Best bonus powers for all classes?
#26
Posté 27 mars 2012 - 02:45
#27
Posté 27 mars 2012 - 03:10
While it is true that your companions can get the squad ammo option, do not forget that you will get it with a penalty; your shots will have a 40% bonus penalty with Squad Ammo. On the other hand, should you get your own special ammo, not only do you get the full benefit, you will also get the other ammo bonuses which (I believe) only apply to the one with the actual ammo power. For example, the Warp Ammo has a possible bonus against lifted targets.The Spamming Troll wrote...
id never take an ammo power as a bonus talent. its almost a gaurantee that im going to be bringing one squadmate with an ammo power so i just steal off their investment and reap similar benefits.
i dont have an ipinion on whats the best for the sentinel, but i feel you can gain more for your class by not taking a ammo power.
#28
Posté 27 mars 2012 - 04:07
Only the Sentinel would I really consider using an ammo bonus power on mainly because of the increased weight capacity. So, if you have the ability to carry a heavier (and likely, more devastating) weapon loadout, it would make sense that you'd also consider getting the full capability of an ammo power to go along with that.
Modifié par chrisnabal, 27 mars 2012 - 04:15 .
#29
Posté 27 mars 2012 - 04:15
#30
Posté 27 mars 2012 - 04:20
sonogi wrote...
aoe reave for sentinel imo, skip warp. aoe reave gives damage protection, and with maxed throw, you can detonate everything.
If the primary use of reave is to detonate off of it then warp does that better, because warp + throw with both detonate evos produces a stronger detonation. Granted it may be slightly better an armor/barrier breaker though.
Even so, considering that warp is actually one of the stongest power trees in that class, the one real perk that reave has over warp (hitting instantly) just seems like your giving up the bonus power slot for something you already have.
As far as damage reduction goes, a sentinel that uses tech armor (and almost all builds do) gets more added damage reduction out of barrier or defense matrix plus an associated power damage boost.
Modifié par chrisnabal, 27 mars 2012 - 04:27 .
#31
Posté 27 mars 2012 - 04:27
Modifié par sonogi, 27 mars 2012 - 04:28 .
#32
Posté 27 mars 2012 - 04:33
sonogi wrote...
nah. warp doesnt have the AOE option like reave, and it doesnt give damage protection, which the sentinel badly needs. barrier and defense matrix are silly builds, because they entirely gimp your power recharge.
The AoE doesn't increase the force and damage of the detonation, while warp's detonate evo does. Combined with throw's detonate evo (and they do stack) you get a more powerful detonation.
I'm not sure why you think d matrix/barrier gimps the power recharge. They have less of a slowdown than tech armor does (60% vs 80%) and the power recharge evos reduce them both to low levels. As long you aren't taking a loadout that grants less than 170% cooldown bonus, the slowdown penalty becomes negiligible.
Modifié par chrisnabal, 27 mars 2012 - 05:15 .
#33
Posté 27 mars 2012 - 04:42
Modifié par sonogi, 27 mars 2012 - 04:43 .
#34
Posté 27 mars 2012 - 04:49
sonogi wrote...
your detonations cover a lot more area with reave though, if your throw projectiles split up and detonate the lit up targets. essentially, you do more AOE damage and have extra protection, without affecting your cooldowns by having another barrier power active.
Yes I understand that, however it seems redundant given that its not as though warp is severly inferior to reave. It would be one thing if it were, or if there was some level or point prereqs in this game preventing you from maximizing build efficiency as there were in ME2. As there are not, it seems like a waste to skip warp.
Cryo blast or lift grenade are the better options to to do without given their redundancy with other powers (warp + throw detonation or just simply, throw/double throw in lift grenade's case) and the lack of available powers with which to maximize the combination potential (no inherent flame based powers in cryo blast's case).
Edit: No, I don't take barrier/defense matrix over tech armor, I use it with tech armor. Without the rank 6 power recharge evolutions, power cooldown times would be significantly slowed. That is why I don't play the 70% max damage reduction tank build. I'd rather go 50% DR and still run off powers with (at most) 4 sec cooldown times.
Modifié par chrisnabal, 27 mars 2012 - 05:02 .
#35
Posté 27 mars 2012 - 05:03
Modifié par sonogi, 27 mars 2012 - 05:09 .
