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Usefulness of evolved class talent


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#1
Russano Greenstripe

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Something I've been wondering about recently is the usefulness of evolving Shepard's class talent in ME2, specifically into the option that maximises your Paragon / Renegade score.

In my first complete runthrough of the game, I was completely Paragon and only got my class talent up to rank 3. Despite that fact, though, there were only two instances where I could not take the Paragon option; I couldn't renegotiate the Quarian's contract on Ilium, though I could let her go on medical grounds, and I couldn't take the Paragon option when Tela Vasir took her hostage in LotSB.

In every other conversation, however, I could hit the Paragon choice. From what I've read, Tela Vasir's option practically requires the evolved class talent, and I think I missed the other one because I didn't pick up a lot of the N7 missions.

How important was maxing out class talents to other peeps on the board? For an Engineer, would you reccomend it over something along the lines of Incinerate or Overload? Or is getting as high of a score as you legitimately can, then putting on the Recon hood (or even respeccing to max class talent for a mission or two) enough?

#2
termokanden

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I think it's always worth it maxing your class power. Depending on how you play, you might miss out on a few options (one of them is pretty important) if you don't take the 100% paragon/renegade evolution. If you import a high paragon/renegade save from ME1 you generally do not need the full 100% to be able to choose all options, provided you are consistent with renegade/paragon throughout the game.

But I would never skip the last evolution of the class passive ability. For example, an engineer gets substantial power bonuses from the last one.

#3
Russano Greenstripe

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Like I said above, the Quarian on Illium and Tela Vasir's hostage in LotSB were the only things I could *not* talk my way out of; however, I did import my first Shep from ME1, so I started with more Paragon. Why in blazes does that not apply when you restart ME2 with a ME2 character?

My only problem with maxing out the class passive is that I then can't have maxed Incinerate, Overload and Attack Drone. I have to have Attack Drone, and if I max out Incinerate or Overload, then I feel like I have to do the other; I don't want to be inherently at a disadvantage against organics or synthetics.

#4
termokanden

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Russano Greenstripe wrote...

Why in blazes does that not apply when you restart ME2 with a ME2 character?


Good question :)


My only problem with maxing out the class passive is that I then can't have maxed Incinerate, Overload and Attack Drone. I have to have Attack Drone, and if I max out Incinerate or Overload, then I feel like I have to do the other; I don't want to be inherently at a disadvantage against organics or synthetics.


I would ALWAYS max out the class passive and the drone.

Then you can max out 3 other skills. How about Incinerate, Overload and then a bonus power like Neural Shock, Flashbang Grenade or something. In this case you'd be using a squad ammo power. Incindiary, Warp, AP, all of those are generally useful. If your bonus power is crowd control, you do not need to worry about not having Cryo Blast by the way.

You could also take a bonus Ammo Power I suppose, but I think you're spending a lot of points on that for a caster class.

Modifié par termokanden, 31 mars 2011 - 07:08 .


#5
Praetor Knight

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Russano Greenstripe wrote...

Like I said above, the Quarian on Illium and Tela Vasir's hostage in LotSB were the only things I could *not* talk my way out of; however, I did import my first Shep from ME1, so I started with more Paragon. Why in blazes does that not apply when you restart ME2 with a ME2 character?

My only problem with maxing out the class passive is that I then can't have maxed Incinerate, Overload and Attack Drone. I have to have Attack Drone, and if I max out Incinerate or Overload, then I feel like I have to do the other; I don't want to be inherently at a disadvantage against organics or synthetics.


What I understand about the speech checks is that the calculations seem to work as a ratio of how many points you have accumulated to how many points exist, and if you have been consistent with choosing red or blue dialogue options.

Check out this thread for more info on how the charm/intimidate system works in ME2 with the Paragon and Renegade points: http://social.biowar...5/index/2907273

#6
Russano Greenstripe

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termokanden wrote...

I would ALWAYS max out the class passive and the drone.

Then you can max out 3 other skills. How about Incinerate, Overload and then a bonus power like Neural Shock, Flashbang Grenade or something. In this case you'd be using a squad ammo power. Incindiary, Warp, AP, all of those are generally useful. If your bonus power is crowd control, you do not need to worry about not having Cryo Blast by the way.

You could also take a bonus Ammo Power I suppose, but I think you're spending a lot of points on that for a caster class.


In that set-up, do you forgo points in Cryo Blast and AI Hacking?

