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Last Few Builds setting up for ME3...advice/suggestions?


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#1
MELTOR13

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So I'm not sure how active this board still is, but I didn't want to post this over on the ME3 board. 

I'm gearing up for my last few runs for ME3.

I'd LIKE to finish off a Vanguard, Infiltrator, and (possibly) an Adept run.

I've already got one run each of these classes done (and multiple others) so I'm not a noob. I'm just looking for a different playstyle and some suggestions or opinions. 

I'll go ahead and put out the builds for my previous playthroughs and then go through some of my ideas for the new playthroughs. 

1st Vanguard:                                  1st Infiltrator:                          1st Adept:
Inferno Ammo                                  Disruptor Ammo (2)                 Unstable Warp
Squad Cryo Ammo                           Squad Cryo Ammo                  Heavy Throw
Heavy Charge                                  Assassination Cloak                Heavy Singularity
Shockwave (2)                                 Incinerate (3)                          Pull Field
Pull (1)                                               AI Hacking (1)                         Bastion
Champion? (can't remember)           Agent                                        Stasis (1)
Barrier (3)                                          Improved Flashbang

So those are all pretty basic builds, nothing really out of the ordinary (stole the Infiltrator build from here on the BSN, flashbang is fun :D)


There are a few bonus powers that I would like to make use of that I haven't used before: Reave, Slam, and GSB.
I'm not sure which class would be better suited to using Reave, the Vanguard or the Adept. One one hand, the Vanguard doesn't have an active defense-stripping ability. But Reave interferes with Charge, and I wanted to use Shockwave quite a bit as well (thinking 'Lazy Vanguard' build from thisisme on these boards) so that would put me with 3 (relatively) lengthy cooldowns in Charge, Reave, and Shockwave. Slam could be a nice quick compliment, and provide some instant CC. On the Adept side, they already have Warp, but Reave functions differently enough that it could provide a unique experience, and it's longer cooldown fits better with the Adept/caster playstyle. 

I really don't know what to do with the Infiltrator (or Geth Shield Boost). I like the class, I just don't think it offers a whole lot of variability. If anyone has a different build they could share that would be sweet.

Halp? Oh, I'm playing on Harcore, if that helps.

Modifié par MELTOR13, 16 janvier 2012 - 05:29 .


#2
capn233

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So is this new game or NG+?

I'm just going to assume new, but the suggestions somewhat applies to NG+

Put Slam on the Vanguard. If you took the Claymore last time around take Sniper Rifle training. Do Thane's mission early to get the Viper. Now you are a Viper Vanguard, one of my favorite classes.

For Reave, Adept would have the best / shortest cooldown but then again you already have a ton of CC abilities. Consider a Reave Infiltrator with either Shotgun training or AR training. You will again want the Viper, and for SMG you will want protection stripping, so Shuriken or Tempest.

You could potentially also do an Adept with Reave... Shotgun training wouldn't be bad, nor would SR. I felt that I had enough powers with Adept so I just used Barrier early then transitioned to Warp Ammo.

Geth Shield Boost and Fortification are skills that I don't particularly like. The cooldown is way too long, and there is a time limit to the boost. If you turned them on and they lasted until destroyed (like Tech Armor) it would be one thing, but as is I don't care for them.

If you haven't tried Neural Shock that might be something worth playing around with. You could put that on the Adept, or you could put that on the Infiltrator and run Reave on the Adept. It's a one pt wonder.

You could also try Dominate on the Adept and go for a chaos oriented CQB build with the shotgun... using the dominate and other CC powers to disrupt the enemies ability to effectively fight against you.

#3
Kronner

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My most favourite Vanguard.

10 Heavy Charge
10 Inferno Ammo
10 Destroyer (or Champion...does not matter)
10 Heavy Slam

11 points left for Cryo Ammo, Shockwave and Pull. None of these abilities matter in this build.
I usually end up getting Squad Cryo Ammo as the other two abilities are pretty much worthless for this build IMHO.

