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#1
mikx82

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been looking online for posts about class builds so i can get more ideas how the powers works and find out what people think are more useful compared to others.  

am fully aware that SP is whatever build i want and would fit my playstyle but just wanted too see how others built their characters (just to give me and others more idea - dont wana choose on over the other power and ending up missing out on some powerful skills or experience)

am rolling a Sentinel currently and actually undecided on Rank 4 Tech armor - Durability vs Damage & Radius
and Rank 6 Armor-Piercing Ammo - Damage vs Pierce

havent touched MP yet so i'd appreciate if we dont touch MP build just yet (although i'd appreciate it if there would be one - i will find out when i try searching in the near future LoL)

Share, Compare and Discuss! :P 

#2
PrinceLionheart

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I'm still flirting around with trying to create my optimal Vanguard Build (not that it really is necessary :P) but my general goal/idea is:

Powers:
Incendiary Ammo: (Rank 4 - Damage, Rank 5 - Ammo Capacity, Rank 6 - Explosive Burst)
Cryo Ammo: (Rank 4  - Squad Bonus, Rank 5 - Headshots, Rank 6 -  Freeze Chance)
Pull: (Rank 4 - Radius, Rank 5 - Expose, Rank 6 - Duration & Combo)
Shockwave: meh
Nova: (Rank 4 - Radius, Rank 5 - Half Blast, Rank 6 - Pierce)
Charge: (Rank 4 - Radius, Rank 5 - Power Synergy, Rank 6 - Barrier)
Assault Mastery: (Rank 4 - Damage, Rank 5 - Weapon Capacity, Rank 6 - Power Intensity)
Fitness: (Rank 4 - Durability, Rank 5 - Melee Spree, Rank 6 - Fitness Expert)
Barrier: ( Rank 4 - Barrier Strength, Rank 5 - Power Synergy, Rank 6 - Power Recharge)

Armor: 
Inferno Armor or N7 heavily focused on Power Recharge.

Weapons:
Revenant X and Carnifex X

In general, I'm not a big shotgun fan when it comes to ME3, so Revenant was a primary weapon. Since I haven't had a chance to upload a game with a living Kaidan, I haven't had the opportunity to play around with Reave or Barrier yet. With the proper Power Cooldown upgrades though it doesn't seem like the Barrier penalty would badly affect my Vanguard though .

Modifié par PrinceLionheart, 15 mars 2012 - 06:08 .


#3
Mabari Owns High Dragon The 2nd

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I played a Soldier the first time and I REALLY want to try it again after I unlock Marksmen on my Engineer. I actually spent time designing a specific build for it, lol.

Bulletmachine Soldier

Powers-v
Adrenaline Rush- R4: Hardening
Concussive Shot- R4: Radius, R5: Shatter, R6: Amplification
FragNades- R4: Radius, R5: Max Nades, R6: Shield Overload
Incen. Ammo- R4: Damage, R5: Ammo Cap, R6: Damage
Disrupter Ammo- R4: Damage, R5: Ammo Cap, R6: Damage
Cryo Ammo- R4: Squad
Combat Mastery- R4: Duration, R5: Headshots, R6: Weapon Master
Fitness- R4: Durability, R5: Shield Recharge, R6: Weapon Damage
(BP) Marksmen- R4: Rate of Fire, R5: Duration, R6: Accuracy and Rate of Fire

Weapons-v
Revenant with Stability Thingy and Extra Clip Ammo
Tempest SMG with Ultralight Materials and Extra Clip Ammo

Armor Total-v
+30% Weapon Damage
+20% Shields

Squadmates-v
Kaiden (For Cryo use and Overload. Might use Garrus)
Javik (For Lift Nades and ability to lift enemies and damage them)

I was originally planning to use Adrenaline Rush and Marksmen together, but since that won't work I'll just use Marksmen and AR as backup for defense. Basically, I want to maximize damage while still being able to stay out of cover for a bit. Thats where my allies come in to hit targets attacking me. Revenant is my go-to weapon but Tempest is good for backup just in case.

