[GUIDE] Geth Engineer, do you geth it ?
#26
Posté 11 avril 2012 - 01:58
#27
Posté 11 avril 2012 - 10:50
#28
Posté 11 avril 2012 - 11:22
Is it selfish that I want you to make one for every character?
#29
Posté 11 avril 2012 - 11:27
Very nice guide Geist.H. Thank you for sharing this
#30
Posté 11 avril 2012 - 11:38
Oh yeah: the guide is pretty cool too. Can't wait to see you in action!
#31
Guest_K966scout_*
Posté 11 avril 2012 - 11:54
Guest_K966scout_*
(Using the 6/6/6/5/3 build with the turret being full heals and lots of power damage to help overload)
(Not discrediting the falcon route at all, just trying to show an alternative to all those halo scoped pistol knockoffs.)
#32
Posté 11 avril 2012 - 11:58
#33
Posté 11 avril 2012 - 12:07
Why do people fall into this trap of just using just the carnifax or paladain? A mantis X or viper X shouldn't be overlooked, and while sacrificing weight slightly you get a free scope for armor pen and damage in the mod slots. 160% power cd for the GE that specced heavily into HM makes overload and turret non-stop spammable still, and if you're a good shot and can handle the single shot of the mantis with consistent headshots (up close and at range) while spamming overload, you've turned yourself into a synthetic Salarian Engineer or Infiltrator with instant shield regen in case things get tight. Team medic, shield stripping, secondary sniper support lightbulb all in one package. Just a thought :>
(Using the 6/6/6/5/3 build with the turret being full heals and lots of power damage to help overload)
(Not discrediting the falcon route at all, just trying to show an alternative to all those halo scoped pistol knockoffs.)
I was actually testing the Mantis lately to add a build for people who really love to snipe even when they are playing support. As I said in the trivia I will add more after further testing.
got one-shotted by a glitched rocket trooper shoot too rocket simutaneously. ppl keep saying shields are useless on gold. but running 300 health and 400 shields on gold ? I dont think your increased stats will do you anygood since you are cowering behind cover all game. the margin for error is zero
You probably took damage from something else, enemies cannot "one shot" your health (Insta-kills aside.), they will strip your shield, then reduce you to half-a-bar of health, then kill you (3 shots so.)
When I have HM toggled on, it takes 3 atlas shots to take me down, just like any other max fitness character without damage reduction. Opponents with multi-hit attacks can kill you in one burst however, because each shot is seperate.
You would have died just as fast, fitness or not, first rocket strips shield, second one reduces to half-a-bar, something else finishes you off, or maybe a single, lucky burst from a Geth trooper might have "sniped" your health bar away before the second rocket landed etc... It's very common on gold once you get caught.
Modifié par Geist.H, 11 avril 2012 - 12:10 .
#34
Posté 11 avril 2012 - 12:34
Geist.H wrote...
You would have died just as fast, fitness or not, first rocket strips shield, second one reduces to half-a-bar, something else finishes you off, or maybe a single, lucky burst from a Geth trooper might have "sniped" your health bar away before the second rocket landed etc... It's very common on gold once you get caught.
no. 1200 shields make a big difference. maybe only brute and banshee can take your shield with one shot on gold. rockets only do about 1000 damage. with 1200 shields and my turret replenishing shields I can confidently pop out of cover on every overload cooldown, and often empty my clip before going back to cover. I think I do way more damage with 1200 shields than with 400. wall hack? I dont think I need it. the reason that you are overrun or flanked, most of the times, is because your team do not do enough damage to hold mutiple front. And having 400 shield do not help. I would rather camping in an easily defendable position than constantly shouting on mic, "Guys we have to move, we are getting overwhelmed, because I can only stay behind covers to support you and do no damage"
ok. maybe you have uber awesome teammates who can mow down enemies with you supporting. what do I know, I mostly only play pug gold games, and have to carry hard most of the times to get my 740000 credits.
#35
Posté 11 avril 2012 - 12:44
This is less of an issue if there's a Salarian in the team.
#36
Posté 11 avril 2012 - 12:46
Father Alvito wrote...
