Mind telling me your power builds for ME2? For any class.
#1
Posté 10 novembre 2011 - 03:02
#2
Posté 10 novembre 2011 - 03:12
social.bioware.com/forum/1/topic/261/index/8234030
Modifié par xassantex, 10 novembre 2011 - 03:14 .
#3
Posté 10 novembre 2011 - 03:17
To get you started, here are some standard builds:
Soldier:
4 - Heightened/Hardened Adrenaline Rush
0 - Concussive Shot *
4 - Squad Disruptor Ammo
4 - Inferno Ammo
4 - Squad Cryo Ammo
4 - Commando /Shock Trooper
0 - Bonus *
* This leaves one point to put in either Concussive Shot or a Bonus power
Adept:
4 - Heavy Warp
4 - Heavy Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Bastion
1 - Stasis (Requires Lair of the Shadow Broker DLC)
Engineer:
4 - Area Overload
4 - Incineration Blast
4 - Attack Drone
4 - Full Cryo Blast
0 - AI Hacking
4 - Demolisher/Mechanic
1 - Neural Shock
Infiltrator:
4 - Heavy/Squad Disruptor Ammo
4 - Squad Cryo Ammo
4 - Assassination/Enhanced Cloak
4 - Incineration Blast
0 - AI Hacking
4 - Assassin/Agent
1 - Neural Shock
Vanguard:
4 - Inferno Ammo
4 - Squad Cryo Ammo
4 - Heavy Charge
1 - Shockwave
0 - Pull
4 - Champion/Destroyer
4 - Heavy/Crippling Slam
Sentinel:
4 - Throw Field
4 - Heavy Warp
4 - Assault Armor
4 - Area Overload
0 - Cryo Blast
4 - Guardian
1 - Stasis (Requires Lair of the Shadow Broker DLC)
#4
Posté 10 novembre 2011 - 07:42
Soldier (Revenant):
4 - Hardened Adrenaline Rush
4 - Concussive Shot
4 - Squad Disruptor Ammo
0 - Incendiary Ammo
0 - Cryo Ammo
4 - Shock Trooper
4 - Tungsten Ammo
Adept (AR training - Vindicator):
4 - Heavy Warp
1 - Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Bastion
4 - Heavy Warp Ammo
I don't like shockwave. Use the Locust until AR training, than switch to Tempest when obtained. Use throw or pull on husks after you strip their armor with something like the Carnifex. I like pull better than throw because you get the ragdoll damage / detonate biotics when needed.
Engineer (SR training - Viper):
2 - Overload
4 - Heavy Incinerate
4 - Explosive Drone
3 - Cryo Blast
1 - AI Hacking
4 - Mechanic
4 - Area Energy Drain
Liked energy drain over overload just for increased survivability. It isn't as points efficient this way. But I don't like cryo or AI hacking anyway.
Infiltrator (AR Training - Vindicator):
4 - Squad Disruptor Ammo
0 - Cryo Ammo
4 - Assassination Cloak
4 - Heavy Incinerate
1 - AI Hacking
4 - Assassin
4 - Tungsten Ammo
Used the Viper as the rifle after it is obtainable. Had done a Widow soldier before and didn't care to use it again.
Vanguard (SR Training - Viper):
4 - Inferno Ammo
4 - Squad Cryo Ammo
4 - Heavy Charge
1 - Shockwave
0 - Pull
4 - Champion
4 - Crippling Slam
Viper Vanguard uses the Eviscerator as the primary shotgun and charge weapon. Viper is to open up engagement and strip protections before charge. It works ok after charge too if you have to. This is the exception to my anti-cryo bias. Equipped on squad all the time after unlocked, used as primary ammo on Geth missions.
Sentinel (AR Training - Vindicator):
1 - Throw
4 - Heavy Warp
4 - Assault Armor
4 - Area Overload
0 - Cryo Blast
4 - Guardian
4 - Tungsten Ammo
Again, Locust until you get the Vindicator, then Tempest. Tempest is pretty fun up close, and you want to get into people's faces with assault armor. The Vindicator gives you some more long to mid range punch.
Modifié par capn233, 10 novembre 2011 - 10:53 .
#5
Posté 10 novembre 2011 - 08:41
I've only done one soldier(Claymore) so there's some obvious bias to be found here.
2 - Disruptor Ammo. Never found this to be worth a 4-point investment. Rank two stuns synthetics just fine.
4 - Inferno Ammo. AOE firedance. Enough said.
4 - Squad Cryo Ammo. Your Squad is already firing at the enemy. This will make them more effective.
4 - Heightened Adrenaline Rush. More damage per bullet and mobility
4 - Commando. Storm Speed.
3 - Concussive Shot. Had to put the points somewhere. Pretty fun to use for shatters.
