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[ME2] Engineer Questions (yes, another class topic by me)


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#1
Ace Attorney

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So on to Shepard numero tres. I am thinking of going for the Engineer. For those who haven't seen my other topics, I have a difficult time aiming due to my handicap making my reflexes a bit slow. Caster classes can go power heavy, but I play on a Xbox, so mapping is limited. I read in another topic Engineers can mostly use 3 powers depending on your mission (Drone and Overload/AI Hack on Synthetics, Overload/Incinerate on Blue Suns or mixed defenses, and Incinerate/Cryo Blast on Organics) so I'm intriged. Given that, asking mostly the same questions as before:
  • What bonus power should I go for (I intend to use Jack at most missions, so I have Squad Warp Ammo, so an Ammo Bonus power might be redundant)?
  • What Advanced Weapon training should I get?
  • What weapons of each type is best for me (I have the Kasumi and Firepower DLC)?
  • Given my small aiming issue and limited mapping (trying to use the least pausing plausible), what type of build would you recommend?


#2
-Tentei-

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1) Since you have ammo covered and the engineer is a more control oriented class, Dominate is usually a good options, but if you want to keep your guy pure tech go with the flashbang.

2) This depends on your play style but assault rifles is always a good choice especcially since you have the mattock.

3) Look it up.

4) I would recommend a control build (hacking, dominate, drone) cause that basically has the game play for you and given your aiming issue that would be the best choice.

#3
Ace Attorney

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Hmm, Dominate is an activated skill too. What button mapping would be best?

#4
-Tentei-

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Not Sure since I'm a pc and your a 360.

#5
Ace Attorney

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Another question: What evolution of the Drone is better for me?

#6
Praetor Knight

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Hello! :D
  • Energy Drain is another option, but with the Drone, you can also go with Flashbang Grenades
  • I prefer Shotgun training because you can go with the Locust, but Assault Rifles work well to.
  • I'll provide a list of what should work fine for you and your companions as an Engineer,
    Shotgun: GPS (the range and higher potential DPS is nice),
    SMG's: Locust or Tempest (the Drone will be drawing focus for you so either works)
    AR: Vindicator (because you get a slightly higher DPS and you don't have squad cryo this one is nice),
    Sniper Rifles: Incisor if you got it for companions. If not Viper is slightly better than the Mantis for companions.
    And I don't recommend having companions use pistols, but the Carnifex works fine. As for the you the player, that depends on your preference related to the Predator and Phalanx.
  • I'd recommend using Incinerate on the right bumper. It has a lot of utility on pretty much everything. On the Left bumper that's up to you but I've liked Flashbang Grenades

    So a build like this is what I've used. I evolve the Drone First, then Passive, Incinerate, Flashbang and last Overload

    Area Overload
    Heavy Incinerate
    Explosive Drone
    One point Cyro Blast
    Demolisher
    Improved Flashbang

Modifié par Praetor Shepard, 02 août 2011 - 12:22 .


#7
Ace Attorney

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So the Vindicator is better than the Mattock for Squaddies? Interesting...

#8
Praetor Knight

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T3hAnubis wrote...

So the Vindicator is better than the Mattock for Squaddies? Interesting...

Yeah, but they are very close in effectiveness.

The two main differences of the Assault Rifles in their hands, is since the Mattock does more damage per round it can one shot kill husks with cryo ammo. And with the 3 round burst fire, the Vindicator has a slightly higher DPS.

The other difference is how the companions reload so they have eight 3 round bursts, and the Mattock has the 16 semi-auto shots. So they work a little better with cover, using the Vindicator than the Mattock.

#9
Ace Attorney

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I used the Flashbang on my Soldier for a while. The CC factor is nice but it requires to much skill to aim just right. :/

Modifié par T3hAnubis, 02 août 2011 - 03:23 .


#10
-Tentei-

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The Vindicator is inferior to the Mattock because of it's slow rate of fire which makes it good for the player but bad for your companions. I would also like to point out the Energy Drain is redundant power and considering that there are much better bonus powers for the engineer it would be a bad choice.

The kind of build I'm recommending is like this.

Overload 2
Heavy Incinerate
Combat Drone
Cryo Blast 2
AI Hacking 3
Mechanic
Dominate 3

This is a control oriented build where you throw out a drone, knock out defenses if needed, hack/dominate an enemy, then repeat and that is how it's done. If you use this you will almost double the amount of allies on the battlefield and draw attention away from yourself allowing you to have a much easier time taking out enemies and remain in control of the fight.

#11
Ace Attorney

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-Tentei- wrote...

The Vindicator is inferior to the Mattock because of it's slow rate of fire which makes it good for the player but bad for your companions. I would also like to point out the Energy Drain is redundant power and considering that there are much better bonus powers for the engineer it would be a bad choice.

The kind of build I'm recommending is like this.

Overload 2
Heavy Incinerate
Combat Drone
Cryo Blast 2
AI Hacking 3
Mechanic
Dominate 3

This is a control oriented build where you throw out a drone, knock out defenses if needed, hack/dominate an enemy, then repeat and that is how it's done. If you use this you will almost double the amount of allies on the battlefield and draw attention away from yourself allowing you to have a much easier time taking out enemies and remain in control of the fight.