#36
Posté 27 mars 2012 - 05:25
1. Your 55% DR (25% of it) is timed, and limited by frequency of use (if you detonate reave, the effect ends anyway).
2. The DR effect is useless against synthetics.
3. Your detonations may cover a larger area yet are weaker.
Yeah, I'm really not following here...but I'll agree with you, to each his/her own.
Modifié par chrisnabal, 27 mars 2012 - 05:46 .
#37
Posté 27 mars 2012 - 06:04
#38
Posté 27 mars 2012 - 06:44
chrisnabal wrote...
Alright well...here's the problems with reave as a sentinel's bonus power, besides the fact that its redundant:
1. Your 55% DR (25% of it) is timed, and limited by frequency of use (if you detonate reave, the effect ends anyway).
2. The DR effect is useless against synthetics.
3. Your detonations may cover a larger area yet are weaker.
Yeah, I'm really not following here...but I'll agree with you, to each his/her own.
i dont think you understand the sheer destructive power of this combo.
if you light up 3-4 targets with reave, a single well placed lift
grenade will one-shot everything thats lit up. reave-throw takes
care of the rest.
reave is almost always up, because you can spam
it after detonating. so you get 55% DR most of the time. with the range and dps of these detonations, you will never need more single target dps. hope that helps.
#39
Posté 28 mars 2012 - 05:21
TheInvoker wrote...
Is it only me who doesn't like picking a bonus power?? Shepard already has more powers then his mates so i really use only the ones of the class i choose.
I hope there is nobody who (example) choose some tech power being an adept or viceversa.
I agree partially. Shepard does not need bonus powers. I can handle the game just fine without them.
But why say no to more powers? Why not have something completly outside the flavour of that class?
Because bonus powers are fun. They compliment Shepard's weaknesses and/or strengths and allowing the player to become a one man/woaman army.
#40
Posté 28 mars 2012 - 05:30
hawkens982 wrote...
For the engineer, the class is so versatile, its really hard to say what is the best bonus power for it. I went with AP ammo, but imo any ammo power would be great. Power wise, there aren't many skills that would boost the engineer's effectiveness greatly.
In addition engineer has 6 active powers that aren't grenades. More than any other class.
I am counting tank powers (I know some can detonate) and ammo powers.
Adept has 5 powers (not counting grenades)
Soldier has 2 (although concussive shot has more variations due to amplification evolution)
Vanguard has 4 powers
Sentinel has 4 powers
Infiltrator has 3 powers
So the only real areas of weakness for the engineer is the absence of a grenade (which you can get from Ashley), the absence of ammo powers (which you can get from squad ammo or by talking to Garrus and Liara) and a grenade (which you can get from Ashley).
About grenades. I rarely hit anything. The reason I don't use them is due to lack of skill. I take James and Javik when I want to use grenades. They always seem to hit the enemy.
Why put so many points into a power when your skill with that power is poor? If you're like me, avoid putting points into grenades like the plague, unless your class has one and you've maxed every other skill.
#41
Posté 28 mars 2012 - 06:20
I went with the latter and I'm in love. With three kinds of drones all floating around kicking ass in different ways at all times I'm pretty freed up to shotgun my way through Insanity.
#42
Posté 28 mars 2012 - 06:27
Adept:
Best Power: Warp Ammo
Alt Power: Stasis
Engineer:
Best Power: Defense Drone
Alt Power: Armor Piercing Ammo
Infiltrator:
Best Power: Armor Piercing Ammo
Alt Power: Energy Drain
Sentinel:
Best Power: Defense Matrix
Alt Power: Reave
Soldier:
Best Power: Marksman
Alt Power: Fortification
Vanguard:
Best Power: Barrier
Alt Power: Reave
In the case of the Infiltrator, it really is an "either or" situation depending on what type of Infiltrator your playing. Pure sniping will get the most use out of AP Ammo while CQC players will see Energy Dragin being more useful.
Modifié par PrinceLionheart, 28 mars 2012 - 06:31 .
#43
Posté 28 mars 2012 - 07:26
#44
Posté 28 mars 2012 - 08:43
PrinceLionheart wrote...
The way I break it down:
Adept:
Best Power: Warp Ammo
Alt Power: Stasis
Engineer:
Best Power: Defense Drone
Alt Power: Armor Piercing Ammo
Infiltrator:
Best Power: Armor Piercing Ammo
Alt Power: Energy Drain
Sentinel:
Best Power: Defense Matrix
Alt Power: Reave
Soldier:
Best Power: Marksman
Alt Power: Fortification
Vanguard:
Best Power: Barrier
Alt Power: Reave
In the case of the Infiltrator, it really is an "either or" situation depending on what type of Infiltrator your playing. Pure sniping will get the most use out of AP Ammo while CQC players will see Energy Dragin being more useful.