1 - Slam. My GTFO button.
Adept:
Again, only played this once. (Vindicator)
4 - Heavy Warp. Detonations
4/1 - Heavy Throw/Throw. Killing single enemies where a detonation would be overkill
4 - Heavy Singularity. I use it to lock elites.
4 - PullField. For mooks
0 - Shockwave. Didn't like it at the time. The Singularity->Shockwave playstyle seems very appealing now.
4 - Bastion .My warp deals enough damage
4/1 - Dominate(enhanced)/Stasis. Dominate was for Object Rho, Stasis during the remainder of the game.
Engineer:
Shotguns. Several playthroughs.
2 - Overload. Never use it.
4 - Incineration Blast. Firedance.
4 - Attack drone. That little bugger only dies against YMIR's for me, no need for the explosive version. That, and the explosion is a stagger, not a knockdown.
3 - Cryo Blast. For mechs
0 - AI Hacking
4 - Mechanic Duration for my bonus power
4 - Neural Shockwave This power is Cryo on steroids. The tech version of pull-field in utility.
Infiltrator:
*coughBestclasscough*
Shotguns/Widow. Though I prefer to use the Shuriken for some reason.
2 - Disruptor. Already answered why.
4 - Squad Cryo Ammo. I've grown to love this power - it's amazing. Shooting at the enemy resutls in Crowd Control, and there'll be shatters everywhere. What's not to love?
4 - Assassination Cloak. I find six seconds to be more than enough for flanking/running away. Can be used as a gimped A-rush when needed.
4 - Incineration blast. Once again, Firedance.
0 - AI hacking.
4 - Assassin. I'm a terrible shot, so the slowdown helps.
3 - Neural Shock/Warp Ammo. First is for CQC, second if for Sniping.
Vanguard:
I'm currently playing a Vanguard, and I've seen the light. Shockwave is AWESOME.
4 - Inferno Ammo. Already covered this.
1 - Cryo Ammo.
4 - Heavy Charge. Slowdown and more shield regen.
4 - Heavy Shockwave. A LOT of fun to use. Not the most effective power by any stretch of the imagination though.
4 - Pull field. You all know how good this is, let's move on.
4 - Champion passive. Cooldown.
Sentinel:
Shotguns.
4 - Heavy Throw. I have Squadmates for Area Staggers. My job is to lay down the hurt.
1 - Warp. (Been a while since I played the Sentinel, I didn't know of warpbombs back then.)
4 - Assault Armor. 18 meter AOE knockdown. Crazy good.
4 - Area Overload. Never used it.
4 - Guardian. Cooldowns.
4 - Heavy Warp Ammo. Looking back this was probably a waste. Oh well.
#6
Posté 10 novembre 2011 - 11:41
Claymore + Locust/Tempest + Predator
4 - Inferno Ammo - no brainer. By far the best ammo in the game IMHO.
4 - Heavy Charge - no brainer
4 - Destroyer - That's what Vanguard is, right?
4 - Heavy Slam - Can't beat SlamBombs.
4 - Squad Cryo Ammo - last thing to upgrade, not that good but still much better than Shockwave.
0 - Shockwave - Yes, it looks nice, but is slow and inefficient. Pass.
0 - Pull - can't be unlocked, otherwise it would be a decent 1pt power.
1 point left
After many playthroughs, THIS is the ultimate Vanguard build for me. I use more than one build for the other classes.
Modifié par Kronner, 10 novembre 2011 - 11:42 .
#7
Posté 10 novembre 2011 - 02:53
4 - Heavy Warp
4 - Heavy Throw
4 - Wide Singularity
2 - Pull
3 - Shockwave
4 - Nemesis
1 - Stasis
I know a lot of people don't like shockwave but it is one of my favorite powers. I also use wide singularity instead of heavy singularity because I use it for large warp detonations rather than locking enemies down...I use stasis for locking down enemies.
Vanguard
4 - Inferno Ammo
0 - Cryo Ammo
4 - Heavy Charge
4 - Improved Shockwave
1 - Pull
4 - Champion
4 - Area Reave
Or
4 - Inferno Ammo
0 - Cryo Ammo
4 - Heavy Charge
4 - Improved Shockwave
4 - Pull Field
4 - Champion
1 - Stasis
#8
Posté 11 novembre 2011 - 04:08
Soldier:
Adrenaline Rush: 2
Concussive Shot: 4 (Blast)
Disruptor Ammo: 3
Incendiary Ammo: 4 (Inferno)
Cryo Ammo: 1
class: 4 (... I forgot)
Reave: 4 (Area)
Vindicator, Viper, Claymore, Predator.
Adept:
Singularity: 4 (Wide)
Pull: 2
Shockwave: 4 (Improved)
Warp: 3
Throw: 1
class: 4
Warp Ammo: 4
Primary weapon: Predator.
