Modifié par biotic boom, 31 août 2011 - 03:42 .
Best insanity team for every class for Mass effect 2
#1
Posté 31 août 2011 - 03:21
#2
Guest_Rezources_*
Posté 31 août 2011 - 03:38
Guest_Rezources_*
Soldier: Miranda, Samara
Vanguard: Thane, Kasumi
Infiltrator: Miranda, Samara
Adept: Zaeed, Miranda
Engineer: Grunt, Samara
Sentinel: Jacob, Jack
Really, though, it depends on the mission but these are generally good choices.
#3
Posté 31 août 2011 - 03:38
Any class - Miranda
Soldier/Vanguard
------------------------------
before they get inferno ammo - ( Jacob or Grunt ) { for squad incendary ammo } + Miranda { max passive for 15% weapon damage }
After they get inferno ammo - I don't think it makes much difference who you bring with Miranda.
Also take Zaeed on any Geth mission before Legion's Loyality for squad disruptor.
Other classes I defer to others.
#4
Posté 31 août 2011 - 03:43
#5
Posté 31 août 2011 - 04:11
For example, my Warp+Overload(+Throw) Sentinel excelled at stripping defenses and Warp-bombing or Throwing, so Mordin, Jack, Samara/Morinth, and Jacob were the best options.
Similarly, my defense stripping Engineers (Overload+Incinerate or Overload+Reave) also used Jack, Samara/Morinth, and Mordin.
My Cryo Blast+AI Hacking Engineers prefer defense-stripping squadmates, so Miranda, Garrus, Kasumi, Thane, Samara, and Tali are good squadmates.
My Adept prefers Miranda and Thane.
#6
Posté 31 août 2011 - 04:52
The most important thing is to think about your entire squad. It's basically irrelevant whether you (Shepard) or one of your squadies has access to, say, Overload. Your squad has the ability to instantly remove shields when needed (that's what really matters).
Missions (and/or the enemies you'll meet there) are also important. Tali and Legion's AI Hacking skill is insanely powerful on synthetic heavy missions, but it's useless when you're dealing with Bloodpack or Collectors - for example.
Teamwork >>>> individual teammembers.
#7
Posté 31 août 2011 - 04:58
#8
Posté 31 août 2011 - 07:27
Each of the squad members possesses an array of abilities that make them highly effective against a specific type of enemy and/or on a specific mission. This is NOT merely in terms of their access to ammo/biotic/tech powers that damage defenses, but also into terms of weapons, crowd control powers, debilitating powers, health bonuses, and the terrain/environmental hazards of the battlefield. Therefore, since you already have an idea of what enemies and obstacles you will face on each mission (both from your previous play-through and from the in-character/in-game conversations) you are better off choosing your strike team with each mission individually.
Specifically I recommend:
Jack + Samara vs. Collectors
Kasumi + Zaeed vs. Blue Suns
Mordin + Thane vs. Blood Pack
Miranda + Garrus vs. Eclipse
Tali + Legion vs. Geth/Mechs
Grunt + Jacob vs. Husks/Varren/Klixen, etc
In examples where I have paired a character with ammo power alongside a character without ammo training the implied suggestion is that the ammo power be evolved into its squad version. In the example of Tali and Legion no ammo power is needed due to the combination of their AI Hacking abilities and shield-replenishing powers. In the Jacob and Grunt example they should select Inferno Ammo evolution instead for its area blast, as they will be used against enemies that attack in swarms.
I initially wrote a much longer reply analyzing why each of the above teams is uniquely superior to the others against said enemies, and why certain fan favorites (i.e. Miranda) would actually subtract from squad effectiveness if she were substituted into any of the other five team combinations against those specified enemies. However at this point, with the game having been out for over a year and a half, I assume it would be little more than a reiteration of common sense at this point. So I will hold off more detailed explanation unless specific reasons are requested/questioned.
#9
Posté 31 août 2011 - 10:47
Darkstar Aurora wrote...
