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[Help!] Mass Effect 1 Engineer Insanity & Squad


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#1
Merchant2006

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I REQUIRE UHSEESTUNCE! Giant wall of text incoooomiiiiing!

Now I've sifted through a lot of the interwebs and this forum as well regarding builds but... from what I've heard the Engineers 'Operative' specialisation and the bonuses it gives to Overload/Sabotage is negligable. How exactly I have no idea but nevertheless I just wanted some advice on what sort of a build I should use on Insanity.

My engineers bonus talent is Shotguns; I have heard that having Barrier would be a good idea as that 'emergency fallback' option but I wanted to be more combat orientated.

So far I am torn between choosing a Medic or Operative but judging by the unholy and horrific Krogan buttlemasters and their ability to shred my poor Engineer into pieces I've decided that Sledgehammer rounds (or any ammo with that knockback ability) along with Neural Shock will come in damn handy, not to mention how much medigel I use. So what's your opinion? Operative gives you a reduced recharge time on all tech attacks but how many seconds that is I am not too sure about.

1 - Should I go for an Operative/Medic specialisation?


Another area that's confusing me is the build itself. Now so far I'm thinking of going for something like this:

Pistol - 12
Basic Armor - 8
Decryption - 12
Hacking - 12 (vs. Geth? Yes please).
Electronics - 9
Damping - 12
First Aid - 5
Medicine - 4
Spectre Training - 4 (for unity)
Engineer/Specialisation - 12
Shotguns - 12

or perhaps:

Pistol - 12
Basic Armor - 8
Decryption - 9
Hacking  - 12
Electronics - 9
Damping - 12
First Aid - 5
Medicine - 12
Engineer/Specialisation - 12 (Most likely a Medic)
Spectre Training - 4
Shotguns - 7

^The one above seems to be my 'weapon of choice' build in that I would like to have a decent output in damage and get in the faces of my enemies while coupling my combat with Neural Shock (which I really do want to use against those tough enemies) while also hacking enemies and turning them against each other (along with the great cooldown it gives to over/sabo/damp).

Now my 2nd 'possible' build is sacrificing a bit of the firepower in Shotguns and replacing it with a bit more on armor but I really have no clue as to what would be a good build. I'm also lowering the whole overload/sabotage thingy so I can put points into Medicine but ehh..

I haven't tried out the medic so I'm thinking of going to give it a shot but what do you all think?

2 - Derp, what's a decent build for me to have as an Engineer? ^^

And last but not least, who should I have as my squad choice. As of the moment I am using Garrus and Wrex but my team seems to be lacking in the whole biotic area. Wrex has Warp (which is great) and throw, but nothing that's much of a CC. Liara has singularity and all the biotics I need but is reeeeeeeeeeeeally lacking in the firepower department. Garrus has his snaipur and AR, while Wrex is my sponge-baby in absorbing damage. 

3 - Who should I choose as a good squad and what powers should I focus on giving them? 

Considering how Garrus has tech powers, I'm pretty much making him focus on Combat first before I put points into his powers (AR/SR/Armor etc).

Well that took me a while. Thanks for reading it all (if you did :P) and I'd appreciate the help!

Modifié par Merchant2006, 02 mars 2011 - 05:10 .


#2
Merchant2006

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[Ignore - accidental double post]

Modifié par Merchant2006, 02 mars 2011 - 05:13 .


#3
termokanden

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I would prefer Operative myself. It makes Overload and Sabotage a bit better. I would definitely want to reduce damage protection by a further 5%, for example, considering the massive amounts of damage you have to deal on insanity.

Neural Shock doesn't do a lot of damage and just has a short duration stun. I don't really see what's so great about it when the alternative is to have an upgraded version of two of your tech skills. Oh and then I didn't even consider how an Operative will get lower cooldowns. That's really very valuable for a caster class. The reduction probably isn't all that big measured in seconds, but it all counts if you're spamming abilities.