Secondary: Locust/Tempest, Eviscerator.
Sentinel:
Throw: 4 (Field)
Warp: 3
Tech Armor: 2
Overload: 4 (Area)
Cryo: 1
class: 4 (Guardian)
AP Ammo: 4 (Tungsten)
Primary weapon: Predator.
Secondary: Locust/Tempest, Eviscerator.
'Got bored of Assault Armor making life too easy so I downgraded it and spread those points around other powers
Engineer:
Overload: 4 (Area)
Incinerate: 4 (Blast)
Drone: 4 (Attack)
Cryo: 2
Hack: 3
class: 4 (Mechanic)
Dominate: 1
Primary weapon: Predator.
Secondary: SMG, Viper.
Forgot my Vanguard build, don't play Infiltrator.
#9
Posté 11 novembre 2011 - 07:04
Hah Yes Reapers wrote...
I build classes around CQC with an anti-shield, anti-barrier, anti-armor, anti-flank, and a finisher.
Soldier:
Adrenaline Rush: 2
Concussive Shot: 4 (Blast)
Disruptor Ammo: 3
Incendiary Ammo: 4 (Inferno)
Cryo Ammo: 1
class: 4 (... I forgot)
Reave: 4 (Area)
Vindicator, Viper, Claymore, Predator.
Adept:
Singularity: 4 (Wide)
Pull: 2
Shockwave: 4 (Improved)
Warp: 3
Throw: 1
class: 4
Warp Ammo: 4
Primary weapon: Predator.
Secondary: Locust/Tempest, Eviscerator.
Sentinel:
Throw: 4 (Field)
Warp: 3
Tech Armor: 2
Overload: 4 (Area)
Cryo: 1
class: 4 (Guardian)
AP Ammo: 4 (Tungsten)
Primary weapon: Predator.
Secondary: Locust/Tempest, Eviscerator.
'Got bored of Assault Armor making life too easy so I downgraded it and spread those points around other powers
Engineer:
Overload: 4 (Area)
Incinerate: 4 (Blast)
Drone: 4 (Attack)
Cryo: 2
Hack: 3
class: 4 (Mechanic)
Dominate: 1
Primary weapon: Predator.
Secondary: SMG, Viper.
Forgot my Vanguard build, don't play Infiltrator.
Just a few comments about those suggested builds ( for a new player looking for tips ):
Sentinel - glad you explained why you only put two levels into tech armor, because somebody not knowing the builds might not understand. I am doing my first sentinel run right now and you get the squad power reset effect when you are at level 3 ( 6 points invested ) in tech armor. It really makes the sentinel a powerhouse. Execute squad powers, activate tech armor, Execute squad powers again. Xariann has a video of the DCS where she has Miranda and Thane using warp and all you hear is warps going off all the time, lol.
Also, Arush on a soldier at only level 2, level 4 CS? That is a novelity build, nothing wrong with that, but it would not be considered a great build, although your choice of the Claymore is brilliant
#10
Posté 12 novembre 2011 - 10:24
ryoldschool wrote...
Just a few comments about those suggested builds ( for a new player looking for tips ):
Sentinel - glad you explained why you only put two levels into tech armor, because somebody not knowing the builds might not understand. I am doing my first sentinel run right now and you get the squad power reset effect when you are at level 3 ( 6 points invested ) in tech armor. It really makes the sentinel a powerhouse. Execute squad powers, activate tech armor, Execute squad powers again. Xariann has a video of the DCS where she has Miranda and Thane using warp and all you hear is warps going off all the time, lol.
Also, Arush on a soldier at only level 2, level 4 CS? That is a novelity build, nothing wrong with that, but it would not be considered a great build, although your choice of the Claymore is brilliant
Yeah, I forgot this is a new-player tips thread. For the record YES, my Sentinel build is nerfed. I had it on Assault Armor and Heavy Warp before. But once I got to the Suicide Mission in the end with my weapons upgraded out it wasn't even a fair fight, not for the Collectors, even on Insanity. I was more unstoppable than Harby.
But CS took priority to 'Rush on my soldier build, just because of how I operate in general. It gives me a power against barriers for one, so I have a complete set against all three defense types (Disruptor and Incendiary making up the others).
Two, I also always want a crowd-control power in my set too. As you can see from my other builds, I just about always evolve powers to area-attacks than heavy versions. Same with the squad. I go for efficiency and attack enemies in groups at a time. My use of 'Rush is limited to sniping and occaisionally with my AR. With C-Blast I can take down multiple barriers or close right away against Collector waves and then finish them, or can sit down a bunch of husks after the squad and I take their armor is down. More useful than time-dilation for my style of play.





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