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Best class for beating insane


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#176
capn233

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Weight capacity is not capped at anything, power recharge speed bonus is capped.

Shepard's base encumbrance is 0.75 aka 75.  That is from coalesced.  Sentinel can get a 0.7 bonus from passive (aka weight capacity bonus of 70).  So you are claiming that if I have  Sentinel with no weapons at all, and max weight capacity from passive, I will only have a PRS of 145%?

None of the capacities, power recharge bonuses, or weapon weights are percentages.  They are all simple additive values.

Modifié par capn233, 07 janvier 2013 - 11:10 .


#177
capn233

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OK to elaborate further...

I reloaded my current Sentinel at the save I made at the beginning of Mars. Here is the relevant data:

Level 3 Sentinel, comes default equipped with Katana I (1.5) and Predator I (0.5).
Throw 2, Tech Armor 1, Flare 2, nothing in passives

Therefore total encumbrance = 1.5 + 0.5 = 2.0 (same as a Claymore X actually)

Note that if you check Power Recharge Speed (by going to first Mantis you find and hitting "Equip"), it will show +75%, not 0%. Why? Because as I said, Shep has a starting encumbrance of 0.75, which is added to your base PRS of 2.0.

Mathematically that would be PRS = 2.0 + 0.75 - 1.5 - 0.5 = 0.75 or "75%"

Now lets look at Throw. I only had Rank 2. It shows in the GUI that it has a c/d of 2s with Tech Armor off. We know from above Throw has a base c/d of 4s, and that at Rank 2 you get a "25%" recharge bonus.

Math:

Throw Recharge = BaseCD * [1/(1 + RankBonus + DynBonus)]

Throw Recharge = 4 * [1 / (1 + 0.25 + (2.0 + 0.75 - 1.5 - 0.5))]

Throw Recharge = 4 * [1 / (1 + 0.25 + 0.75)] = 4 * [1 / 2] = 2s

Or with Tech Armor on we expect 3.33s (shown in GUI)

Throw Recharge = 4 * [1 / (1 + 0.25 + (2.0 + 0.75 - 1.5 - 0.5) - 0.8)]

Throw Recharge = 4 * [1 / (1 + 0.25 + 0.75 - 0.8] = 4*[1/1.2] = 3.33s

*****

For more clarification, the sum of Dynamic Bonuses have no limit, although there are diminishing returns.

DynamicBonus = PowerRechargeSpeed + ArmorBonus + SquadBonuses + IntelBonuses

PowerRechargeSpeed = 2.0 + BaseEncumbrance + EncumbranceBonus - SumWeaponEncumbrance

PRS is capped via coalesced at +/- 2, aka "200%," although this is editable.

Modifié par capn233, 07 janvier 2013 - 11:59 .


#178
capn233

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One more thing...

If the sum of your bonuses is negative, then the recharge speed formula is actually this:

Recharge = BaseCD * [ 1 - (SumBonuses)]

As above on Mars, assume weapons are now Punisher I (0.75), Adas I (2.0), Katana I (1.5), Predator I (0.5)

PowerRechargeSpeed = 2.0 + 0.75 - (0.75 + 2.0 + 1.5 + 0.5) = 2.0+ 0.75 - 4.75 = -2
Or "- 200%"

For Throw 2 (with .25 bonus), Tech Armor off

Throw Recharge = 4 * [ 1 - ( 0.25 - 2.0)] = 4 * 2.75 = 11s (as expected via GUI)

Tech Armor on

Throw Recharge = 4 * [ 1 - ( 0.25 - 2.0 - 0.8)] = 4 * 3.55 = 14.2s (as expected via GUI)

****
A more interesting example is if you take Punisher I, Katana I and Predator I

In this case Power Recharge Speed = 0

With Tech Armor off:

Throw Recharge = 4*[1 / (1 + 0.25)] = 3.2s (as expected, and because total bonus was positive)

With Tech Armor on:

Throw Recharge = 4 * [ 1 - ( 0.25 - 0.8)] = 4*1.55 = 6.2s (as expected; total bonus was negative)

If you do the second calculation with the wrong formula, you will get 8.88s, which is incorrect.