#4
Jake Boone

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 My sentinel is only level 45ish but the final build will probably look like this

Tech armor: durability at 4, power damage at 5, power recharge at 6
Throw:Force at 4, biotic detonations at 5, double throw at 6
Warp: Biotic detonations at 4, expose at 5, pierce at 6
Overload: Chain at 4, neural shock at 5, second chain at 6
Offensive mastery (class passive): reputation at 4, squad bonus at 5, force and damage at 6
Fitness: durability at 4, squad bonus at 5, durability at 6
Warp Ammo: Damage at 4, ammo capacity at 5, damage at 6

any extra points would go into lift grenade, but I'm not sure if I've used them all or not.

the armor I use is blood dragon for the sheild and power damage boost. Right now I use a vindicator but am thinking of adding a pistol such as a carnifex or paladin later.

The strategy revovles around combos. I can set off a tech burts with overload then warp, then almost immediately use throw to set off a biotic expolosion. Tech armor is good for a bit of extra survivialilty. I'm using this on insanity and haven't run into any real problems on yet, but that probably will change when I start running into banshees. But that is true for most builds.

Modifié par Jake Boone, 15 mars 2012 - 06:45 .


#5
mikx82

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@Prince - Nice! Never played Vanguard but i'm gona keep an eye on this thread so i can get ideas for other classes.

@Mabari - Played soldier on ME2 and it's mostly straight-up gunfight with enemies using the ammos so i decided to try something else for ME3. Might still do a Soldier run for ME3 though =)

@Jake Boon - i dont have a final build for my sentinel yet but i might use your build for some notes on mine.

I added in the Bonus Power: Armor-Piercing Ammo. What do you guys think about this? Is it worth spending points in or would it be better to just focus on Biotics/Techs? I'm more inclined to my "Soldier/Tech" playstyle but i am aware how important Biotics are.

#6
Jake Boone

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mikx82 wrote...

@Prince - Nice! Never played Vanguard but i'm gona keep an eye on this thread so i can get ideas for other classes.

@Mabari - Played soldier on ME2 and it's mostly straight-up gunfight with enemies using the ammos so i decided to try something else for ME3. Might still do a Soldier run for ME3 though =)

@Jake Boon - i dont have a final build for my sentinel yet but i might use your build for some notes on mine.

I added in the Bonus Power: Armor-Piercing Ammo. What do you guys think about this? Is it worth spending points in or would it be better to just focus on Biotics/Techs? I'm more inclined to my "Soldier/Tech" playstyle but i am aware how important Biotics are.


Warp ammo does more straight damage than Armor piercing. If you take all the health/armor boosting choices, Armor piercing does 30% increase against health and armor. Warp ammos is 37.5% against health/armor as well as 75% increase against barriers. These figures might be wrong, I got them from the wiki. The only situation where AP is better is against guardians, who don't show up enought to justify taking it over warp. Just my opinion.

#7
Complicated Stares

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 I play with a vanguard and a sentinel
The Damage:
Vanguard inferno ammo: it's whatever I max this out last don't even remember what I did with this

cryo ammo: freeze duration, ammo capacity, freeze chance (i don't often worry about headshots and most enemies don't survive the first shot anyways)

pull: radius, expose, recharge speed (i don't use this for anything other than pulling the plates off of brutes but you know it's worthwhile then maybe kind of, not really)

Biotic charge: radius, weapon synergy, barriers (this is your bread and butter i went with weapon synergy but power synergy isn't bad either)

Nova: force and damage, power recharge, pierce (Use this with biotic charge and you win I fire my shotgun for ****s and giggles, also i make it as powerful as I can so that I can kill anything near me also by the time novas done I can charge again)

Assault Mastery: Damage, weight capacity, power intensity (need to increase damage and bring weight down powers are charge and nova are usually your real answers to everything shotguns there for entertainment purposes)

Fitness: Durability, barrier recharge, fitness expert (fairly self explanatory if you don't understand this then you probably don't understand why you're always dead)

Fortification: Durability, power synergy, power recharge (I don't see the point of using other powers with a vanguard and cryo ammo serves me well enough, plus with this I can find another way to make my powers better and be even harder to kill)
Weapon: preferably graal spike thrower but the desciple does good too (don't know about the wraith plan on buying that soon) if your good with it the graal spike thrower works at every range of combat that you will find your self in as a vanguard
Armor: If you really want to have a cheaty fast power recharge time go with the rosenkov materials armor (it looks dumb as hell though) and the archon visor as well but I generally go with rosenkov gauntlets and shoulders hanh kedar chest and armax arsenal grieves (cause they look badass) I don't even bother with the pre set armor cause  I can just make the armor I want anyways
The strategy: charge and nova by the time your done novaing you can charge again. Some times you will find yourself in a situation where you can't charge an enemy (preset boundaries, invisible walls, instakill glitch) the graal spike thrower allows you to snipe with a shotgun due to it's minimal spread and extremely high damage. Another fun thing you can do is charge your shotgun while you biotic charge try it out it's hilarious.