I'd at least strongly consider the third Chain Overload (which I never do) if you're taking a Falcon. The additional tech burst will help considerably with the DPS problem once you clear shields.
This is less of an issue if there's a Salarian in the team.
you can only set up one tech burst on the first target.
#37
Posté 11 avril 2012 - 12:48
Jesus.... Chain with that Flamethrowe is ****ing insane!!!!! Especially if you're rolling with the bJusticar and her damn Sphere ability. Eever trap a Banshee in their while the Flamethrower is roating her alive? Makes you smirk!!Father Alvito wrote...
I'd at least strongly consider the third Chain Overload (which I never do) if you're taking a Falcon. The additional tech burst will help considerably with the DPS problem once you clear shields.
This is less of an issue if there's a Salarian in the team.
#38
Posté 11 avril 2012 - 12:49
ominioctonos wrote...
no. 1200 shields make a big difference. maybe only brute and banshee can take your shield with one shot on gold. rockets only do about 1000 damage. with 1200 shields and my turret replenishing shields I can confidently pop out of cover on every overload cooldown, and often empty my clip before going back to cover. I think I do way more damage with 1200 shields than with 400. wall hack? I dont think I need it. the reason that you are overrun or flanked, most of the times, is because your team do not do enough damage to hold mutiple front. And having 400 shield do not help. I would rather camping in an easily defendable position than constantly shouting on mic, "Guys we have to move, we are getting overwhelmed, because I can only stay behind covers to support you and do no damage"
ok. maybe you have uber awesome teammates who can mow down enemies with you supporting. what do I know, I mostly only play pug gold games, and have to carry hard most of the times to get my 740000 credits.
This is the key. Start adding folk from PUG games who play well. Soon you'll have a network of 10-15 folk to regularly play gold with.
It really helps, seriously.
Also worth checking region/timezones to reduce lag as well.
Modifié par Dashmundo, 11 avril 2012 - 12:49 .
#39
Posté 11 avril 2012 - 12:56
Just because you can have hunter mode on all the time doesn't mean you must or even that you should. It's a toggle for a reason. Turn it on when you want the wallhack and the increased cooldowns, and leave it off when you would rather have full shields. In that light, it's the exact opposite of tech armor/barrier/fortification.ominioctonos wrote...
I think I do way more damage with 1200 shields than with 400. wall hack? I dont think I need it. the reason that you are overrun or flanked, most of the times, is because your team do not do enough damage to hold mutiple front. And having 400 shield do not help. I would rather camping in an easily defendable position than constantly shouting on mic, "Guys we have to move, we are getting overwhelmed, because I can only stay behind covers to support you and do no damage"
Modifié par humes spork, 11 avril 2012 - 12:57 .
#40
Posté 11 avril 2012 - 01:04
HM is not needed on lower difficulties or with pug teams that do not communicate, it can even be a liability depending of your setup (Infiltrators dumping aggro, seek&destroy biotic teams.)
But when there is communication and people are actually watching/warning eachother, HM is very valuable. Which, I believe, is the reason "support players" keep insisting on its importance.
HM allows you to use a wider variety of weapons thanks to built-in CDR and Power, allowing you to equip heavier weapons and Efficiency modules without losing Power, it is the most polyvalent choice.
In the end what matters is your mindset: Are you playing to pwn stuff and score, or support with every given tool at your disposal ? Are you satisfied by performing good on your own, or do you enjoy supplementing other people ? Do you prefer "cookie-cutter" builds that stay and perform nearly the same no matter what team you get or adaptative builds, that may perform much better, or worse, depending of them ?
Quoting myself from another thread because I find the post relevant.
Just because you can have hunter mode on all the time doesn't mean you must or even that you should. It's a toggle for a reason. Turn it on when you want the wallhack and the increased cooldowns, and leave it off when you would rather have full shields. In that light, it's the exact opposite of tech armor/barrier/fortification.
Indeed, Hunter's Mode is a "Berzerk steroid" drastically overclocking your platform abilities at the cost of survivability, it has to be used cautiously.