#179
Biglose

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Again my point wasn't that tech Armor makes it impossible to function as a caster. But relaying on casting with an 3 to 4 sec downtime is not that great. I have to admit that without using teammates it is mostly more efficient to spam throw than to use combinations. It still begs the question if it's worth 21 points. If you play mass2 and mass3 in succession it doesn't matter, true. The main advantage in mass 2 was the fact, that it restored shields when used and could be used to restore shields when destroyed. A slightly higher protection lower drawbacks or a shield delay bonus would you make feel the power. Now mostly it doesn't matter if you have it on or off unless you combine it with another shielding power.

Modifié par Biglose, 08 janvier 2013 - 11:40 .


#180
RedCaesar97

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Biglose wrote...

Again my point wasn't that tech Armor makes it impossible to function as a caster. But relaying on casting with an 3 to 4 sec downtime is not that great.

You did in Mass Effect 2. Why is it so hard to do it in Mass Effect 3?

Also consider that most squadmate powers have a cooldown between 6-12 seconds when fully upgraded (or typically 8-16 or 20 at rank 1). So having a slightly longer cooldown allows you to use to combo with your squadmates more often, and you can shoot more between powers. 

Preference I suppose

I have to admit that without using teammates it is mostly more efficient to spam throw than to use combinations.

What? Why spam Throw when you can Warp > Throw? I find with teammates--specifically Liara and/or Javik--I mostly just Throw to detonate Singularity and/or Pull.

As I have said before, a longer cooldown only prevents you from detonating your own Overload, which is not really necessary on the Sentinel... or even Engineer for that matter.

It still begs the question if it's worth 21 points. If you play mass2 and mass3 in succession it doesn't matter, true. The main advantage in mass 2 was the fact, that it restored shields when used and could be used to restore shields when destroyed. A slightly higher protection lower drawbacks or a shield delay bonus would you make feel the power. Now mostly it doesn't matter if you have it on or off unless you combine it with another shielding power.


Some damage protection is better than none, and you can increase your power damage at rank 5 to match the Engineer and Adept passives.

I do not think anyone will argue with you that ME2 Tech Armor was better. A lot of people--myself included--would love a return of ME2-style Tech Armor, maybe evolutions that would cause it to act like ME2 Tech Armor.

Having two shield powers is not strictly necessary, but a good option unless you want another specific bonus power. 

The only thing I would agree with you on, is that if you want to cast AND use a really heavy weapon (like the Claymore), then Tech Armor may be too penalizing. But I have never tried that yet.


I feel like I should clarify that I am not trying to convince you to use Tech Armor, nor do I think you are an idiot for not using Tech Armor. You can play however you want, if you feel that you are more effective without Tech Armor, then by all means, do not use Tech Armor. I am merely pointing out that the penalties for using Tech Armor are not as bad as you think they are.

Modifié par RedCaesar97, 08 janvier 2013 - 12:41 .


#181
Biglose

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@RedCaesar97

You did in Mass Effect 2. Why is it so hard to do it in Mass Effect 3?

Never got the reason why I should do it much in masseffect 2. Warp for destroying barriers or against heavy enemys... Other than that...

What? Why spam Throw when you can Warp > Throw? I find with teammates--specifically Liara and/or Javik--I mostly just Throw to detonate Singularity and/or Pull.

Yeah, is in my opinion much more effient against unprotected enemys. doublethrow is mostly an instant kill or off the map if aimed right. So the time you got one warp+throw combi I got 6 to 8 throws.

Having two shield powers is not strictly necessary, but a good option unless you want another specific bonus power.

Well, it is about how the boni stack.

The only thing I would agree with you on, is that if you want to cast AND use a really heavy weapon (like the Claymore), then Tech Armor may be too penalizing. But I have never tried that yet.

I have to admit, I do not get using heavy weapons on a caster. Thats so counter intuitiv... (And lets be honest, nearly 80% of the weapons are light for shepard anyway. If upgraded.

I mean if you play a sentinel with heavy load out why not play a soldier or a infiltrator. They bring your weapons to bear much more effient.

I am merely pointing out that the penalties for using Tech Armor are not as bad as you think they are.