The unkillableSentinel
throw: force, detonate, double throw (don't use throw very much might as well get as much bang for your buck with it)

warp: Damage, expose, pierce (same as throw might as well make your weapons kick more  ass)

lift grenade: damage, max grenades, slam (your lift grenades are super useful don't require a recharge time and also super dick make them even more of a dick move by spamming them)

tech armor: Durability, melee damage, durability (sentinels need tech armor make it as durable as possible and give yourself a melee boost, you'd be surprised how good sentinels are at melee)

overload: chain overload, neural shock, chain overload (this power has an abominable recharge speed which is compounded by your already abominable recharge speed just try to get as much bang for your buck as you can)

cryo blast: radius, cryo explosion, frozen vulnerability (fun fact enemies can't dodge cryo blast if you up the radius, which is good cause this is an awesome power you won't use very often due to recharge limitations)

offensive mastery: influence and duration, weight capacity, bonus power (this doesn't matter really you just put points into this for the weight capacity and weapon damage bonuses 'nough said)

fitness: durability, shield recharge, durability (seriously we're going for unkillable here this is a third of that potential, specing yourself this way is really your only option for this build)

defense matrix: durability, shield recharge durability (surprisingly this power mirrors fitness except the durability here improves your damage reduction to 70% with the added bonus of allowing you to recharge your shields by purgin the defense matrix)


Weapons: go for the best go for the gold don't worry about weight. Use whatever weapons you want the chakram launchers pretty awesome what with its surprising knack of killing guardians instantly for no reason (along with other enemies sssshhhh don't mention what appears to be an awesome glitch) as well as the saber and falcon, the black widow is something you can tote around as well, whatever pistol suits your fancy you can take though I recommend the carnifex, paladin, scorpion, or the arc pistol (I love charge weapons), the hornet is an awesome smg and gives you some extra bullets to throw around, the graal spike thrower is still my baby and I'd take it anywhere but the disciple will still do you fine.

Armor: Kassa fabrication chest, armax arsenal shoulders and gauntlets, hahn kedar grieves, kawashii visor/delumcor overlay. This shores up your weakness with weapon damage for even more tankyness you could always go with a complete kassa fabrication set and the capacitor helmet (though I do have to say the capacitor helmet looks dumb as hell) this will outfit you with 40% more shields and a shield recharge speed bonus of 50% (in combination with fitness and the defense matrix) which can't really be described with words.


Strategy: Play like your a soldier, except infinitely harder to kill, you use guns you kill things with those guns. Sure you have a few extra powers but all the powers in your guns and your ability to give absolutely zero ****s about bullets. Believe it or not I accidently ran through insane with this build the first time (did you know that the difficulty carries over if you start a game with a completely different character? I didn't) I seriously recommend the damage improvements because of that.

#8
Jake Boone

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Complicated Stares wrote...
snip


I've been wanting to try the tank sentinel (maybe for my NG+). How does it compare to the assult sentinel from ME2?

edit: Just have to ask one thing about the 5th rank of the tank sentinel. Why did you pick the shield recharge as opposed to the health/shield recharge? IIRC, Shepard's health and shields are affected as well. If I'm wrong, then I feel really stupid

Modifié par Jake Boone, 15 mars 2012 - 08:21 .


#9
PrinceLionheart

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^ I actually forgot about Fortification. May just use that instead of barrier for my NG+ insanity run.

#10
815Sox

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Anyone want to share an Adept build? I am playing one for the first time in any of the games...

#11
mikx82

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@Jake Boon - went for Armor-Piercing Ammo since i hate Atlas(es) XD does Warp Armor do the same (37.5%) damage to them?

so Warp Ammo should be > Armor-Piercing since damage to armored is more and AP doesnt have anti-barrier?

oh! one more question - what's the difference between Armor-Piercing Ammo Rank 6 Damage and Pierce? from what i understand Damage is straight up DPS to Health (red bar) and Armor (yellow bar) while Pierce is the percentage of how much you can shoot through covers (crates or guardian shields) and decrease effectiveness of armored troops (decrease damage done by Atlas?)

