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Mass Effect 2 Best Bonus Power for Soldier


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58 réponses à ce sujet

#26
JFarr74

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strive wrote...

For synthetics you would just use Disruptor. APA really has no purpose for a Soldier. Incediary is far better for organics and disruptor for synthetics. The missions that have a wide mix of both are really rare. (Thane/Samara RM come to mind). Even then ammo powers give a slight dps increase, really they're awesome for the CC not the extra damage. Which incendiary and disruptor do to specific enemies.


Which do you recommend then?

#27
Guest_Rezources_*

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None. Soldier already has everything they need, Put points into everything but Concussive Shot.

#28
JFarr74

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Rezources wrote...

None. Soldier already has everything they need, Put points into everything but Concussive Shot.


Well, how can I get rid of my bonus power?

#29
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Retrain out of it.

#30
JFarr74

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Rezources wrote...

Retrain out of it.


So you mean remove points from it?  Is it really that worthless?

#31
mcsupersport

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If you are talking bonus ammo power yeah, it probably is. But some of the one point wonders are also nice as in stasis, and slam. Slam for warp bombs and a quick cooldown, and stasis just for the occasion when you NEED to lock down an enemy. Stasis is also fun for killing certain enemies that you can cause to fall to death. Does the Soldier need a bonus power? NO, but they can be situationaly handy or if you want to modify the ARush playstyle to accommodate one.

#32
JFarr74

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Any other powers besides ammo powers anybody would recommend for a Soldier, like Fortification or something?

#33
Mand0l1n

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I would avoid shield powers as they eat up your cooldowns which are best saved for adrenaline rush. If you really want one then 1 point in barrier can get you out of a tight spot but most of the time you're better using a medigel. As for other bonus powers, the previous posts say it all. Personally i would take slam to break up the tedium of shooting everything all the time.

#34
JFarr74

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So if I had to choose between Armor Piercing Ammo or Fortification, which should I choose?

#35
thatdude90210

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Fortification or any type of shield/barrier take too long to cooldown. That long wasted cooldown time could better be used for Adrenaline Rush killing power.

With a Mattock, a Soldier can take down a YMIR mech in 3 Adrenaline rushes (on Insanity) so you don't really need Stasis. The Mattock could run into ammo issues so Energy drain is a good compliments. That way you don't waste ammo taking down shields.

#36
Mand0l1n

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Armour piercing or fortification? Thats like choosing between the devil or the deep blue sea. If you really pushed me to choose one of these i would take fortification as a 1 point wonder to get me out of trouble every so often. Armour piercing is too similair to incendiary ammo but without the cc effect. Really i coudn't recommend either one of them but it's all down to how you want to play.

#37
Bourne Endeavor

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JFarr74 wrote...

So if I had to choose between Armor Piercing Ammo or Fortification, which should I choose?


Armor Piercing is nice however due to Incendiary and Disruptor Ammo, it becomes redundant. The damage benefit for ammo powers alone is negligible to begin with and the difference here is even less. Fortification is in fact the worst bonus power in the game. It has no additional perk nor does will it benefit from a reduction in cooldown when you acquire upgrades. The only reason to choose either of these powers is to preserve the legitimacy of the lore by not using biotics or tech on a Soldier. IF that is the case, I'd opt for Flashbang Grenade. You will rarely have any use for a bonus power since Adrenaline Rush is god but the ability to stun enemies serves a decent enough alternative to the AR spamming.

#38
JFarr74

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So...what combat bonus power is the most recommended?

#39
Praetor Knight

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JFarr74 wrote...

So...what combat bonus power is the most recommended?


Well if only from that category, then I say Flashbang Grenades.

And at level 4, I'd say go with the Improved version.

#40
JFarr74

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Praetor Shepard wrote...

JFarr74 wrote...

So...what combat bonus power is the most recommended?


Well if only from that category, then I say Flashbang Grenades.

And at level 4, I'd say go with the Improved version.


Are Flashbang Grenades effective in some way?

#41
mcsupersport

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Should stun enemies, knocks husks off their feet which kills them, and higher levels overheats weapons in an area effect. Too me it would be better than an ammo power and way better than Fortification. Barrier is the best of the worst protection powers, with GSB being close especially if you like the 15% damage boost evolution. But all shield/protection powers are pretty bad for the cools, and Fortification is the worst since it doesn't get any reduction from biotic or tech time reduction.

#42
JFarr74

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What would you guys recommend- Inferno Grenade or Flashbang Grenade?

#43
Praetor Knight

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JFarr74 wrote...

Are Flashbang Grenades effective in some way?


Yes, very effective actually, but they are tricky to get them go exactly where you want at first, because of how they can bounce off of the environment. This part of the wiki page gives some pointers: http://masseffect.wi...de#Player_Notes

So an enemy hit with a Flashbang will not be able to shoot or use a power, for as much as 6 seconds, longer with Shock Trooper's duration bonus.

And there is a special little effect that makes Collector missions a cake walk because of how Harbinger (Harby) is affected. harby will not be able to attack and you can then easily ignore him and target other enemies.


Personally, I'd rather just bring Kasumi, but it's great for Shepard.

#44
JFarr74

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Praetor Shepard wrote...

JFarr74 wrote...

Are Flashbang Grenades effective in some way?


