Squadmember Roles
#1
Posté 07 octobre 2011 - 03:05
#2
Posté 07 octobre 2011 - 03:11
Thane covers Warp-Detonations and barrier stripping (unstable warp), CC (Throw) and an unhelpful ammo-power which I won't mention. Go for Throw Warp and Passive.
Samara can CC (throw/pull) and strip (reave). Personally I go for
2 - Throw
4 - Pull field
3 - Passive
4 - Area Reave.
Tali and Legion both cover CC (drone and hacking). They differentiate in the weapons they have avaiable and their bonus power. Legion can get the widow and Geth Shield Boost which makes me favor him. Tali gets Energy Drain, and the area version works like Area Overload. Hope this helps.
#3
Posté 07 octobre 2011 - 03:47
#4
Guest_iOnlySignIn_*
Posté 07 octobre 2011 - 06:52
Guest_iOnlySignIn_*
Well said. A few supplements:Mi-Chan wrote...
Garrus covers stripping (Area Overload), minor CC (concussive shot/blast) and can boost your own weapon damage (Squad Armor piercing). Out of these I'd go with concussive blast, Area Overload and then max his passive.
Thane covers Warp-Detonations and barrier stripping (unstable warp), CC (Throw) and an unhelpful ammo-power which I won't mention. Go for Throw Warp and Passive.
Samara can CC (throw/pull) and strip (reave). Personally I go for
2 - Throw
4 - Pull field
3 - Passive
4 - Area Reave.
Tali and Legion both cover CC (drone and hacking). They differentiate in the weapons they have avaiable and their bonus power. Legion can get the widow and Geth Shield Boost which makes me favor him. Tali gets Energy Drain, and the area version works like Area Overload. Hope this helps.
(1) Garrus' passive gives a maximum of +25% Power Damage. This makes his Area Overload the best Overload on any squadmate. It also makes Squad Armour Piercing Ammo do +62.5% Damage bonus instead of +50%. It's the 3rd best squadmember passive IMO, after Cerberus Leader and Geth Infiltrator.
(2) Squad Ammo Power are useful when and only when Shepard is a weapon-light class (Adept, Engineer, Sentinel). Thane should be prioritizing Biotics to combo with Adept Shepard, but for Engineer and Sentinel Squad Shredder Ammo is actually more useful than his Throw. IMO.
(3) Legion's Passive gives a -25% Cooldown Bonus, which is HUGE and makes his Explosive Drone (always go for Explosive Drone on squadmates, as they don't have enough duration to make Attack Drone worth it) much, much more effective than Tali's.
(4) Tali's Passive gives a +25% Duration Bonus, which makes her Improved AI Hacking very effective, but doesn't help her other powers that much (squadmate Drone never lasts long enough for duration to matter, and Energy Drain has no duration). This is the main reason why Legion is more effective than Tali.
(5) Samara is da bomb. Samara is OP. REAVE REAVE REAVE.
#5
Guest_iOnlySignIn_*
Posté 07 octobre 2011 - 06:58
Guest_iOnlySignIn_*
(1) Mordin. Mordin Omnitool + Incineration Blast is nasty. His Full/Deep Cryo Blast also has a 4.5 second cooldown, the best cooldown of any squad tech/biotic power. And it hits instantly, unlike Shepard's Cryo Blast.
(2) Legion. Best AI Tech, for reasons already explained. Geth Infiltrator is an extremely high quality passive.
(3) Kasumi. Rapid Shadow Strike turns her into a super Combat Drone. Just be prepared to hear "Can't get there!" very often as the game mechanics isn't perfect. Her Improved Flashbang Grenade is as good as a Warp Explosion, if not better - it completely disables Harbinger for about half a minute. Her Passive's cooldown bonus is bugged though. If it isn't, Kasumi would be so OP as to render every other squadmate obsolete.
Modifié par iOnlySignIn, 07 octobre 2011 - 07:05 .
#6
Guest_iOnlySignIn_*
Posté 07 octobre 2011 - 07:03
Guest_iOnlySignIn_*
(1) Samara. She's a Justicar, for the Goddess's sake. You don't mess with that. Her passive gives a maximal -25% cooldown bonus and Reave is... well, Reave.
(2) Liara. She's there for only two missions, but she deserves this spot. Her passive is as good as Samara's, and her Singularity hits instantly and has a 11 second cooldown. She's ready to Warp Bomb for you every 5 seconds (faster than any other squadmate) and Stasis is the new Reave. She's also hot, and cute, and smart, and sexy, and... you get the idea.
(3) Jack. Do not get her Bioamp upgrade - it's useless because all her Biotic powers are CC powers instead of Damage powers. Her passive is as good as Samara's as well. She's somewhat of a specialist, as her Shockwave is good for Husks, and Squad Warp Ammo is designed to kill Collectors. Bring her on Collector/Husk missions and you can seldom go wrong.