**edit - this is my first time to play Sentinel and the first time i'm really focusing on details and specifics (unlike in ME2) so i hope you guys wont mind >.<

Modifié par mikx82, 15 mars 2012 - 09:05 .


#12
mikx82

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815Sox wrote...

Anyone want to share an Adept build? I am playing one for the first time in any of the games...


^ this! plus no one's shared or discussed their Infiltrators and Engineers yet   >.<

wana hear 'em!

#13
Jake Boone

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mikx82 wrote...

@Jake Boon - went for Armor-Piercing Ammo since i hate Atlas(es) XD does Warp Armor do the same (37.5%) damage to them?

so Warp Ammo should be > Armor-Piercing since damage to armored is more and AP doesnt have anti-barrier?

oh! one more question - what's the difference between Armor-Piercing Ammo Rank 6 Damage and Pierce? from what i understand Damage is straight up DPS to Health (red bar) and Armor (yellow bar) while Pierce is the percentage of how much you can shoot through covers (crates or guardian shields) and decrease effectiveness of armored troops (decrease damage done by Atlas?)

**edit - this is my first time to play Sentinel and the first time i'm really focusing on details and specifics (unlike in ME2) so i hope you guys wont mind >.<

I did the math wrong. According to in game numbers, when full evolved for damage, Warp ammo does 44% damage to health and armor and 80% to barriers. Armor piercing ammo when specced for damage only does 30% damage against health and armor. this means that warp ammo does 14% more damage to health and armor (including Atlases) than Armor Piercing.

As for your second question, pierce allows the bullet to travel throught objects (light cover, guardians shields) and makes armor less effective (essentially increases damage against armor. It doesn't decrease how much damage they can do to you) IMO, it is better to take the damage increase since you will rarely have to shoot through cover. 

#14
Jake Boone

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mikx82 wrote...

815Sox wrote...

Anyone want to share an Adept build? I am playing one for the first time in any of the games...


^ this! plus no one's shared or discussed their Infiltrators and Engineers yet   >.<

wana hear 'em!


Sorry for the double post

anyway. here is a link to a discussion on insanity infiltrator builds. includes both sniping and CQC
http://social.biowar...7/index/9926599 

#15
Complicated Stares

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Jake Boone wrote...

Complicated Stares wrote...
snip


I've been wanting to try the tank sentinel (maybe for my NG+). How does it compare to the assult sentinel from ME2?

edit: Just have to ask one thing about the 5th rank of the tank sentinel. Why did you pick the shield recharge as opposed to the health/shield recharge? IIRC, Shepard's health and shields are affected as well. If I'm wrong, then I feel really stupid

I'm just a bit confused by what your asking about with the 5th rank. 5th rank of what might I ask? Also with the health and shield I'm not sure if there is a way to improve health regen actually I haven't noticed. I went with shield regen because having a high shield regen means obviously that you can get back in the battle faster and worry about hiding from bullets less. I went with improving shields over improving health because unlike mass effect 2 you can't fully regen health anymore, therefore shields are worth more than health.

#16
SuperVulcan

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 Sentinel-Level 60

Tech Armor- R4 Durability R5 Power Damage R6 Power Recharge

Lift Grenade- R4 Radius R5 Max Grenades R6 Damage & Radius

Throw- R4 Force R5 Detonate R6 Double Throw

Warp- R4 Detonate R5 Expose R6 Pierce

Overload- R4 Damage R5 Neural Shock R6 Shield Damage

Cryo Blast- R4 Duration

Offensive Mastery- R4 Force and Damage R5 Weight Capacity R6 Force & Damage

Fitness- R4 Durability R5 Squad Bonus R6 Durability

Warp ammo- R4 Damage R5 Headshots R6 Damage

My weapon loadout consists of the Viper Sniper Rifle, the locust SMG and the Paladin Handcannon

#17
Jake Boone

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Complicated Stares wrote...

Jake Boone wrote...