I use the Healing Frequency increase perk for my turret because the amount of shield-gating it provides is just insane, I have no problem popping out of covers to Falcon/Overload/Tech Burst targets in rapid succession thanks to this perk. HM or not.
Modifié par Geist.H, 11 avril 2012 - 01:05 .
#41
Posté 11 avril 2012 - 01:12
Geist.H wrote...
HM is not needed on lower difficulties or with pug teams that do not communicate, it can even be a liability depending of your setup (Infiltrators dumping aggro, seek&destroy biotic teams.)
But when there is communication and people are actually watching/warning eachother, HM is very valuable. Which, I believe, is the reason "support players" keep insisting on its importance.
HM allows you to use a wider variety of weapons thanks to built-in CDR and Power, allowing you to equip heavier weapons and Efficiency modules without losing Power, it is the most polyvalent choice.
In the end what matters is your mindset: Are you playing to pwn stuff and score, or support with every given tool at your disposal ? Are you satisfied by performing good on your own, or do you enjoy supplementing other people ? Do you prefer "cookie-cutter" builds that stay and perform nearly the same no matter what team you get or adaptative builds, that may perform much better, or worse, depending of them ?
Quoting myself from another thread because I find the post relevant.
I think you should put the disclaimer at the top of your guide, so we dont have to pick up dead geth every 2 minutes in our pug games:devil:
#42
Posté 11 avril 2012 - 03:34
#43
Posté 11 avril 2012 - 03:35
I do have a question about Hunter Mode and Platform though. Do the power bonuses for Platform improve the turret at all? Or are they just benefiting Overload? As awesome as Overload is, with only one active power, I wonder if there's room for a Geth Engineer with the weapon damage passives and a GPS?
#44
Posté 11 avril 2012 - 03:40
#45
Posté 11 avril 2012 - 03:41
You can skip the enhanced vision/speed for more damages, depends of what you prefer really. I run low fitness and reposition and revive people a lot using my Falcon's crowd control, which makes movement speed very valuable. If you want to play safer and shootier, 10% overall DPS increase is good.
Modifié par Geist.H, 11 avril 2012 - 03:42 .
#46
Posté 11 avril 2012 - 04:12
#47
Posté 11 avril 2012 - 04:56
Personally i have max fitness hunter and turret. Turret is maxed for shield regen. Hunter maxed for speed. Fun to be able to move so fast u can just equip a geth shotgun and kill enemies before they come out of cover because u can see them to get the jump on them.
#48
Posté 11 avril 2012 - 05:07
I already have all three ranks of turret specced for healing. Full damage/flame on turret did not work on gold at all, at least not against a Geth Prime.
The hunter mode I only use infrequently to scan flanks for sneaking enemies, then it goes right back off. I find the effect distracting, it removes my situational awareness, in the same sense that sniper scopes do. Therefore only 3 points for quick checks.
Overload is awesome, just can't decide on Shield or Chain for rank 6. The bonus damage of 40% has me thinking of going back to both chains instead of high damage. More CC and still spammable for Phantoms and bosses.
I have yet to get all 6 ranks in Fitness but it should synergize well with the turret. Only need 5 in passives for obvious reasons. I'll try to update after I reach level 20 again tonight or tomorrow.
Modifié par HEEGZ, 11 avril 2012 - 05:07 .
#49
Posté 11 avril 2012 - 05:26
The turret is a great aggro puller and it's spammable, takes a Prime 3 full shots to blow it up. You can throw turrets and overload while your GPS is charging so I pretty much just pop out and strip/fire.
I've been bringing the geth smg with ultralight along to drop prime shields at a distance, but might stop since I don't use it that often.
Modifié par TheLostOne3, 11 avril 2012 - 05:27 .
#50
Posté 11 avril 2012 - 06:50
Shield damage is the best on overload because it has a x3 multiplier against shields, which turns into x6 with the perk. Chain>cooldown>damage shield is the best for me because overload stuns synthetics "by default" and humanoid targets are knocked back when struck by an ability or a falcon grenade, rendering the stun perk redundant.





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