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What I've built for 7 of the races/classes. Anything different I should consider with these for retail release?


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#1
Simbacca

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Well these are the classes I've near maxed in the demo since the 16th.  Trying to decide if I should change any of these for the retail release of ME3, but I'm pretty happy with all of them. 

Any changes to consider and how do those changes help?

My builds:

Human Vanguard
Carries just the Scimitar X for 185% power recharge, sometimes I switch it out for 200% power recharge with just the Avenger X instead.

Rank 6 Charge with radius and 100% barrier refresh.
Rank 6 Nova with radius, half blasts, and piercing.
Rank 5 Shockwave with range (for those damn Guardians, they shrug off Charge most of the time on Silver and Gold for me).
Rank 6 Alliance Training with weapon weight reduction.
Rank 3 Fitness.

Salarian Infiltrator
Carries just the Scimitar X for 185% power recharge.  My try the Claymore when I unlock it but will probably stick with the lighter gun.  Cloak every cool-down, only Energy Drain from cloak.

Rank 6 Cloak with power use.
Rank 6 Energy Drain with damage.
Rank 3 Proximity Mine (rarely used).
Rank 5 Salarian Passive.
Rank 6 Fitness for health and shields.

Human Infiltrator
My Sniper, though rarely played.  Cloaks every cool-down, only Sticky Grenade from cloak.

Rank 6 Cloak with sniper damage.
Rank 3 Cryo Blast.
Rank 6 Sticky Mine for damage.
Rank 6 Alliance Training with headshot damage and weight reduction.
Rank 5 Fitness for health and shields.

Turian Sentinel
Carries just a Scoped Mattock.  Chain-lightning neural shocks everything.

Rank 6 Tech Armor with power recharge.
Nothing in Warp.
Rank 6 Overload with target jumping and neural shock.
Rank 6 Turian passive with Assault Rifle weight reduction.
Rank 6 Fitness for health and shields.

Human Sentinel
My soldier, carries whatever weapons I feel like using each time.

Rank 6 Tech Armor with damage reduction.
Nothing in Warp.
Rank 6 Throw with radius.
Rank 6 Alliance Training with weapon weight reduction.
Rank 6 Fitness for health and shields.

Asari Adept
Carries just a scoped Phalanx for 200% power recharge. 
Throws everything.  Stasis then Throw bombs tougher targets.

Rank 6 Stasis with bubble.
Nothing in Warp
Rank 6 Throw with detonation and damage.
Rank 6 Asari passive.
Rank 6 Fitness.

Human Engineer
Carries just a scoped Phalanx for 200% power recharge. 
Burns everything constantly.  Shocks shields/barriers.  My Atlas-killer.

Rank 3 Combat Drone (only used on Guardians).
Rank 6 Incinerate with damage, recharge, and armor damage.
Rank 6 Overload with damage, recharge, and shield/barrier damage.
Rank 5 Alliance Training with power damage.
Rank 6 Fitness for health and shields.

Krogan Soldier.
Oh wait nothing, I've yet to unlock him :pinched:

Modifié par Simbacca, 22 février 2012 - 05:36 .


#2
FiGhTiNCoWBoY

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There's going to be builds that people consider better/worse for every class. The best piece of advice I can give you is to build your class around 2 things: something you'll enjoy playing and something that will compliment your team (especially if you're playing with friends)

For example with Engineer, if you forsake incinerate and max combat drone for health and chain lightning and then build overload to hit 3 targets and use neural shock you become one of the strongest CC/support classes in the game.

With Vanguard, although the weapon reduction weight helps I found maxing health/shields in fitness was a priority with a nova/charge build. Especially considering Nova damage is based off your barrier strength so by building up Fitness to max barriers/shields you also increase the potential damage your Nova can do. On the demo I maxed Shockwave and wish I would have kept at 5, going for Radius and Range instead of damage as it proves to be a good CC tool but then falls into the category of do I need to be able to support when necessary or just pump burst all day. If you're going to be a DPS focus as vanguard, I'd suggest more of a 6,6,3,5,6 as a level 10 weapon the weight reduction will compensate for not having the last point in Alliance Training.

