Aller au contenu

Photo

The Elemental Manipulation Engineer (or Something Engineer)


  • Veuillez vous connecter pour répondre
165 réponses à ce sujet

#51
CaolIla

CaolIla
  • Members
  • 600 messages
I did another sidemission (the husk mission) to finally get my shotgun on the collector ship:

www.youtube.com/watch 

It was a really painful experience and I don't know how often I died during the platform fight. 
The fact that I played Rage and Red Orchestra 2 this weekend didn't help at all. Trying to run with Shift and wondering why you don't throw a bumerang but try to dominate someone  is a bad sign ^^
It was fun though, I couldn't play as offensive in every situation as I would have loved to, but I hope I get used to the style.
And it was indeed not the smartest move to take Mordin with me, I should have taken Miranda instead.

#52
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

I did another sidemission (the husk mission) to finally get my shotgun on the collector ship:

www.youtube.com/watch 

It was a really painful experience and I don't know how often I died during the platform fight. 
The fact that I played Rage and Red Orchestra 2 this weekend didn't help at all. Trying to run with Shift and wondering why you don't throw a bumerang but try to dominate someone  is a bad sign ^^
It was fun though, I couldn't play as offensive in every situation as I would have loved to, but I hope I get used to the style.
And it was indeed not the smartest move to take Mordin with me, I should have taken Miranda instead.



But....Mordin is the very model of a scientist salarian. He scienced the -beep- out of those collectors. :bandit: Great run though, I liked your skip the bullet sponge advice

#53
CaolIla

CaolIla
  • Members
  • 600 messages
He sure did ^^ Whenever I think "Not Mordin, his powers aren't suited for this mission!" I look at his face, can't resist and take him along.
I knew you would appreciate the advice ; )
What are the thoughts on shotguns? I never played long with the Eviscerator nor with the Katana, after this mission I think I'll have to give the Katana a chance, the Eviscerator is so damn slow. But I actually fear I end up with the Scimitar again... not that it's a bad weapon, but if the Claymore isn't available I always end up with the Scimitar.

Modifié par CaolIla, 23 octobre 2011 - 07:43 .


#54
RedCaesar97

RedCaesar97
  • Members
  • 3 829 messages
Darn you, CaolIla! Now I have really have an itch to play an Engineer again.

As for shotguns, I prefer the Katana. The Katana may be my favorite shotgun, if only because the Claymore is exclusive to Soldiers and Vanguards (without modding). Generally, I find the Scimitar too weak, and Eviscerator too slow with a tiny clip size. I like the Scimitar for my shotgun Infiltrator but that is about it.

#55
ryoldschool

ryoldschool
  • Members
  • 4 161 messages

CaolIla wrote...

He sure did ^^ Whenever I think "Not Mordin, his powers aren't suited for this mission!" I look at his face, can't resist and take him along.
I knew you would appreciate the advice ; )
What are the thoughts on shotguns? I never played long with the Eviscerator nor with the Katana, after this mission I think I'll have to give the Katana a chance, the Eviscerator is so damn slow. But I actually fear I end up with the Scimitar again... not that it's a bad weapon, but if the Claymore isn't available I always end up with the Scimitar.


Shotgun - yeah, the Evi is slow, but I use it on my cryoguard most of the time.  I will be interested to see how you do with it - when somebody is having great results all the shotguns look great.

#56
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages
The katana. It has a perfect Shot->Melee->Shot->Melee rhytm. You can stunlock anything with it. The Scimitar is too fast, and the Eviscerator too slow.

#57
CaolIla

CaolIla
  • Members
  • 600 messages
Gave the Katana a shot (me funny Oo) and yes, it is a nice weapon.
I did Jack's LM and never noticed how short it is.
Still, that mission is made for this build, I took the mighty Mordin with me and double Incineration Blast kicks ass.

Jack LM:
www.youtube.com/watch 

It was pure fun and I think I'll stick to the Katana for now ; )

#58
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

Gave the Katana a shot (me funny Oo) and yes, it is a nice weapon.
I did Jack's LM and never noticed how short it is.
Still, that mission is made for this build, I took the mighty Mordin with me and double Incineration Blast kicks ass.