And I actually like choosing a bonus ammo power for non-tech classes like Engineers, Adepts, and Sentinels. Even with cooldown reductions, it's a little scary to have almost nothing useful to do while waiting for the GCD.

#7
Praetor Knight

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Russano Greenstripe wrote...

In that set-up, do you forgo points in Cryo Blast and AI Hacking?


Related to the Engineer, you could Max three skills, with three skills using six points and the final one with three points

So one hypothetical build with an Engineer could be:

06 Overload
06 Incinerate
10 Attack Drone
06 Cryo Blast
03 AI Hacking
10 Passive
10 Ammo Power

Here's the calculator: http://mass-relay.co...ents/calculator

#8
Russano Greenstripe

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Sadly, I'm really, really spoiled on maxed out Incinerate. So I'd be very likely to do something like

10 Overload
10 Incinerate
10 Attack Drone
1 Cryo Blast
10 Mechanic
10 Warp Ammo

That's actually something I wouldn't be averse to; the Cryo Blast only gets use against Husks (when the Avalanche does the same and more) and I unfortunately forget about AI Hacking when Overload is around.

#9
termokanden

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Russano Greenstripe wrote...

In that set-up, do you forgo points in Cryo Blast and AI Hacking?


Yes. The point of that build is to have a good crowd control skill as a bonus ability. Flashbang is insanely good below insanity difficulty. Huge radius and works through protection. Neural Shock has a very short cooldown, works instantly, and makes enemies very easy to hit, where Cryo Blast makes them fall down behind cover.

There's also a great Engineer build where you get both Hacking and Dominate. You leave those and Overload at 3 points and then you can still max Incinerate. But like I said before, I would skip Cryo Blast if I had some other good crowd control. It just isn't THAT great.

And I actually like choosing a bonus ammo power for non-tech classes like Engineers, Adepts, and Sentinels. Even with cooldown reductions, it's a little scary to have almost nothing useful to do while waiting for the GCD.

Who says you don't have anything to do? The difference between a squad power and a maxed personal power isn't that big in the grand scheme of things, and you SHOULD be using guns along with powers throughout the game. Even if you didn't have ANY ammo powers, there's no reason you shouldn't be using guns.

Modifié par termokanden, 31 mars 2011 - 07:33 .


#10
Praetor Knight

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That's the nice thing about most builds, is the flexibility that many builds have. And Incinerate is a really nice power to max.

#11
termokanden

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Russano Greenstripe wrote...

Sadly, I'm really, really spoiled on maxed out Incinerate. So I'd be very likely to do something like

10 Overload
10 Incinerate
10 Attack Drone
1 Cryo Blast
10 Mechanic
10 Warp Ammo


That's more or less the build I used the first time I played an Engineer on insanity. It works great. The +power damage evolution probably makes more sense here rather than mechanic (because power damage adds to Overload, Incinerate AND ammo powers), but then you don't get 100% paragon/renegade.

Now though I'd rather have a fun bonus power and use a squad ammo, but I guess I already said that.

Modifié par termokanden, 31 mars 2011 - 07:37 .


#12
Russano Greenstripe

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termokanen wrote

There's also a great Engineer build where you get both Hacking and
Dominate. You leave those and Overload at 3 points and then you can
still max Incinerate. But like I said before, I would skip Cryo Blast if
I had some other good crowd control. It just isn't THAT great.


I've read about the Mind Control build, and while it sounds like a helluva lot of fun, I don't think that's where I want to go with my main!Shep. I may roll another Engineer to play around with that.

termokanden wrote...

That's more or less the build I used the first time I played an Engineer on insanity. It works great. The +power damage evolution probably makes more sense here rather than mechanic (because power damage adds to Overload, Incinerate AND ammo powers), but then you don't get 100% paragon/renegade.

Now though I'd rather have a fun bonus power and use a squad ammo, but I guess I already said that.


Oh, don't get me wrong, I still shoot people. But with my usual allies (Thane and Grunt), I don't get an ammo power that offsets my inability to destroy barriers. I suppose I could have picked Reave or relied on Thane's Warp to kill 'em, but I like Warp Ammo. It's grown on me.

#13
termokanden

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Oh don't worry, because your build is actually fine.

I will add though that I don't think it's such a big loss not having an ammo power against barriers. It's probably most important if you're a sniper and you're going for one shot kills. Other than that, it makes very little difference.