Complicated Stares wrote...
snip


I've been wanting to try the tank sentinel (maybe for my NG+). How does it compare to the assult sentinel from ME2?

edit: Just have to ask one thing about the 5th rank of the tank sentinel. Why did you pick the shield recharge as opposed to the health/shield recharge? IIRC, Shepard's health and shields are affected as well. If I'm wrong, then I feel really stupid

I'm just a bit confused by what your asking about with the 5th rank. 5th rank of what might I ask? Also with the health and shield I'm not sure if there is a way to improve health regen actually I haven't noticed. I went with shield regen because having a high shield regen means obviously that you can get back in the battle faster and worry about hiding from bullets less. I went with improving shields over improving health because unlike mass effect 2 you can't fully regen health anymore, therefore shields are worth more than health.


Sorry i was clear. On the 5th rank of fitness, the options are a 30% increase to squad health and sheilds or the shield recharge delay reduction. I was asking why you didn't take the 30% increase because I thought, wrongly, that it affected Shepard as well. It doesn't and I know understand why you took the recharge delay decrease. Sorry for the confusion. I'm tired and just got done with finals.

#18
Dlex859

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My Infiltrator Build:

Cryo Ammo: Rank 4 squad bonus, Rank 5 Headshots, Rank 6 Damage combo
Incinerate: Rank 4 30% damage, Rank 5 Recharge Speed, Rank 6 Freeze combo
(Cryo Ammo plus incinerate equals alot of tech bursts)
Tactical Cloak: Rank 4 Damage 40%, Rank 5 Recharge Speed, Rank 6 Sniper damage 40%
Sticky Grenade: Rank 4 Damage 30%, Rank 5 Armor-Piercing 50%, Rank 6 Damage 40%
(Takes out Atlas mechs, brutes, pretty much anything quick. Toss a couple of grenades, snipe headshot and they are pretty much dead, plus it doesn't cause you to uncloak when using grenades)
Sabotage: Rank 4 Backfire 30% damage, Rank 5 Explosive Hack(synthetics explode), Rank 6 Berserk (admittedly sabotage was my least used power but useful vs geth)
Mastery: Rank 4 Influence & duration, Rank 5 Weight capacity, Rank 6 Sniper Damage
Fitness: Rank 4 Durability, Rank 5 Shield Recharge, Rank 6 Durability
Energy Drain(Bonus): Rank 4 Damage Rank 5 Recharge Speed

I didn't put any points into disruptor ammo I would instead use Ashley when I felt I needed it. The focus of this build is mainly sniper weapon damage while keeping my power recharge times under 5 seconds. I ever only used two weapons at a time a couple combinations I used were:

N7 Valiant, N7 Hurricane or Eagle
Mantis, N7 Eagle or Hurricane
N7 Valiant, Disciple
and later on Widow, Predator
and my favorite Black Widow, Kassa Locust

With the lightweight SMG mod it almost makes it as if you're not carrying another weapon. I had fun with this build but looking forward to playing my CQC Infiltrator after I tackle my other classes!

*Also wore personalized Armor that increased weapon and headshot damage

Modifié par Dlex859, 15 mars 2012 - 11:48 .


#19
DemonSlayer_1

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My Vanguard build:
Sort Points Automatically (All Points 50/50 Balance of DMG and recharge I've noticed)

Armor:
Matching Hahne Kadre Armor w/ N7 Breather Helmet

Weapons:
M8 Avenger, M3 Predator, Katana Shotgun, Mantis Sniper Rifle, and default smg.

Powers I use:
70% Biotic Charge, 20% Nova, and 10% Slam.

Location now: (2nd Playthru)
London - Closing in on perfect ending (All allied warships survived in cutscene to earth (Definately a proper geared ending) and one reaper was blown to pieces in the fight even before reaching earth (Another huge indicator).

My first playthru I lost 4 warships just getting to earth. one was destroyed in the opening battle, another was jumped upon by a reaper, another was shot down on final approach and the last one was cortez, and sheppard said they're getting torn apart. This time that wasn't said.

Modifié par DemonSlayer_1, 16 mars 2012 - 12:13 .


#20
abovetheangels

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Infiltrator is a great class on insanity I just beat it
today on my first playthrough it is the only class I have ever played in all
the Mass Effects and have beaten the 2nd and 3rd games both on Insanity on my
first playthough pretty easily.



Ill share my build and bonus power for you guys.