I did not meant to say it is crippeling. That would be not true. I was just pointing out that strictly from a powergamer way of looking at it, tech armor gets only half way interesting with the final evolution and additional tech+bio damage. (hardening if combined with barrier or fortification as a possibility to play a tank and with the reduced penalty for casters to increase survivability, slightly)

From a player perspective it looks awesome and a sentinel sheperd fits the story best starting MassEffect 2 and going to mass effect 3. Mass Effect 1 I would go with soldier or maybe vanguard.

What I am saying is, if you are looking for an easy way through Mass Effect 2 it is the soldier. If you take some considerations about the skills the sentinel can be equally easy. (Maybe a bit easier depending on your favorite playstyle)

If you look for an easy way through mass effect 3 go with the soldier or the infiltrator.
Soldier is great beacause the shield restoration he gets with adranalin rush. (A way to get past the time to recharge your shields. So screen turns red, hammer 1. Save again.)
Inflitrator is just nice as a sniper. True shield gate hurts snipers big time but shields are not around as often as they were in mass effect 2. When in doubt take a sniper with multible shots.

True, in the end every class can beat mass effect 3 easy if you are somewhat capable in playing shooters.

#182
brad2240

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Biglose wrote...

But relaying on casting with an 3 to 4 sec downtime is not that great.


If you think that  playing a caster means you should be able to get through the game without firing a shot, this may be true. And it is possible to do so. But all the classes are designed to be shooting/casting hybrids to some extent. In that light, a recharge time of 4 seconds isn't that bad. I personally like to have my powers in the 3 second ballpark, but a lot of times I'll find that a cooldown is available and sitting there because I'm focusing on gunplay or using squad powers, moving cover to cover, etc.
 

I have to admit that without using teammates it is mostly more efficient to spam throw than to use combinations.


Actually Throw spam is more efficient when adding squad powers to the mix. Without squadmates (why would you discount them anyway?) you should be relying on your other powers even more.
 

It still begs the question if it's worth 21 points.

 
I find this to only be a real question in MP. In SP Shep has so many points, why wouldn't you max it out?

The main advantage in mass 2 was the fact, that it restored shields when used and could be used to restore shields when destroyed.

 
And that it CC'd a whole room full of people without the player having to do anything at all.

Now mostly it doesn't matter if you have it on or off unless you combine it with another shielding power.


Untrue. My primary Sentinel build doesn't take a second defensive power, and I can tell you that Tech Armor alone does just fine. It might not make a huge difference against hits from bosses, I admit, but the DR is very noticeable against fire from the mooks. And it's that which will often kill you while you're distracted by a boss.

#183
capn233

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Biglose wrote...

Again my point wasn't that tech Armor makes it impossible to function as a caster.

And my point with all the math above was to demonstrate that I know what I was talking about with power cooldowns in response to your earlier post claiming that I didn't.

Look at the numbers.  Tech Armor cooldown penalty is only marginally a hindrance early game when you don't have much weight capacity bonus and don't have other cooldown bonuses, and then only when you go too high on weight.  That is the same point that nearly every other poster in here has also made.

Biglose wrote...

Yeah, is in my opinion much more effient against unprotected enemys. doublethrow is mostly an instant kill or off the map if aimed right. So the time you got one warp+throw combi I got 6 to 8 throws.

I find it interesting that you prefer to Throw spam, and then claim that Tech Armor "isn't worth taking."  Tech Armor does nearly nothing to Throw's cooldown most of the game.  It does give you a more powerful Throw and importantly Damage Resistance so that you can use Throw more often and hide in cover less.

You aren't going to do 6 to 8 throws in the same time as a Tech Armor equipped Sentinel with a reasonable weapon load does a single Warp into Throw.  Not that he has to, since it is a squad game and both characters are likely detonating combos set up by the squad.  Except one has Damage Resistance and one has... no advantage really.

I did not meant to say it is crippeling. That would be not true. I was just pointing out that strictly from a powergamer way of looking at it, tech armor gets only half way interesting with the final evolution and additional tech+bio damage. (hardening if combined with barrier or fortification as a possibility to play a tank and with the reduced penalty for casters to increase survivability, slightly)

If you are actually thinking about your investment in points, then Tech Armor makes more sense than Fitness for survivability.  And it gives you power damage bonuses when evolved.  And it can be used for quick CC if need be.  And it doesn't really mess with your cooldowns to a significant degree.

