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Best Engineer (non biotic) Operative (ME1)


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#1
ebls

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Since I'm on vacation and have a lot of time to spend, I've trying to make different characters for ME3.  After finish my build with the adept sniper, I want to try something different again.  
This time, an engineer.
 
My first engineer I use medic specialization and singularity as my bonus power. I've been seeing around great engineer builds.  Most of those builds use a biotic power and more go with the medic engineer.  But, if i want to make a best operative engineer and don't want use any biotic power, wich build would be the best (play on insanity)?

I plan to make 3 or more playthroughs, so I don't want to spend points in paragon and renegade.

I think there is a consensus the shotgun (with the sledgehammer) would be the best gun choice, and definitly you have to spend at least four talent points in spectre training.

My build would be like this:

Pistols 12
Shotgun 0 (just for pseudo-throw)
Basic Armor 12
Decryption 9
Electronics 9
Hacking 12 (hacking the colossus and turrets)
Damping 12 (stuns more enemies)
Operative 12
First aid 05
Medicine 12
Spectre training 7 (more powerful and more health, unity ability)
Paragon/Intimidate 0

I'd like a lot suggestions.

Modifié par ebls, 11 janvier 2012 - 11:12 .


#2
capn233

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My bonus power on every character in ME1 was Assault Rifle :)

At any rate, I do think you have a pretty decent configuration already. I liked to max Spectre and having decryption and electronics up allows you to not worry which squaddie you are taking.

For hacking, I never really worried about having a high enough level for turrets or Colossi. You can use sabotage on them so they can't shoot at you, or the Mako to whittle them down.

I didn't care for the shotgun or sledgehammer rounds in the first game. I suppose that isn't bad for husks or creepers. Plus the polonium in them prevents regen. Carnage is a good ability though. If you aren't putting any points in it you could consider HE... It would give you a pretty big boom.  But with Marksman on you can mow down a whole lot of husks.

You can also use the Sniper Rifle to knock stuff over up close.  Probably easiest to do with the Infiltrator, but with the right upgrades you can get a decent ROF with any class.  That would give you a ranged option if you put some points into it.

I wish I could be more helpful but I haven't played it in a year and didn't get as into the leveling as with ME2.

Modifié par capn233, 11 janvier 2012 - 01:25 .


#3
ebls

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capn233,
the AR is good, but kind of unnecessary/redundant if you already have a pistol. But I understand that most people take the AR just for RPG purposes (it's the Shepard's default gun).
Hacking also lower the recharge time of sabotage, overload and damping. IMO it's essential for engineer and it is the best Infiltrators bonus power.
And I would love to have at least 11 points in spectre training, but I just don't see how.

Modifié par ebls, 11 janvier 2012 - 02:21 .


#4
capn233

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ebls wrote...
Hacking also lower the recharge time of sabotage, overload and damping. IMO it's essential for engineer and it is the best Infiltrators bonus power.
And I would love to have at least 11 points in spectre training, but I just don't see how.

Yes that is some of the stuff I had started to forget...  Go ahead with the hacking.  You could consider reducing NS to advanced though.  That would free up a few points.

#5
RedCaesar97

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I will be honest, I have never seen much use in Damping. Some people swear by it, but I rarely see it work. I have seen it stun husks, but that is about it. It is supposedly good for preventing enemies using biotic and tech attacks, but I have never seen that happen. I swear I have used Damping on a biotic enemy before, only to seem the enemy immediately throw up a barrier.

Damping does increase the radius of Sabatoge and Overload, though, so at least that is something good. Medicine does reduce the cooldown on First Aid, but by the end game you are probably never using First Aid so you could probably drop that down to Advanced. The duration of Neural Shock is pretty pathetic from what I remember.

#6
mcsupersport

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I personally don't see the use of Medicine past 4-5 range. You don't need faster cooldown on Medi-gel and if you are spamming your tech mines right, your team isn't taking damage anyway. I had IIRC 8-11 points in Shotgun, and possibly had both Decryption and Electronics maxed to maximize the damage, radius and shield effects. Late game it was throw mines, walk to center of room and blast until eveyone is dead, while spamming mines on rotation to stop all attacks against the team. It was one of the most powerful runs, simply due to how well it disabled everyone. I never understood the Medic upgrade because to me the Operative was so much better.

#7
ebls

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I don't know, it's difficult to measure the real stun effect of damping, but sometimes, when you use damping you can see the enemy doing nothing, like hypnotized for at least 3 or 4 secondes.

About medicine/neural shock, it's the only offensive ability against organics. I think that's the logic of spend 12 talent points in it. Maybe, if you have a good shotgun damage, you won't really need the 12 points.
I would like a lot if I could have acess to Carnage with only 3 points like assassination, but for some reason, you have to use 4 points...

Modifié par ebls, 11 janvier 2012 - 10:05 .


#8
The Grey Ranger

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If you want carnage drop 4 points from armor. Eight points in armor will get you advanced shield boost which is generally plenty, especially with the bonus shields from electronics.  When you get right down to brass tacks, 3 points for basic shield boost is probably enough.

Neural shock is useful, but has a fairly short duration. Your real ability for dealing with organics is sabotage. With a good omnitool and medical exoskeletons you're looking at a five or 6 second cool down.  The other thing about neural shock is that the cooldown is the same at master that it is a basic, with only the duration of the stun improving. 

All of that said, it's a good solid build that will be more than capable of an insanity playthrough.  It covers everything an engineer really needs and we're only arguing minor differences.

Spectre training past basic unity is overrated.  You're better off with the points in another ability generally speaking.  The difference in damage is a very small percentage and ends up not really having any noticable effect.

Modifié par The Grey Ranger, 11 janvier 2012 - 01:56 .


#9
RedCaesar97

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If you really like or want Carnage (personally I think it is an overrated power), you could avoid Medicine altogether:

12 - Pistols
12 - Armor
09 - Decryption
09 - Electronics
12 - Hacking
12 - Damping
00 - First Aid
00 - Medicine
12 - Operative
04 - Spectre Training

This leaves you 8 points left to spread into other abilities. For example:
- You can max Spectre Training to Master
- Put 6 points into First Aid (Advanced) and 1 point into Medicine (Basic Neural Shock), with 1 point left over for anything else
- Max Electronics (max shields) and Decryption, with 2 points into First Aid

Modifié par RedCaesar97, 11 janvier 2012 - 05:10 .


#10
ebls

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Ok, thanks for the help.
I think I'll sacrifice some points of medicine in favor of shotgun. Something like this:

Pistols 12
Shotgun 08
Basic Armor 12
Decryption 9
Electronics 9
Hacking 12
Damping 12
Operative 12
First aid 05
Medicine 07
Spectre training 4
Paragon/Intimidate 0

Modifié par ebls, 12 janvier 2012 - 12:45 .