I want some unconventional builds
#1
Posté 30 avril 2011 - 09:05
These 3 here have become my favorites
Soldier
AR - 4, Heightened
Concusion shot - 2
Disruptor - 3
Incendiery - 3
Cryo - 4, squad
Combat mastery - 4, commando
Warp ammo - 3
I love this build for it's offensive versatility and squad cryo for that passive CC.
Vanguard
Inferno ammo - 4
Cryo - 4 squad
Charge - 4, area
Champion - 4
Shockwave - 1
Flashbang - 4
Since I am a terrible FPS/TPS gamer, I can not rumble like you kamikaze Vanguards, but I still play aggressively. I like to open with FB, knock out some defenses, and hopefully send a few enemies shattering with area charge.
Infiltrator
Disruptor - 1
Assassin cloak - 4
Incinerate - 4, Heavy
Hack - 4, Improved
Agent - 4
Dominate- 4, Enhanced
Nothing like screwing with the enemy. I went Heavy incinerate to help close out enemies and I use squadies for the ammo.
#2
Posté 30 avril 2011 - 09:50
Incendiary ammo: 3
Cryo: 1
Charge, Area: 4
Champion: 4
Shockwave, Heavy: 4
Pull: 2
ED/Reave, Heavy: 4
Use ED or Reave to strip first. Then Pull to interesting or more tactical location. Charge.
Or what I've found fun is to use a combination of Reave and Shotgun with Incendiary ammo to strip Husks armor then Shockwave a bunch to death. Get the reload trick down on the claymore and you can take a couple of armor stripping shots between each shockwave.
Pull is at 2 so you have the extra tick of time but not so much that the target goes too high to charge at.
If you don't care about the fire effects then put pull at 4, cryo at 0 and 1 point in inferno. Yeah, you're gimping yourself a little this way, but it's worth it for the change up.
I look at this as the build where I'm most inclined to just send everything flying in some way with everything I do.
Modifié par RGFrog, 30 avril 2011 - 09:51 .
#3
Posté 30 avril 2011 - 10:25
#4
Posté 30 avril 2011 - 11:28
Inferno Ammo
Squad Cryo Ammo
Heavy Charge
1pt Shockwave
Destroyer
Crippling Slam
Weapons: Predator, Scimitar, Viper, Tempest, and Heavy Weapon of your choice
At the beginning of a fight, use your Viper with Inferno Ammo and squad with Cryo and their powers to soften up and freeze enemies from range. Once defenses are down, start using Crippling Slam as well (It's kind of fun to use while scoped, actually. Finished off more than a few enemies this way). Once most of the opposition is frozen or writhing in flames on the ground, switch to the Tempest or Scmitar with Inferno and charge in to clean up. Beat downs, bullet hoses, and fire, oh my!
When facing synthetics, generally put Cryo on all your weapons. I find that to be more effective than Inferno, unless there's armor to blast through, of course.
Random thoughts: I haven't gotten the knack of making Warp bombs with Slam, but the potential is there. You'll also feel like a pro-troll tossing guys up into the environment on LotSB and Arrival.
Had an easy time of Object Rho on Hardcore with this build, because it has a lot of options for dealing with enemies. Plus, you have Charge as the ace in the hole. This hasn't been used on NG+ yet, though I imagine it'll do well in the early game with the proper use of squad powers.
Modifié par SonofMacPhisto, 30 avril 2011 - 11:31 .
#5
Posté 01 mai 2011 - 03:58
Anyways... coming up with different builds is really a challenge because there aren't that many options in ME2. As far as the Sentinel goes though you might want to try a "Hot & Cold" Build with Cryo Blast, Heavy Throw and the Flamethrower. I saw a video from thisisme once and decided to give it a try and had fun once I got used to it. Here's his video: www.youtube.com/watch
#6
Posté 01 mai 2011 - 08:58
SonofMacPhisto wrote...
Here's a fun Vanguard I came across on my own...
