Best class for beating insane
#201
Posté 09 janvier 2013 - 03:32
#202
Posté 10 janvier 2013 - 02:06
Unless I'm in a tight situation, I prefer not to use medigel.
I only use it when I have to. Otherwise if my squadmates fall, I'll solo my way to the next checkpoint.
Here is a rundown of my unfortunate experiences, trying to keep my squad alive.
Adept: Adepts don't have many hit points. So they spend a lot of time behind cover, occasionally popping out to cast powers. That said, an adept that can kill enemies quickly, using biotic combos can actually help the squad survive. Something about the best offensive is a mighty good offensive.
Vanguard: This class is great at keeping your squad alive. Charge + nova combination means you will be killing enemies fast, often without using your guns, melees or other powers. In addition, if you play this class right, your squad won't be feeling the heat. Grabbing reave/energy or barrier/fortification/defence matrix will boost the chances of your charging tactics backfiring.
Engineer: Engineers are much the same as their adept counterparts. Staying behind cover and popping out to cast powers. If you use sabotage specked for tech vulnerabilty you can kill enemies (especially Geth) quickly with powerful tech bursts. Furthermore, combat drones and sentry turrets can take some of the aggro off the team.
Infiltrator: Unless you get loads of accurate headshots with a powerful sniper rifle, your infiltrator is probably the worst at keeping your squad alive. When you're cloaked, the enemies target your squad. Of my 5 playthroughs the infiltrator frustrated me to no end, because my squadmates were taking all the heat.
Soldier: Soldiers are sturdier than the Adept and Engineer. They have very strong shields, but that doesn't mean they can take punishment. However, less time hiding behind cover can become more time gunning enemies down and drawing aggro. Grab fortification/defence matrix/barrier and you have a class who can tank their way though insanity. Adrenaline rush + fortification = sturdy Shepard.
Sentinel: Sentinel can remove protections with overload like the engineer. Has biotic combos at its disposal for quick kills. Grab an additional armour power (fortification/defence/barrier) and you can tank your way through the game, grabbing all the attention for yourself, cast a variety of powers and do fair weapon damage. Sentinel is a good killing machine, and with the right bonus power, the strongest tank in the game.
Drawing all this attention should reduce the chances that your squad get killed. But you still have to play offensively. Because if you're too defensive, the enemies will still gun your squad down (which happens very quickly on insanity).
To be honest. I have struggled keeping my squad alive in all 3 games on every class I've picked.
I've found it easier to keep my squad alive with tanking strategies.
As for the infiltrator, no luck. If they can't see me, they're killing my squad.
#203
Posté 10 janvier 2013 - 02:07
What tactics do you suggest?
I know there is a cheating little tactic of ordering the squadmates to hide behind cover that is several metres from the battlefield.
Trouble is, that they shortly join me on the front line when I've told them to stay behind and use their powers from a distance.
#204
Posté 10 janvier 2013 - 03:55
1) Don't all classes have the same Health & Shields, or am I remembering wrong? Haven't played SP in a couple months now but I was pretty sure all Shepards have 500 shields and 500 health.
2) Medigel is plentiful, there's no need to skimp on it. If I can't easily get to a fallen teammate I have no problems using a gel.
Now, it seems to me like the enemies focus on Shep the most anyway, unless maybe you send the squad ahead of you. Which I do, depending on the situation and what class I am playing at the moment.
Overall, I'd probably agree with you that Vanguards and Sentinels have the edge in keeping the squad up, if only because you can take more hits so need less time ducking in cover. I can't say I've ever had much problems keeping them alive as an Adept either, biotic bombs just decimate everything on the battlefield.
I should note that I use James a lot. He can take A LOT of punishment. He's good at helping to keep squishier squaddies alive. Speaking of squishy squaddies, Liara is probably the only one I've ever had much trouble with. She seems to fall over in a strong breeze. One of several reasons I don't take her very often.
For Infiltrators I suggest using tougher squadmates if they're falling down a lot. James with full Fort spec, EDI with Defense Matrix (which I never take otherwise) or Kaiden with Barrier. Kaiden is surprisingly tough with Barrier and Reave going. Note that they won't be spamming a lot of powers but it's still better than going it alone.
What weapons and ammo you give the team can help alot, too. If you can share Cryo or Disruptor ammo with them, it makes a difference in how much fire you all are taking. Infiltrator is blessed with both so use it. Also, since my favorite squaddies (Garrus, James, Ashely, Kaiden) all use assault rifles I love giving them the Falcon for ridiculous CC. Obviously that's only late game and New Game + so it might not help that much but it's still a great option.
Don't ignore the teammate's own CC powers either. Overload, Stasis, Singularity, Decoy all can help immensely.
