Soldier - Insanity: AP Rounds Worth it?
#1
Posté 30 juillet 2011 - 08:43
I'm about to start my first attempt as a Soldier on insanity and was trying to determine which special ability to pick up. I've heard that AP rounds are impressive but I've already got inferno rounds and wasn't sure if AP was worth getting. I was considering that or the flash bang simply because it's so much fun.
Thanks!
#2
Posté 30 juillet 2011 - 09:08
Heightened Adrenaline Rush
Concussive Shot
Squad Disruptor Ammo
Inferno Ammo
Squad Cryo Ammo
Commando
Run that with the Mattock/Widow and you destroy everything in your path with absolute impunity. If you do not have the Firepower DLC than the Revenant is not poor alternative by any means but some prefer a more defensive approach to compensate for being out in the open as the idea behind the Revenant is to play Rambo. Personally I suggest you pick up that DLC as it is easily worth the ticket price for the sheer power the Mattck offers. The Geth Plasma Shotgun is fantastic as well but more so for the Sentinel than any other class.
If you want to maximize damage potential, then bring along Miranda and Zaeed. With the Incisor/Mattock and Miranda's boost, Zaeed can almost reach Shepard's damage output. I prefer Garrus myself but you pretty much can bring whoever. I ran a Grunt/Zaeed combo once and torn through the game.
Modifié par Bourne Endeavor, 30 juillet 2011 - 09:13 .
#3
Posté 30 juillet 2011 - 10:11
#4
Posté 30 juillet 2011 - 10:43
lastpatriot wrote...
Thanks a ton for this outline! I'm not all that familiar with the class as I've always played one of the more hybrid options.
And if you want to use the Revenant. I'd recommend Hardened AR instead. Hardened is also a bit more useful with the Claymore, if want to run with that weapon.
I agree with Bourne Endeavor on the ammo powers. For companions, it's really up to you. I tend to bring companions who wear full body armor.
And this is the order I level up powers on the Soldier: Passive first, then AR, followed by Inferno, Squad Cryo and last Disruptor.
Lastly, the only thing I'd add about BPs, is that Neural Shock is another alternative to Slam that works well enough.
And I've run with a one-point Flashbang simply because I like to keep Harby quiet on Collector missions!
Oh, and a one-point Stasis is also another option, but I've never really used it myself when I've had it.
#5
Posté 30 juillet 2011 - 11:18
The general idea is you can use it in the beginning of a battle sequence and then spend your cooldowns on adrenaline rush while still benefitting from the drain and extended shields for some time. Refresh when it fits.
#6
Posté 31 juillet 2011 - 12:14
Praetor Shepard wrote...
And I've run with a one-point Flashbang simply because I like to keep Harby quiet on Collector missions!
Yeah, that's kind of what I was thinking as well though Kasumi solves that problem rather well and she's fun to have along in a group.
#7
Posté 31 juillet 2011 - 12:28
Yea, I've done that too, she's great on Horizon.lastpatriot wrote...
Praetor Shepard wrote...
And I've run with a one-point Flashbang simply because I like to keep Harby quiet on Collector missions!
Yeah, that's kind of what I was thinking as well though Kasumi solves that problem rather well and she's fun to have along in a group.
I just have a pet peeve of bringing anyone with only a breather mask with me on the Collector Ship, I can't stand it anymore.
Kasumi almost gets away with tagging along, since she's got that hoodie!
#8
Posté 31 juillet 2011 - 02:58
I wouldn't bother with Energy Drain. You will scarcely have any use for it due to the longer cooldown and a Soldier really has no use for the benefits. You're a walking one man army, unless you blaze out into combat like a raving nut, you won't die too often. Of course rushing out like a nut can be fun.
Modifié par Bourne Endeavor, 31 juillet 2011 - 03:01 .
#9
Posté 31 juillet 2011 - 09:05
#10
Posté 31 juillet 2011 - 09:31
Ricardo HWO wrote...
I always found the best bonus power to be the shield enhancers, like fortification, Geth shield boost etc, simply because they reboot your shields instantly, which is a lot better than sitting there behind cover with a red screen, waiting for your shields to recharge whilst enemies advance. Great for an impatient guy like me. .
Geth shield boost and Barrier are ok, fortification is about the worst bonus power you can take. It doesn't benefit from either biotic or tech upgrades, so you're stuck with the long cool down. All three become kind of redundent with the medigel upgrades though, since it will restore shields as well.
Modifié par The Grey Ranger, 31 juillet 2011 - 09:32 .
