Best bonus power for infiltrator?
#26
Posté 10 avril 2012 - 08:20
ED was my first thought, but Garrus' overload is enough to take care of shielded enemies (since you rarely face more than 2-3 enemies with shields at a time) and atlases (sabotage with 100% extra tech dam + Garrus' overload).
I picked defense matrix just so I could refill my shields if needed (ED can only do that if there are any enemies with shields available). I actually have it active all of the time and the damage reduction is probably helpful (as well as the 25% extra tech damage). I've died once so far, when I accidentally ran into a grenade, but I've been shot at a lot (having 2 guardians spawn right behind you in the atrium isn't nice).
The somewhat slower cooldown hasn't bothered me so far, but then I rarely use powers (cloak mainly to move or for bonus damage when using incinerate to take down brutes/atlases).
#27
Posté 10 avril 2012 - 10:10
#28
Posté 10 avril 2012 - 10:28
#29
Posté 10 avril 2012 - 01:18
#30
Posté 10 avril 2012 - 09:26
I see your point on the stasis thing. I used the raptor as my sole weapon with the weapon dmg mod so I generally needed a few shots rather than one, thus stasis was perfect for meJazharah wrote...
Some great input there guys! Thanks.
The ED + Disruptor ammo makes the most sense to me so far, and though I can see Stasis working as well, I don't have any trouble hitting moving targets due to the time dilation inherent to infiltrators.
And I have to say that after some thought and taking squad formation into account, AP ammo is just redundant. If you take Garrus along, equip him with the Widow (or Black Widow if you have the creds) and spec him into full-damage AP ammo, and add the infiltrator's incinerate specced into pure damage, armored targets go down just as quick while remaining more versatile.
Combine the ED+Disruptor ammo with Garrus' overload on Atlases and it all comes together.
Still there's one thing I'm pondering about (since I really like the idea of a CQC power-using infiltrator for an NG+): What about inferno grenade or carnage? Do they trigger a fire explosion with incinerate? And are fire explosions all that effective at all?
#31
Posté 10 avril 2012 - 10:04
Cuddlezarro wrote...
Jazharah wrote...
Kronner wrote...
I took AP Ammo. Then I took Decoy.
Decoy rocks.
I tried decoy, but for some reason enemies didn't care about my decoy and just shot me anyway. I find James is a much better decoy
to get enemies to focus on decoy you pretty much needtodoit when out of sight like behind a corner or peice of cover also make sure your companions are behind it
except for geth...geth love to attack the thing reguardless
Take the ability to use an ability from stealth...then use decoy. In my opnion it makes insanity too easy. Seriously, it kind of makes it a cakewalk.
#32
Posté 10 avril 2012 - 11:25
#33
Posté 11 avril 2012 - 11:23
#34
Posté 11 avril 2012 - 03:37
#35
Posté 11 avril 2012 - 03:48
Jazharah wrote...
xi ShadowWolf x wrote...
Armor Piercing Ammo <3 ^^
I used AP ammo in ME2, however with the huge buff that cryo and disruptor ammo have gotten I thought AP ammo lost its uber-ness. When teaming with James and Garrus it seems even more redundant to me.
But tell me, why still AP ammo?
After stripping the shield off an Atlas, I one shot the pilot through the cockpit with a Mantis. It can be fun, but it's not what it was in 2
#36
Posté 13 avril 2012 - 03:03
#37
Posté 13 avril 2012 - 10:23
#38
Posté 13 avril 2012 - 11:52
#39
Posté 19 avril 2012 - 12:22
#40
Posté 19 avril 2012 - 04:09
I know its not the best, but i took Proximity Mines on my infiltrator insanity playthrough. Just to see what it would look like i equipped my infiltrator with a scorpion + cryo ammo, which is pretty damn amusing, they freeze from the projectile sticking to them, not from the explosion, so you just see em fall over then blow up. Launch a proximity mine at them once they are completely frozen and it can cause a cryo blast. Incinerate can do that too, but mines reach behind cover...
Only enemy i really had trouble with was the damn banshees!
Modifié par Szaiu, 19 avril 2012 - 04:10 .
#41
Posté 19 avril 2012 - 07:29
#42
Posté 19 avril 2012 - 08:26
Yeah but would he actually try and shoot someone behind cover? AI choice of targets is often a bit off, like choosing to shoot furthest away mook with Hurricane and then use Widow at shotgun range.capn233 wrote...
For just amusing factor, give Garrus maxed AP ammo for penetration, the Javelin, and SR Piercing V. If it works correctly you have 335cm of cover penetration...
#43
Posté 19 avril 2012 - 11:27
I used it in both ME 2 AND 3, plus I RPed a reason why my non biotic character had a biotic power.
I rationalized it by saying it was a special Cerberus module attached to the shield system.
Ironically, this reason ended up sounding better in ME3 because of how the power works in ME 3 vs 2, it instead of a timed boost to shields, it acted as a second shield system, so it felt like, It too out of all the Cerberus tech i brought with me, also got an upgrade.
-AE
#44
Posté 20 avril 2012 - 12:25
#45
Posté 20 avril 2012 - 12:32
#46
Posté 16 mai 2013 - 12:49
I tried Energy Drain on Insanity and the funny thing is, the moment I faced a banshee, I used ED and it barely made a dent to her barrier, maybe its a banshee thing??
#47
Posté 16 mai 2013 - 04:14
Valtauran wrote...
I tried Energy Drain on Insanity and the funny thing is, the moment I faced a banshee, I used ED and it barely made a dent to her barrier, maybe its a banshee thing??
Banshees have a lot of Barrier. You need to use Sabotage (with rank 6 Tech Vulnerability) first and then cast Energy Drain to deal more damage.
Banshees can also block your powers when they put up their "hand of denial" (the Banshee will stop moving and put up its hand to block all incoming powers; they are still vulnerable to gunfire).
#48
Guest_N7 Krisixus_*
Posté 17 mai 2013 - 01:44
Guest_N7 Krisixus_*
#49
Posté 17 mai 2013 - 03:03
Inferno Grenades are a good bonus power for tech and combat characters.N7 Rixus wrote...
I used inferno grenades as bonus power I was making my own fire explosions with incinerate was so much fun.
To build on something I said a year ago:
Javelin - 100cm innate penetration
SR Piercing V - 135cm
SR High Velocity Barrel V - 135cm
AP Ammo (Pierce) - 100cm
Total 470cm
This was in regards to Garrus and just for fun, but it would be funny on Shepard too.
#50
Guest_N7 Krisixus_*
Posté 17 mai 2013 - 03:33
Guest_N7 Krisixus_*
capn233 wrote...
Inferno Grenades are a good bonus power for tech and combat characters.N7 Rixus wrote...
I used inferno grenades as bonus power I was making my own fire explosions with incinerate was so much fun.
To build on something I said a year ago:
Javelin - 100cm innate penetration
SR Piercing V - 135cm
SR High Velocity Barrel V - 135cm
AP Ammo (Pierce) - 100cm
Total 470cm
This was in regards to Garrus and just for fun, but it would be funny on Shepard too.
Inferno wouldn't be a bad choice on biotics although there's better choices like barrier, reave, stasis and all that, you can use inferno then detonate with clusters or lift.
Modifié par N7 Rixus, 17 mai 2013 - 05:54 .





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