Max squad Passive vs special powers?
#1
Posté 14 octobre 2011 - 06:43
#2
Posté 14 octobre 2011 - 07:10
#3
Posté 15 octobre 2011 - 12:10
#4
Posté 15 octobre 2011 - 01:48
As for your question specifically, I assume by "special" you mean the loyalty powers, in which case I'd say there really can't be any general advice because they range from redundant/mostly useless (slam, shredder & AP ammo, etc) to awesome and versatile (reave, flashbang grenade, etc).
For me, a power that I use a lot will almost always trump passives, so if I max out a passive, it's only after I've already maxed out all the character's other useful powers.
#5
Posté 15 octobre 2011 - 01:59
#6
Posté 15 octobre 2011 - 02:22
then it depends what powers i like to have in a given class.
#7
Posté 15 octobre 2011 - 11:50
It mostly depends on:
Is their secondary power (unlocked at rank 2 of primary power) good enough to evolve?
Is their loyalty power good enough to evolve?
How much am I really losing out in terms of quantified stats by keeping their passive at rank 3?
I had this dilemma when it came to Jack and Samara. I wanted them both to have Pull Field on a fast cooldown, but also wanted their loyalty powers evolved to their area/squad versions. Because Throw/Shockwave are prerequisites for Pull it is impossible to evolve all three of the powers I wanted. So then I did the math to weigh the benefits of sinking another 4 points into their passive skills...and I found I was not impressed.
With cooldown upgrades the differences between rank 3 of Subject Zero/Asari Justicar and their evolved Primal Adept/Sapiens Justicar (-25% power recharge) versions are:
* Health increased by further +10 points (additional +5%)
* Throw/Pull recharge time reduced by further -0.58 seconds
* Shockwave/Reave recharge time reduced by further -0.84 seconds
Even when I am in my most obsessive mood regarding the use of the radial menu for pause-and-play RPG style combat, I am still certain that my reaction time will never be fast enough to truly take advantage of a half second decrease. Meanwhile 10 health points isn’t even enough to stop one bullet...from any weapon, and if it truly did make a difference I could just bring along Miranda.
As much as I like to maximize a unique trait I would gladly give up having their powers recharge a half second faster for being able to evolve their loyalty powers to affect multiple targets.
I think with all squad members it is worth crunching the numbers and weighing all options. Also remember to account for skill requirements and skill point totals when planning (31 for Miranda/Jacob, 30 for everyone else, with 1 point assigned to loyalty powers unless you retrain)
Modifié par Darkstar Aurora, 15 octobre 2011 - 11:54 .
#8
Posté 15 octobre 2011 - 12:32
Darkstar Aurora wrote...
At the minimum I take their passive skill to rank 3, if for no other reason than keeping them alive long enough to finish their out of cover weapon firing cycles.
It mostly depends on:
Is their secondary power (unlocked at rank 2 of primary power) good enough to evolve?
Is their loyalty power good enough to evolve?
How much am I really losing out in terms of quantified stats by keeping their passive at rank 3?
I had this dilemma when it came to Jack and Samara. I wanted them both to have Pull Field on a fast cooldown, but also wanted their loyalty powers evolved to their area/squad versions. Because Throw/Shockwave are prerequisites for Pull it is impossible to evolve all three of the powers I wanted. So then I did the math to weigh the benefits of sinking another 4 points into their passive skills...and I found I was not impressed.
With cooldown upgrades the differences between rank 3 of Subject Zero/Asari Justicar and their evolved Primal Adept/Sapiens Justicar (-25% power recharge) versions are:
* Health increased by further +10 points (additional +5%)
* Throw/Pull recharge time reduced by further -0.58 seconds
* Shockwave/Reave recharge time reduced by further -0.84 seconds
Even when I am in my most obsessive mood regarding the use of the radial menu for pause-and-play RPG style combat, I am still certain that my reaction time will never be fast enough to truly take advantage of a half second decrease. Meanwhile 10 health points isn’t even enough to stop one bullet...from any weapon, and if it truly did make a difference I could just bring along Miranda.
As much as I like to maximize a unique trait I would gladly give up having their powers recharge a half second faster for being able to evolve their loyalty powers to affect multiple targets.
I think with all squad members it is worth crunching the numbers and weighing all options. Also remember to account for skill requirements and skill point totals when planning (31 for Miranda/Jacob, 30 for everyone else, with 1 point assigned to loyalty powers unless you retrain)
Correct, my preferred build for Jack/Samara is 2, 4, 3, 4 unless I'm playing the Soldier, Vanguard or Infiltrator (I don't need warp ammo for those classes.