Jack LM:
www.youtube.com/watch 

It was pure fun and I think I'll stick to the Katana for now ; )


One of the best thing about the Katana is that it sounds great. Not as great as the Claymore, but still great.

And play nice, the Vorcha did nothing wrong. Funny to see the engineer facerolling enemies without the combat drone.

#59
CaolIla

CaolIla
  • Members
  • 600 messages
One of the things I don't like about the Eviscerator is the sound, the Katana is better in that department.
That mission was made for using Incinerate just like Mordin's Loyalty Mission.
And that's why I finished it after Jack's.

Mordin Loyalty:
www.youtube.com/watch 

During that scene with the Pyro in the beginning I was really pissed, I thought my keyboard was making fun of me, well... it worked out somehow, so it's ok ; )
 

#60
CaolIla

CaolIla
  • Members
  • 600 messages
So I'm faced with the fact that there is actually no major mission left  or available where I'm not partially fighting Non-Organics. Well besides Zaeed's Loyalty mission but I HATE that one, so no thx ^^

Since I just skilled Area Cryo and have no points left, I thought I should do some sidemissions to pass time and get enough exp to raise two lvls with the next recruitment quest which is going to be Samara's.
That way I can skill two lvls in AI Hacking after the mission.

I uploaded a video with a few sidemissions, Bloodpack missions (the second one boiled down to the only real fight), retrieving the data from the cerberus operative and the husk sidemission which I did just before going on the Collector Ship, this time running through the husks at the end, but no Shep bullets for the husks ; )

www.youtube.com/watch

One thing I want to mention is how often I died during the second part of the Cerberus Operative mission. I really wanted to play that part offensive and planned to go up and right, which was harder for me than it might look. So hard, that I actually changed my keybindings for Cryo and Kasumi's Overload. 
I just hate the fact that stuff like doors and canister get prioritized by the Autoaim function for powers and my inability to use the C and V keys without missing them every second time :whistle: 

Edit: Oh and if anyone encounters problems with the Windows Movie Maker and just updated the NVidia drivers: go back the last version...

Modifié par CaolIla, 26 octobre 2011 - 10:48 .


#61
CaolIla

CaolIla
  • Members
  • 600 messages
I did Samara's recruitment mission today, and it was a mixed bag. The mission itself was fine and I just love how the final fight turned out. Let's say it was an adrenaline rush, but the satisfaction afterwards was worth that tough piece of work ; )
So what really bugged me was that I deleted one fight scene. I thought about redoing the whole mission afterwards, because I had no save from before the fight. But I'm actually too lazy to do that and like I said before: I really like the last fight. And I would actually re-record that fight if I'm already replaying the mission.
Oh and I tried to do the Gunship fight like Mi-Chan RedCaesar (sorry for that) did as Claymore Soldier, but didn't stand a chance in terms of speed, even with using a pistol ; )

Samara Recruitment (with one fight missing :blush: )
youtu.be/NZHFJ7aCTgk

Edit: It was RedCaesar who took the Gunship down with the Claymore.

Modifié par CaolIla, 27 octobre 2011 - 06:10 .


#62
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

I did Samara's recruitment mission today, and it was a mixed bag. The mission itself was fine and I just love how the final fight turned out. Let's say it was an adrenaline rush, but the satisfaction afterwards was worth that tough piece of work ; )
So what really bugged me was that I deleted one fight scene. I thought about redoing the whole mission afterwards, because I had no save from before the fight. But I'm actually too lazy to do that and like I said before: I really like the last fight. And I would actually re-record that fight if I'm already replaying the mission.
Oh and I tried to do the Gunship fight like Mi-Chan did as Claymore Soldier, but didn't stand a chance in terms of speed, even with using a pistol ; )

Samara Recruitment (with one fight missing :blush: )
youtu.be/NZHFJ7aCTgk



Credit where it's due - RedCaesar was the Gunship annihilator. :wizard: I usually sit back and snipe it...Which shames me now that I've recorded Claymore-Only missions. 