#11
Posté 31 juillet 2011 - 10:33
#12
Posté 31 juillet 2011 - 12:48
Note: As you use Inferno Ammo, the burn effect restarts with each hit, so it's worth to leave it against Vorcha and the Krogan while the Disruptor Ammo will overheat enemy weapons and tear through their sheilds as well. You can also spend 1 point into cry ammo (against husks, krogan and other enemies that annoy you) or spend 1 point into concussive shot so you can stun single enemies and knock back charging krogan, etc... It's matter of your personal preference.
Modifié par PnXMarcin1PL, 31 juillet 2011 - 12:49 .
#13
Posté 31 juillet 2011 - 12:49
Ricardo HWO wrote...
I always found the best bonus power to be the shield enhancers, like fortification, Geth shield boost etc, simply because they reboot your shields instantly, which is a lot better than sitting there behind cover with a red screen, waiting for your shields to recharge whilst enemies advance. Great for an impatient guy like me. .
Grey Ranger covered most of it but the additional qualm is all three have a horrendous cooldown, which interferes with whatever class' main power. It does not help on Insanity your shields are like tissue paper. With a little practice you will never have any use for shields even for the caster classes. For a Soldier, who is already a death incarnate, you will quickly find it useless.
Gladiador2 wrote...
It's not worth choosing any ammo powers as your Bonus Power. You can always develop squad ammo powers on your squadmates in order to have them. It's never the most powerful version, but normally it's more than enough. And you can use your power slot to adquire a more useful power.
Giving an ammo power to the caster classes works, especially if you like to bring Garrus along. Unlocking AP ammo means you trade off Area Overload or Turian Renegade, which are better. Jack has a similar problem if you pump up Warp Ammo. Fortunately since Jacob and Grunt's bonus powers suck. You can maximize them without worry.
#14
Posté 31 juillet 2011 - 06:25
(1) If you import a non-level 60 character, you have to play a while without Jacob's squad incendary, and maxing AR and passive are more important than getting incendary ammo imo. The 30 damage for AP ammo at just one point helps in the initial missions.
(2) You can max ( AR/Passive/AP ammo ) at level 15, but it takes to level 16 to get inferno ammo with that combo ( 33 points because of disruptor requirement for incendary ), so that it is useful at levels 12 thru 15 ( unless you always want to take Jacob or Grunt along - which I always do except for Tali recruitment mission - Zaeed for squad disruptor ).
Modifié par ryoldschool, 31 juillet 2011 - 06:27 .
#15
Posté 31 juillet 2011 - 11:32
Bourne Endeavor wrote...
Gladiador2 wrote...
It's not worth choosing any ammo powers as your Bonus Power. You can always develop squad ammo powers on your squadmates in order to have them. It's never the most powerful version, but normally it's more than enough. And you can use your power slot to adquire a more useful power.
Giving an ammo power to the caster classes works, especially if you like to bring Garrus along. Unlocking AP ammo means you trade off Area Overload or Turian Renegade, which are better. Jack has a similar problem if you pump up Warp Ammo. Fortunately since Jacob and Grunt's bonus powers suck. You can maximize them without worry.
Well, that depends of your playstyle mainly. I'm not used to combine or manually use squad powers, and I like to keep it simple, so I mostly have Zaeed and Grunt in my squad, with Disruptor/Inferno squad ammo, and I only have to "especially" worry about enemies with Barriers (Geth and shielded enemies gets obliverated by Disruptor crossfire + Energy Drain (plus Incinerate if I catch some unshielded organic). Mechs the same, but Incinerating their armor instead of (or before using) Energy Drain. Inferno ammo crossfire is also useful against them.
As for Barriers, I normally take Jack with me when fighting Collectors for his Squad Warp ammo, although she drops dead every minute. That and Miranda for Warp + Tempest plus me with the Locust (I'm currently playing an Infiltrator (Insanity)) takes care of them just fine. Besides, once their Barriers are down, Collectors usually go down with a single Heavy Incinerate
In any case, it's a fact that apart from the Collectors and Samara's recruitment mission, Barriers are very uncommon (only when facing Vanguards), so once you complete the Suicide Mission they're not even worthy of worrying about (although if powers are maintained in ME3, and Barriers are more common, that'd be another thing...but we'll see...).
#16
Posté 01 août 2011 - 12:59
...But if you're the type who does like ammo powers, then I'd say AP Ammo / Warp Ammo are the ones to take.
#17
Posté 01 août 2011 - 07:56
I wish I were lying. Solider is by far the easiest class. Get the Widow on the collector vessel & it becomes a joke.
#18
Posté 01 août 2011 - 09:12
If I was going to add another ammo power it would be Warp Ammo (which I have as my bonus power on my Infiltrator, also playing on Insanity), but it seemed a little illogical with a Soldier since you already have Incendiary and Disruptor. Reason for this is that the toughest mission on Insanity (at least for a Soldier, IMO) is the Collector Ship, where most of the enemies you face do have barriers.