It is possible to even stack Defensive Matrix or Barrier on top of Tech Armor and you still don't have a substantial cooldown penalty if you keep weapon weight sensible.

What I am saying is, if you are looking for an easy way through Mass Effect 2 it is the soldier. If you take some considerations about the skills the sentinel can be equally easy. (Maybe a bit easier depending on your favorite playstyle)

Yes, if you know what you are doing, Sentinel is easier than Soldier in ME2.  I always think a discussion of two classes should have the assumption "if you know what you are doing."

If you look for an easy way through mass effect 3 go with the soldier or the infiltrator.
Soldier is great beacause the shield restoration he gets with adranalin rush. (A way to get past the time to recharge your shields. So screen turns red, hammer 1. Save again.)
Inflitrator is just nice as a sniper. True shield gate hurts snipers big time but shields are not around as often as they were in mass effect 2. When in doubt take a sniper with multible shots.

Shield restore on Adrenaline Rush... 50% of base shields in single player.  That is a pittance.  And much less extra shield than you get with Tech Armor (which effectively increases total shields and health).

Soldier was just a straightforward weak class in ME3 at release, with the only saving grace being that certain weapons (especially DLC guns) could do good damage as well as take full advantage of Incendiary Explosive Burst ammo.  Unfortunately the Vanguard could do the same thing, and was so much stronger the comparison was near absurd.  Likewise, every other class was better at setting up and detonating their own combos,.  Now with the change to Fire Explosions, there is one gimmick method of play for the Soldier that makes him more competitive.

Infiltrator is the infiltrator.  The damage bonus is good and the abuse of minimum cloak cooldown helps it out.  But it cannot tank nearly as well as Sentinel.  Your base skillset doesn't include great combo ability, only now post patch can you reasonably detonate fire explosions, but that is via Incinerate into Sticky Grenades.  And you have the downside that compared to a sentinel you are more weapon focused, which is a factor in "ease of play."

Modifié par capn233, 08 janvier 2013 - 03:27 .


#184
Locutus_of_BORG

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People out there still think the ME2 Soldier is better than the ME2 Sentinel?? Unthinkable!! Well, I guess in all fairness the Soldier was maybe the #2 class under Sentinel in terms of sheer pwnage, iirc, lol.

I'm just surprised that there is still this much debate on min/maxing ME3 SP builds. ME3 Insanity is so much less rigorous than ME2 Insanity in that many powers and weapons had little to no effect on enemies until specific resistances were removed, whereas in ME3 just about anything is viable against everything.

I still have yet to play through ME3 SP with anything other than a Soldier, so I can't say which is the strongest class. What I can say is that relatively speaking, Soldier is certainly the weakest class, since there is hardly anything it can do that the other classes can't also do as well or better. OTOH, even before the awesome DLC weapons and the buff to fire explosions, a Soldier could definitely steamroll the entire game with just any automatic gun, any ammo power and the odd power combo from either yourself or your squadmates. And this is coming from somebody who played his first PT ME2-style because he didn't even know Warp could prime BEs or that combo'ing on shielded/armored enemies was possible. Even as the "weakest class", the ME3 Soldier is very powerful, even in the hands of someone who doesn't know what they are doing.

Modifié par Locutus_of_BORG, 08 janvier 2013 - 05:29 .


#185
Abraham_uk

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What did you make of the two pure casters?

Adept
Engineer

#186
brad2240

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Biglose wrote...

Yeah, is in my opinion much more effient against unprotected enemys. doublethrow is mostly an instant kill or off the map if aimed right. So the time you got one warp+throw combi I got 6 to 8 throws.

 
No you won't. In the builds we're discussing, Warp + Throw takes around 3 seconds. And can kill multiple enemies per cast. In my experience, Double Throw rarely hits the same target twice if there's actually more than one enemy on the screen.

I have to admit, I do not get using heavy weapons on a caster. Thats so counter intuitiv... (And lets be honest, nearly 80% of the weapons are light for shepard anyway. If upgraded.

I mean if you play a sentinel with heavy load out why not play a soldier or a infiltrator. They bring your weapons to bear much more effient.