Unlike the first Mass Effect game, there is no Achievement incentive for using the same team for the entire game in ME2. In fact, you actually need to use each team member at least once to earn all Achievements. More importantly, towards the latter half of the game you not only have a larger pool of specialized operatives, but also increasingly encounter a narrower range of enemies on each of the Main Story, Loyalty, or N7 missions. As such you are far better off choosing a pair of individuals specifically designed for each of the six types of enemies you will face, rather than a default with a variable or less specialized range of talents.
Each of the squad members possesses an array of abilities that make them highly effective against a specific type of enemy and/or on a specific mission. This is NOT merely in terms of their access to ammo/biotic/tech powers that damage defenses, but also into terms of weapons, crowd control powers, debilitating powers, health bonuses, and the terrain/environmental hazards of the battlefield. Therefore, since you already have an idea of what enemies and obstacles you will face on each mission (both from your previous play-through and from the in-character/in-game conversations) you are better off choosing your strike team with each mission individually.
Specifically I recommend:
Jack + Samara vs. Collectors
Kasumi + Zaeed vs. Blue Suns
Mordin + Thane vs. Blood Pack
Miranda + Garrus vs. Eclipse
Tali + Legion vs. Geth/Mechs
Grunt + Jacob vs. Husks/Varren/Klixen, etc
In examples where I have paired a character with ammo power alongside a character without ammo training the implied suggestion is that the ammo power be evolved into its squad version. In the example of Tali and Legion no ammo power is needed due to the combination of their AI Hacking abilities and shield-replenishing powers. In the Jacob and Grunt example they should select Inferno Ammo evolution instead for its area blast, as they will be used against enemies that attack in swarms.
I initially wrote a much longer reply analyzing why each of the above teams is uniquely superior to the others against said enemies, and why certain fan favorites (i.e. Miranda) would actually subtract from squad effectiveness if she were substituted into any of the other five team combinations against those specified enemies. However at this point, with the game having been out for over a year and a half, I assume it would be little more than a reiteration of common sense at this point. So I will hold off more detailed explanation unless specific reasons are requested/questioned.
Just a couple of points about your suggestions.
Jack + Samara vs Collectors
You only face collectors three times, Horizon, Collector Ship, SM. You don't have Samara for Horizon and Jack won't have warp ammo, and for Collector ship Samara does not have reave yet.
Mordin + Thane for Blood pack. You want to evolve Thane's shredder ammo to squad?
Grunt + Jacob you said are good against Husks/vannen/Kixen and you suggest you evolve their incendary ammo to Inferno instead of squad. What do you do for the first part of the game when you don't have an ammo power at level 3?
About Miranda, a fan favorite as you say - one reason is that she can be good on any mission because of her squad passive and can attack any defense. If you are a soldier/vanguard/engineer/infiltrator you need either Miranda or Thane for warp bombs, Thane not being available until after Horizon.
#10
Posté 01 septembre 2011 - 12:06
Removing barriers/shields: Miranda (duh), Garrus (CC is excelent against barriers, and he has overload for sheilds), Grunt (CC), Zaeed (CC, disruptor ammo), Thane. (Tali can be sort of good at this with her energy drain too, but that means you need to set points asde for that)
Anti armor: Mordin (spam incinerate, curb-stomp blood pack), Grunt (claymore rapes armor & incindiary ammo), Jacob (incindiary ammo), Zaeed (Incindiary grenades, last choice).
Raw damage: Zaeed and Thane (ther passive powers can bring their weapon damage up to Shepard's level). Grunt and Legion are fairly good at this with their harder hitting collector ship weapons.
Tanking: Grunt (duh), Legion (don't discount those geth shild upgrades), Jacob. Jacob should only be used for tanking in the abscence of the other 2
Distractions: Kasumi (shadow strike & flashbang), Tali & Legion (drones & hacking), Morinth (Dominate), Grunt (stupid meatsheild likes to run right into his foes)
Biotic combos: Thane, Samara (gotta love reave), Morinth, Jack, Miranda.