If my math is right, that is 48 Squad points. That leaves 3 free. Up Overload maybe? Or Cryo?

#12
-Tentei-

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Overload would be a better call since almost everyone has shields on higher difficulty and cyro is only there to access AI Hacking.

#13
mcsupersport

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On insanity Dominate/AI hacking work best when maxed, especially Dominate. The reason is the first thing a Dominated enemy does is fall down, then get up and THEN go find someone to kill. That means a whole bunch of time is wasted with them doing very little, and add in the 20% duration reduction due to insanity and the actual time they fight for you is very little unless you use the long duration at level 4. I think on my play, I swapped between AI hacking and Dominate maxed depending on which enemy was most common, ie synthetic mission AI, others Dominate maxed. The use of Dominate as a bonus power was the only thing that really saved my play of an Engineer, because I just don't have the right mindset for it otherwise, maybe with more plays I would but not right now.

I did LOVE my Dominating Engineer, and fully recommend it as a blast and a half. Oh, and watch out for the DLC Arrival, dominate had some bad bugs in that one, otherwise it worked pretty clean, but Arrival was murder and a half on it, because often the enemies would get the barrier, but still attack you(so you just protected your enemies as the fight you...grrr).

#14
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-Tentei- wrote...

Overload would be a better call since almost everyone has shields on higher difficulty and cyro is only there to access AI Hacking.

I play on Veteran. :)

#15
RedCaesar97

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I have been doing some testing with an end-game Engineer (level 30 with all upgrades), and you go with something like this:
1 - Overload
0 - Incinerate
4 - Attack Drone
4 - Cryo Blast (I prefer Deep, but Full works as well)
4 - Improved AI Hacking
4 - Mechanic (for the duration bonus)
4 - Bonus ability (any)

The Bonus ability will then define your playstyle:
- Ammo powers are okay, but Warp/Shredder/AP Ammo lack the crowd-control abilities of the other ammo powers.
- If you are willing to use a biotic power, Dominate and Stasis work really well. Dominate+AI Hacking provides with an extra squadmate, and Stasis+Drone locks down two enemies at once.
- Neural Shock works well, but you have Cryo Blast.
- Geth Shield Boost works well, and you should not have too much trouble keeping it activated on Veteran difficulty.

With this build, Assault Rifles--particularly the Vindicator--works best so you always have two guns that deal extra damage to shields and barriers (SMG, Assault Rifle), and armor (Pistols, Assault Rifles).

#16
-Tentei-

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RedCaesar97 wrote...

I have been doing some testing with an end-game Engineer (level 30 with all upgrades), and you go with something like this:
1 - Overload
0 - Incinerate
4 - Attack Drone
4 - Cryo Blast (I prefer Deep, but Full works as well)
4 - Improved AI Hacking
4 - Mechanic (for the duration bonus)
4 - Bonus ability (any)

The Bonus ability will then define your playstyle:
- Ammo powers are okay, but Warp/Shredder/AP Ammo lack the crowd-control abilities of the other ammo powers.
- If you are willing to use a biotic power, Dominate and Stasis work really well. Dominate+AI Hacking provides with an extra squadmate, and Stasis+Drone locks down two enemies at once.
- Neural Shock works well, but you have Cryo Blast.
- Geth Shield Boost works well, and you should not have too much trouble keeping it activated on Veteran difficulty.

With this build, Assault Rifles--particularly the Vindicator--works best so you always have two guns that deal extra damage to shields and barriers (SMG, Assault Rifle), and armor (Pistols, Assault Rifles).

That would be good, on lower difficulties. Overload and Incinerate are essential on higher difficulties becuase they are your most effective powers. Overload is needed to take out sheilds and Incierate is good for almost any enemy.

#17
RedCaesar97

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-Tentei- wrote...

That would be good, on lower difficulties. Overload and Incinerate are essential on higher difficulties becuase they are your most effective powers. Overload is needed to take out sheilds and Incierate is good for almost any enemy.


Actually, they are not. When I play an Adept on Insanity difficulty:
1. Lock down an enemy with Singularity.
2. Focus on a target (either the locked-down enemy or another enemy) and use my guns to remove the armor/shields/barrier.
3. Once the enemy's protection is off, use Warp or Pull+Throw/Warp to finish him off.

Same principle applies to this build:
1. Lock down an enemy with Drone.
2. Focus on a target (either the locked-down enemy or another enemy) and use my guns to remove the armor/shields/barrier.
3. Once the enemy's protection is off, use Cryo Blast to disable the target or AI Hacking (or Dominate) to gain another squadmate. You can then shoot the frozen popsicle or sit back and watch as the hacked (or dominated) enemy goes to work for you. Re-hack/dominate when the protection disappates.

Keep in mind that most enemies have more health than defenses, and guns (and powers) gain bonuses to defenses, not health. A few bursts from the Shiruken/Tempest is more than enough to remove most shields and barriers. Same thing with a few pistol shots on most armored targets. 