 
Purely a playstyle difference. I don't take a big weapons load on my Sentinel, but a lot of people enjoy the tank build with the heaviest weapons and a -200% cooldown. And it works.

If you look for an easy way through mass effect 3 go with the soldier or the infiltrator.
Soldier is great beacause the shield restoration he gets with adranalin rush. (A way to get past the time to recharge your shields. So screen turns red, hammer 1. Save again.)


Is this a joke? Posted Image

Sure, Soldier is easy but it has nothing to do with that lame shield restore. It's 250 pts of shield, that's nothing. It disappears in the blink of an eye. The bonus power evo is so much better.

My preferred Soldier uses Fotification as a bonus, and stacks it with the DR evo on ARush. Even with that defense, the shield restore is not very significant and being able to launch a Concussion Shot under ARush was always better. Even before the changes to fire explosions. With a different bonus power, an active one, shield restore isn't remotely worth considering.

#187
Abraham_uk

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Here is my rundown of the 6 classes in Mass Effect 3.
What is the "best class" for insanity?
The class that best reflects your gameplay style. Also bonus powers  along with the right choices for squadmates can really help.

Adepts, engineers and sentinels have less weight capacity than soldiers, infiltrators and vanguards. So don't equip every weapon under the sun if you're a caster.

Adept:
A strong casting class.

For Biotic Explosions: 
Has warp, throw and shockwave as detonating powers.
Has pull, singularity, warp and lifting shockwave as setup powers.

When you want to deal with riot shields you have pull.
When you want ot deal with armour warp does good damage. The warp/throw combo does amazing damage.
When you're in trouble, you've even got some neat grenades.

So the two niches of the adept are biotic explosions and rag dolling.
Both work well. Also due to trooper class enemy types having no protections, the adept excels even on insanity.

The only trouble with this class is lack of shielding (or barriers).


Engineer: A versatile casting class.

This is often described as a jack of all trades.

For distraction there is the sentry turret and combat drone.
For removing shields and crowd control you have overload.
For dealing with armour and crowd control you have incinerate.
For settingup tech bursts, making weapons backfire and hacking synthetics you have sabotage.
Then for freezing enemies and weakening armour you have cryo blast.

This is the best class for power synergy. This is because you can perform three combos. Cryo explosions, incendiary explosions and tech bursts. Also thanks to changes in game mechanics, incendiary explosions don't require the detonating power to kill the enemy.



Sentinel: Psudo soldier: check. Tech user: check. Biotic: check.
 
Another jack of all trades.
The sentinel covers the most devastating combo of the adept (warp + throw)
Has overload for further crowd control and shield/barrier removal.
Cryo blast is great if you're a sniper.
Lift grenades are powerful. For me the fact they lift enemies into the air is a gimic (all be it an awesome gimic). But it's their damage output that makes me want to save them for tricky situations.
Tech armour carries hardening buffs, melee buffs, power damage buffs etc. It's a good power, and it's detonation is yet another tactic at the sentinel's disposal.



Soldier: Guns, incendiary ammo + concussive shot spam = lots of fire explosions! 

I haven't played this much.

Adrenaline rush is a very good power for weapon damage bonus, rate of fire bonus and okay for time dilation. In addtion you get some of your shields back.

You have concussive shot for crowd control, minor damage and let's just say Capn 233 has tested amplified concussive shot. It only fares well if you have incendiary ammo. It's apparantly a good detonator that boosts the competiness of the class.

Frag grenades. They're grenades. You chuck them. Beside the obvious, there isn't much to say.

You could ditch adrenaline rush and concussive shot to carry every weapon.
Which is nice since you have 3 sweet ammo powers.

Incendiary for health and armour.
Cryo for debuffing, freezing and armour weakening.
Disruptor for synthetics, shields and barriers.



Infiltrator: Now you see me... Now you don't.... (Don't you dare ditch tactical cloak)

Poor soldier get's trumped by the infiltrator in terms of weapon damage.

Tactical Cloak is THE power for the infiltrator. Adepts, Engineers, Sentinels and Soldiers can ditch their main class power without ruining their experience (I don't recommend this by the way).

But if you play infiltrator, you play this class to switch on the tactical cloak.
You can use this to flank, snipe, rush out of trouble, revive fallen team mates and combine with marksman for devastating results.

