I was thinking between Carnage or a defensive ability like fortification or defense matrix.
Carnage seems to be really great in combiniation with incindiary ammo since carnage will cause a chain reaction if you use it on an enemy who is on fire.
But then again, defensive abilities can let me stay out of cover for a longer period.
Bonus power for soldier on insanity run
Débuté par
Amaranthy
, mars 22 2012 08:36
#1
Posté 22 mars 2012 - 08:36
#2
Posté 22 mars 2012 - 09:06
In another thread I saw "marksman" being suggested along with the 6th point in adrenaline rush allowing for a 2nd power.
I did that and I can safely say that the revenant makes insanity a joke. It plays even easier than my hardened run. I just press 1 and 2 and everything so far dies before I need to reload! lol
I did that and I can safely say that the revenant makes insanity a joke. It plays even easier than my hardened run. I just press 1 and 2 and everything so far dies before I need to reload! lol
#3
Posté 22 mars 2012 - 09:17
Atrumitos wrote...
In another thread I saw "marksman" being suggested along with the 6th point in adrenaline rush allowing for a 2nd power.
I did that and I can safely say that the revenant makes insanity a joke. It plays even easier than my hardened run. I just press 1 and 2 and everything so far dies before I need to reload! lol
I am not a big fan of spamming adrenaline rush. If I decide to use it, then only for tougher enemies like brutes and banshees.
I don't really want to break the game since I already know that incindiary ammo makes Soldier class overpowered.
#4
Posté 22 mars 2012 - 09:35
Yeah explosive incendiary is what I'm using. If you don't want to break the game then perhaps you should try to get no bonus powers? Or maybe get one that boosts your defenses?
All bonus powers help tons. My first imported run was done using "slam" as a bonus. With liara in the squad and explosions everywhere, that was pretty gamebreaking as well. Just not as much as this setup (imo).
Also I'm running with a raptor sniper and revenant so my CDs are at 100% (or was it 110/90? not sure). So there's not really a lot of spamming. It's just that in between taking cover, stuff explode.
All bonus powers help tons. My first imported run was done using "slam" as a bonus. With liara in the squad and explosions everywhere, that was pretty gamebreaking as well. Just not as much as this setup (imo).
Also I'm running with a raptor sniper and revenant so my CDs are at 100% (or was it 110/90? not sure). So there's not really a lot of spamming. It's just that in between taking cover, stuff explode.
#5
Posté 22 mars 2012 - 01:44
Well, just took carnage and I'm not seeing the explosion combined with incindiary ammo, maybe I thought it would be bigger.
#6
Posté 22 mars 2012 - 07:14
I like the defense matrix. When I hear my shields shatter, I know to find cover.
#7
Posté 22 mars 2012 - 07:20
Bah it seems AR and Marksman don't work together. I was suffering a placebo effect I guess, from getting to use revenant early in the game.
#8
Posté 22 mars 2012 - 07:31
Can I realign the bonus power mid game?
#9
Posté 22 mars 2012 - 07:52
You can buy a new bonus power at any time in the med-bay
#10
Posté 22 mars 2012 - 08:18
My rundown of the powers.
Marksman (Ashley): Faster harder hitting bullets I think. I think Adrenaline rush makes this one redundant, but for any other class that wants hard hitting guns aswell as their assortment of powers, quite useful.
Inferno Grenade (Ashley): Grenade power that sets lots of people on fire.
Barrier (biotic Kaidan)/Defence Matrix (tech EDI)/Fortification (combat James): Just defence powers but they do have some damage buffs too. Will slow down cooldowns though. There are some differences between the three other than biotic/tech/combat flavours but to me they do the same thing.
Reave: Drains health (I think). Does what warp does but less effective. I think it can detonate too.
Carnage: A very powerful cannon power that lives up to its name. Lots of damage to health. If you're a soldier or vanguard and you want an instant damage power with a bit of a kick and also looks AWESOME, you can't go wrong with this one. I don't know why you'd choose it if you were an adept, infiltrator, engineer or sentinel.
Stasis(Liara): Like cryo blast but with biotics instead of tech freeze. Here is a pro tip I recieved from IGN. Use cryo ammo (which is more useful than it was in ME2) and keep shooting after you've inflicted Stasis. Also great for lining up the perfect shot if you're not a soldier or infiltrator.
Warp Ammo (Liara): Does more damage to biotically affected foes, does extra damage to barriers and armour (also has an evolution that weakens armour). Doesn't trump incendiary ammo or armour piercing ammo when it comes to armour but can has three affects in one.
Combine this with concussive shot (amplification evolution) and you can pack one hell of a punch.
Armour Piercing Ammo (Garrus): Great against health and armour. Also penetratrates riot shields. Combine this with concussive shot (amplification evolution) and you can pack one hell of a punch.
Proximity Mine (Garrus): Great if you use it tactically. A bit of a waste if you can't use it effectively. But unlike grenades has unlimited ammo.
Decoy (EDI): Provides a projection of you to fool the enemies. It works well at taking of some of the heat. But not all enemies are fooled by this deception especially if they see you spawning this decoy. A bit like combat drone. So it's a bit pointless having this one if you're an engineer.
Energy Drain (Tali): Overload but with shield/barrier restoration. Keeps you in the game longer. But here is the thing. Unlike Mass Effect 2, not every enemy has to be protected. In Mass Effect 2 if you spammed this power you were almost invincible. In Mass Effect 3, it's still a useful power, taking out both barriers and shields, performing a weak version of neural shock (energy drain doesn't have the neural shock upgrade that overload has) and keeps you alive when facing phantoms. Having disruptor ammo is not a reason to drop this one. It will save you ammo!
