Best build for Miranda my party members are going to be Kasumi and Miranda to be honest Kasumi is amazing she does so much damage and her flash grenades are incredible I just need a good Miranda build I am a bit confused on what to get thank you guys.
How should I build Miranda any help please?
Débuté par
zazally
, mai 13 2011 07:12
#1
Posté 13 mai 2011 - 07:12
#2
Posté 13 mai 2011 - 07:32
What class and which bonus power are you using?
#3
Posté 13 mai 2011 - 07:40
Ahh you again I like you you
umm the only bonus power I got so far is Flash Bang or whatever kasumi one is I just learnt it then just finished recruiting that scientist guy and I am following your other post on how I can get my shotgun earlier
I have done Kasumi's loyalty like you said recruited the scientist and that's about it so far this is a fresh play through but I downloaded a save which has really made the game quite more enjoyable I got to have the meeting with Anderson and they remade me a spectre I don't remember that happening on my other play through cause I didn't import anything I used a saved from this mass effect save website thing and so far I love it
#4
Posté 13 mai 2011 - 07:41
Also I am enjoying this Locust SMG but I would still prefer a nice shotgun 
Edit: Doing the Arcangel mission now following your awesome guide you provided me but would love a good Miranda build if you could thank you.
Edit: Doing the Arcangel mission now following your awesome guide you provided me but would love a good Miranda build if you could thank you.
Modifié par zazally, 13 mai 2011 - 07:43 .
#5
Posté 13 mai 2011 - 07:44
Sorry accidently double posted.
Modifié par zazally, 13 mai 2011 - 07:45 .
#6
Posté 13 mai 2011 - 07:45
Also Assault Armor or Power Armor?
#7
Posté 13 mai 2011 - 07:58
I usually use the Unstable warp & Area Overload evolutions, with the Squad increased damage passive (Cerberus Tactician if i recall).
I get at least one point in Warp & overload, then max out Miranda's passive. One dot in Warp can detonate pulls if need be , and even one point in Overload can "detonate" pyros. After that, max out Warp if you have biotics or Overload if you're playing a Tech/combat class. Overload and Katsumi's Flashbang work well together. Though I'd consider switching bonus powers once you get something else, I find the cast animation on Flashbang to be longer than others; Maybe I'm just imagining things.
I went for Energy drain & sometimes Reave with my Sentinel. Both Armor evos are good, Power armor is perhaps better suited for late game though.
I get at least one point in Warp & overload, then max out Miranda's passive. One dot in Warp can detonate pulls if need be , and even one point in Overload can "detonate" pyros. After that, max out Warp if you have biotics or Overload if you're playing a Tech/combat class. Overload and Katsumi's Flashbang work well together. Though I'd consider switching bonus powers once you get something else, I find the cast animation on Flashbang to be longer than others; Maybe I'm just imagining things.
I went for Energy drain & sometimes Reave with my Sentinel. Both Armor evos are good, Power armor is perhaps better suited for late game though.
Modifié par Saaziel, 13 mai 2011 - 08:01 .
#8
Posté 13 mai 2011 - 07:59
Lots of silicone.
#9
Posté 13 mai 2011 - 08:02
Assault >>>> Power Armor
Playing Sentinel and having Kasumi and Miranda around makes Slam a great bonus power. You can use Kasumi's Overload to remove shields, have Shep use Slam, immediately followed by Mir's Warp = instant warp explosions.
Overall everything depends on how you're going to use certain squadmates. They can use only one power at a time so it's always best to max the power you're going to use most first. If you're going to use Miranda primarily to warpbomb, max her Warp first (always go for Unstable for your squadmates) - if you're going to use Mir to strip defenses, you want to invest in both Warp and Overload. The only thing that really matters is having them both instantly strip defenses (you don't need 10 points in either of them, investing in both should allow insta-stripping throughout the game, considering you upgrade tech and biotic powers along the way).
Kasumi's passive power is bugged, don't waste points on that one. Her Improved FB Grenades are great going CQC, shields are the most common defense so Overload is always a good pick, Shadow Strike is nice, but rather unreliable - fun though.