Yes, very effective actually, but they are tricky to get them go exactly where you want at first, because of how they can bounce off of the environment. This part of the wiki page gives some pointers: http://masseffect.wi...de#Player_Notes

So an enemy hit with a Flashbang will not be able to shoot or use a power, for as much as 6 seconds, longer with Shock Trooper's duration bonus.

And there is a special little effect that makes Collector missions a cake walk because of how Harbinger (Harby) is affected. harby will not be able to attack and you can then easily ignore him and target other enemies.


Personally, I'd rather just bring Kasumi, but it's great for Shepard.


Should I choose this or Inferno Grenade?

#45
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Praetor Shepard wrote...

JFarr74 wrote...

Are Flashbang Grenades effective in some way?


Yes, very effective actually, but they are tricky to get them go exactly where you want at first, because of how they can bounce off of the environment. This part of the wiki page gives some pointers: http://masseffect.wi...de#Player_Notes

So an enemy hit with a Flashbang will not be able to shoot or use a power, for as much as 6 seconds, longer with Shock Trooper's duration bonus.

And there is a special little effect that makes Collector missions a cake walk because of how Harbinger (Harby) is affected. harby will not be able to attack and you can then easily ignore him and target other enemies.


Personally, I'd rather just bring Kasumi, but it's great for Shepard.


What's the duration on Insanity? I'm still not sure what the penalties on duration to powers are on that setting.

#46
Praetor Knight

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Rezources wrote...

What's the duration on Insanity? I'm still not sure what the penalties on duration to powers are on that setting.


I'm not 100% sure what all of the penalties are off-hand, but there is a 20% duration penalty.

So the Research Upgrade for Tech and Biotic Durations then should be a wash.

Combat Powers though would rely on the class passive, and with the Shock Trooper you get a total of -5% to duration on Combat Powers.

I'm still looking to see if there is a complete list, the wiki does not have that info.



Edit: So far I double checked a thread (ME2 Gameplay Data) with general duration penalties, which are as follows:

Power Duration

Most duration-based powers that affect enemies (AI Hacking, Pull, Cryo Freeze) have their duration reduced on larger targets.

Small humanoids (Husks, regular Mercs, small Geth) = Full duration
Tougher humanoids (Elite Mercs) = 80%
Krogans, Scions, medium-sized Geth = 70%
Heavy Mechs, Geth Prime = 60%

Modifié par Praetor Shepard, 11 juillet 2011 - 02:14 .


#47
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Alright, thanks. I don't understand why they made combat powers so crappy, besides AR of course.

#48
JFarr74

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Would you guys rather have the Inferno Grenade or the Flashbang Grenade? Which is more useful?

#49
RedCaesar97

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JFarr74 wrote...

Would you guys rather have the Inferno Grenade or the Flashbang Grenade? Which is more useful?


Flashbang Grenade is better than Inferno Grenade. Inferno Grenade is just too difficult to use and its usefulness is questionable.


Unlike Kasumi's and Zaeed's versions of these grenades (which are instant-cast and instant-hit), Shepard throws the grenades in an arc, and if they hit a wall they will bounce before exploding. It will take some practice before you can begin to throw them effectively.

As mcsupersport points out, Flashbang Grenade should stun enemies, knock husks off their feet which kills them, and at higher levels overheats weapons in an area effect.

The radius of Flashbang is uniform: any enemies within that radius will be hit by Flashbang Grenade. The radius of Inferno Grenade, is not uniform. Inferno Grenade explodes in fragments (4 or 5 fragments at rank 4). This means that Inferno Grenade will explode, but enemies with the explosion radius may not actually get hit by any fragments. This can result in a wasted 6-second cooldown.

Inferno Grenade does inflict 2x damage against armor, but that only becomes useful against lightly-armored enemies such as Vorcha or mechs. I'll have to test it again, but the armor damage bonus does not seem to always work like it should. I tried Heavy Inferno Grenade on Mordin's loyalty mission with a mid-level soldier, and occasionally it did not strip a Vorcha's armor completely off. Likewise, I tried it against some Loki mechs on Samara's recruitment mission and it did not strip their armor off either. And since mechs and Vorcha are very lightly-armored, you are better off shooting the armor off than burning it with Inferno Grenade. 

In my opinion, if you want to spend points on just combat or ammo powers, put all of your points in your native abilities, including one point in Concussive Shot, even if you never use it. For non-combat powers, one point in Neural Shock, Slam, or Stasis should be fine. If you are going to invest points in Flashbang Grenade, I recommend putting 10 points into it and evolving it to Improved Flashbang Grenade for the extra duration. The extra damage from Frag Grenade (the other evolution of Flashbang Grenade) is not worth it.

#50
termokanden

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RedCaesar97 wrote...

JFarr74 wrote...

Would you guys rather have the Inferno Grenade or the Flashbang Grenade? Which is more useful?


Flashbang Grenade is better than Inferno Grenade. Inferno Grenade is just too difficult to use and its usefulness is questionable.

Very true. In fact I think Flashbang Grenade is very close to being a great power, with just a few problems in the way:

- It's a combat power, so that's a big fat sad smiley :(
- It gets a duration hit on insanity (that you can't research away) that makes it less useful there, so another :(
- It doesn't work on enemies with shotguns :(
- It sometimes doesn't work AT ALL :(

So that's 4 unhappy smileys or one with a quadruple chin (and many eyes!). Flashbang Grenade is a fun power that could have been great but needs a better implementation.

Modifié par termokanden, 11 juillet 2011 - 09:53 .