If I have a favorite team, I'd say it's James and Garrus. With any class, I never seem to have trouble keeping these guys alive. James tanks, Garrus spams Overload, not even counting what Shepard is doing. Combine them with the right weapons and ammo and they dominate. As a plus, they only require a minimum of micro management.
#205
Posté 10 janvier 2013 - 07:30
Yes they do. One of the things that is wrong with the classes, actually.brad2240 wrote...
Couple things first:
1) Don't all classes have the same Health & Shields, or am I remembering wrong? Haven't played SP in a couple months now but I was pretty sure all Shepards have 500 shields and 500 health.
You get an extra 150XP when you pick up a medigel and you are at your max limit. Which means faster leveling up.2) Medigel is plentiful, there's no need to skimp on it. If I can't easily get to a fallen teammate I have no problems using a gel.
#206
Posté 10 janvier 2013 - 08:27
capn233 wrote...
You get an extra 150XP when you pick up a medigel and you are at your max limit. Which means faster leveling up.
True, but getting a few extra XP is not worth making the game harder on yourself by running around without your squadmates. IMO.
But, out of curiosity, does it make much difference in the long run? I always laugh when I level up by picking up a medi-gel, but is it going to get me to level 60 significantly faster? I admit that I don't give a lot of thought to things like this when I play.
#207
Posté 10 janvier 2013 - 09:18
brad2240 wrote...
capn233 wrote...
You get an extra 150XP when you pick up a medigel and you are at your max limit. Which means faster leveling up.
True, but getting a few extra XP is not worth making the game harder on yourself by running around without your squadmates. IMO.
But, out of curiosity, does it make much difference in the long run? I always laugh when I level up by picking up a medi-gel, but is it going to get me to level 60 significantly faster? I admit that I don't give a lot of thought to things like this when I play.
If you do not use medigel so you can get max XP from picking up medigel, it is possible to start at level 1 and hit level 60 by the end of the game, provided you have enough DLC (currently From Ashes, Omega, and Leviathan). Confirmed by capn233 who did it. *
Now whether it is worth it or not is debatable, since you can max all but one of your powers (including bonus power) by level 57. And most builds can get away with just 3 powers + passive + fitness.
* Just another reason why restricting weapons to level V on a first playthrough is completely stupid. BioWare developers, if you are reading this, please remove that restriction in the next patch.
#208
Posté 10 janvier 2013 - 09:45
Level restrictions on weapons. Why?
Also is it me, or would the multiplayer classes fare much better if transported into the singleplayer campaign.
#209
Posté 10 janvier 2013 - 09:46
RedCaesar97 wrote...
If you do not use medigel so you can get max XP from picking up medigel, it is possible to start at level 1 and hit level 60 by the end of the game, provided you have enough DLC (currently From Ashes, Omega, and Leviathan). Confirmed by capn233 who did it. *
But it's not possible if you do use medi-gel?
That's interesting. I don't personally think it's worth it but it's something I didn't know. Thank you.
#210
Posté 10 janvier 2013 - 10:06
#211
Posté 10 janvier 2013 - 11:35
#212
Posté 10 janvier 2013 - 11:44
There are a couple extra medigels laying around. I ended up using one in my ME1 Infiltrator game (that is, one before picking up a medigel and losing the bonus), and I hit 60 in No Man's Land (Earth 2)... so there is some wiggle room.brad2240 wrote...
But it's not possible if you do use medi-gel?
That's interesting. I don't personally think it's worth it but it's something I didn't know. Thank you.
Boss fights (Sur'Kesh, Ardat Yakshi Monastery, Cerberus HQ) often occur at the very end of a mission after you could have picked up all the extra XP... and using the medigel there doesn't matter as it is always refilled in between missions. Additionally, if you have Chakwas and do her quest, you get Medigel Efficiency which is essentially a 25% chance of not using medigel when you hit the button.
If you want to know if it is worth it, I suppose it is hard to say. I do it mainly because on Insanity you probably are getting "gated" anyway, so no point in restoring your health, and you can revive teammates without using it anyway.
And of course the utility of getting to Level 60 at all might be spurious. Shepard is probably as powerful as he is going to be around Level 40 where you sort of are at a plateau and just adding on powers. By 50 you are almost certainly done. There are too many points in the game really.
#213
Posté 11 janvier 2013 - 12:56
#214
Posté 11 janvier 2013 - 12:57
capn233 wrote...
There are a couple extra medigels laying around. I ended up using one in my ME1 Infiltrator game (that is, one before picking up a medigel and losing the bonus), and I hit 60 in No Man's Land (Earth 2)... so there is some wiggle room.brad2240 wrote...
But it's not possible if you do use medi-gel?