Couple quick things for the build-



Bonus power armor-piercing ammo- The reason for this is that
with the Black widow you can fully utilize its power to tear through light
cover to tear up enemies plus you will be able to handle all but barriers very
well. Many one shot kills if you hit head.



Weapon- Use the black widow as your primary gun as its
lethal and has three shots before reloading.



For off hands take the locust and the paladin both should do
fine



-Weapon mods for widow

- Sniper Rifle Concentration Mod This will making sniping enemies like banshees and brutes hella
easy and deadly as you can lock on any targets head fairly easily before they
make a move in fact I found this with the widow nearly gamebreaking for most
battles.



-Sniper Rifle Enhanced Scope - Also use this mod to help in
under fire situations for aiming.



Note- I chose not to use damage oriented mods because my build supports
enough damage support so the focus of the mods were to establish accuracy and precision.




Recommended Squad-

Note- this build works with pretty much any squad mate I
chose however these two were the ones that I felt complimented the difficulty
and play style for this build.



-Liara for establishing control on the field with her
singularity and stasis and fast recharge. Basically your prime support and
removing enemies from cover.



-James Vega works amazing as your tank he only died twice I
beleive with the build I gave him. His survivability and recklessness actually
make him quite the compliment to this build.



-I can share their builds with you if you would like to know
just ask.



- For those that hate a certain character I feel ya and
either Javik, Ashley or EDI will work well. Garrus not so much because he is
kind of like an inifltrator and Tali with drones just not a fan.



Okay so the meat and potatoes of the build.

-The two best hints I can give for this build is get decent
with a sniper rifle and cover. The last but most important hint MASTER CLOAK
this is your life. The cloak power is the best and most powerful ability of an
infiltrator it can be used to revive fallen team mates. Rip apart the enemy
with sniper rifles and escape fights and flanks. You can also flank.



If you cant use cloak you will die and will hate being the class.
However if you can master cloak you will excel and destroy insanity I promise
you.





So to the powers. I will use a or b do define the choice i
chose for the later power ranks such as 4, 5 and 6. a being the top choice and
b being the bottom so here goes.



Disruptor ammo- Max this skill out and use it vs synthetics.
This is your synthetic ammo and armor piercing will be your organic ammo. Also
use this for barrier shields.

Disruptor choices- 1, 2, 3, 4a, 5b, 6a



Cryo ammo- This is easy AVOID it with the other two ammos
you dont need this I personally do not like it and never used it and made out
fine with out it. To clarify do not spend any points in cryo ammo until all
your other skills are maxed out.



Incinerate- I chose to use this to target and individual
enemy for damage so my choices reflect that.

Incinerate choices- 1, 2, 3, 4a, 5a, 6b



Tactical Cloak- (Hot
key this power to Y) Use this ability to enforce fast recharge as you will use
it alot and use it to promote maxed damage. You better pound that Y button your
cloak should recover quickly. I find the end choice of a bonus power to be
fired in cloak to be useless as infiltrators really dont have powers that are
really worth giving up the 40 percent extra sniper damage.

Cloak choices- 1, 2, 3, 4b, 5a, 6b



Sticky Grenades- This power was one of the last I maxed out
it is helpful but not as useful in my opinion as cloak, sabotage or the ammo
powers. These help with armor shields.

Sticky grenade choices- 1, 2, 3, 4a, 5b, 6a



Sabotage- This comes in handy when your under fire and vs
engineers and turrets.

Sabotage can be a life saver for sure and really makes the
infiltator a beast versus synthetics. Basically think of this as your decoy
more than for taking out the enemy when on insane. This just creates another
body to fire for you but ultimately for it to take fire for you.

Sabotage choices- 1, 2, 3, 4a, 5a, 6a



Operational mastery- Use this for carrying more weight to
keep your powers at a comfortable recharge weight while also carrying a sniper,
smg and pistol. Also helps with sniper damage. Quick note for choice 4 I chose
4b to help with influence in coversations so first playthroughs it makes for a
good decision however if paragon and renegade transfer over after you have
beaten the game and re start with a ME3 import i would suggest choosing 4a as
4b paragon/renegade perk will be useless by then.

Operational mastery-1, 2, 3, 4b, 5b, 6a



Fitness- Ok heres where we will make our infiltrator durable
and battle worthy. He will still not be able to take many hits but will be a
lot stronger and more survivable then a normal infiltrator.