I deal with bigger enemies in ME1 with Lift. This is also fun against charging krogan for example. Singularity is great against a group of easy targets, but Lift helps against the heavy stuff where Singularity doesn't always work. But Lift lifts everything that isn't already flying, and I do mean everything.

Modifié par termokanden, 02 mars 2011 - 05:19 .


#4
keboo

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Liara and Ashley for your squad? You are pure tech, Liara is pure biotic and Ash is pure combat squadmember. It served me well but I have never played on insanity.

Liara try to max singularity and first aid/asari scientist for fast and efficient medi-gel use and let Ash act as a tank(assault rifle and/or shotgun, immunity and shield boost).

#5
termokanden

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I personally feel that the biggest change in insanity is the amount of damage enemies can take. Nothing wrong with those suggestions, but I would definitely always bring Warp / Overload to reduce damage protection.

#6
RedCaesar97

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I would also suggest looking at Simbacca's "[Mass Effect 1] Start of the Journey: Single Playthrough Builds" thread.

Off the top of my head, I believe the Operative specialization reduces tech recharge times by 28%. 11 points in AI Hacking will reduce tech recharge times further by and additional 20%. AI Hacking+Operative= almost a 50% reduction in tech recharge times. When talents in ME1 take 40-60 seconds to recharge, this reduction time is invaluable. Add additional tech cooldown time with the right Omni Tool and Armor mods.

I am not sure if I would max Shotguns unless you really like the Carnage ability. I would most certainly max it if I was not going to put any points into pistol training.

On Insanity, maxing your armor talent is beneficial for a better shield boost and increased hardening and damage reduction, but that may save you from one rocket blast (not two) so I am unsure how useful maxing your armor talent is.

As for Krogans, I found Neural Shock (Medicine talent) more useful than Hammerhead or Sledgehammer rounds. I found the increased force of Hammerhead and Sledgehammer rounds are almost nonexistent when dealing with Immunity-spamming enemies such as Krogan on Insanity.

The Medic specialization allows you to revive knocked-out squadmates, so you may not need Unity, although Unity restores a portion of squadmate's shields, so the benefits and drawbacks of spending points in Spectre Training and the Medic specialization are up to you.

#7
Simbacca

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Going Medic and making sure your squad always has a high cummulative level of First Aid may just be the defense buff the Engineer needs to go nuts with Shotguns without the Soldier's Immunity or the Vanguard's Barrier.  Haven't tried such a build myself yet, but in theory that's what I would try.

Modifié par Simbacca, 02 mars 2011 - 06:10 .


#8
Praetor Knight

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Medic will help you get closer to the enemy with the Shotgun.

The Colossus Light with the % Damage Protection and Cooldown Armor Mods will give the most benefit from the available armors for the Engineer. So end game, the Armor mods are Energized Plating and Medical Exoskeleton.
  • 06 | Pistol - only enough to unlock Armor
  • 11 | Basic Armor - no real need for Master Shield Boost, eleven is here to boost Damage Protection and Hardening
  • 09 | Decryption - enough to give Flexibility with the Squad
  • 07 | Hacking - this should be enough in this talent, for Advanced.
  • 05 | Electronics - you will need to roll with Garrus, Liara and/or Tali to unlock Hard objects.
  • 12 | Damping - This would be your primary power for its excellent utility.
  • 05 | First Aid - enough to unlock Neural Shock
  • 12 | Medicine - This is your second Bread and Butter power
  • 11 | Spectre Training - For the extra Health boost, but points can go Hacking and Electronics instead.
  • 12 | Medic - For liberal use of Neural Shock and First Aid.
  • 11 | Shotguns - This is your Primary Weapon, no need to go with Master for this class with other demands
For this build Wrex, and Liara would provide the best synergy on Insanity, since they have Warp and Liara can control the enemy with biotics as you and Wrex shred the enemy with Shotguns. Tali is another option because of her AI Hacking cooldown for the other three tech powers.