I think that's a pretty good list, minus just a few exceptions I take with your own choices. I think Stasis and Dark Channel both make excellent cases for a Sentinel, especially the former.
And I think Defense Matrix is far and away the best bonus power choice for a non-sniping Infiltrator. Way better than Energy Drain because you already have Disruptor Ammo to decimate shields, you won't have to rely on shields/synthetics being present to refill your own shields with it, AND you can boost your tech powers' damage as well as your own damage reduction while it's active. Nothing eliminates the glaring weakness of the class (no shields restored while cloaked) like purging Defense Matrix with the Bonus Power Cloak upgrade; it's a guaranteed refill and Energy Drain isn't.
Same goes for Engineer really too. Defense Drone is definitely the best for a drone-focused build but Defense Matrix def makes for a great alt choice, and is the hands down best choice for a caster Engineer, not an ammo power on a gun you'll barely need. It only slightly increases your already low cooldown time and yet provides so many benefits, including more damage for your powers. It's really the best all-around choice for any class with Tech.
Otherwise I think I like that list though.
Modifié par No Snakes Alive, 28 mars 2012 - 08:44 .
#45
Posté 28 mars 2012 - 08:54
No Snakes Alive wrote...
PrinceLionheart wrote...
The way I break it down:
Adept:
Best Power: Warp Ammo
Alt Power: Stasis
Engineer:
Best Power: Defense Drone
Alt Power: Armor Piercing Ammo
Infiltrator:
Best Power: Armor Piercing Ammo
Alt Power: Energy Drain
Sentinel:
Best Power: Defense Matrix
Alt Power: Reave
Soldier:
Best Power: Marksman
Alt Power: Fortification
Vanguard:
Best Power: Barrier
Alt Power: Reave
In the case of the Infiltrator, it really is an "either or" situation depending on what type of Infiltrator your playing. Pure sniping will get the most use out of AP Ammo while CQC players will see Energy Dragin being more useful.
I think that's a pretty good list, minus just a few exceptions I take with your own choices. I think Stasis and Dark Channel both make excellent cases for a Sentinel, especially the former.
And I think Defense Matrix is far and away the best bonus power choice for a non-sniping Infiltrator. Way better than Energy Drain because you already have Disruptor Ammo to decimate shields, you won't have to rely on shields/synthetics being present to refill your own shields with it, AND you can boost your tech powers' damage as well as your own damage reduction while it's active. Nothing eliminates the glaring weakness of the class (no shields restored while cloaked) like purging Defense Matrix with the Bonus Power Cloak upgrade; it's a guaranteed refill and Energy Drain isn't.
Same goes for Engineer really too. Defense Drone is definitely the best for a drone-focused build but Defense Matrix def makes for a great alt choice, and is the hands down best choice for a caster Engineer, not an ammo power on a gun you'll barely need. It only slightly increases your already low cooldown time and yet provides so many benefits, including more damage for your powers. It's really the best all-around choice for any class with Tech.
Otherwise I think I like that list though.
I haven't had much experience with the Sentinel, so I lot of my predictions was guess work based on the feedback based off of what I was hearing a lot of other people saying. Defense matrix on the Infiltrator definitely sounds killer as well.
#46
Posté 28 mars 2012 - 09:31
#47
Posté 29 mars 2012 - 03:17
#48
Posté 29 mars 2012 - 01:21
#49
Posté 29 mars 2012 - 01:21
#50
Posté 29 mars 2012 - 01:30
Abraham_uk wrote...
TheInvoker wrote...
Is it only me who doesn't like picking a bonus power?? Shepard already has more powers then his mates so i really use only the ones of the class i choose.
I hope there is nobody who (example) choose some tech power being an adept or viceversa.
I agree partially. Shepard does not need bonus powers. I can handle the game just fine without them.
But why say no to more powers? Why not have something completly outside the flavour of that class?
Because bonus powers are fun. They compliment Shepard's weaknesses and/or strengths and allowing the player to become a one man/woaman army.
Because i like it to be more realistic possible.
So an engineer using stasis it's crazy! you want both biotics and tech powers?? =Sentinel
if you need something your class lacks,you have your friends to help you!





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