Too bad Wasea didn't get shattered though.

Modifié par Mi-Chan, 27 octobre 2011 - 05:27 .


#63
ryoldschool

ryoldschool
  • Members
  • 4 161 messages
I'd say that that last fight was a classic. Really enjoyed, it seemed enemies were popping up everywhere. On the left you wipe out three guys, then concentrate on Wasea, and then somebody is shooting at you from behind, wtf I just got those guys! That whole fight is like that. Loved it.

#64
CaolIla

CaolIla
  • Members
  • 600 messages

Mi-Chan wrote...
Credit where it's due - RedCaesar was the Gunship annihilator. :wizard: I usually sit back and snipe it...Which shames me now that I've recorded Claymore-Only missions. 

Too bad Wasea didn't get shattered though.


Sorry for that mistake, well not my day. He took it down with shotgun only as far as I remember and even faster than me. 
Every missed shatter opportunity makes Mordin and Shep die a little inside... I failed.

@Ryo: It was a rollercoaster, I've never played this fight offensive like this before and thought me advanding left would cancel the spawns for good, but I was wrong. Constantly being in those toxic clouds, getting shot at and so on... it was just pure luck I made it out alive ; )

#65
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

Sorry for that mistake, well not my day. He took it down with shotgun only as far as I remember and even faster than me. 
Every missed shatter opportunity makes Mordin and Shep die a little inside... I failed.

@Ryo: It was a rollercoaster, I've never played this fight offensive like this before and thought me advanding left would cancel the spawns for good, but I was wrong. Constantly being in those toxic clouds, getting shot at and so on... it was just pure luck I made it out alive ; )


Which is why I wondered if full cryo would be superior to the Area version. You're just oooone second short of shattering every time. Then again. AOE CC IS AOE CC.

#66
jwalker

jwalker
  • Members
  • 2 304 messages
wow... kinda late to the party... anyway..

senseibboy79 wrote...

I've completed back to back playthroughs of Engineers on Veteran and
Hardcore (next will probably be Insanity on a NG+) so here's my 2 cents:

Tech Mastery
- Max this out asap. It's much more useful and effective to be able to spam a lower ranked power, - than have a Rank 2,3 or 4 level power but not be able to fire it off when you need it.

- Demolisher vs. Mechanic: If your bonus power is a passive ammo power (ex. AP/Shredder/Warp ammo) Demolisher is the way to go as the +15% power damage applies to it. If not,

Mechanic can still do comperable damage, as the +15% power duration will apply to the DoT tick of Incinerate.

[..]


I wouldn't go as far as asap. Engineer is far from the case of the Sentinel or Vanguard, which both are signature power first, then passive, then whatever.

If you focus your build for crowd control (which is what I prefer ) instead of of defense stripping, cooldowns aren't a problem. Drone , Cryo Blast and Neural Shock (as BP) have short CDs. And if you have Kasumi's DLC, you can have the Tech cooldown upgrade really early in the game (like after 3 missions)

IMO, MEchanic is a much better option than Demolisher. The increased duration affects almost all Engie's powers. The only one that doesn't is Overload. But playing on Insanity that difference in damage is useless in most cases. A Mechanic can instastrip a regular enemy's shield. That's what matters. Of course, it can't do the same with elites or bosses, but neither can the Demolisher. That's why I think is not worth evolving to Demolisher. Perhaps is worth it on Hardcore and below.

And about ammo powers, I don't choose them for Bonus power, for any class actually. The best thing about them is the CC properties they have (panicking organics, overheating

weapons, stunnig synthetics, freezing). Neither armor piercing, Shredder or Warp ammo have this. Again, I don't find the damage bonus they provide that noticeable on Insanity.

The upgrades and research for the weapons are enough.

senseibboy79 wrote...

AI Hacking
- Too situational and not worth the point investment for much the same reasons as Cryo Blast. By the time a mech's defense are stripped to the point where you can actually use this, any mech/geth is pretty much dead with a few more shots anyways.