Fitness choices- 1, 2, 3, 4b, 5b, 6b



Armor piercing ammo= This ammo greatly compliments the
infiltrator. As it makes sniper rifles armor piercing through walls come true.
Also I recommend ammo as a bonus power for infiltrators because you can equip
it and stack its damages on top of cloak to make one hell of a formidable
damage dealer. Reason for choosing choice 6a over 6b is that if you have Liara
and her singularity you will not have to worry about enemies camping very often
behind cover.

Armor piercing choices- 1, 2, 3, 4a, 5b, 6a



So there is the build I pride this build and have used it to
beat and excel on the hardest difficulty in both ME2 and ME3. It is hella fun
and compliments snipers and assassin passioned players.



My hints are master cloak and fitness first after that
operational mastery. That way you have your meat and potatoes of your build
down. These three will make it easier if you max them first. Then move to any
of the others as you please.



Closing comments-



Map for the x box-



Cloak- Y



Stickies and Sabotage switch back and forth as- RB ( i often
had stickies equpped and would just power wheel activate sabotage.



Incinerate-LB



Always equip ammo powers check and recheck to make sure blue
will appear for disruptor and a yellow light will appear on your weapon for
armor piercing.



YOU NEED GARRUS alive to gain armor piercing bonus power. If
he died marksman from ashley works well but I would choose warp ammo as a
substitute.



I used the armor armax armor set and kai lengs visor which
you can get from spectre terminal after a certain part in the game. To avoid
spoilers.



If you want companion builds message me.



Other than that if you follow this guide and master cloak
and snipers you should do well and beat insanity with an infiltrator.



Thanks



Angels.

I have had a couple of people asking for my liara and Vega builds so here they are 

Liara- Prime duty is for support and using the hell out of singularity and stasis. I used warp on occasion. 

Singularity- Used this all the time it made sniping with the mods extremely easy. Also with this build Liara can seriously use all her powers especially singularity so many times its unreal. I currently have 6b and without the added exanse to the field it still does well so I wanted to soak a little more damge into however if you feel more comfortable having a bigger field 6a should do fine also. 
Singularity choices- 1, 2, 3, 4a, 5a, 6b 

Stasis- This power is awesome for snipers as it boosts the damage you inflict on the stasis target also the target is frozen still making it headshots for days. This stasis build will allow you to perform even more maxed damage to a target. The hold suffers for the damage however the duration is already pretty high and with the added damage boost this target will be dead long before the duration wears off. I used this to single out targets. 
Stasis choices- 1, 2, 3, 4b, 5a, 6b 


Warp Ammo- none currently my Liara is only lvl 56 and as such I havent put any points into warp ammo. Reason I havent is because you will find out when you play that with this build you will constantly be able to use her powers over and over again in the wheel so the majority of the time she will be casting biotics. When you max everything out then I would suggest putting points into an ammo for her until then hold off. 

Warp- I used this to do max damage to a single target and I found that to bet the most effective with her. I also used this to soak up barrier shields. 
Warp choices- 1, 2, 3, 4a, 5a, 6a

Pure Biotic- This is where you make your Liara the master of casting biotics over and over again. 
Pure Biotic choices- 1, 2, 3, 4a, 5b, 6b 

Liara Notes- Liara's health, shields and weapon damages will suffer from this build however I found her to be most useful as a biotic caster using singularity spamming and stasis and warp over and over you will find dealing with multiple foes and covered enemies to be very easy. Sniping is supported insanely from this build. Liara will die from time to time her health and shields are low but  if you pin her to some cover in the back and utilize her powers in the power wheel she will perform her role admirably. 


James Vega- Tank and damage soaker

Fortification- Use this whenever you can to make Vega a tank from hell. 
Fortification choices-1, 2, 3, 4a, 5a, 6b

Frag grenades- My vega is also lvl 56 and I have not yet put any points into frags I preferred to have him use incendiary ammo with assault rifles to establish some added heat also infiltrators have sticky grenades and during my playthrough I felt fine having just those. 