{then goes on to provide the most standard and recommended Vanguard build}
#7
Posté 01 mai 2011 - 02:38
Simbacca wrote...
SonofMacPhisto wrote...
Here's a fun Vanguard I came across on my own...
{then goes on to provide the most standard and recommended Vanguard build}
I've been away from the boards for a while, and Scout's Honor had no idea this was standard in any way, shape, or form. Nor have I read about this build anywhere else, which probably goes to show I'm not very well read!
Modifié par SonofMacPhisto, 01 mai 2011 - 02:38 .
#8
Posté 01 mai 2011 - 02:39
Simbacca wrote...
SonofMacPhisto wrote...
Here's a fun Vanguard I came across on my own...
{then goes on to provide the most standard and recommended Vanguard build}
To be fair, Destroyer is an unconventional passive evolution. Champion is more widely favored.
#9
Posté 01 mai 2011 - 02:44
lazuli wrote...
Simbacca wrote...
SonofMacPhisto wrote...
Here's a fun Vanguard I came across on my own...
{then goes on to provide the most standard and recommended Vanguard build}
To be fair, Destroyer is an unconventional passive evolution. Champion is more widely favored.
I suppose thats soothes my embarrassment.
#10
Posté 01 mai 2011 - 02:47
lazuli wrote...
To be fair, Destroyer is an unconventional passive evolution. Champion is more widely favored.
Yeah, and that's too bad. Destroyer is pretty much equal to Champion (gameplay-wise), but sounds much cooler.
#11
Posté 01 mai 2011 - 03:03
#12
Posté 01 mai 2011 - 06:27
fire ammo- 3
ice ammo - 0
charge -4 heavy charge
shockwave -
Pull - 4 - multipull
passive - 4 - dont remember which one
slam 4 - heavy slam
i used the assault rifle (and SMG pre-collector ship) more than the shotgun but i still shotgun charged. mostly used pull and slam, and i did this on hardcore. and it worked fairly well.
#13
Posté 01 mai 2011 - 06:42
#14
Posté 01 mai 2011 - 07:51
Incendiary Ammo 1
Heavy Charge
Heavy Shockwave
Area Pull
Destroyer
Tungsten Ammo
Claymore
I love making a bunch of enemies float at the same time, and Shockwave is fun, if situational. I mostly only use Charge with this build, though, and rarely ever change weapons.
I just like dealing as much damage as possible, and I personally think Destroyer is better than Champion. Charge is not affected by the Biotic Cooldown upgrade, so the decrease in cooldown offered by Champion is almost non-existent, while the extra 6% damage and 15% power damage from Destroyer can make a very big difference, specially if your base damage is already pretty high. I also give him armor pieces that increase damage..
#15
Posté 01 mai 2011 - 08:23
Korjyan wrote...
I know the problem, I lost count of the playthroughs as well - I can only see the time spent on my steam account but I've played a friend's retail version before that and also ~10 or so playthroughs on Xbox.
Anyways... coming up with different builds is really a challenge because there aren't that many options in ME2. As far as the Sentinel goes though you might want to try a "Hot & Cold" Build with Cryo Blast, Heavy Throw and the Flamethrower. I saw a video from thisisme once and decided to give it a try and had fun once I got used to it. Here's his video: www.youtube.com/watch
I like this one, I may give it a shot. Currently I am trying to figure an Engie build that looks off the wall.
#16
Posté 01 mai 2011 - 08:29
Samurai_Wahoo wrote...
I like this one, I may give it a shot. Currently I am trying to figure an Engie build that looks off the wall.
For Engineer's you could perhaps try taking Dominate as a bonus along with AI Hacking for Total Control. If that doesn't take your fancy there's always the Shotgun Engineer.
#17
Posté 01 mai 2011 - 08:41
#18
Posté 02 mai 2011 - 05:14
Agreed, and it is damn difficult.Ahglock wrote...