You've got disruptor ammo and cryo ammo to give your weapons an added kick and for crowd control
You've got incinerate and sabotage (see engineer)

Then there is the sticky grenade that is my least favourite grenade.
 It has small radius. That's my gripe. The radius is way to small for a grenade,

That was untill I found out that it takes into account ammo powers much like amplified concussive shot does. Now I like it slightly more than frag grenade (which doesn't say much).


Vanguard: Charge, nova, charge, nova.


Please don't charge nova the entire game. That is fun for a while but the novelty wears off. You're also missing out on pull, shockwave, incendiary ammo and cryo ammo.

I like Vanguard because if you combine it with reave, you've got a psudo adept with charge to restore barrier.

Incendiary ammo allows you to melt every enemy in sight.
Cryo ammo allows you to weaken enemies. Squad cryo followed by applying incendiary on Shepard isn't a bad tactic.

Charge is for flanking, killing, area of effect overwhelming, crowd control and getting you killed by phantoms, brutes and banshees!

Nova is for killing groups of enemies that get too close, or are simply too close because you were silly enough to charge into them. Ironically enough this "high risk, high reward" power reduces the risk of biotic charge.

Pull is great for dealing with guardian shields, and bringing enemies towards you.
Shockwave is a pulse train of staggering, throwing and lifting (with the right evolution). If the target has been primed then the end result is glorious.

Incendiary ammo followed by biotic charge is a must! Fire explosions made easy!

Modifié par Abraham_uk, 08 janvier 2013 - 06:27 .


#188
brad2240

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Abraham_uk wrote...

What is the "best class" for insanity?
The class that best reflects your gameplay style.


This is the absolute truth.

All classes are perfectly viable. ME3 Insanity just isn't that hard. No best class, no best bonus power, no min/maxing, no anything is needed to beat Insanity. Play what you are good with and have fun with.

#189
Fiery Phoenix

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As has been noted, it depends on your playstyle; there's nothing absolute about any of this.

I personally find Infiltrator and Soldier to be the most capable (at Lvl 60).

#190
capn233

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Locutus_of_BORG wrote...

People out there still think the ME2 Soldier is better than the ME2 Sentinel?? Unthinkable!! Well, I guess in all fairness the Soldier was maybe the #2 class under Sentinel in terms of sheer pwnage, iirc, lol.

It is unthinkable.  What is wrong with you? :)  And what of the Vanguard?

I'm just surprised that there is still this much debate on min/maxing ME3 SP builds. ME3 Insanity is so much less rigorous than ME2 Insanity in that many powers and weapons had little to no effect on enemies until specific resistances were removed, whereas in ME3 just about anything is viable against everything.

The internet effect.  Have to argue about something.  Plus this section would be really boring if we all just agreed that any power or strategy is fine for ME3 SP (even if that is close to the truth).

#191
RedCaesar97

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Abraham_uk wrote...

What did you make of the two pure casters?

Adept
Engineer

I have not played Adept yet, but it has Singularity and Pull to help setup biotic explosions along with Warp and Throw; but with Liara and Javik do you need Singularity or Pull (other than Omega DLC)? A Sentinel with Slam as a bonus power looks a lot like the Adept, plus it has Overload. Cluster Grenade (Adept) versus Lift Grenade (Sentinel) may be the defining choice.

Engineer has the strongest Overload in the game (Sabotage with Tech Vulnerability > Overload), great for Geth Primes, Atlas mechs, and Banshees. Great for tech bursting. But it gets beat by the Infiltrator for pretty much anything else. Damage of Cloak also applies to powers, so the rank 4 Power Damage cloak gives you +80% power damage,  which is +10% more damage than the Engineer's passive. Plus the Infiltrator can get another +25% power damage from passive.

And the Damage from Cloak also applies to weapons. And the Infiltrator has greater weight capacity, plus you can cancel cloak for a minimum cooldown regardless of weapon weight....

#192
Abraham_uk

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RedCaesar97
Capn233

You both rock.
You both seem to know the in's and outs of each class.



Singularity is somewhat redundant from a tactical standpoint given that Liara has one, and pull and singularity are similiar.

