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!
Сообщение изменено: Abraham_uk, 08 Январь 2013 - 06:27 .