You can max 3 powers (Kasumi), Miranda will have 1 additional point. I always invest in her Warp first, Overload second, Passive third and one point left for Slam.
Playing Sentinel and having Kasumi and Miranda around makes Slam a great bonus power. You can use Kasumi's Overload to remove shields, have Shep use Slam, immediately followed by Mir's Warp = instant warp explosions.
Overall everything depends on how you're going to use certain squadmates. They can use only one power at a time so it's always best to max the power you're going to use most first. If you're going to use Miranda primarily to warpbomb, max her Warp first (always go for Unstable for your squadmates) - if you're going to use Mir to strip defenses, you want to invest in both Warp and Overload. The only thing that really matters is having them both instantly strip defenses (you don't need 10 points in either of them, investing in both should allow insta-stripping throughout the game, considering you upgrade tech and biotic powers along the way).
Kasumi's passive power is bugged, don't waste points on that one. Her Improved FB Grenades are great going CQC, shields are the most common defense so Overload is always a good pick, Shadow Strike is nice, but rather unreliable - fun though.
You can max 3 powers (Kasumi), Miranda will have 1 additional point. I always invest in her Warp first, Overload second, Passive third and one point left for Slam.
#10
Posté 13 mai 2011 - 08:09
I have never really been impressed with the whole 'warp explosion' thing. It just doesn't do enough on hardcore or insanity to inspire me to use it.
I usually build Miranda with Area Overload, Heavy Warp, and the evolution of her passive skill that gives the larger weapon damage bonus.
I usually build Miranda with Area Overload, Heavy Warp, and the evolution of her passive skill that gives the larger weapon damage bonus.
#11
Guest_iOnlySignIn_*
Posté 13 mai 2011 - 08:11
Guest_iOnlySignIn_*
Always Unstable Warp on squadmates, because it has a 9 second cooldown instead of 12, actually giving it higher DPS than Heavy Warp (160/9>200/12) as well as better Warp Explosions.
Cerberus Leader is the best passive in the game, especially when paired with high DPS squadmates (Zaeed, Thane, Legion, Infiltrator/Vanguard/Soldier Shepard).
Area Overload is the best squad power in the game, but Garrus's is better than Miranda's with Turian Renegade, especially on Insanity.
Slam is decent (cooldown is a bit long) and it's nice to hear Yvonne Strahovski shout "On the floor!".
If you're getting Kasumi/Garrus early (any Tech class player should), perhaps Miranda should go towards Unstable Warp first, with a few spare points here and there towards Cerberus Leader, while Kasumi/Garrus take Overload duty. On Blue Suns missions, you can take Garrus/Kasumi for dual Overload anyways, so Miranda's Overload won't be needed much.
In fact, Miranda is so OP that it doesn't matter how you build her. She'll help you rip through enemies anyway.
Cerberus Leader is the best passive in the game, especially when paired with high DPS squadmates (Zaeed, Thane, Legion, Infiltrator/Vanguard/Soldier Shepard).
Area Overload is the best squad power in the game, but Garrus's is better than Miranda's with Turian Renegade, especially on Insanity.
Slam is decent (cooldown is a bit long) and it's nice to hear Yvonne Strahovski shout "On the floor!".
If you're getting Kasumi/Garrus early (any Tech class player should), perhaps Miranda should go towards Unstable Warp first, with a few spare points here and there towards Cerberus Leader, while Kasumi/Garrus take Overload duty. On Blue Suns missions, you can take Garrus/Kasumi for dual Overload anyways, so Miranda's Overload won't be needed much.
In fact, Miranda is so OP that it doesn't matter how you build her. She'll help you rip through enemies anyway.
Modifié par iOnlySignIn, 13 mai 2011 - 08:16 .
#12
Posté 13 mai 2011 - 08:12
Should I replace Kasumi? That sucks that her passive is bugged lucky I haven't put any points into it phew any other suggestions on who I should replace her with?
#13
Posté 13 mai 2011 - 08:12
Miranda is already built like a brickhouse
... Oh, wait! You mean her powers, don't you? Well, let's see...
