in the final mission and many others there are no mechs. And I chose the heavy versions after playing with the areas ones for a long time. I realised although they are very good on insanity you need every bit of extra firepower for those guys with bigger bars(shields etc). And the area one simply doesnt cut it.

#37
pumpkinman13

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Im looking for an anti-biotic barrier Loyalty power. Any suggestions? I don't mind mixing biotics on an engineer. I'm thinking Reave maybe... or Warp Ammo...

#38
termokanden

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Well you already know the two best ones for that purpose. Reave is great. Doesn't just destroy barriers and armor, it also stuns unprotected enemies and gives you a health boost. Of the two that one would be my favorite. If you are not using Squad Ammo powers you could take Warp Ammo instead.

I personally prefer to bring squadmates with Warp, and I didn't have much trouble with barriers. This frees up a bonus power for something fun.

Modifié par termokanden, 02 mars 2011 - 02:07 .


#39
UKStory135

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Simbacca wrote...

My favorite Engineer builds are:

anti-organic
4 Area Overload
4 Incineration Blast
4 Attack Drone
1 Cryo Blast (used on big targets instead of NS for damage boost)
0 AI Hacking
4 Demolisher
4 Neural Shockwave

anti-synthetic
1 Overload (explosive detonator)
0 Incinerate
4 Explosive Drone (shield damage only is fine for synthetics)
4 Full Cryo Blast
4 Improved AI Hacking
4 Demolisher
4 Area Drain

balanced
4 Area Overload
4 Incineration Blast
4 Attack Drone
2 Cryo Blast (used on big targets instead of NS or Hack for damage boost)
3 AI Hacking
4 Demolisher
1 Neural Shock

Just my personal favorites after having played both a sniper and a shotgun engineers.


I like how you brought up three different builds.  Since very few people actually play engineer on their first playthrough, I think it should be pointed out that you can and should respec very often.

#40
Locutus_of_BORG

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RaphiTheOne wrote...

How do you strip barrier?

Engineers are 'weak' against biotics. You'll have to either shoot down barriers, use squad powers or use Reave.

Barriers are the least common defense-type in the game though, so guns and squadmates are enough. Otherwise warp ammo and Reave will work, though I don't necessarily recommend either for Engineer.

#41
Simbacca

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Locutus_of_BORG wrote...

RaphiTheOne wrote...

How do you strip barrier?


Engineers are 'weak' against biotics....


Not mine.  The Scimitar and Jack's Squad Warp Ammo along with Attack Drone and Incineration Blast all work fine for me versus Barriers, not to mention Thane's Unstable Warp.  Neural Shock, Incineration Blast, Shockwave, and Pull all work as great finishers.

Of course that's just my playstyle, but I imagine an AR Engineer with Jack's Squad Warp Ammo would strip Barriers easy enough.  Hell to make it real easy, just use the GPS.  Probably wouldn't even need Jack's Ammo to strip Drones' barriers clear off.

[edit]

Locutus_of_BORG wrote...

...You'll have to either shoot down barriers, use squad powers or use Reave.

Barriers are the least common defense-type in the game though, so guns and squadmates are enough. Otherwise warp ammo and Reave will work, though I don't necessarily recommend either for Engineer.


Oh, well that's basically what you went on to say, lol (except I get warp ammo and reave from squadmates, not bp).  That's what I get for not finishing before replying :P

Modifié par Simbacca, 03 mars 2011 - 03:57 .


#42
horangi88

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Just a few points... Cryoblast is the joint on insanity. It works wonders on rushers and flankers and meshes really well with shotguns. Use AOE powers to strip defenses on a group, cryo blast them and then shotgun and melee shatter with impunity. Also, engineers aren't helpless against barriers. You have SMGs, squadmates, and incinerate and overload do their listed (decent) damage vs barriers (they just don't get a bonus the way biotics do). Lastly, bonus powers aren't must haves. They can add flavor to your playstyle, but a no BP engineer can rip through insanity quite handily. The engineer's game is not as fast as some other classes, but it still very powerful and probably one of the smoothest playthroughs you can have.

Modifié par horangi88, 03 mars 2011 - 05:07 .


#43
Naschrakh1983

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Just made a new engineer in ME2 to use in ME3, was planning on taking either Reave or Flashbang, but I can't decide... it's a good thing I can retrain stuff :D

Think I'll go this way:

Area Overload 4
Area Incinerate 4
Attack Drone 4
Cryo Blast 1 (just for that Krogan charging at me)
Mechanic 4
Reave 1 (atleast)

PS: I hope this won't be closed because of waking an old topic.