That's interesting. I don't personally think it's worth it but it's something I didn't know. Thank you.
Boss fights (Sur'Kesh, Ardat Yakshi Monastery, Cerberus HQ) often occur at the very end of a mission after you could have picked up all the extra XP... and using the medigel there doesn't matter as it is always refilled in between missions. Additionally, if you have Chakwas and do her quest, you get Medigel Efficiency which is essentially a 25% chance of not using medigel when you hit the button.
If you want to know if it is worth it, I suppose it is hard to say. I do it mainly because on Insanity you probably are getting "gated" anyway, so no point in restoring your health, and you can revive teammates without using it anyway.
And of course the utility of getting to Level 60 at all might be spurious. Shepard is probably as powerful as he is going to be around Level 40 where you sort of are at a plateau and just adding on powers. By 50 you are almost certainly done. There are too many points in the game really.
Agreed on that. Thanks for the info.
#215
Posté 11 janvier 2013 - 01:03
HolyAvenger wrote...
I almost never used medi-gel in my playthrough, hit 60 on Earth. Really the fights aren't hard to solo if you need to, or to kite enemies away till you can rez your squad.
I've beaten insanity four times on Mass Effect 3.
But on average I solo 40% of the game due to relunctance to use medi-gel.
Whenever I have a resource like heavy weapon ammo or medigel I save them for the tough boss fights.
As for the defend the missile truck on Priority Earth (ME3), I was practically spamming medi-gel.
Even tanky squadmates such as James Vega, EDI and Kaidan Alenko were dropping quickly.
#216
Posté 11 janvier 2013 - 01:19
Once I worked them out, it was a cakewalk. And that was before I became a regular gold/plat player on MP.
My second ME3 playthrough is stalled partially because I find the SP combat so straight forward and simple now.
Modifié par HolyAvenger, 11 janvier 2013 - 05:43 .
#217
Posté 11 janvier 2013 - 04:39
The last time I fired up ME2 I was shocked at the frequency of headshots I was landing. Also at how great full life regeneration was. Pwning NG+ Insanity with a Mantis never felt so natural. Also, I felt powerful with an Avenger.HolyAvenger wrote...
The only times I dropped were when the spawns surprised me.
Once I worked them out, it was a cakewalk. And that was before I became a regular gold/plat player on MP.
My second ME2 playthrough is stalled partially because I find the SP combat so straight forward and simple now.
I whiffed a few kills b/c of not having easy combos, so it's still not as easy as ME3 NG+ Insanity.
#218
Posté 11 janvier 2013 - 05:45
I don't do NG+. All my insanity runs are with import characters from the previous games. Currently I am facerolling ME3 insanity with my renegade Adept. Power combos are indeed trololol powerful. I can go through entire missions without firing my weapon.
#219
Posté 11 janvier 2013 - 06:50
There are a few though spots in the game, where the enemys can get the better of you easy, if your teammates act up.
One example is the end of the destruction of the reaper base in the flotialla-geth arc. You are attact by 3 (or 4?) Geth prime at the same time. If your team does act up and the manage to surround you, espacially as a caster-class, you won't stand a chance.
(Soldier with maxed out ammo power and low cooldown on adranalin rush might get out of it as maybe the infiltrator or vanguard.
The other one would be leviatan when investigating the asteroid mine and two banshees show up. They can close in fast and the terrain is hard not very open, making it hard to out manouver them.
And of course if you are confronted with vast amounts of Brutes, but they go down quite easy. So again only if your squad acts up or you don't see them.
#220
Posté 17 janvier 2013 - 09:39
I'm enjoying Adept the most. Pull + Throw and Warp + Throw dominates everything. Banshees are a bit annoying on insanity but nothing a little kiting doesn't fix.
#221
Posté 18 janvier 2013 - 12:24
Combat drone for crowd control, sabotage for fighting/taking control of Geth. Pair yourself with Liara and Garrus and you will never struggle.
#222
Posté 18 janvier 2013 - 12:52
xAmilli0n wrote...
Engineer. You have the ability to take out shields, barriers and armor. Tech burst EVERYTHING (2 shot Brutes).
Combat drone for crowd control, sabotage for fighting/taking control of Geth. Pair yourself with Liara and Garrus and you will never struggle.
Not to mention an engineer specific action in Omega...
#223
Posté 18 janvier 2013 - 07:12
EDIT: i am now using the Talon V instead of the Piranha V for a reduced recharge penalty and i am setting of biotic explosions with Flare even quicker. i just finished the part of Leviathan on the asteriod (i forgot the name of it) and i just blew through it on insanity. i love this build!!
Modifié par Gamer072196, 21 janvier 2013 - 03:07 .





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