Overload - 10 points
Either evolution is fine. I personally prefer the Area evolution because it still burns through most shields even on Insanity. Also, synthetics tend to bunch up, justifying the extra impact radius.
Warp - 10 points
Use the Unstable evolution for Warp explosions and the shorter cooldown.
Cerberus Officer - 10 points
Use the Leader evolution for the extra squad weapon damage. The extra health from the Tactician evolution isn't worth it.
Slam - 1 point
As much as I love Slam, her other powers better justify the points.
Miranda is a mainstay in all of my squads. Her powers are the most useful out of all the squadmates. She's not exactly hard to look at either.
Overload - 10 points
Either evolution is fine. I personally prefer the Area evolution because it still burns through most shields even on Insanity. Also, synthetics tend to bunch up, justifying the extra impact radius.
Warp - 10 points
Use the Unstable evolution for Warp explosions and the shorter cooldown.
Cerberus Officer - 10 points
Use the Leader evolution for the extra squad weapon damage. The extra health from the Tactician evolution isn't worth it.
Slam - 1 point
As much as I love Slam, her other powers better justify the points.
Miranda is a mainstay in all of my squads. Her powers are the most useful out of all the squadmates. She's not exactly hard to look at either.
Modifié par amcnow, 13 mai 2011 - 08:17 .
#14
Posté 13 mai 2011 - 08:22
zazally wrote...
Should I replace Kasumi? That sucks that her passive is bugged lucky I haven't put any points into it phew any other suggestions on who I should replace her with?
Don't let that scare you. Just max out her other 3 powers. She's still a great squadmate. She's also easy to look at.
#15
Posté 13 mai 2011 - 08:24
^^^Abispa wrote...
Lots of silicone.
#16
Posté 13 mai 2011 - 08:26
+ 1Abispa wrote...
Lots of silicone.
#17
Posté 13 mai 2011 - 08:29
Personally, I put her points in Cerberus Leader because, as stated earlier, because its better to kill enemies quickly than it is to survive longer battles. If Shepard or the other party member doesn't have tech powers, definitely go with Overload to the max. If you do have another tech, you can spread points to both Overload and Slam, or focus on Slam if you like to combo with another member's Cryo. Max out Warp, either version, though I usually found Heavy Warp worked better for me despite the fact that Unstable Warp should have been more useful.
#18
Posté 13 mai 2011 - 08:31
Kasumi is a more useful character to have than Miranda, if you're choosing between two.
#19
Posté 13 mai 2011 - 10:33
Personally I do not think it is the most effective method to use the same squad members on every mission, but rather to select them based upon who is most effective against a particular type of enemy.
Sentinel + Kasumi + Miranda may be a bit redundant. You have three characters who excel at bringing down defenses, but who are less adept at crowd control or taking/returning fire than the other squad members. A Sentinel with the Guardian evolution of their Defender ability and the Biotic/Tech cooldown upgrades can deploy THREE Overload attacks in the time it would take Kasumi or Miranda to use that power ONCE and then recharge. Therefore you would be better off replacing one with a character who can rapidly immobilize those enemies once their shields are down (i.e. Jack with Pull Field, Mordin with Full Cryo Blast) instead.
Miranda should probably be replaced once you have your first four recruits, if not earlier. The squad bonuses from her Cerberus Officer ability are, comparatively speaking, the least valuable to a Sentinel than they are to the weapon-focused classes. Of all the classes, Sentinels spend the least amount of time firing guns thanks to the rapid recharge of their attack powers, and with Assault Armor and the reduced power recharge time you should almost never be taking enough health damage for it to matter.
If you are dead-set on using these characters for the entire game then I would recommend getting either Throw Field or Full Cryo Blast early, that way you have something to do with those enemies once your allies have removed their defenses (since they can still shoot at you, and at the same rate of fire they had when their armor/barrier/shields were active). While you can sabotage the weapons of unshielded enemies with repeated use of high-level Overload attacks, it is still less effective crowd-control than what you would get from other powers, and that will not really help you against the melee attacks of a Krogan, Husks, Varren, etc.