When in doubt, these combos work ell in many situations:
1). Legion & Grunt to tank everything
2) Miranda & Jacob for versatility.
Modifié par wilhelm Screamer, 01 septembre 2011 - 12:11 .
#11
Posté 01 septembre 2011 - 12:49
*though i edit the builds slightly. Energy Drain as the bonus power. leave both Jack and Samara at either rank 2 or 3 Pull, so they can have Squad Warp Ammo and Area Reave respectively for added synergy and versatility. only need to lift one enemy to warpbomb them all. strategy works with either GPS or Mattock, either Assault Armor or Power Armor.
Modifié par Simbacca, 02 septembre 2011 - 04:35 .
#12
Posté 01 septembre 2011 - 08:45
ryoldschool wrote...
[...] and for Collector ship Samara does not have reave yet.
You can have all (squad) bonus powers (unlocked) for the Collector Ship mission (except Legion's of course).
The mission is triggered when you have recruited 6 squadmates (and completed a couple missions after Horizon). If you want to have Samara's Reave on the Collector Ship, you have to keep the total number of recruits below 6. You always have to recruit Mordin, Jack, Garrus and Grunt (to trigger Horizon), pick up Samara next and go N7 Assignment hunting or start working on your squad's loyalty mission (which will be unlocked whenever you've completed a mission).
After Horizon, Miranda and Jacob's loyalty missions are unlocked, completing a N7 Assignment (or one of their loyalty missions) will unlock the next (loyalty) mission - rinse and repeat until Samara's loyalty mission becomes available to unlock her Reave. Pick up the 6th squadmate next to trigger the Collector Ship mission.
Note that you cannot pickup Zaeed and Kasumi (you'll have too many squadmates to complete Samara's LM before the trigger). Also note that you can use the bonus power of Samara, Tali or Thane - it's impossible to have two for the Collector Ship mission.
Technically you can have Miranda's Slam, Jacob's Barrier, Jack's Warp Ammo, Garrus' AP Ammo, Grunt's Fortification and either Samara's Reave, Thane's Shredder Ammo, or Tali's Energy Drain before going to the Collector Ship
About Miranda, a fan favorite as you say - one reason is that she can be good on any mission because of her squad passive and can attack any defense.
Miranda is the most versatile squadmate and will do well on all mission and against all enemies. She is, however, (almost) never the "best" squadmate to bring along. Thane is a better squadmate when you're up against barriers, his superior firepower beats Miranda's passive bonus easily. Against shields Garrus has a similar advantage (and his Overload is more powerful - very useful on NG+). Only the Eclipse heavy mission (where you'll meet enemies with shields, armor and barrier) favors Miranda's power selection.
#13
Posté 01 septembre 2011 - 10:16
#14
Posté 01 septembre 2011 - 12:36
.Bozorgmehr 2.0 wrote...
ryoldschool wrote...
[...] and for Collector ship Samara does not have reave yet.
You can have all (squad) bonus powers (unlocked) for the Collector Ship mission (except Legion's of course).
The mission is triggered when you have recruited 6 squadmates (and completed a couple missions after Horizon). If you want to have Samara's Reave on the Collector Ship, you have to keep the total number of recruits below 6. You always have to recruit Mordin, Jack, Garrus and Grunt (to trigger Horizon), pick up Samara next and go N7 Assignment hunting or start working on your squad's loyalty mission (which will be unlocked whenever you've completed a mission).
After Horizon, Miranda and Jacob's loyalty missions are unlocked, completing a N7 Assignment (or one of their loyalty missions) will unlock the next (loyalty) mission - rinse and repeat until Samara's loyalty mission becomes available to unlock her Reave. Pick up the 6th squadmate next to trigger the Collector Ship mission.
Note that you cannot pickup Zaeed and Kasumi (you'll have too many squadmates to complete Samara's LM before the trigger). Also note that you can use the bonus power of Samara, Tali or Thane - it's impossible to have two for the Collector Ship mission.
Technically you can have Miranda's Slam, Jacob's Barrier, Jack's Warp Ammo, Garrus' AP Ammo, Grunt's Fortification and either Samara's Reave, Thane's Shredder Ammo, or Tali's Energy Drain before going to the Collector Ship
About Miranda, a fan favorite as you say - one reason is that she can be good on any mission because of her squad passive and can attack any defense.
Miranda is the most versatile squadmate and will do well on all mission and against all enemies. She is, however, (almost) never the "best" squadmate to bring along. Thane is a better squadmate when you're up against barriers, his superior firepower beats Miranda's passive bonus easily. Against shields Garrus has a similar advantage (and his Overload is more powerful - very useful on NG+). Only the Eclipse heavy mission (where you'll meet enemies with shields, armor and barrier) favors Miranda's power selection.
I did not know that, I always recruit Zaeed and Kasumi before Mordin.
Miranda - its hard to determine how important her weapon damage passive is to soldier/vanguard ( which I mostly play ) because it helps trigger the ammo effects. I would say when getting an ammo effect to trigger she might be more valuable than thane, since you would be doing most of the shooting, but hell take both Miranda and thane against collectors.
#15
Posté 01 septembre 2011 - 10:17
#16
Posté 02 septembre 2011 - 04:59
#17
Posté 02 septembre 2011 - 11:02
#18
Posté 02 septembre 2011 - 11:23
1) You can do biotic combos with Warp, but biotics are somewhat useless on Insanity.
2) You have the best ammo power available, not being a Soldier of Vanguard
3) You do Miranda's job, but better. Because you don't have to wait for her to perform her attacks, and you don't have to tell her when to do them.
4) Tech Armor. I go for Power Armor, because 100% shields and adds power damage, along with reducing power recharge for squaddies. Tech Armor is also like Shield Boost in ME1. When Shields are down, hit Y and you have shields again, and at 200%.
5) Cryo Blast for Husks.
6) Without Miranda, you can put Grunt and Legion/Jacob in your team. All three have a bonus power that can increase protection to 100% for a full minute.
It becomes the easiest playthrough ever. Unless your one of those diehard spamming powers such as Adrenaline Rush. I love the Soldier class, but I hate when people say its over powered, because those are the people that spam the power over and over and over.
#19
Posté 02 septembre 2011 - 12:15
#20
Posté 02 septembre 2011 - 01:19
Don't forget Samara - Alchera Time Warp Trick ftw!ryoldschool wrote...
but hell take both Miranda and thane against collectors.
She also has a Mattock!
Yeah, I used to shun Thane for some reason, but I came to realize that his weapon / powers set makes him the heavy hitter / finisher on a biotic team.
+1, lol @ "biotics are somewhat useless on Insanity"Mand0l1n wrote...
Sorry but biotics are not useless. Warp bombs are devastating on insanity and should be a caster sentinels bread and butter.
I'm not sure I'd call Warp bombs 'bread & butter' on Hardcore/Insanity, but biotics in general are the fastest way to kill mobs of enemies on any difficulty. Biotics are also the fastest way to kill tough mooks like Krogan, YMIRs, etc., short of Mattock+ARush, though even then there are exceptions (Stasis, Stasis/Widow). The fact that biotics can simultaneously CC AND instakill with impact/fall damage is huge on Insanity considering how much health enemies have on top of their defenses.
Ppl need to stop thinking in terms of direct damage when using biotics on the higher difficulties. Even though it can be wonky at times, the physics engine in this game lets you do some pretty outrageous things if you know how to exploit it (which is what biotics are all about).
Modifié par Locutus_of_BORG, 02 septembre 2011 - 01:42 .
#21
Posté 02 septembre 2011 - 03:03
Just getting started on Deus Ex at the moment but kind of wishing I was playing adept again.
#22
Posté 02 septembre 2011 - 08:11
#23
Posté 02 septembre 2011 - 10:33
Any all-Geth mission, I'd bring Legion and Tali always though. Playing as a Soldier, use heavy disruptor ammo to drop the shields, and then Advanced AI hacking for the win. Another possible squad if you don't have these two (if you're doing Overlord early, for example) would be Kasumi and Garrus. You can get both of them at the start, and they both have Overload.
Husks, either Grunt and Jacob (again, as a soldier or vanguard, go for Inferno ammo for all 3) or, if you're playing a lower difficulty, Jack, if you don't have Shockwave yourself.
Against anything except all-Geth missions actually, I almost always have Miranda. Besides the fact that she gets taken down easy on Insanity, she's an amazing support squadmate.
Against Eclipse and Collectors, they use Barrier and Armor more, so I bring Thane.
Blue Suns, Kasumi for the win.
Actually, anything that uses shields more than barriers, Kasumi beats Garrus in my opinion. Something else she's useful for, besides Overload and the flashbang for the stun effect, her Shadow Strike can be used as a distraction against YMIR (heavy) mechs or tougher enemies. Hit them with that, they turn around and focus on her before she re-cloaks and goes away, and you can stay out of cover for a lot longer and do a ton more damage.
#24
Posté 03 septembre 2011 - 04:22
Modifié par Darkstar Aurora, 03 septembre 2011 - 04:24 .
#25
Posté 03 septembre 2011 - 04:25
On that note, I wanted to clarify how I use Jack + Samara against Collectors, and why I prefer them over other biotic combinations like Thane + Miranda. Note that when playing on Insanity I am typically a NG+ with a previous character, hence the level 30 builds and the suggestion that most team members evolve into squad ammo powers.
Jack (Shockwave 2, Pull Field 4, Subject Zero 3, Squad Warp Ammo 4)
Samara (Throw 3, Pull 2, Sapiens Justicar 4, Area Reave 4)
With the biotic cooldown and duration upgrades Samara’s Area Reave will recharge in 6.6 seconds, and Jack’s Pull Field will recharge in 5.6 seconds. The intervening second can be used to remove the last remaining sliver of barrier with distributed weapons fire before catching them in the Pull Field. This enables the squad to quickly remove defenses AND simultaneously incapacitate the targets with a duration that outlasts the entire power cooldown cycle (and outlasts their health bar once damage multipliers kick in). Further details in the Warp Detonation comparison below.
Shockwave and Throw are used as secondary optional tactics to dispatch lone Collectors near the edges of platforms and crevices. Shockwave is also used to destroy Collector Hive Shields while simultaneously staggering the Guardian, damaging its barrier, and lining it up for concentrated team fire, reave, and whatever power Shepard wants to bring to bear on the target.
Squad Warp Ammo is used to allow teammates to effortlessly finish off Pulled targets with weapons fire, while you use your weapons and powers (and their rapidly recharging powers) to remove barriers and incapacitate the next group of enemies. It can be used in concentrated team fire (everyone focusing on the same target) to take down Collector Assassins, Guardians, and Harbinger quickly, or distributed team fire (each targeting a Collector Drone or Husk) so they can be quickly dispatched with Throw, Shockwave, or a Pull effect.
Another reason why I prefer Jack and Samara against Collectors is when it comes to killing Harbinger. Squad Warp Ammo’s bonus damage alone, when concentrated against a single target, dramatically exceeds the damage per second value (damage / recharge time) of Warp when used it is used by Miranda or Thane, even if you are only firing half as often as possible. Harbinger does not use cover and by the time you are focusing on him most, if not all, of the other Collectors should have been killed first. This means 2/3 of your team has free-reign to fire on him, and with ample use of your signature class power you can dodge/evade/suppress/absorb the bulk of his biotic fury. If that is not enough, by pausing to the radial menu Jack can use her Pull Field to stagger Harbinger in the middle of a biotic attack animations (instantly if she is out of view) disrupting the attack giving you free hits roughly every 5 seconds, such as when your shields are down or are at close range about to finish him off. Samara’s upgraded Area Reave, even on Insanity and on a single target, will still outstrip Miranda or Thane’s upgraded Heavy/Unstable Warp in DPS value (64 DPS for Heavy/Unstable Warp, 74 DPS for Area Reave). When combined with Shepard’s abilities and concentrated weapons fire I do not see how he can be disintegrated faster with any other squad combination.
Warp Explosions
When it comes to Warp detonations I generally only prefer them when Shepard is the one finishing the combination, or creating it entirely herself. This is simply due to inferior cooldown and/or damage values when used by squad members. Without damaging boosting gear/abilities (which squad members do not have) or the Heavy Warp evolution (which has a longer cooldown for them) sometimes it will leave the detonated target with a sliver of health, or the collateral targets with a sliver of barrier remaining, and scattered beyond the radius of a single incapacitating powers). While a Warp Detonation sequence started and ended by Miranda and Thane is flashy and deadly, I do not feel it is more effective than the combined barrier-damage-per-second and crowd-control brought to the battlefield by Samara and Jack.
For the sake of simplicity, lets assume you encounter three Collector Drones clustered on a platform or around a corner. This is a viable example since you do so multiple times, such as just before the final chamber of the first infiltration sequence of the Suicide Mission, and during the first platform of the final phase of the mission.
In the Miranda + Thane scenario one would likely do the following:
- Thane uses Warp to remove Collector Drone’s barrier
- Shepard uses Slam (1) to lift the Collector Drone into the air
- Miranda uses Warp to detonate the lifted target.
The end result is that the first Collector Drone is dead (or hurled into a corner or off a ledge with 1-5% health remaining). The other two Collectors are staggered and have their barriers removed (or 1-5% left), but otherwise have nearly full health and can return fire on your squad once they have shaken off their stagger effect (which is roughly a second or so).
My problem with the Shepard / Miranda / Thane warp detonation is that despite all three characters using their powers on a cluster of three enemies, you still have two of those enemies capable of firing back at you, and all of your powers are now sitting on a cooldown timer
By contrast with a Samara + Jack team you can do the following:
- Shepard uses Throw Field* to stagger the Collector Drones, removing a sliver of barrier
- Samara uses Area Reave, destroys remaining 95% of the Collector Drone’s barriers
- Jack uses Pull Field, ensnares all three Collector Drones
- Team then uses weapons fire on lifted Collector Drones with Squad Warp Ammo. This gives +70% base weapon damage from Warp Ammo against biotic affected targets, in addition to +100% weapon damage bonus from them being levitated in a mass-reducing field.
The key differences in the Samara + Jack scenario in contrast to Miranda + Thane are:
* None of the Collectors affected can move or fire back for the next 9 seconds, whereas your team’s biotics will recharge in 6 seconds or less.
* Pull Field will double the weapon damage sustained during this period, and double the bonus damage from Squad Warp Ammo. These weapon damage bonuses, combined with high damage weapons like the Mattock and Evicerator, will greatly outpace the passive bonuses of Shredder Ammo and Cerberus Leader in the first example.
Note that you can presumably replace Shepard using Throw Field with Adrenaline Rush + Weapons fire, Concussive Blast, Incineration Blast, Neural Shockwave, Improved Shockwave, Flashbang Grenade, or possibly anything that will deal a sliver of damage to protections in a 3+ meter area. I use Throw Field as an example because it has a low cooldown and fits well with the biotic theme, and 95% of my playthroughs were as Adepts/Sentinels. In any case, all of the above powers will recharge before Jack’s Pull Field expires, which is the important point when compared to the first example.
More importantly, you can instead save Shepard’s cooldown entirely, and with pausing and the use of distributed team-weapons-fire inflict a sliver of barrier damage to each before executing the Area Reave + Pull Field combo. This would free you to follow up with a Warp of your own, which not only would kill all three of the Pulled targets (instead of killing one and leaving the other two staggered with health), but also hit any other Collectors who may be outside the radius as well.
Perhaps it comes down to preference, but I feel that Samara + Jack is statistically superior in barrier damage per second and in quickly dispatching multiple enemies, or keeping them in a state of perpetual incapacitation until they are finished off.
Modifié par Darkstar Aurora, 03 septembre 2011 - 05:30 .





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