Defence Drone (Tali): Like decoy not the best choice for an engineer but you can have two drones and a turret going at the same time. If you're not an engineer it's more useful. Does more damage than Decoy but it's primary purpose is distraction.
Slam (Javik): Adepts already rule when it comes to biotics, but if you're not an adept, this power is another useful addition. Ragdoll plus heavy damage and can many all biotic attacks these days be detonated by warp or throw.
Dark Channel (Javik): An easy setup for a warp detonation. Also does some valuable debuffing against enemies. Very useful. But there are better bonus powers out there. If you're an adept, why bother adding this one to your already overpowered collection of biotic moves?
Marksman (Ashley): Faster harder hitting bullets I think. I think Adrenaline rush makes this one redundant, but for any other class that wants hard hitting guns aswell as their assortment of powers, quite useful.
Inferno Grenade (Ashley): Grenade power that sets lots of people on fire.
Barrier (biotic Kaidan)/Defence Matrix (tech EDI)/Fortification (combat James): Just defence powers but they do have some damage buffs too. Will slow down cooldowns though. There are some differences between the three other than biotic/tech/combat flavours but to me they do the same thing.
Reave: Drains health (I think). Does what warp does but less effective. I think it can detonate too.
Carnage: A very powerful cannon power that lives up to its name. Lots of damage to health. If you're a soldier or vanguard and you want an instant damage power with a bit of a kick and also looks AWESOME, you can't go wrong with this one. I don't know why you'd choose it if you were an adept, infiltrator, engineer or sentinel.
Stasis(Liara): Like cryo blast but with biotics instead of tech freeze. Here is a pro tip I recieved from IGN. Use cryo ammo (which is more useful than it was in ME2) and keep shooting after you've inflicted Stasis. Also great for lining up the perfect shot if you're not a soldier or infiltrator.
Warp Ammo (Liara): Does more damage to biotically affected foes, does extra damage to barriers and armour (also has an evolution that weakens armour). Doesn't trump incendiary ammo or armour piercing ammo when it comes to armour but can has three affects in one.
Combine this with concussive shot (amplification evolution) and you can pack one hell of a punch.
Armour Piercing Ammo (Garrus): Great against health and armour. Also penetratrates riot shields. Combine this with concussive shot (amplification evolution) and you can pack one hell of a punch.
Proximity Mine (Garrus): Great if you use it tactically. A bit of a waste if you can't use it effectively. But unlike grenades has unlimited ammo.
Decoy (EDI): Provides a projection of you to fool the enemies. It works well at taking of some of the heat. But not all enemies are fooled by this deception especially if they see you spawning this decoy. A bit like combat drone. So it's a bit pointless having this one if you're an engineer.
Energy Drain (Tali): Overload but with shield/barrier restoration. Keeps you in the game longer. But here is the thing. Unlike Mass Effect 2, not every enemy has to be protected. In Mass Effect 2 if you spammed this power you were almost invincible. In Mass Effect 3, it's still a useful power, taking out both barriers and shields, performing a weak version of neural shock (energy drain doesn't have the neural shock upgrade that overload has) and keeps you alive when facing phantoms. Having disruptor ammo is not a reason to drop this one. It will save you ammo!
Defence Drone (Tali): Like decoy not the best choice for an engineer but you can have two drones and a turret going at the same time. If you're not an engineer it's more useful. Does more damage than Decoy but it's primary purpose is distraction.
Slam (Javik): Adepts already rule when it comes to biotics, but if you're not an adept, this power is another useful addition. Ragdoll plus heavy damage and can many all biotic attacks these days be detonated by warp or throw.
Dark Channel (Javik): An easy setup for a warp detonation. Also does some valuable debuffing against enemies. Very useful. But there are better bonus powers out there. If you're an adept, why bother adding this one to your already overpowered collection of biotic moves?
#11
Posté 22 mars 2012 - 08:30
Well, carnage hasn't really given me that "oomph!" effect so I thought I migth stick with concussive shot since it can make use of the ammo powers with the last upgrade.
But then again, I don't know what I am going to lose if I stick with concussive shot rather than carnage.
But then again, I don't know what I am going to lose if I stick with concussive shot rather than carnage.
Modifié par Amaranthy, 22 mars 2012 - 08:31 .
#12
Posté 22 mars 2012 - 10:28
I was using Fortification initially, then had a good run with Slam, then went to Energy Drain (pretty good) then finally Stasis.
Two Stasis peeps are better than one.
Two Stasis peeps are better than one.
#13
Posté 22 mars 2012 - 11:19
It doesn't work. I was excited to try it out and Marksman would not activate. Only things like Concusive Shot, Carnage, Dark Channel, Slam etc do.Atrumitos wrote...
In another thread I saw "marksman" being suggested along with the 6th point in adrenaline rush allowing for a 2nd power.
I did that and I can safely say that the revenant makes insanity a joke. It plays even easier than my hardened run. I just press 1 and 2 and everything so far dies before I need to reload! lol
#14
Guest_PDesign_*
Posté 22 mars 2012 - 11:23
Guest_PDesign_*
Any Defensive Ability (Defense Matrix, Fortification, Barrier)
#15
Posté 23 mars 2012 - 05:41
I don't know why but I'm not a big fan of tanking abilities.
Barrier, Defense Matrix, Fortification, Geth Shields, Tech Armour etc. I fill up my fitness for this. The only aspect of armour that interests me is when it explodes. That I like.
Barrier, Defense Matrix, Fortification, Geth Shields, Tech Armour etc. I fill up my fitness for this. The only aspect of armour that interests me is when it explodes. That I like.





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