Incendiary ammo- I bassically chose this power to help add some damage to Vegas attacks since my build focuses on sacrifcing damage upgrades for durability upgrade in power selection. 
Incendiary choices- 1, 2, 3, 4a, 5a, 6a

Carnage- This adds a damage attack for vega. I maximized it to put out the most damage to a single target as it can also I felt choice 6a on insanity mode is better than 6b because most targets have armor shields. 
Carnage choices- 1, 2, 3, 4b, 5b, 6a 

Arms Master- Aka make the tank. 
Arms Master Choices- 1, 2, 3, 4a, 5b, 6a

Vega Notes- This build in the end gives Vega around 1325 helath and shields and with fortification activated this guys a monster. He may not bite hard but he can for forever. He died only twice during my playthough. Hes a long lasting battery durable and strong. 

Hope these companion builds work as well for you as they did for me thnx.

Modifié par abovetheangels, 17 mars 2012 - 01:38 .


#21
mikx82

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@Angels - wow! that's a pretty detailed explanation there. i havent really read the whole thing yet (i'm at work) but i will. XP

--bumping--

#22
S Atomeha

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Jake Boone wrote...

mikx82 wrote...

815Sox wrote...

Anyone want to share an Adept build? I am playing one for the first time in any of the games...


^ this! plus no one's shared or discussed their Infiltrators and Engineers yet   >.<

wana hear 'em!


Sorry for the double post

anyway. here is a link to a discussion on insanity infiltrator builds. includes both sniping and CQC
http://social.biowar...7/index/9926599 

well i finished a run on insanity as an adept, here are my specs(lvl 57?):
Warp
fully upgraded(bonus ones are damage, lasting damage, pierce)
Throw
fully upgraded with force, recharge combo, and recharge speed
shockwave
everything but rank 6- force and damage/reach
singularity
fully upgraded with duration,recharge speed, and detonate
cluster grenade with-
force&damage.damage combo.force&damage
biotic mastery-
combo mastery, influence and duration, damage and capacity
fitness
fitness expert,durability,barrier recharge
dark channel
damage,recharge speed,damage

upgrades
power damage+35%
health+5
shields +10
power recharge+20
weapon+15%

#23
abovetheangels

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mikx82 wrote...

@Angels - wow! that's a pretty detailed explanation there. i havent really read the whole thing yet (i'm at work) but i will. XP

--bumping--


Yea its a bit on the novel side but I just wanted to make sure I explained my choices but thanks for the read 

#24
Abraham_uk

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815Sox wrote...

Anyone want to share an Adept build? I am playing one for the first time in any of the games...


Adept with Energy drain and Raptor Sniper Rifle for the win.

Okay you want more specifics.

21 points to all powers except grenades.
Emphasis on power damage over duration.

On fitness I emphasised on health and shields. I don't really need to upgrade a melee attack which is the same as biotic throw. Though it is still an awesome annimation.

For class emphasis was on influence. I always choose influence for class power. But you don't have to. You're sacrificing a lot of amount of proficency in combat for a whole load of proficency in diplomacy. Tough choice.

#25
No Snakes Alive

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1st Engineer! Playing on Insanity and loving every second.

The 1 Man Army (Engineer Build)

Combat Drone: R4 Shields & Damage, R5 Shields & Damage, R6 Rockets
Sentry Turret: R4 Shields & Damage, R5 A-P Ammo, R6 Flamethrower
Tech Mastery: R4 Duration, R5 Damage & Capacity, R6 Drone Mastery
Defense Matrix: R4 Durability, R5 Power Synergy, R6 Durability
Sabotage: R4 Duration, R5 Explosive Hack, R6 Bersek
Fitness: R4 Durability, R5 Shield Recharge, R6 Durability

And that's all I need. Can't hurt to take Chain Overload or invest points in Cryo Blast but I seriously don't need them so why bother? (Though I do usually take Garrus along for his Overload).

Fact of the matter is I want to pause to head to my power wheel as infrequently as possible, as I don't like being taken out of the action. With this build I only need to pause to hack Geth and the like. I've got Drone, Turret, and Matrix hotkeyed. I tactically position my Drones and Turrets to flank and approach enemies with my Talon or Wraith, and I splatter heads from point blank range as enemies stagger from taking rockets to the face via my Drone or stand there flailing about from my Turret's flamethrower. When the **** hits the fan you've got Defense Matrix to purge for restored shields, and it's on like 3 second cooldown tops, for awesome survivability even right up in the enemies' faces. If you appreciate a good CQC build and tactical play, I couldn't recommend it more.

Modifié par No Snakes Alive, 17 mars 2012 - 05:41 .