#7
Posté 07 octobre 2011 - 07:07
#8
Posté 07 octobre 2011 - 07:14
#9
Posté 08 octobre 2011 - 06:28
iOnlySignIn wrote...
snip
(5) Samara is da bomb. Samara is OP. REAVE REAVE REAVE.
Something I totally forgot mentioning. Area Reave covers three bases. Defense-stripping, Crowd Control AND healing Samara. Maxing her passive and Reave to 4 is solid if, as iOnly says OP. Can't go wrong with Samara, especially on collector/bloodpack missions.
Edit: This can work in tandem with Garrus. An example would be:
Against shields
Garrus: *Area Overload* Strip
Samara: *Pull Field/ Area Reave* CC
Against armor/barrier
Samara: *Area Reave* Strip (Never actually used this, but I think that it doesn't strip defenses completely. Can someone confirm this?)
Garrus: *Concussive blast* The CC isn't great, but it's CC all the same.
Keep in mind that Garrus doesn't work effectively on every mission, but he shines versus shields. :happy:
Modifié par Mi-Chan, 08 octobre 2011 - 06:56 .
#10
Posté 08 octobre 2011 - 08:46
Mi-Chan wrote...
Samara: *Area Reave* Strip (Never actually used this, but I think that it doesn't strip defenses completely. Can someone confirm this?)
With 6/6 Biotic upgrades, Samara's Area Reave will strip Armor / Barrier off basic troops through Lvl 29. It will not at Lvl 30. Switch her to 'Heavy' at that point.
#11
Posté 08 octobre 2011 - 08:55
Random70 wrote...
With 6/6 Biotic upgrades, Samara's Area Reave will strip Armor / Barrier off basic troops through Lvl 29. It will not at Lvl 30. Switch her to 'Heavy' at that point.
Noted, thank you for clarifying.
#12
Posté 08 octobre 2011 - 02:33
#13
Posté 08 octobre 2011 - 04:27
If you'd like to see lvl 30 squadmate build examples, i've updated my post in the old team building thread here.
Modifié par Simbacca, 08 octobre 2011 - 04:37 .
#14
Posté 10 octobre 2011 - 03:47
In short, it all depends on your playstyle. Me, I like using Miranda and Kasumi, but I also like using Garrus and Thane. Or Thane and Kasumi. Or Tali and Thane. Or Samara and Tali...you get the point.
#15
Posté 17 octobre 2011 - 09:16
Actually, Jack’s biotic amp upgrade does affect her powers, just like all other biotic damage upgrades. This is both in terms of kinetic velocity (and subsequent damage) of Shockwave, and in resistance damage inflicted by either power when used on shielded enemies. I also think it is likely that damage upgrades affect collision damage with Pull as well, but this is more difficult to test. Regardless, that extra 20% bonus (which stacks with the other six biotic damage upgrades) can mean the difference between an enemy landing on the ground with a fraction of health, and an enemy landing on the ground as a corpse. Enemies AI are just as deadly with their aim when they have 10% health as they are when they have full health and shields, so deliberately skipping a damage bonus is simply inadvisable, especially when you can afford it...which links to the next point:
The prison ship Purgatory, where you recruit Jack, orbits the planet Erinle. That planet is rich in element zero and yields approximately 8,000+ units of it. To put it in perspective, that is enough element zero to research ALL of the combined biotic/tech damage upgrades you will find between Freedom’s Progress and Horizon, without extra exploration or fuel costs.
Mordin omni-tool 3,000
Subject Zero biotic boost 3,000
Tech Damage 500 (Dossier: Archangel)
Tech Damage 1,000 (Kasumi: Stolen Memory)
Biotic Damage 500 (Horizon)
The only other reason anyone would need to hoard element zero at this point in the game is if they change their advance training powers after every few missions, which means they already have enough bonus element zero from their first play through to afford it anyways. Meanwhile, by the time we unlock Retrain Powers or the advanced biotic/tech upgrade tiers we have access to double the number of planetary systems (and Element Zero sources) to afford them
Basically there is no reason to intentionally skip her biotic upgrade
#16
Posté 17 octobre 2011 - 09:29
While it may be over analytical of me, I do think that the typical RPG group combat role archetypes—such as those in D&D, Dragon Age, and elsewhere—do apply fairly accurately to the team members in Mass Effect 2. Personally I think categorizing them as such (and defining them below) helps give an understanding to what a character’s expected role is, especially if there are fans who came to Mass Effect from the shooter genre and have had less exposure to RPGs. It is that latter case I think causes people to perceive certain characters as “useless” because they do not have upgraded weapons or instantaneous damage powers.
For the sake of argument, I interpret (or reinterpret) these roles as Defender, Controller, Saboteur, Sniper, and Enhancer. Most of the 12 standard team members fits into at least two of the above roles, with the exception of Legion filling three roles, while Kasumi and Morinth fill only one (but do so very well).