Of course, if you import a level 50 or higher character from ME1, you'll be rolling in Element Zero to the point that you can re-do your advanced training quite a few times and pick whichever bonus power is best depending on the situation.
#19
Posté 01 août 2011 - 11:13
Brand New wrote...
For Solider all you need is the Mattock & Adrenaline Rush.
I wish I were lying. Solider is by far the easiest class. Get the Widow on the collector vessel & it becomes a joke.
Pretty much this. But hey, as ME3 will be much more difficult than 2, it'll be a nice challenge
#20
Posté 01 août 2011 - 08:13
The enemies might be upgraded, but so is Sheppard, who is at least 2x as agile as before and gets certain abilities outside of global CD (ie: grenades).
ME3 is def. shaping up to be a more interesting game, but the overall difficulty may not actually be more than before (not that that is necessarily bad).
Modifié par Locutus_of_BORG, 01 août 2011 - 08:13 .
#21
Posté 06 août 2011 - 01:59
NO!lastpatriot wrote...
Hell folks,
I'm about to start my first attempt as a Soldier on insanity and was trying to determine which special ability to pick up. I've heard that AP rounds are impressive but I've already got inferno rounds and wasn't sure if AP was worth getting.
Keep Inferno Ammo, it's much better.
#22
Posté 14 août 2011 - 02:10
#23
Posté 14 août 2011 - 07:24
Gladiador2 wrote...
Brand New wrote...
For Solider all you need is the Mattock & Adrenaline Rush.
I wish I were lying. Solider is by far the easiest class. Get the Widow on the collector vessel & it becomes a joke.
Pretty much this. But hey, as ME3 will be much more difficult than 2, it'll be a nice challenge
Devs said ME3's Normal will be like ME2's Veteran (Pretty Easy).
But they're also tweeting things like Vanguards will be more viable for insanity and Vanguards are pretty strong already. I think Insanity will be easier than ME2 but Normal will be harder than ME2
#24
Posté 14 août 2011 - 07:41
I didn't find ME2's Insanity mode that hard (even before modding the powers duration handicap), but I've found that Hardcore was more fun for me (in fact it was the most fun setting for me).
Modifié par Locutus_of_BORG, 14 août 2011 - 07:41 .
#25
Posté 18 août 2011 - 12:26
featuringdark54 wrote...
Geth sheid boost is also very effective.
I'd have to say this is a great option as well, but only post horizon, or post dcs. (depending on your shield upgrades).
For my Shepard, I ran with
Adrenaline Rush 4/4 (Heightened) - use hardened if you're using the Revenant
Concussive Shot 0/4
Disruptor Rounds 4/4 (Heavy)
Incendiary Rounds 4/4 (Inferno)
Cryo Ammo 0/4
Combat Mastery 4/4 (Commando) - I like to use shock trooper if I use the hardened option above.
Geth Shield Boost 4/4 (Improved)
Keep in mind this is post horizon or dcs, I'd recommend switching to this build once you have 3 shield upgrades or..damage protection, I don't remember which.
Weapons used
Assault Rifle - Mattock
Sniper Rifle - Widow
Shotgun - Geth Plasma
Heavy Pistol - Carnifex (I don't like the Phalanx not folding up)
The reasoning behind this build, is that with GSB active, you'll be doing 10% more weapon dmg. This makes up for you not having armor piercing ammunition while at the same time, giving you twice as many shields. You also get this bonus damage with disruptor ammo so you'll absolutely tear through shields. I run with the capacitor chest as well so my shielding regenerates quicker allowing me to fire more often. If you can't wait, you can always use medi-gel.
By the end of the game, (Arrival dlc) my shields were up to 800 and something.. I think. Which to me, is a significant boost. I would advise against using GSB while in heavy combat, or as emergency shielding. It does have a long cooldown, so the best time to use it is post combat, or before you enter a portion you know you'll be fighting. I did use it during the "Fight for your life" segment in Arrival, but it was just me and the mech, so it wasn't that bad. It takes some practice to really be good at using it, but I'm all for it.
So what power do I use pre-Horizon? It's a toss up between AP rounds and Warp ammo. Warp ammo will help you out a lot against collectors (horizon), and AP rounds will help you out a lot with harbinger, vorcha, and mechs. I found, personally.. inferno rounds to be better vs husks.
I'd take GSB as a bonus power early in the game if it actually helped, but it doesn't. Doubling say.. 100 or 150 shield strength is barely noticeable. I'd maximise health instead as your shields are not strong at all. Health will see you live through a lot more than increased shields. But once you hit that sweet spot, where your shields are around 325 or so... picking up GSB really helps. Although, improved GSB is only a 75% increase, so not doubling.. but you get the idea. Having 800+ shields with 375 or 400 health, and doing 10% more weapon dmg is really really powerful.





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