But I just can't deny that singularity is fun!
I prefer the larger radius (although the detonation spec is vastly superior). For me it's the size that matters.
Seeing a giant black hole with blue energy surrounding it is the most goregeous power annimation in the game.


Regarding Adept Shepard and Liara: I can't stress enough how awesome it feels to have two singularities for the price of onePosted Image.

Modifié par Abraham_uk, 08 janvier 2013 - 09:46 .


#193
Abraham_uk

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I feel somewhat sorry for the soldier and infiltrator.


They do have less interesting grenades in my personal opinion.

#194
capn233

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The pure caster classes are ok in this game. It is just that as in ME1 you can make an argument that the hybrid classes are a bit better as most of the hybrid classes get the best powers from the respective areas. Unlike ME1 though, hybrids also have arguably better signature powers on top of that.

#195
Abraham_uk

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capn233 wrote...

The pure caster classes are ok in this game. It is just that as in ME1 you can make an argument that the hybrid classes are a bit better as most of the hybrid classes get the best powers from the respective areas. Unlike ME1 though, hybrids also have arguably better signature powers on top of that.



So very true.

#196
RedCaesar97

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Abraham_uk wrote...
Singularity is somewhat redundant from a tactical standpoint given that Liara has one, and pull and singularity are similiar.

It is only redundant because Liara's Singularity and Javik's Pull/Slam can have such a short cooldown.

For the Adept, Pull and Singularity are too similar and it is more of a personal choice as to which one you want to use. Singularity is probably better since: 
1) Even if it is dodged it will still create a singularity when it hits something.
2) Apparently since the last patch, it no longer disappears when you combo with it. I have not played with the Adept yet and not used Liara in a long time so I cannot comment on whether that is true or not.

#197
Locutus_of_BORG

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Abraham_uk wrote...

I feel somewhat sorry for the soldier and infiltrator.


They do have less interesting grenades in my personal opinion.

The good thing in ME3 is, at least when it comes to the Soldier, you can focus on Amplified CS, Ammo Powers and some Tech power like ED. You basically become a caster this way - like an adept that does FEs instead of BEs. Then you can dream. Dream that you aren't actually a Soldier, but a biotic from a parallel world where biotics are actually tech and tech is actually combat and that Soldiers are are not actually a boring class that's stuck with a mundane power set!  /crazed rant

Modifié par Locutus_of_BORG, 09 janvier 2013 - 04:53 .


#198
Biglose

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Yes singularity stays. Making liara even better . The only annoying thing is that the duration is too lonv.

#199
brad2240

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RedCaesar97 wrote...

Abraham_uk wrote...
Singularity is somewhat redundant from a tactical standpoint given that Liara has one, and pull and singularity are similiar.

It is only redundant because Liara's Singularity and Javik's Pull/Slam can have such a short cooldown.

For the Adept, Pull and Singularity are too similar and it is more of a personal choice as to which one you want to use. Singularity is probably better since: 
1) Even if it is dodged it will still create a singularity when it hits something.
2) Apparently since the last patch, it no longer disappears when you combo with it. I have not played with the Adept yet and not used Liara in a long time so I cannot comment on whether that is true or not.


I prefer Pull with Radius and Double for setting up combos, though I have yet to use the patched Singularity in SP. That might change my mind. I just wish they had brought in the MP version. Posted Image

#200
HolyAvenger

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Locutus_of_BORG wrote...

Abraham_uk wrote...

I feel somewhat sorry for the soldier and infiltrator.


They do have less interesting grenades in my personal opinion.

The good thing in ME3 is, at least when it comes to the Soldier, you can focus on Amplified CS, Ammo Powers and some Tech power like ED. You basically become a caster this way - like an adept that does FEs instead of BEs. Then you can dream. Dream that you aren't actually a Soldier, but a biotic from a parallel world where biotics are actually tech and tech is actually combat and that Soldiers are are not actually a boring class that's stuck with a mundane power set!  /crazed rant



Ehh. I carried a Revenant and a Black Widow and easily cruised through Insanity with my Soldier Shep on my first and only complete playthrough.

I was pretty well trained by MP though. Anyone who thinks insanity actually is difficult in SP simply needs to spend some time in MP. Pretty soon any Shepard just becomes a walking juggernaut of death and destruction in any flavour of your choosing (biotic, weapon or tech).