DEFENDER
Team Members: Grunt, Legion, Jacob, Samara (vs. organics), Tali (vs. synthetics), Mordin
Role: Defenders possess higher than average health/shield values, obtaining them through class skills, upgrades, or activating loyalty powers. In combat a defender can take cover positions closer to enemy units than the rest of the squad, drawing fire away from weaker team members. Some defenders have bonuses from two or more of the above categories (Grunt, Legion, Jacob), and are more capable of filling this role on the battlefield. Other defenders either drain these attributes from enemies of a specific type (Tali and Samara), or possess bonuses from only one of the above sources (Mordin). In these secondary cases they can be used to alternate into this role in specific situations, but are not as effective as the previous three.
CONTROLLER
Team Members: Jack, Mordin, Samara, Morinth, Legion, Tali
Role: Controllers possess multiple powers that can paralyze (Neural Shock), levitate (Pull), control (AI Hacking, Dominate), knockback (Shockwave, Throw) or freeze (Cryo-Blast) enemies, or distract them while inflicting damage over time (Combat Drone, Incinerate, Reave). These powers will typically also have faster recharge times or longer durations when used by these characters.
In combat, a controller can mitigate the benefits enemies obtain from superior numbers, by multiplying squad damage output with controlling/crippling attacks, while simultaneously preventing the affected enemies from returning fire upon the team. Controllers typically have damage powers only effective against one or two resistance types, and therefore pair well with a saboteur to help damage enemy armor/barriers/shields before applying control effects. Some controllers are more suited towards organic or synthetic enemies, yet all of them have at least one skill that can impose crowd control over the battlefield regardless of the opposition type.
SABOTEUR
Team Members: Miranda, Kasumi, Zaeed, Garrus
Role: Saboteurs possess a set of powers that enable them to inflict increased damage against all three resistance types (armor, barriers, and shields), allowing them to quickly sabotage enemy defenses. They also possess the ability to overheat enemy weapons (Overload, Disruptor Ammo, Flashbang Grenade) and detonate explosive containers (Overload, Inferno Grenade) within in the environment. Like snipers, saboteurs typically have low or average health bonuses and should be placed in cover further behind defenders and/or the player character.
SNIPER
Team Members: Zaeed, Garrus, Legion, Thane
Role: Snipers possess sniper rifle training combined with either high damage bonuses, upgraded weapons, ammo powers, or some combination of the above. In combat they can deal substantial amounts of damage through the simultaneous combination of weapons, ammo, and activated powers. Typically they possess the lowest health bonuses of all squad members, and therefore are more vulnerable to returning fire (exception Legion). As such they should be placed farther from enemies or slightly behind defenders or the player in order to maximize both their range and minimize incoming fire.
ENHANCER
Team Members: Miranda, Garrus, Jack, Zaeed, Jacob, Grunt, Thane
Role: Enhancers provide bonuses to the entire squad’s combat abilities through passive talents or squad ammo powers. Some grant bonuses against a wide variety of enemy types and resistances and have powers that enhance that damage or remove intervening resistances. Other enhancers provide higher bonuses against a smaller range of enemies and resistances, but yield higher damage increases.
Typically good combinations would be Defender + Sniper, Saboteur + Controller, Enhancer + Defender, Enhancer + Controller, etc. However Shepard can easily fill multiple roles due to greater power selection, advanced weapon training, and bonus powers. Likewise, members should be chosen for how effective they are against certain enemy types as well, rather than purely on their “combat role” alone.
I leave it up to others to decide is this is helpful or just me being too over-analytical/RPG nostalgic..
#17
Posté 17 octobre 2011 - 09:40
Jacob: Defender/Enhancer
Miranda: Saboteur/Enhancer
Mordin: Controller/Defender
Garrus: Sniper/Saboteur
Jack: Controller/Enhancer
Grunt: Defender/Enhancer
Zaeed: Sniper/Saboteur/Enhancer
Kasumi: Saboteur
Tali: Controller/Defender
Thane: Sniper/Enhancer
Samara: Controller/Defender
Legion: Sniper/Defender/Controller
Morinth: Controller
#18
Posté 17 octobre 2011 - 11:35
iOnlySignIn wrote...
[...]
(3) Kasumi.
[...] Her Passive's cooldown bonus is bugged though. If it isn't, Kasumi would be so OP as to render every other squadmate obsolete.
It's bugged? How so?
I never noticed that (but that's no surprise, because I'm not very concious about such things).
#19
Posté 17 octobre 2011 - 11:51
Allerleihrau wrote...
It's bugged? How so?
I never noticed that (but that's no surprise, because I'm not very concious about such things).
Her cooldown bonus isn't applied.
#20
Posté 17 octobre 2011 - 11:57
Is it recommendend to invest in her Master Thief ability at all then? Or would it be better to max out Shadow Strike, Overload & Flashbang Grenade instead and ignore Master Thief completely?
Modifié par Allerleihrau, 17 octobre 2011 - 11:57 .
#21
Posté 17 octobre 2011 - 12:10
#22
Posté 17 octobre 2011 - 12:41





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