Weapons: Claymore

This is a Charge-heavy build.
The few enemies (approximately 5% of the total enemies) that can't be Charged are dealt with using Slam-bombs (defense strip-slam-warp), or in the worst case scenario, SMG, Pistol, or heavy weapon.


IMHO this is the ultimate fun/killing machine in ME2.

Modifié par Kronner, 16 janvier 2012 - 05:58 .


#4
ahgchyhn

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vanguard:

skip shockwave and pull. replace barrier with slam. heavy charge will be your shield recharger, use medi gel in the seldom cases charge isn't possible/too dangerous.

geth shield boost:

relativly useless and boring power. if want to use it by all means build a sniping centered infiltrator with the 10% damage evolution of the power.

reave:

in general squad mates are better suited with protection layer stripping powers like this (mainly because of instantaneous impact), the player himself should stick to weapons (especially geth plasma shotgun) to strip protections (he has no damage penalities like his  companions). if you want to use it by all means the vanguard and a close-combat infiltrator would be candidates, the adept has too much overlap with warp.

#5
capn233

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ahgchyhn wrote...
in general squad mates are better suited with protection layer stripping powers like this (mainly because of instantaneous impact), the player himself should stick to weapons (especially geth plasma shotgun) to strip protections (he has no damage penalities like his  companions). if you want to use it by all means the vanguard and a close-combat infiltrator would be candidates, the adept has too much overlap with warp.

Was with you until here.  Reave is not predominantly a protection stripping ability.  It in fact is relatively weak versus armor, especially compared with Incinerate.  The main value of Reave is stunning enemies and refilling health.  The only enemies who you should be using it as an armor stripper against are the light Mechs and Husks.  This is because it will remove all their armor (when evolved) and it will not stun those enemies anyway.  Geth are somewhat a special case because it will stun them, but it will not give you health (actually the opposite of husks where you get health but they are not stunned).

#6
ryoldschool

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 Reave  Lots of good videos to look at in these threads
     Vanguard
            SabreSanDiego build using scimitar 
            ScroguBlitzen CryoGuard build using cryo ammo and Scimitar

     Soldier - Capn233 has it on Revenant or Claymore

 
     Infiltrator  - Reaver by ScroguBlitzen using cryo ammo

Vanguard
      The build Kronner posted ( except I don't use slam )
      The Cryoguard I listed above

Geth Shield boost - I agree with  ahgchyhn ( dude could you not find something easer to type ) that I really did not feel it was worth it, since the damage is stated to disappear when the shield breaks - which does not take very long on even on hardcore.

There are so many infiltrator builds out there, just check the sticky at the top of this forum.

Lastly, yes, this forum is still pretty active, so let us know what you are thinking.

#7
goofyomnivore

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Vanguard: What Kronner said
Adept: Shockwave+Singularity isn't the best, but it is an okay combo.
Infiltrator: Reave+Cryo+Viper/Scimitar or Mattock

I know you didn't list it, but an Engineer can get the most out of Reave and combined with Drone and Shotgun Training can play semi-Vanguard-ish especially with Reave refilling your health. (I'm actually working on some videos to show it off) although biotics on a tech class may go against your house/lore rules.

Modifié par strive, 16 janvier 2012 - 06:53 .


#8
ahgchyhn

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@oldschool

this was a former troll avatar, the name was created by facerolling; shorten it if you wish.

@capn

from a point of view of pure effectiveness there are cc powers that either have/combine following qualities:

effect regardless of enemy type, effect regardless of presence of protections, greater radius

the cases where i need to refill my hit points AND to control are too
seldom for me, controlling is enough. so i use the alternatives instead
and the niche for reave is protection stripping with the area version
for me (or rather samara).

Modifié par ahgchyhn, 16 janvier 2012 - 07:07 .


#9
Seeker Sparrow

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For Adept I would personally use Heavy Warp instead of Unstable; Heavy is better for taking down large defenses and the extra radius isn't that noticeable for me either. Also Unstable Warp is good for squadmates more so because they get a cooldown reduction from 12s to 9s which is very handy IIRC.