I totally disagree. AI Hacking (Enhanced) is an awesome power. Not only fun but damn effective too.
There are a lot of mechs in the game. And is not about killing the hacked synthetic, but rather keeping it alive. They get a lot of aggro and their shields (from the hack) can take a lot of fire. That's a lot of distraction

There was a thread having fun with  it : AI Hacking hilarity

#67
RedCaesar97

RedCaesar97
  • Members
  • 3 829 messages
I usually max Tech Mastery first, not so much for the cooldown bonus (which is very nice), but for the tech research bonus: less time planet scanning and more time shooting. Also, my Engineers tend to be Renegades for some reason, so I usually end up researching the hideously resource-intensive Medical Bay upgrade to remove my scars. I am always low on Platinum to begin with and the Medical Bay upgrade just intensifies it. The research bonus from Tech Mastery helps.

#68
CaolIla

CaolIla
  • Members
  • 600 messages

Mi-Chan wrote...

Which is why I wondered if full cryo would be superior to the Area version. You're just oooone second short of shattering every time. Then again. AOE CC IS AOE CC.


It's hard to tell which one of the evolution would have the higher shatter output in the end, especially if we assign a higher value to tough enemies. So far I like the crowd control of the area evolution a lot, it helped out in a couple of fights in the last mission and I need all the help I can get ; )

I had to check one of my videos to make sure which passive evolution I chose... well demolisher it was^^
I didn't put much thought in to it (my catchphrase),  I think it went something like "More damage? Gooooooood..."
I might actually check out how Incinerate gets along with Mechanic, that might give me the extra second to shatter those goons trying to escape their fate of being the nightmare of every cleaning person: a thousand small meat chunks splattered all over the place.

You've got to feel sorry for the poor bastard who has to clean up after Shepard came along.

#69
jwalker

jwalker
  • Members
  • 2 304 messages

Locutus_of_BORG wrote...

IMO AoE is 90% of the time better
than straight duration/damage IMO. I would rather give up a bit of
duration / pure damage on a single target in order to CC / debuff a
group of enemies when I know that a deliberate fusilade from my weapon
can finish any one particular guy off.

When it comes to Cyro
powers, duration tends to be quite long as it is, given their respective
CDs. Since Cryo works slow and does no damage on its own, I'd
prefer the ability to affect several targets simulaneously rather than
just affect one target for longer.


I tend to do that with Cryo, but I would give Deep version a try to get an increased duration. And it's worth noting that is always an AoE power. 1.2 meters at ranks 1,2 and 3.

The same goes for Overload and Incinerate. In my last engie run, I only evolved to Area Overload later in the game. Rank 3 has the same damage, the same overheating effect and 1.2 meters area of effect. Rank 4 only adds a wider area.

RedCaesar97 wrote...

I usually max Tech Mastery first, not so much for the cooldown bonus (which is very nice), but for the tech research bonus: less time planet scanning and more time shooting. Also, my Engineers tend to be Renegades for some reason, so I usually end up researching the hideously resource-intensive Medical Bay upgrade to remove my scars. I am always low on Platinum to begin with and the Medical Bay upgrade just intensifies it. The research bonus from Tech Mastery helps.


Oh, resources... right.
I've modded my c.ini so I get a crapload of platinum, eezo, etc. at the very start of the game. Legit scaning only twice. The minigame got boring real quick. :lol:

#70
Locutus_of_BORG

Locutus_of_BORG
  • Members
  • 3 578 messages

jwalker wrote...

Locutus_of_BORG wrote...

IMO AoE is 90% of the time better
than straight duration/damage IMO. I would rather give up a bit of
duration / pure damage on a single target in order to CC / debuff a
group of enemies when I know that a deliberate fusilade from my weapon
can finish any one particular guy off.

When it comes to Cyro
powers, duration tends to be quite long as it is, given their respective
CDs. Since Cryo works slow and does no damage on its own, I'd
prefer the ability to affect several targets simulaneously rather than
just affect one target for longer.


