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Advanced Training Power


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#1
TheAzureVanguard

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When again am I able to get a bonus power for my Shepard? Sorry I've been finishing up FFXIII since Mass Effect 3 is delayed and all till next year.

Also what bonus power would you recommend for a soldier? Thanks in advance....

Modifié par TheAzureVanguard, 10 septembre 2011 - 12:53 .


#2
Quething

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The first time you complete one of your squadmates' loyalty missions, they'll receive access to their fourth power. At that point, you'll be able to train in that power as well, either in that game (by visiting the upgrade terminal) or by starting a new Shepard. Each power must be unlocked by completing each character's loyalty. In normal, unmodded gameplay, those missions will start to become available about 1/3-1/2 of the way through the game, after the Horizon story event, though if you have the Kasumi & Zaeed DLCs you can get theirs out of the way as soon as you recruit them.

(There's also Stasis, which you unlock simply by completing Lair of the Shadow Broker, since that's sort of Liara's loyalty mission. It's bugged, however, and won't show up for new Shepards, you have to wait to get to the Normandy and train it there.)

Oh, and soldiers are the one class that needs a bonus power the absolute least. Most of them will just get in the way. I like 1pt Neural Shock, and some folks have success with Flashbang Grenade. AP Ammo can be nice in the early game when you haven't unlocked Incendiary yet but once you can level that up you should train out.

Modifié par Quething, 10 septembre 2011 - 01:04 .


#3
Sic Semper Tyrana

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Just use whatever power you feel like. I put Inferno Grenade on my Soldier, which isn't very good but fits the RPG feel.

#4
capn233

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Soldier, eh?

Agree with above that they need a power the least.

Powers I have tried on the soldier:
Fortification - don't recommend. Cooldown way too long, is a combat power so not really upgradeable.
Geth Shield Boost - Again I don't recommend it. Cooldown is still way too long. You do get damage bonus to your weapons if you use Improved evolution, so that makes it superior to Fortification. Benefits from tech upgrades.
Barrier - eh, another long cooldown. No animation to activate though. It's a biotic power which the soldier shouldn't have. If you don't care about class purity that doesn't matter. Benefits from biotic upgrades.

Energy Drain - poor man's overload that also recharges your shields. It is ok. Cooldown isn't too long but can interfere with adrenaline rush spamming. I would rather hit hardened AR with disruptor ammo on though. One of the few powers that I don't completely dislike though. Is a tech power... class purity thing again.
Neural Shock - Eh, can sometimes save you from that one guy that flanked you. Cooldown is pretty short. Tech power. Not a terrible choice.

Shredder Ammo - I did not actually equip this, which makes it basically the only one. It is the worst bonus power you can take though. For any class. Unless you are playing on easy.
Warp Ammo - I think it is overrated. Only use is one-shotting Collectors with the Widow. Otherwise barriers are rare and the other ammo classes are more useful.
AP Ammo - I can't lie, this has been my go to bonus power for the Soldier, Infiltrator and Sentinel. It is not as helpful on the Soldier as the other two. However, at higher difficulties it is in fact the most "versatile" ammo due to the prevalence of armor and its damage to health that is not reduced against synthetics. Inferno is slightly better against clumped organics though. Unfortunately most of the time they aren't too clumped. It stays as a bonus for my Soldiers mainly bc I can max it, concussive shot, and get squad disruptor and not really ever respec for different missions. And once you turn it on you don't waste any more cooldowns. That said, it isn't leaps and bounds better than incendiary against armor or organics. The biggest argument against is that it "wastes" your bonus power.

Incendiary Grenade - Don't like it. Seems like it does not do as good of area damage as I would expect. Not a terrible choice though.
Flashbang - Very potent power. Especially in Improved form. Works on enemies regardless of defenses. Knocks down health only enemies and will kill husks. Overheats weapons, and blocks tech and biotic attacks. One of the few I might actually recommend, potentially the best bonus power. Just learn how to use it correctly. Kasumi's is arguably better due to "insta-cast" though. If you are taking her it is sort of redundant. This can nearly replace concussive shot. The only trade off is that it does not do any real damage to barriers, whereas CS gets a 3.5X damage multiplier to barriers.

Slam - Not bad. Quick cooldown, useful at 1 pt, incapacitates a target for a brief period. Problem is that you should just shoot unshielded enemies. You are a soldier afterall.
Reave - I really tried to get into this. Double damage to armor and barriers. Area evolution is pretty spectacular. Locks down enemies, recharges your health if you cast it against unshielded enemy. Unfortunately, the cooldown will start cutting into adrenaline rush a lot. And if you aren't using it hardly at all it starts to seem somewhat pointless. Also not class pure if you care.
Dominate - AI hacking, but on people. Wasn't very impressed. Have to strip the barriers before you cast it... biotic power... same cooldown as Reave.
Stasis - not terrible. Useful at 1pt and incapacitates enemy briefly after it wears off.

#5
Sonnestark

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Excellent post capn!

I disagree about Warp Ammo, though. It's a decent "jack-of-all-trades" ammo and is excellent when fighting Eclipse mercs and Collectors with Harbinger continually popping up like acne before prom.

#6
TheAzureVanguard

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Thanks for the input but I meant when during the story. I already have all the powers unlocked. Its just that I started a NG+ with one shepard and I chose a power which I'm regretting but I'm kinda far into the playthru...

Is it after the horizon mission that you're able to change your bonus power?

#7
game-zerox

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On new game + you can change bonus powers anytime you want, simply go to the upgrade terminal and retrain the bonus power.

or, as quething wrote, if you want to change power "story wise" it's after completing anyone loyalty mission.

#8
Guest_Rezources_*

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Warp Ammo is like the most overrated power. At later levels the damage from ammo powers is unnoticeable, especially if you're playing as a Soldier. Soldiers have no problem dealing damage but they lack in crowd control. Ammo powers like Inferno and Squad Cryo are much more useful.

#9
capn233

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Hmmm. Squad cryo takes a lot of investment to get to on a soldier.

The CC effects of ammo powers are somewhat limited on insanity... I am running a Vanguard right now with Inferno and Squad Cryo. Although inferno works out decently on organics, the resistance to cryo is higher as difficulty and leveling up is concerned. At any rate, it does work fairly well against husks.

Perhaps try that out, although that doesn't fix your bonus power dilemma. Flashbang is pretty ridiculous though. I would take squad disruptor, inferno, and improved flashbang in lieu of messing with squad cryo on a soldier. But that is me, play with whatever powers you like.

And you should be able to get "Advanced Training" anytime on the research console on a new game. Only prereq is Mordin. Horizon unlocks "Retrain Powers."