I think the only way you get a truly unconventional build is to avoid your class power. Problem is a vanguard without charge is just a crappy adept with a shotgun.
I've tried with adept and infiltrator, and it isn't easy to avoid the class power; well infiltrator is easier.
Here's what my adept was (IIRC): Pretty much like ME1 vanguard with a grenade.
Warp - 2
Throw - 1 | 3 (preferred)
Singularity - 3 | 2 (preferred)
Pull Field
Bastion
Shockwave - 4 (Improved) | 3 (preferred)
Improved Flashbang
Idea was using flashbang as opener, geth shotgun to remove defences, and pull field/shockwave to disable, with liberal sprinklings of throw. Minimal use of singularity/warp - saved only for specific instances, ie vanguard with barrier, or other such things... Shame you have to put points in them, otherwise I'd have maxed throw, pull and shockwave together.
Also had a go at doing this with heavy pull, although I found heavy pull shines better at long range, where you can disable an enemy, and the make the most of the extra few moments while working your way in that direction. At close range, pull field is much better.
Needless to say that was very tough, and I never really got it to a fully working state...
Modifié par Curunen, 02 mai 2011 - 05:15 .
#19
Posté 02 mai 2011 - 05:29
I always enjoyed to focus on one specific power or ability and go nuts
#20
Posté 04 mai 2011 - 02:37
10 pts into Adrenaline rush (either spec works fine)
10 pts into concussive shot, spec to concussive blast
10 pts each into disrutptor and incendiary ammo. Spec to squad disruptor and inferno ammo
10 pts into passive, spec to commando
1 pt into Geth Shield Boost or Barrier, whichever you prefer
This build is semi-wonky because it maxes out CS which everyone says sucks, but I love it. It rips through barriers very quickly, staggers protected enemies, and sends unprotected enemies flying. Max out CS on Garrus and Zaeed, max out Zaeed's inferno grenade, and take the two of them to the Derilect Reaper. Use your Inferno ammo and Zaeed's inferno grenade to strip the armor off of groups of husks, then unload three concussive shots into them. Lots of dead husks in short order. This squad also is effective against Collectors for the same reason: you can completely negate their barriers.
Taking Zaeed with you on this build is fun when you have him launch an inferno grenade into a group of enemies while you're unloading into them with the Revenant equipped with inferno ammo. There will be flames everywhere. It's a very charming and amusing way to completely f*** up the countryside.
Edit:
And before anyone tells me Reave is better against barriers than CS, yes, I know. I don't care. CS is entertaining as hell to use and, unlike Reave, it will crowd control husks.
Modifié par jamesp81, 04 mai 2011 - 02:48 .
#21
Posté 04 mai 2011 - 02:46
10 pts to Throw Field
10 pts into Warp. Choose either spec, but I like unstable warp for better warp bombs
10 pts to tech armor, spec to Assault Armor
10 pts to Overload, spec to area overload
10 pts into passive, spec to Guardian for maximum cooldown reduction
1 pt into Stasis
The build itself is normal. The wonky part of it comes in when you go to the collector ship. Instead of doing the same old thing and taking shotgun training, take Sniper training. Use the Viper. Try not to think of the Viper as purely a sniper rifle; think of it as a scoped battle rifle, like a Mattock or Vindicator with a scope. Bum disruptor ammo from Zaeed or Warp ammo from Jack and you have a powerful, well rounded weapon. Use the Locust as a sidearm for when ammo is short for the Viper. Get accustomed to lining up the shot before you zoom in on a badguy so you have minimal aim correction to do. This is an extremely deadly way to play. This is the class I used the very first time I beat the game on hardcore difficulty.
Now, some will tell you if you're taking sniper training to choose Power Armor over Assault Armor. Don't. Assault Armor beats the crap out of Power Armor, and the power damage bonus from Power Armor simply is NOT worth losing the automatic shield regeneration and whopping 18 meter stun pulse radius you get from Assault Armor.





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