Oh and I prefer Throw Field to Heavy Throw but you may not use that power that much tbh, apart from that the OP's Adept build is solid.

#10
ryoldschool

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strive wrote...

Vanguard: What Kronner said
Adept: Shockwave+Singularity isn't the best, but it is an okay combo.
Infiltrator: Reave+Cryo+Viper/Scimitar or Mattock

I know you didn't list it, but an Engineer can get the most out of Reave and combined with Drone and Shotgun Training can play semi-Vanguard-ish especially with Reave refilling your health. (I'm actually working on some videos to show it off) although biotics on a tech class may go against your house/lore rules.


You gotta post videos of that Engineer build.  I have been surprised at how Reave helps the Reaver Infiltrator build I have been playing.

#11
goofyomnivore

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You gotta post videos of that Engineer build. I have been surprised at how Reave helps the Reaver Infiltrator build I have been playing.


YouTube has been trolling me. I've tried three times now to upload my Adept on Horizon Insanity NG+ video. I'm trying one more time(it is nearly 10mins long and 2.27GB) so it takes my crappy internet like 10 hours to upload it. Regardless if works or not I'm moving onto my Engineer stuff lol, so hopefully I'll have a video uploaded on it either tonight or tomorrow morning.

#12
MELTOR13

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This board IS more active than I thought. Although some of you might have missed the point slightly, there's a decent amount of comments here.

I'll probably end up rolling what I am going to dub a 'SlamWave' Vanguard, mixing Charge, Shockwave, and Slam.

For the Adept, maybe I can do a 'Reaver' type ala Samara? Use Reave mainly for the health-steal and stun ability. Bring a Sniper for some Thane-type action?

As for the Infiltrator, I still dunno. I'm not a fan of taking powers that aren't of the same type of category as the class (taking biotics on a tech/combat class like the Infiltrator) so I'm not sure what i want to do there. I've used Neural Shock quite a bit with one of my Engineers, as well as Energy Drain. I'll think about it.

#13
capn233

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MELTOR13 wrote...
As for the Infiltrator, I still dunno. I'm not a fan of taking powers that aren't of the same type of category as the class (taking biotics on a tech/combat class like the Infiltrator) so I'm not sure what i want to do there. I've used Neural Shock quite a bit with one of my Engineers, as well as Energy Drain. I'll think about it.

What weapons have you used on the Infiltrator?  That can make it a lot different even with the same bonus power.

I understand the class purity thing... Almost all of my characters stayed within their power capabilities.

Tech or Combat for the Infiltrator keeps the list at Neural Shock, Energy Drain, Geth Shield Boost, Fortification, AP Ammo, Shredder Ammo, Warp Ammo, Flashbang and Inferno Grenade.

Problem is you have used all the good ones it seems :) I really don't think you will find GSB very useful.  Cooldown is just too long.  Fortification is worse.  Inferno Grenade is just not very good, IMO.  But you could max Incinerate, get Inferno Grenade and the flamethrower and be a cross between a Ghost and Firebat :)

#14
mcsupersport

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For Infiltrator, the decision of Bonus weapon will make as much a difference in what power you should take as the Bonus power itself. Are you planning a sniper/Widow or shotgun/CQC or a hybrid AR/midrangey play. I have a bunch of videos of me playing an Infiltrator on YouTube link in my Gameplay video thread using the Eviscerator shotgun and mostly Warp ammo, with one or two missions of Energy drain. Very effective paired with the viper and Locust...

Adept, Reaver sounds fun, I wouldn't bother much with Shockwave unless you just really want too. Heavy throw to me is better, more likely to kill mooks with throws off board or into stuff than area throw. I tried Area on a run in Overlord, on the Dish, and it made a big difference in being able to kill things, much more than I thought it would, so I switched back to Heavy afterward.

Vanguard,...well play what is fun, and unless you are trying a particular style, then a shotgun and heavy charge will be the most effective.