In regards to Infiltrator, I've been rolling with the claymore and I'd highly recommend it. Despite only being level 3 when I was initially testing it, the damage bonus from stealth + claymore + disrupter ammo was 1 shot killing every target except atlas on Gold.

Haven't tried Soldier, Adept, or Sentinal too much so can't comment on them.  Pretty post btw.

Modifié par FiGhTiNCoWBoY, 22 février 2012 - 05:50 .


#3
Simbacca

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Interesting on the CC engineer. I know the power of chain lightning neural shock with my turian but I never thought of combining it with combat drone's chain lightning. I still like my atlas-killer engineer, but learning of interesting different takes like this is exactly way I posted this :)

Yeah I do wish I had maxed fitness on my human vanguard, but thought I'd have to sacrifice shockwave for it. Was planning to do so for the retail release but need the anti-guardian skill now since most playing the demo haven't yet put the time in I have and so I get left last-man standing quite a bit. Never considered trading alliance training for it though. I do wonder how much it's passive weight capacity increases and weapon weapon reduction are actually helping when I now only carry a Scimitar X anyway.

Modifié par Simbacca, 22 février 2012 - 07:04 .


#4
UKStory135

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On the human engineer, I'd max out the drone before incinerate. I maxed out my drone with health, damage, plus the rockets. However, if I were making a gold build, I would have used the explosive, shock, and rockets.

#5
goofyomnivore

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Pretty much the same except I ignore fitness on the Asari Adept it really isn't worth it on that class. Warp Detonations with a 1500N Throw wrecks Atlas Mechs and all around them (Guardians, Phantoms, etc).

#6
Assumedkilla

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For Asari Adept I maxed out Stasis and Warp... I think going the bubble route is overrated. Throw is level 4 and I spent all the points elsewhere for shields, health, power damage, and recharge rate. I built mine to kill rather than to support, which some people like to do.

#7
Sabbatine

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Simbacca wrote...

Human Infiltrator. 
My Sniper, though rarely played.  Cloaks every cool-down, only Sticky Grenade from cloak.

Rank 6 Cloak with sniper damage.
Rank 3 Cryo Blast.
Rank 6 Sticky Mine for damage.
Rank 6 Alliance Training with headshot damage and weight reduction.
Rank 5 Fitness for health and shields.


Here are my thoughts on a per skill basis:

Cloak:  looks good.

Cryo:
If you intend to play a sniper I think those points in cryo aren't really worth while.  I don't know how you plan to use it but generally speaking you have better options to spend the cooldown on.  If you intend to use it at long range you might as well just shoot the enemy.  

If you plan to use it defensively, once again you're better served either shooting the enemy point blank (sniper rifles are very accurate even when you're unscoped/firing from the hip).  If you are unnable to effectively target them (or there are multiple enemies) then hit them with a sticky grenade or throw it at the ground under your feet.  Generally it'll kill anything in your personal space with the exception of the Atlas mechs and guardians if their riot shield is facing the grenade.

Sticky Grenade:
I'm a little confused by your description.  The skill is called sticky grenade, but you refer to it as sticky mine.  Are you saying you're taking the proximity trap specialization at rank 6 (thus making it a mine of sorts) or was your calling it a sticky mine just a slip of the tongue?  Either way I'd go all out damage.  Radius improvements seem nice until you realize how small the actual blast zone is compared to other grenades and how much damage you'd be giving up for a grenade that still doesn't have a large blast zone even after the increases.

The trick is just learning how to throw it.  I can't tell you how many phantoms I've killed from a safe distance by sticking a grenade just behind their cover.

Alliance training:
Maxing this is a given but depending on your preferred sniper rifle 20% weight reduction is nowhere near as good as 10% more damage.  This is particularly true with the Widow (the heaviest sniper rifle).  The cooldown on tactical stealth is almost identical to the amount of time it takes to reload the rifle.  Having a shorter recharge on tactical stealth is nice in some situations but if you are using it primarily to gain bonus damage on shots out of stealth it's borderline worthless.  Having a 3 second recharge on tactical stealth doesn't do much for you if you're using a weapon with a five second reload animation.

Fitness:
That's definitely the safest way to go, however melee synergy has a lot of potential.  It's pretty easy to score heavy melee kills as an infiltrator and 25% bonus damage for 20 seconds is very nice against certain enemies.