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

Liara
12 Throw
12 Lift
12 Warp
12 Singularity
12 Barrier
00 Stasis
04 First Aid
12 Electronics
06 Asari Scientist

Tali
06 Pistols
11 Shotguns
08 Basic Armor
06 First Aid
09 Electronics
12 Damping
12 Decryption
12 Hacking
06 Quarian Mechanic

Here are suggestions for the entire squad

#9
mcsupersport

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Mind you this is a later high level build but taking Operative means NO ONE IS SHOOTING AT YOU!! Part of what operative does is also increase the radius of the effects as well as increasing the cool-downs( I think it also increases the damage taken from 5% to 8% on the Electronics skill I think it was). So you not only cast faster you also hit more mooks when using. You can walk right up to Colossus and the like and blast at point blank range while spamming powers late in the game and laugh because they can't shoot you. Also remember on AI hacking if you are the closest thing to the hacked mech it will shoot at you, it makes everything an enemy instead of making you a friend.


If you add medico exoskeletons to your armor you don't need any healing because your powers will keep everyone from shooting in the first place and the few shots you do take will be healed.

Squad members would be Wrex(immunity and biotics) and either Liara(biotics) or Ashley(gunning).

Max decryption, electronics, hacking, armor(high to max deneding on points left over) and dampening, high levels of pistol and/or shotguns(get your favorite first and other late) get lowest level Neural shock(oh crap button only), with Specter 4(lowest revive but if played right you will never use it) and take Operative. You will rule the battlefield and laugh at all the enemies running around but doing nothing. Add some lifts and warps to really have fun. The biggest advantage to Electronics and Decryption is the destruction of shields, overheats weapons and increases the damage they take.

Modifié par mcsupersport, 02 mars 2011 - 10:13 .


#10
Merchant2006

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Wow wee! A lotta stuff here ^^. Apologies I didn't reply sooner, I was busy for most of yesterday. I love how everyone has posted both the pro and cons of Medic/Operative but I will most definately take into account the squad builds. Seems people do recommend Liara for that added CC and I guess it's right, nothing better than singularity or lifting someone and following it on with a push into the sky ^^ although I wouldn't have considered Tali. I suppose Ash is a good option to have as that 'combat' member but something draws me to Wrex more, heh.

I'd have thought maxxing out Hacking would be good as with the cooldown that comes with it... hmmm... And I suppose going with Tali would seem like a good idea but I'd rather not have an entire squad that is focusing on Shotguns all the time, but hey, I'm not one to turn down good advice. I think I will stick with the Medic as that was a specialisation I have never tried out and it should be interesting to see how it turns out.

I will, however, take note regarding the point distribution and might change a few things such as the Damage Protection offered by Basic Armor and the Engineer seems to be really lacking in that department. I think I'll also replay Engineer again with an 'Operative' loadout so I can have the best of both. Just wanted to say thanks for everyone for throwing these tips at me, I still feel like I have a lot to learn in terms of gameplay and combat, even though I've played ME so much :P

#11
The Grey Ranger

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Here's my preferred engineer.

Engineer
Pistol 12
Armor 8
Decryption 9
Hacking 12
Electronics 9
Damping 12
First Aid 5
Medicine 12
Engineer/Operative 12 (could very easily swap medic for operative)
Spectre 4
(bonus)Barrier 7 (mostly since engi's are a bit squishy)

There's not really that much payoff in taking armor past 8.  The extra points only increase your overall protection by about 4% over 8.  If you're not planning on master shield boost you're probably better off at advanced and saving the extra 3 points.  As far as taking spectre clear to 11 once again it only gives you a 3% health boost over 4 points in spectre, you're looking at maybe an 1/8th of a second extra survival under fire.  It rapidly becomes a game of diminishing returns .  The thing to look at is where the ability breaks are and how much increase you'll get out of taking those extra points. 

Master hacking, damping, decryption, electronics are imho the best points to stop those skills that way you'll get the fastest recharge, the largest area, most damage and most effect out of them.  Both master damping and master hacking will effect targets that advanced will not.

Modifié par The Grey Ranger, 03 mars 2011 - 01:44 .