#15
MELTOR13

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capn233 wrote...
Problem is you have used all the good ones it seems :) I really don't think you will find GSB very useful.  Cooldown is just too long.  Fortification is worse.  Inferno Grenade is just not very good, IMO.  But you could max Incinerate, get Inferno Grenade and the flamethrower and be a cross between a Ghost and Firebat :)


Hahaha, yeah, I kinda stole all the good ones already. The only reason I swayed towards GSB was because it was the least sucky of the leftover bonus powers. I like to take Assault Rifles for my Infiltrators. I was planning on doing a techy-type of Infiltrator, maybe the the Geth Pulse Rifle and the Mantis...Although I kinda like the idea of ghosting with Cloak and then Flaming everyone to bits with the flamethrower, haha. :devil: 

My problem with the Infiltrator is that Cloak is so good I end up just Cloak->Snipe'ing everything and forgetting about the rest of my powers. So I was hoping that if I built some other powers up that I would be more prone to use them instead of relying on the same ol' Cloak->Snipe that every Infiltrator uses. My previous infiltrator (w/cryo and flashbangs) was fun because I didn't feel the need to cloak everytime I wanted to shoot anyone. I had other options. Anyone else ever feel like that?

#16
capn233

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Don't invest in cloak, and keep it off hotkey :)

I liked spamming incinerate more than cloak.

#17
RedCaesar97

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MELTOR13 wrote...
My problem with the Infiltrator is that Cloak is so good I end up just Cloak->Snipe'ing everything and forgetting about the rest of my powers.

 
Then take shotgun training and try Cloak->shotgunning everything to death. 

So I was hoping that if I built some other powers up that I would be more prone to use them instead of relying on the same ol' Cloak->Snipe that every Infiltrator uses. My previous infiltrator (w/cryo and flashbangs) was fun because I didn't feel the need to cloak everytime I wanted to shoot anyone. I had other options. Anyone else ever feel like that?

You could possibly try to turn the Infiltrator into an Engineer that can cloak:
1 - Disruptor Ammo
0 - Cryo Ammo
4 - Enhanced/Assasination Cloak
4 - Incineration Blast
4 - Improved AI Hacking
4 - Agent
4 - Area Energy Drain

Or if you want to work Cryo ammo into the mix (Strip shields/armor then freeze):

2 - Disruptor Ammo
3 - Cryo Ammo
3 - Cloak
4 - Incineration Blast
3 - AI Hacking
4 - Agent
4 - Area Energy Drain

Note that I have not tested these builds so I have no idea how well they work.

#18
Seeker Sparrow

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I recommend Neural Shock if you're playing an Infiltrator as it has a short cooldown and debilitates most organic enemies quickly and doesn't interfere too much with sniper play. Geth Shield Boost is just too long a cooldown plus you're better off just using Cloak if you want damage boost.

#19
RedCaesar97

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For Adepts, unless you plan on taking Warp ammo, I figure 1-point Stasis is all you need as a bonus power. Warp Ammo deals extra damage to enemies currently affected by biotics (Pull and Singularity), so an Adept with Warp Ammo would look like this:
4 - Heavy Warp
1 - Throw
4 - Heavy Singularity
4 - Pull Field
0 - Shockwave
4 - Bastion or Nemesis
4 - Heavy Warp Ammo

My personal favorite Vanguard build is:
4 - Inferno Ammo
0 - Cryo Ammo
4 - Heavy Charge
4 - Improved Shockwave
4 - Pull Field
4 - Champion
1 - Stasis
Take Sniper Rifle training (Viper) and you have a lot of options to how you want to approach combat.

As Kronner mentioned, Charge-heavy Vanguards prefer the Claymore shotgun with the following build:
4 - Inferno Ammo
4 - Squad Cryo Ammo
4 - Heavy Charge
1 - Shockwave (never used)
0 - Pull
4 - Champion or Destroyer
4 - Heavy or Crippling Slam (I prefer Crippling in case I miss the Warp-bomb)

#20
RedCaesar97

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MELTOR13 wrote...
I'm not a fan of taking powers that aren't of the same type of category as the class (taking biotics on a tech/combat class like the Infiltrator) so I'm not sure what i want to do there. 