That said, in terms of Miranda's skill set, I agree with everyone's recommendations though I must say I personally still prefer Cerberus Tactician (+15% Squad Health) instead. I almost always use characters and squad members who rely more on their biotic/tech powers in combat instead of their weapons, and therefore spend less time shooting. These characters tend to have the lowest health bonuses and already receive massive weapon damage bonuses from the status effects imposed by Pull, Cryo Blast, Reave, etc. Either way, the extra +7.5% to either squad weapon damage or squad health is minimal, but I still would prefer they have that extra 17 points of health if it means they can finish their Pull Field or "taking cover" animations without dying at the last second from a random bullet.
Sentinel + Kasumi + Miranda may be a bit redundant. You have three characters who excel at bringing down defenses, but who are less adept at crowd control or taking/returning fire than the other squad members. A Sentinel with the Guardian evolution of their Defender ability and the Biotic/Tech cooldown upgrades can deploy THREE Overload attacks in the time it would take Kasumi or Miranda to use that power ONCE and then recharge. Therefore you would be better off replacing one with a character who can rapidly immobilize those enemies once their shields are down (i.e. Jack with Pull Field, Mordin with Full Cryo Blast) instead.
Miranda should probably be replaced once you have your first four recruits, if not earlier. The squad bonuses from her Cerberus Officer ability are, comparatively speaking, the least valuable to a Sentinel than they are to the weapon-focused classes. Of all the classes, Sentinels spend the least amount of time firing guns thanks to the rapid recharge of their attack powers, and with Assault Armor and the reduced power recharge time you should almost never be taking enough health damage for it to matter.
If you are dead-set on using these characters for the entire game then I would recommend getting either Throw Field or Full Cryo Blast early, that way you have something to do with those enemies once your allies have removed their defenses (since they can still shoot at you, and at the same rate of fire they had when their armor/barrier/shields were active). While you can sabotage the weapons of unshielded enemies with repeated use of high-level Overload attacks, it is still less effective crowd-control than what you would get from other powers, and that will not really help you against the melee attacks of a Krogan, Husks, Varren, etc.
That said, in terms of Miranda's skill set, I agree with everyone's recommendations though I must say I personally still prefer Cerberus Tactician (+15% Squad Health) instead. I almost always use characters and squad members who rely more on their biotic/tech powers in combat instead of their weapons, and therefore spend less time shooting. These characters tend to have the lowest health bonuses and already receive massive weapon damage bonuses from the status effects imposed by Pull, Cryo Blast, Reave, etc. Either way, the extra +7.5% to either squad weapon damage or squad health is minimal, but I still would prefer they have that extra 17 points of health if it means they can finish their Pull Field or "taking cover" animations without dying at the last second from a random bullet.
Modifié par Darkstar Aurora, 13 mai 2011 - 10:54 .
#20
Posté 14 mai 2011 - 06:57
NG or NG+?
NG - Area Overload, Unstable Warp, Cerberus Leader.
NG+ - Heavy Overload, Heavy Warp, Cerberus Leader.
The most important thing about defense stripping abilities is their ability to one-shot protections to set up combos before enemies can drop back into cover, regen protections, or move out of range. On NG+ Insanity, Unstable Warp and Area Overload will not one-shot defenses until 6/6 upgrades, which drops their usefulness dramatically. The best place to see this is in the opening Hotel Azure fight. An Area Overload which leaves a sliver of shields versus one that destroys protections can prolong the battle by several magnitudes.
Once you have all necessary upgrades, you can easily respec back using LotSB.
NG - Area Overload, Unstable Warp, Cerberus Leader.
NG+ - Heavy Overload, Heavy Warp, Cerberus Leader.
The most important thing about defense stripping abilities is their ability to one-shot protections to set up combos before enemies can drop back into cover, regen protections, or move out of range. On NG+ Insanity, Unstable Warp and Area Overload will not one-shot defenses until 6/6 upgrades, which drops their usefulness dramatically. The best place to see this is in the opening Hotel Azure fight. An Area Overload which leaves a sliver of shields versus one that destroys protections can prolong the battle by several magnitudes.
Once you have all necessary upgrades, you can easily respec back using LotSB.





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