Modifié par Mi-Chan, 15 octobre 2011 - 12:32 .
#9
Posté 15 octobre 2011 - 02:26
Darkstar Aurora wrote...
...snip...
As much as I like to maximize a unique trait I would gladly give up having their powers recharge a half second faster for being able to evolve their loyalty powers to affect multiple targets.
I think with all squad members it is worth crunching the numbers and weighing all options. Also remember to account for skill requirements and skill point totals when planning (31 for Miranda/Jacob, 30 for everyone else, with 1 point assigned to loyalty powers unless you retrain)
These are very good points, I had never done the math before, but had seen other people not max the passive and wonder why.
I play xbox and unless one of their powers is a ammo power I only need to max one power + the passive because I don't use the powerwheel, and you can only map one squad power per member. In the LotSB videos I post I have never used Liara's warp ( except for the Shadow Broker fight where I remap it because it has shorter cooldown than singularity ). But this calculation you did for Jack/Samara helps. Thanks.
#10
Posté 15 octobre 2011 - 02:40
ryoldschool wrote...
These are very good points, I had never done the math before, but had seen other people not max the passive and wonder why.
I play xbox and unless one of their powers is a ammo power I only need to max one power + the passive because I don't use the powerwheel, and you can only map one squad power per member. In the LotSB videos I post I have never used Liara's warp ( except for the Shadow Broker fight where I remap it because it has shorter cooldown than singularity ). But this calculation you did for Jack/Samara helps. Thanks.
I never max Samara's passive as the 2, 4, 3, 4 setup gives me Area Reave AND Pullfield with an 18% cooldown timer. Much better than a 25% cooldown and only one of them. IMO of course.
#11
Posté 15 octobre 2011 - 04:12
Mi-Chan wrote...
I never max Samara's passive as the 2, 4, 3, 4 setup gives me Area Reave AND Pullfield with an 18% cooldown timer. Much better than a 25% cooldown and only one of them. IMO of course.
This is my general philosophy. What's the point of that extra smidgen of survivability and cooldown reduction if you can't put it to use? IMO, AoE versions of powers are too useful on higher difficulties to put that 4 points in a passive instead, at least in many cases. All depends on playstyle and personal preference though, and I don't always stick to that rule.
For example, with Samara, sometimes I'll max out throw, reave, and the passive to make her a husk-killing/knocking-collectors-off-platforms machine, since I like quick cooldowns vs. husks for obvious reasons. But other playthroughs I've used the pull/reave setup instead to make her more versatile on other missions. There are very few right answers with this sort of thing.
#12
Posté 15 octobre 2011 - 04:51
idspisp0pd wrote...
This is my general philosophy. What's the point of that extra smidgen of survivability and cooldown reduction if you can't put it to use? IMO, AoE versions of powers are too useful on higher difficulties to put that 4 points in a passive instead, at least in many cases. All depends on playstyle and personal preference though, and I don't always stick to that rule.
For example, with Samara, sometimes I'll max out throw, reave, and the passive to make her a husk-killing/knocking-collectors-off-platforms machine, since I like quick cooldowns vs. husks for obvious reasons. But other playthroughs I've used the pull/reave setup instead to make her more versatile on other missions. There are very few right answers with this sort of thing.
There is one right answer that I will stand by no matter what anyone says. Preference.
#13
Posté 16 octobre 2011 - 05:14
Darkstar Aurora wrote...
As much as I like to maximize a unique trait I would gladly give up having their powers recharge a half second faster for being able to evolve their loyalty powers to affect multiple targets.
When it comes to Samara I disagree, with Sapiens she become an area reave monster spammer, You can even reave shielded units. That almost second is quite noticeable.
Jack isn't worth her fully passive though, since shockwave mostly is a gimmick on insanity. and pull has a short enough cd. ( I love running vanguard with Jacks wide shockwaves though).
The only squad passives I don't think are worth evolving fully, regardless of Shepard's class are Jack,Tali and Kasumi(bugged).
#14
Posté 17 octobre 2011 - 03:04
#15
Posté 17 octobre 2011 - 03:49
#16
Posté 17 octobre 2011 - 03:26
Modifié par someone else, 17 octobre 2011 - 03:59 .





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