As you state, you do not like taking a tech power on a biotic class, but you can turn the Adept into a quasi-Sentinel:

4 - Heavy Warp
1 - Throw
4 - Heavy Shockwave
4 - Pull Field
0 - Shockwave
4 - Bastion
4 - Area Energy Drain

#21
MELTOR13

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 Alright, so here's the plan...

SlamWaveguard
Inferno Ammo
Area Charge
Improved Shockwave
Pull (1)
Champion
Crippling Slam

Reaver
Unstable Warp
Throw Field
Wide Singularity
Pull (1)
Bastion
Area Reave

No idea on what I want to do with the Infiltrator yet. I've got time. 

#22
ahgchyhn

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vanguard:

too much overlapping. why having two power evolutions with similar functions? i suggest to skip area charge in favor of heavy charge.

adept:

wide singularity is relatively useless on hardcore/insanity. holding (multiple) protected enemies in place will drain the duration very quickly, too quickly. if they are already unprotected, throw/(pull field) is better (shorter cooldown/higher missile velocity).
it may be even better to rely on squad mates for throw field and choose heavy throw for yourself. you can arc it and have a shorter cooldown enabling you to launch enemies into the sky/ceiling for instant kills in combination with pull and the like.

how have you played your infiltrator/what weapons have you chosen the last time?

x / x / widow?
geth plasma shotun / tempest / viper?
locust / eviscerator / viper?
mattock / tempest / viper?

Modifié par ahgchyhn, 17 janvier 2012 - 06:34 .


#23
MELTOR13

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ahgchyhn wrote...

vanguard:

too much overlapping. why having two power evolutions with similar functions? i suggest to skip area charge in favor of heavy charge.

adept:

wide singularity is relatively useless on hardcore/insanity. holding (multiple) protected enemies in place will drain the duration very quickly, too quickly. if they are already unprotected, throw/(pull field) is better (shorter cooldown/higher missile velocity).
it may be even better to rely on squad mates for throw field and choose heavy throw for yourself. you can arc it and have a shorter cooldown enabling you to launch enemies into the sky/ceiling for instant kills in combination with pull and the like.

how have you played your infiltrator/what weapons have you chosen the last time?

x / x / widow?
geth plasma shotun / tempest / viper?
locust / eviscerator / viper?
mattock / tempest / viper?


I want to give Area Charge a shot, at least. Nobody ever uses it (and that very well be for good reason) but I'd like to try it out at least for a little while. 

^Same reason for Wide Singularity, but I rarely catch more than one person in my singularity anyways, so we'll see what happens.

My previous Infiltrator ran with Mattock/Viper, mainly, abusing flashbangs and cryo ammo. I don't really like the idea of giving the Infiltrator a shotgun because I have a bad feeling that if I did all I would do is roll around cloak-shotgunning things. Is the Mantis capable of 1-shot kills on Hardcore? I would like to use it, along with maybe the GPR as my AR. 

#24
ahgchyhn

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area charge might be for difficulties below hardcore if you don't want to put points in shockwave. but why anyway? you want the enemies to stay close together, so your inferno ammo can procc and that you can run quickly to your next victim. sending them flying away also hinders you to shoot them in the head.

don't know about hardcore, but on insanity the mantis ceases to do so roughly at the time you can aquire the widow; so it may be the case slightly later on hardcore.

so if you don't like close-combat as a infiltrator and have already played at midrange variant, i fear the only alternativ left is a strictly sniper variant (surely linked somewhere in the stickies). but beware, it might be relativly boring.

despite being available only on hardcore/insanity, the geth plasma rifle is just a repainted avenger in disguise with a slightly bigger bonus against shields/barriers. maybe with an interesting look, but ultimatively useless in terms of effectiveness (mod it yourself !! ;)).

so the widow with the semi assault rifle locust might be a good choice.

Modifié par ahgchyhn, 17 janvier 2012 - 10:54 .


#25
ahgchyhn

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E=mc²

Modifié par ahgchyhn, 17 janvier 2012 - 10:57 .