On the Engineer--with passive and upgrades--you can get Overload to about a 4-second cooldown. That is 4 seconds waiting until you are off cooldown, or shooting at someone's health which takes longer and more bullets to kill. Cryo Blast also provides a 100% damage increase to frozen targets so it takes fewer bullets to kill a target.

You also have teammates that can strip shields for you (Garrus, Miranda, and Kasumi with Overload, Tali with Shield Drain).

If you are really worried about shields, take Shield Drain, and you still have the 1 point in Overload that you can use to ignite Pyros.

#18
Ace Attorney

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Hey guys I just got the Aegis Pack and therefore the Kretsel Armor. I know every class loves that armor, but does the Engineer exploit it?
Is the Sentinel the only one who exploits the armor? Since I'm only like 2-3 hours into the Engineer, I'm willing to scrap the file for another class if it is one that makes better use of my new shiny Armor.

P.S. Is the Incisor Rifle good (with all classes and squadmates)? I may replay a few bits of my Infiltrator or Soldier with it.

Modifié par T3hAnubis, 03 août 2011 - 10:28 .


#19
Mand0l1n

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Armour makes very little difference as the stat boosts are small. The general advice is to go for what you think looks good and don't worry about it.

I'd like to echo redcaesar97's advice about overload. Don't waste your cooldowns stripping shields with it. Thats what squadmates and guns are for. You want to cc an enemy as soon as his shield is down and you cant do that if your waiting on a cooldown. Once he's frozen/dominated start on your next target. An engineer wont last long under fire on insanity so the more efficient you are at cc the better.

#20
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Mand0l1n wrote...

Armour makes very little difference as the stat boosts are small. The general advice is to go for what you think looks good and don't worry about it.

I'd like to echo redcaesar97's advice about overload. Don't waste your cooldowns stripping shields with it. Thats what squadmates and guns are for. You want to cc an enemy as soon as his shield is down and you cant do that if your waiting on a cooldown. Once he's frozen/dominated start on your next target. An engineer wont last long under fire on insanity so the more efficient you are at cc the better.

Hmmm...
1. I got the DLC today, I better make the best use of it. :)
2. I actually like how it looks.
3. It has amazing stats, no denying that, specially the Shield boost.
4. I play on Veteran. I'm no Insanity junkie, as it is a nightmare with my aiming/reflex issues.

Modifié par T3hAnubis, 03 août 2011 - 10:40 .


#21
Mand0l1n

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I use the kestrel armour myself regardless of class mostly because it looks great. I substitute the kuwashi visor in place of the helmet which looks awful imo. Even though the stat boosts are small it can't do any harm to have that extra few percent here and there. It may even save your life from time to time.

#22
Ace Attorney

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Read the wiki and it said the Armor is the best on Vanguards, followed by Sentinels. The weapon, melee, and shield boosts lends themselves to how the Vanguard works. I like the Vanguard on paper but the CQC play style seems too reflex intensive. :(

Modifié par T3hAnubis, 03 août 2011 - 11:26 .


#23
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Your bonus power depends on your bonus weapon choice.

Dominate goes well with Sniper Rifles, since you want to Dominate an enemy as early in the fight as possible.

Neural Shock is great with Shotgun, as it coupled with your Drone will provide superior crowd control with almost no cooldown.

Flashbang Grenade is great with any weapon, and can work offensively or defensively - if you can land it where you mean to.

#24
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Your Drone evolution depends on how you cast it and what enemies you're using it against.

Against Shielded enemies, Explosive is always better on Insanity.

Against other enemies, Attack is generally better.

If you cast your Drone like a Vanguard Charge (i.e. flaking isolated enemies), Attack is better.

If you're throwing your Drone into the crossfire between a crowded bunch of enemies, Explosive is better.

If you're using it mostly to tie up bosses (like Singularity), the two types are actually comparable. Attack Drone lasts a surprisingly long time against many boss characters. Sometimes it can kill off a Scion all by itself.

Modifié par iOnlySignIn, 03 août 2011 - 12:13 .


#25
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A few more notes:

(1) Mechanic vs. Demolisher depends on whether you're using more CC (Cryo, Neural Shock, Flashbang, Dominate, AI Hack) or more straight up DPS (Overload, Incinerate, Reave, Energy Drain). However, later in the game when you have 4~5 Tech upgrades (which you should be able to get right after Collector Ship), always spec back to Mechanic (unless you're not using any single CC power) as you can already strip the defense of basic troops with your powers (plus maybe a few Power Damage gear, e.g. Blood Dragon Armor).

(2) Incinerate is a great power. Max it, unless you're taking Reave. Incinerate does significant damage (often comparable to Overload against Shields), provides through-defense CC (even on Synthetics), and has great cooldown on the Engineer (3.6 seconds fully upgraded). On Organics it staggers for 3 seconds, which is comparable to its cooldown. This will be your signature power apart from Drone. Bring Mordin with his uber OmniTool along for maximum fire damage. Especially recommended for pyromaniacs.

Modifié par iOnlySignIn, 03 août 2011 - 12:21 .