I tend to do that with Cryo, but I would give Deep version a try to get an increased duration. And it's worth noting that is always an AoE power. 1.2 meters at ranks 1,2 and 3.

The same goes for Overload and Incinerate. In my last engie run, I only evolved to Area Overload later in the game. Rank 3 has the same damage, the same overheating effect and 1.2 meters area of effect. Rank 4 only adds a wider area.

I know, but ~1.2m is too small for me for an AoE effect. IMO 3.0m lets you land multiple hits almost all the time, so for me that's the evolution that I prefer. For CB specifically, the CD is short enough that a second blast is easy enough should more duration be needed. That's just my preference, anyway.

#71
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

Mi-Chan wrote...

Which is why I wondered if full cryo would be superior to the Area version. You're just oooone second short of shattering every time. Then again. AOE CC IS AOE CC.


It's hard to tell which one of the evolution would have the higher shatter output in the end, especially if we assign a higher value to tough enemies. So far I like the crowd control of the area evolution a lot, it helped out in a couple of fights in the last mission and I need all the help I can get ; )

I had to check one of my videos to make sure which passive evolution I chose... well demolisher it was^^
I didn't put much thought in to it (my catchphrase),  I think it went something like "More damage? Gooooooood..."
I might actually check out how Incinerate gets along with Mechanic, that might give me the extra second to shatter those goons trying to escape their fate of being the nightmare of every cleaning person: a thousand small meat chunks splattered all over the place.

You've got to feel sorry for the poor bastard who has to clean up after Shepard came along.


Incinerate has a fixed duration, so the +Duration from mechanic doesn't apply

#72
jwalker

jwalker
  • Members
  • 2 304 messages

Mi-Chan wrote...
[...]

Incinerate has a fixed duration, so the +Duration from mechanic doesn't apply


Are you sure about this ? I think Incineration is just like Reave, which benefits from the increased duration. I don't see why a fixed duration on Incineration is reason to not get the bonus.

Edit to add:
Nevermind. I just made a quick test on a Klixen on Mordin's LM. It looks like Heavy Incinerate does the same damage with no passive than with the Mechanic specialization, so no bonus.

Modifié par jwalker, 28 octobre 2011 - 05:29 .


#73
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

jwalker wrote...

Mi-Chan wrote...
[...]

Incinerate has a fixed duration, so the +Duration from mechanic doesn't apply


Are you sure about this ? I think Incineration is just like Reave, which benefits from the increased duration. I don't see why a fixed duration on Incineration is reason to not get the bonus.

Edit to add:
Nevermind. I just made a quick test on a Klixen on Mordin's LM. It looks like Heavy Incinerate does the same damage with no passive than with the Mechanic specialization, so no bonus.




From the Wiki

Incineration blast - 170.00 damage over 3 seconds

Area reave - 40.00 points of damage per second for 4 seconds

Incinerate is the only "over time" power that calculates its damage "over 3 seconds" rather than "for x seconds"

Modifié par Mi-Chan, 28 octobre 2011 - 06:22 .


#74
CaolIla

CaolIla
  • Members
  • 600 messages

Mi-Chan wrote...

Incinerate has a fixed duration, so the +Duration from mechanic doesn't apply


I actually meant how effective Incinerate will be if I don't have Demolisher anymore, if it's still  enough to burn the whole armor of a mech away for instance.

#75
CoffeeHolic93

CoffeeHolic93
  • Members
  • 1 613 messages

CaolIla wrote...

I actually meant how effective Incinerate will be if I don't have Demolisher anymore, if it's still  enough to burn the whole armor of a mech away for instance.


I always roll mechanic and I have no trouble burning through armor at all. the 170 from blast multiplied by 2.4 (408) is more than enough to burn through lightly armored troops. Krogan will require the same amount of Incineration blasts whether you're a demolisher or a mechanic (although the last demolisher incinerate is slightly overkill when it comes to armor stripping). Those are the results I got from testing on Mordin's Loyalty - take from that what you will.:wizard: