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#51
Dapper Chimp

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[quote]RedCaesar97 wrote...

Damage Reduction is nice, but crowd-control is better. Or to put it another way: reducing the damage of incoming fire is nice, but stopping enemies from shooting at you is better.[/quote] You are not going to be able to keep every enemy on the field from shooting at you just because you have Reave. If you take the area evolution, you'll get everything within 3 meter of where you put it, but that's it. Tell me useful this is against Banshees or say the final battle on earth. 

And crowd control is nice. I just don't rely on my soldier to be responsible for it.

[quote]RedCaesar97 wrote...
And Dapper Chimp, if you are comparing the benefits of Reave to the benefits of Fortification, Reave wins every time. Reave gives you damage protection, staggers enemies (crowd control), and can both set up and detonate biotic explosions (crowd control and damage and usually instant-kills). Heck, a Soldier with Reave can probably play most of the game without firing a single shot. [/quote] I'm wondering why a soldier that doesn't shoot doesn't sound odd to you. 

Reave gives you temporary DR. Fortification gives you permanent DR.
Reave offers crowd control, but so does Liara. Fortification gives you 20% extra damage to everything in your arsenal.
Setting up and detonating biotic combos is only useful if you have biotic squad members with you at all times. Stealing their thunder not only makes you less effective as soldier, it make them less effective as biotics (their sole funtion is now to set up combos for you).

[quote]RedCaesar97 wrote... Of the three shield powers--Fortification, Barrier, and Defense Matrix--Fortification is the worst. They all offer damage protection, but when they are purged, its their secondary abilities that set them apart.[/quote] If DR was the only factor you'd be right. You're forgetting about power synergy. 

[quote]RedCaesar97 wrote...  The extra melee damage of purging Fortification is almost pointless[/quote] It is, which is why I've never used it. 

[quote]RedCaesar97 wrote... lifting enemies when purging Barrier is good crowd control[/quote] I'm sure it is, however Soldiers aren't Adepts. Also, purging leave you vulnerable. Better hope that blast kills everything around you.

 [quote]RedCaesar97 wrote...  and Defense Matrix can restore your shields when purged, actually giving you more damage protection than Fortification can.[/quote] Yep, but power synergy does nothing for the Soldier class and ducking behind cover a) also restores sheilds and B) doesn't result in a cooldown period during which I can't be using Adrenaline Rush.

[quote]RedCaesar97 wrote... 
And I find that the damage protection is gives you largely negligible; The only time I have seen it work to any degree, is with Kronner's Honorary Krogan Vanguard build.[/quote] I'll give you the same opportunity to explain how 0% DR is better that I gave him. 

[quote]RedCaesar97 wrote...  The ability to fire off a power under Adrenaline Rush is greater than the Shield restoration ability in my opinion, and I have tried both. [/quote] Not if you bonus power is Fortification. CS isn't worth it and Frag Grenades doesn't require it. On lower difficulties, sure. On Insanity, not so much.

 [quote]RedCaesar97 wrote... Enemies can shoot the shields down before they can even come up.[/quote] Which would almost seem like an endorsment for more shields and DR, no? Careful. You might just make my point for me.

  [quote]RedCaesar97 wrote... Besides, Adrenaline Rush slows down time around you (including weapon firing rate), so running when Adrenaline Rush is active is equally effective at reducing damage taken. [/quote]Funny, I'm usually shooting while AR is active. 75% weapon damage bonus and all. 

[quote]RedCaesar97 wrote... I am currently playing as a Claymore Soldier (Soldier with the only the Claymore shotgun). The shield restoration ability is largely negligible when I tested it. I saw it work a few times, but being able to fire off a power (such as Concussive Shot) was more useful, since it allowed me to stop incoming fire rather than reducing its damage.[/quote] I guess I don't know what you're referring to. The alternative evolution is a shield bonus while active, not a restoration. 

#52
RedCaesar97

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[quote]
Dapper Chimp wrote...
[quote]
RedCaesar97 wrote...
Damage Reduction is nice, but crowd-control is better. Or to put it another way: reducing the damage of incoming fire is nice, but stopping enemies from shooting at you is better.
[/quote]

You are not going to be able to keep every enemy on the field from shooting at you just because you have Reave. If you take the area evolution, you'll get everything within 3 meter of where you put it, but that's it. Tell me useful this is against Banshees or say the final battle on earth. 

And crowd control is nice. I just don't rely on my soldier to be responsible for it.
[/quote]

Banshees do not really shoot at you. So crowd control is not really an issue for them. The final battle is more about positioning.

Determining who is responsible for crowd control is a playstyle choice, so no argument from me.

[quote]Dapper Chimp wrote... 
[quote]RedCaesar97 wrote...
And Dapper Chimp, if you are comparing the benefits of Reave to the benefits of Fortification, Reave wins every time. Reave gives you damage protection, staggers enemies (crowd control), and can both set up and detonate biotic explosions (crowd control and damage and usually instant-kills). Heck, a Soldier with Reave can probably play most of the game without firing a single shot.
[/quote]
I'm wondering why a soldier that doesn't shoot doesn't sound odd to you. 
[/quote] 
Odd, yes? But a different playstyle, certainly. 

[quote]
Dapper Chimp wrote...  

Reave gives you temporary DR. Fortification gives you permanent DR.
Reave offers crowd control, but so does Liara. Fortification gives you 20% extra damage to everything in your arsenal.
Setting up and detonating biotic combos is only useful if you have biotic squad members with you at all times. Stealing their thunder not only makes you less effective as soldier, it make them less effective as biotics (their sole funtion is now to set up combos for you).
[/quote]
Only Liara can detonate her own biotic combos, and it is better if she does not. It actually makes you more effective as a Soldier. if you help her. Teamwork and all that.

[quote]
Dapper Chimp wrote...  
[quote]
RedCaesar97 wrote... 
Of the three shield powers--Fortification, Barrier, and Defense Matrix--Fortification is the worst. They all offer damage protection, but when they are purged, its their secondary abilities that set them apart. 
[/quote]
If DR was the only factor you'd be right. You're forgetting about power synergy. 
[/quote]

Power synergy with the Soldier is pointless. The Ammo powers offer only small power bonuses. Extra damage for grenades is more noticeable, but grenades are limited.

[quote]
Dapper Chimp wrote...  
[quote]
RedCaesar97 wrote...  
lifting enemies when purging Barrier is good crowd control 
[/quote]
I'm sure it is, however Soldiers aren't Adepts. Also, purging leave you vulnerable. Better hope that blast kills everything around you.
[/quote]

It should also stagger everyone around you, giving you time to get to cover. And if you are that vulnerable, then you are in a bad position regardless and you will be killed regardless.

[quote]
Dapper Chimp wrote...  
[quote]
RedCaesar97 wrote...   
and Defense Matrix can restore your shields when purged, actually giving you more damage protection than Fortification can. 
[/quote]
Yep, but power synergy does nothing for the Soldier class and ducking behind cover a) also restores sheilds and B) doesn't result in a cooldown period during which I can't be using Adrenaline Rush.
[/quote]

Tech Power synergy does nothing for Soldier: I agree.
If I have to purge to restore shields, it means I am out in the open nowhere near cover. The cooldown is quicker that Adrenaline Rush cooldown.

[quote]
Dapper Chimp wrote...   
[quote]RedCaesar97 wrote... 
And I find that the damage protection is gives you largely negligible; The only time I have seen it work to any degree, is with Kronner's Honorary Krogan Vanguard build.[/quote]
I'll give you the same opportunity to explain how 0% DR is better that I gave him. 
[/quote]
I will give you this: Any damage protection is better than no damage protection. BUT, I happen to find that the damage protection gained is not noticealbe, hence negligible. Kronner only notices it on the Vanguard with Barrier since a Vanguard gains damage protection for a short time after a Charge, and the damage protection stacks. A Soldier will not notice the difference.

[quote]
Dapper Chimp wrote...    
[quote]
RedCaesar97 wrote... 
The ability to fire off a power under Adrenaline Rush is greater than the Shield restoration ability in my opinion, and I have tried both. 
[/quote]
Not if you bonus power is Fortification. CS isn't worth it and Frag Grenades doesn't require it. On lower difficulties, sure. On Insanity, not so much.
[/quote]
I play on Insanity. Grenades are limited and I have other, better powers to use. Even Concussive Shot is worth it for the knockdown or stagger. Other powers (Slam or Reave to name two) are even better.

[quote]
Dapper Chimp wrote...    
[quote]
RedCaesar97 wrote...  
Enemies can shoot the shields down before they can even come up. 
[/quote]
Which would almost seem like an endorsment for more shields and DR, no? Careful. You might just make my point for me.
[/quote]
Except it is not. I am specifically talking about the shield evolution for rank 6 of Adrenaline Rush.

[quote]
Dapper Chimp wrote...    
[quote]
RedCaesar97 wrote... 
Besides, Adrenaline Rush slows down time around you (including weapon firing rate), so running when Adrenaline Rush is active is equally effective at reducing damage taken. 
[/quote]
Funny, I'm usually shooting while AR is active. 75% weapon damage bonus and all. 
[/quote]
At a reduced fire rate for rapid-fire weapons. I use the Claymore and you actually want to fire outside of Adrenaline Rush.

[quote]
Dapper Chimp wrote...    
[quote] 
RedCaesar97 wrote... I am currently playing as a Claymore Soldier (Soldier with the only the Claymore shotgun). The shield restoration ability is largely negligible when I tested it. I saw it work a few times, but being able to fire off a power (such as Concussive Shot) was more useful, since it allowed me to stop incoming fire rather than reducing its damage. 
I guess I don't know what you're referring to. The alternative evolution is a shield bonus while active, not a restoration. 
[/quote]
Rank 6 evolution gives you +50% shields. If your shields are down, they are restored to 50% (base I think, not total). You can notice that 50% if your shields are down. You will not notice them if your shields are up.

Modifié par RedCaesar97, 03 mai 2012 - 12:57 .


#53
Kronner

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This is a graph showing the approximate impact of DR bonuses:
Image IPB
X axis - damage resistance
Y axis - effective shields/health points

As you can see, a 20% DR bonus is insignificant. Especially on Insanity. It starts getting good at around 60% or so.

Modifié par Kronner, 03 mai 2012 - 12:56 .


#54
Kyle Kabanya

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Theres two types of playthroughs for the soldier- tank or power ****.

Tank
Set up combat mastery for weapon damage and ammo power bonus
AR- Set up for maximum damage protection, no bonus power
Fitness- maximum health and shield
Bonus power- DM or Fortify for maximum damage protection
Cryo- make squad power
Inc/Dis- make for maximum power, single only

Weapon weight and everything else doesn't matter, you rely on guns and ammo powers. AR is a backup power for extra protection, since you'll have a long cooldown with your bonus power and possibly weapon weight, I would recommend taking Frag over CS. Attacking power with no cooldown will help you be a walking tank, cause you save the cooldown for AR.

Cons- playing is very boring and repetitive, and extremely easy even for Insanity.


Power ****
Combat Mastery- set up for power damage, duration, and weapon weight
AR- set up for maximum duration, dilation, weapon damage, and bonus power
Frag- set up for damage, damage over time, then your choice: I take armor damage you'll see soon enough
Fitness- same as above
All ammo powers like above

This is where is changes depending on your playstyle. I max out CS for maximum damage, no ammo bonus. But you could take carnage and combine that with AR if you want more firepower. OR grab an Reave/ED. I personally don't like those, or you could experiment, never tried it, but combine Marksman with AR if it works.

Weapon wieght is great for minimum cooldown, plus power bonuses for AR and your other. Brutes are a joke as a power ****. AR + CS + fire till AR is over +throw frag = dead brute.

#55
Kronner

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Kyle Kabanya wrote...
but combine Marksman with AR if it works.


Unfortunately, Marksman does not work with AR. 

#56
jasonxxsatanna

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All the points are good . . . .but what it boils down to is what you feel comfort in and your play style , I personally don't choose any bonus power for my soldier unless its a combat related power, but thats me, if I'm going to pick a biotic power for soldier I may as well just play Vanguard, not to say that I have not done it to see how game play was , but that doesn't make my choice wrong or the person that uses a biotic bonus power for a soldier, its just preference.
When ME 2 was out ppl told me its dumb for me to use CS when I should just spam AR , but it was my choice and playablity , today in the forums there are ppl still saying its useless , its come a long way from ME2 version so has fortifaction . . .

#57
capn233

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Kronner wrote...

Kyle Kabanya wrote...
but combine Marksman with AR if it works.


Unfortunately, Marksman does not work with AR. 

Yeah that is in fact the only offensive power that does not work under Adrenaline Rush, most likely because they didn't actually class it as an offensive power because it does no damage by itself.

Sad, because Marksman + AR would be ME2 AR.

#58
RedCaesar97

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Kronner wrote...

This is a graph showing the approximate impact of DR bonuses:
Image IPB
X axis - damage resistance
Y axis - effective shields/health points

As you can see, a 20% DR bonus is insignificant. Especially on Insanity. It starts getting good at around 60% or so.


Great chart Kronner. I think it illustrates the point perfectly.

And if you want some theoretical math:
Assume you have 1000 shields and 1000 health

Assume the enemy deals 100 damage per shot. (NOTE: I do not know the actual enemy damage numbers. 100 damage makes the math easier).

1) With no damage reduction: 10 shots to remove shields, 10 shots to remove health. 20 shots total.

2) With -20% Damage Reduction: 13 shots to remove shields (13 x 80 = 1040), 13 shots to remove health. 26 shots total.

#59
Dapper Chimp

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jasonxxsatanna wrote...
I personally don't choose any bonus power for my soldier unless its a combat related power, but thats me, if I'm going to pick a biotic power for soldier I may as well just play Vanguard

Thank you.

jasonxxsatanna wrote...
When ME 2 was out ppl told me its dumb for me to use CS when I should just spam AR , but it was my choice and playablity , today in the forums there are ppl still saying its useless , its come a long way from ME2 version so has fortifaction . . .

CS is useful in ME3, it's just not as useful on higher difficulties as a means for detonating 2/3 of the combat power combos.

And the same people that are clammoring that we should utilize our squad members to detonate biotic combos seem to poo-poo the ideas that we can/should do the same with combat combos. Shep has to be an army of one if he's a soldier using combat powers, but give him a biotic power and suddently it takes a village to kill a husk.
Hooray for inconsistent logic.

RedCaesar97 wrote...
Great chart Kronner. I think it illustrates the point perfectly.

And if you want some theoretical math:
Assume you have 1000 shields and 1000 health

Assume the enemy deals 100 damage per shot. (NOTE: I do not know the actual enemy damage numbers. 100 damage makes the math easier).

1) With no damage reduction: 10 shots to remove shields, 10 shots to remove health. 20 shots total.

2) With -20% Damage Reduction: 13 shots to remove shields (13 x 80 = 1040), 13 shots to remove health. 26 shots total.

My Shep tops out at about 900/900 (900/1150 with AR active).

Those 6 extra shots are helpful when peaking out of cover to fire, or running to cover, or moving from one protected area to another. Those 6 extra shots become 8 when you use the evolution of AR that I'm suggesting. Those 6 extra shots become meaningful if you don't have DR and that 21 bullet finds its target

I'm sorry, you're saying that DR only becomes effective around 60% and I'm saying 60% DR is a game-balance destroying cheat.

One comment on your earlier post: the 20% bonus to ammo is not insignificant. It's 20% less ammo used on high volume weapons against low health targets. It's clearly significant against high health targets such as Brutes, Banshees, Atlases, etc. The very rough math example I gave earlier showed an additonal 900 points of damage from one clip fired out of a Paladin X. Those 900 points might be overkill and unnoticable against 6 low health targets, but they are very noticable against 1 high health target.

Right tool for the right job.

#60
RedCaesar97

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Dapper Chimp wrote...
And the same people that are clammoring that we should utilize our squad members to detonate biotic combos seem to poo-poo the ideas that we can/should do the same with combat combos. Shep has to be an army of one if he's a soldier using combat powers, but give him a biotic power and suddently it takes a village to kill a husk.
Hooray for inconsistent logic.

Who is saying that? Using squadmates to help detonate any biotic/tech/combat combo is preferable to doing it yourself. It is just easier with biotics since Liara and Javik have such ridiculously short coolowns.

Dapper Chimp wrote... 

RedCaesar97 wrote...
Great chart Kronner. I think it illustrates the point perfectly.

And if you want some theoretical math:
Assume you have 1000 shields and 1000 health

Assume the enemy deals 100 damage per shot. (NOTE: I do not know the actual enemy damage numbers. 100 damage makes the math easier).

1) With no damage reduction: 10 shots to remove shields, 10 shots to remove health. 20 shots total.

2) With -20% Damage Reduction: 13 shots to remove shields (13 x 80 = 1040), 13 shots to remove health. 26 shots total.

My Shep tops out at about 900/900 (900/1150 with AR active).

Just math: I suspected that any +shield damage boost was based off the base shields. Is this with any +Shields armor bonuses? So 1150-900=250. So the +50% shields evolution adds 250 shields, meaning Shepard has 500 base shields. Interesting.

Dapper Chimp wrote...  
Those 6 extra shots are helpful when peaking out of cover to fire, or running to cover, or moving from one protected area to another. Those 6 extra shots become 8 when you use the evolution of AR that I'm suggesting. Those 6 extra shots become meaningful if you don't have DR and that 21 bullet finds its target

If you find Damage Reduction worth it, fine. I used Defense Matrix a few times and never noticed the difference in the damage protection. I lived or died in the exact same spots or situations regardless. The Shield Boost from purge helped more than the damage protection.

Dapper Chimp wrote...   
One comment on your earlier post: the 20% bonus to ammo is not insignificant. It's 20% less ammo used on high volume weapons against low health targets. It's clearly significant against high health targets such as Brutes, Banshees, Atlases, etc. The very rough math example I gave earlier showed an additonal 900 points of damage from one clip fired out of a Paladin X. Those 900 points might be overkill and unnoticable against 6 low health targets, but they are very noticable against 1 high health target.

Assuming that power damage bonuses apply to ammo powers (not sure that they do), they do not save you that much time, at least time that you would notice. If you feels it helps you, great. I just find that any power damage increase ammo powers provide is hardly noticeable. I do notice the crowd-control aspects of Inferno, Cryo, and Disruptor Ammo, which is the best reason to use them in my opinion.

#61
capn233

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Chimp, nobody has denied that Tech Combos are useful. You argued against CS setting off Fire Explosions or Cryo Explosions as being too difficult. Kronner agreed that CS doesn't do a lot of damage.

Where you keep getting hung up is this notion that CS is the only power that you can fire under ARush, which isn't remotely true. Sure if you take Fortification it is now the only offensive power you can use. I would still run it because I can actually appreciate the benefits of setting off Tech Bursts and staggering enemies under Adrenaline Rush compared to a token percentage of base shields being added.

You have also dismissed damage reduction and or shield restoration from powers like Energy Drain or Reave as not being useful because they aren't on all the time. That's quite a strange argument for a variety of reasons. First, your bonus shields that you love aren't on all the time. Secondly, although Fortification gives you a permanent damage reduction, it also increases cooldown times, which in turn reduces the amount of time you are in Adrenaline Rush. Lastly, any time you are facing practically any enemy type you have the potential to use Energy Drain to refill shields, stun enemies, set off tech bursts, and give you damage reduction. The same is basically true of Reave except that it is involved in biotic combos and it isn't as hot against Geth.

I don't understand your odd point about the squad. Everyone that has been advocating power use under Adrenaline Rush believes you should be using your squad to maximize your effectiveness. Nobody at all claimed that you could only use them for biotics. The issue is using them. The power evolution allows you to use them more efficiently to set up or detonate more combos. You can't do any combos whatsoever with your choice in ARush evolution except set them up via ammo power.  Or using a grenade, which I can do with the other evolution on top of using my other power.  Again, offensive power use allows you to detonate them and set them up with ammo powers, CS, Energy Drain, Reave, Dark Channel, Slam, Carnage, or Proximity Mine. More combos and more CC... how is that not useful?

If you want to try to change the discussion from "most effective build" to the best pure build, that is another matter entirely. I would probably end up going with Carnage in that case and using it as my offensive power under Adrenaline Rush. Or you could go fudge it a little and go Proximity Mine (which with 20% more damage taken is an amazing power).

Modifié par capn233, 03 mai 2012 - 10:42 .


#62
RedCaesar97

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capn233 wrote...
I don't understand your odd point about the squad. Everyone that has been advocating power use under Adrenaline Rush believes you should be using your squad to maximize your effectiveness. Nobody at all claimed that you could only use them for biotics. The issue is using them. The power evolution allows you to use them more efficiently to set up or detonate more combos. You can't do any combos whatsoever with your choice in ARush evolution except set them up via ammo power.  Or using a grenade, which I can do with the other evolution on top of using my other power.  Again, offensive power use allows you to detonate them and set them up with ammo powers, CS, Energy Drain, Reave, Dark Channel, Slam, Carnage, or Proximity Mine. More combos and more CC... how is that not useful?


And another thing to note, Damage Reduction will reduce damage incoming from all sources. Crowd-control abilities, such as Reave, Slam, Energy Drain, Concussive Shot, Carnage, and so on, will actually remove sources of that incoming damage. Removing sources of damage is much better at reducing damage taken than any damage-reducing armor ability.

And if you really feel that you need an armor ability, then Defense Matrix is the best option since it can replenish your shields when purged, giving you back shields to prevent health damage (up to 100%, more than the 50% provided by Adrenaline Rush rank 6 evolution).

#63
Dapper Chimp

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[quote]RedCaesar97 wrote...
Who is saying that? Using squadmates to help detonate any biotic/tech/combat combo is preferable to doing it yourself. It is just easier with biotics since Liara and Javik have such ridiculously short coolowns.[/quote]It's the logic being used. Don't take Fortification because you can't detonate combos with it, but do take some other power that you can't detonate yourself.

It comes down to role play and trade offs. If you want to detonate biotic combos, play as a biotic class. Giving yourself the ability to do something your squad members already can at the cost of extra damage and damage protection seems like a silly trade off to me.


[quote]RedCaesar97 wrote...
Just math: I suspected that any +shield damage boost was based off the base shields. Is this with any +Shields armor bonuses? So 1150-900=250. So the +50% shields evolution adds 250 shields, meaning Shepard has 500 base shields. Interesting.[/quote]
Yep. Bring up the character screen at the very begining of the game and you'll see that Shep starts with 500 health and 500 shields. Any bonus is applied to this base amount.

Therefore, if Shep has 900 in shields but get's a 50% based bump from AR, then that's 1150. Again, I think a 27% boost is useful, especially if it has DR behind it.

[quote]RedCaesar97 wrote...
If you find Damage Reduction worth it, fine. I used Defense Matrix a few times and never noticed the difference in the damage protection. I lived or died in the exact same spots or situations regardless. The Shield Boost from purge helped more than the damage protection.[/quote]
I think part of the problem here is that people want to pick a part one part of Fortification or another. You have to look at the whole package.

If all Fortification did was 20% DR, I would agree that it's not a very smart choice.

But it's 20% DR. It's 20% additional damage with all your ammo powers. It's 20% additional damage with your Frag Grenade (which is helpful since supply is limited). It's 20% additional damage with your Concussive Shot (which is useful if you take the ammo powers applied evolution and spam CS to drop sheilds and barriers from behind cover then pop out to shoot after defenses are dropped).

And you don't have to manage any of it. Just turn it on and forget you have it.

[quote]RedCaesar97 wrote...
Assuming that power damage bonuses apply to ammo powers (not sure that they do), they do not save you that much time, at least time that you would notice.[/quote] They absolutely do apply. Unfortuantely the power bonuses from armor do not apply to ammo, but the power bonus from Fortification absolutely does.

Against weaker enemies such as husks, you're absolutely right. Against stronger enemies you're absolutely wrong. And the area in between, you might not be saving a significant amount of time, but you are saving ammo too.

Would you rather use 5 shots or 4 shots to drop the shields of an enemy that is trying to flank you? 5 shots or 4 shots to strip an Engineer of his shields before he can set down a turret? If you don't think these little time savers are helpful, then that's your business.

[quote]RedCaesar97 wrote...If you feels it helps you, great. I just find that any power damage increase ammo powers provide is hardly noticeable. I do notice the crowd-control aspects of Inferno, Cryo, and Disruptor Ammo, which is the best reason to use them in my opinion.[/quote] *shrugs* I don't know how else to point out that the Soldier is not a crowd control class. I get that he can be, but you get there at the expense of making him even better at what he is supposed to be doing.

The difference between 30% and 36% or 45% and 51% might not seem like much but plug those percentages into some calculations with actual weapon damage figures and do the math. Like I said earlier, that 6% difference is 900 dmg coming out the barrel of a Paladin over the course of one clip. Very helpful against multiple armored bad things with one-hit kill capabilities.

[quote]capn233 wrote...
Where you keep getting hung up is this notion that CS is the only power that you can fire under ARush, which isn't remotely true.[/quote] That's not the case at all. I'm absolute aware that you can take other bonus powers and use them with AR. I'm arguing that doing so is silly.

I hope that helps to clarify.

[quote]capn233 wrote...
Sure if you take Fortification it is now the only offensive power you can use. I would still run it because I can actually appreciate the benefits of setting off Tech Bursts and staggering enemies under Adrenaline Rush compared to a token percentage of base shields being added.[/quote] And as I've stated many times, I agree, however I think doing so is more helpful on lower difficulties. On this point, I'm not saying you're wrong; I'm saying I think the shield bump with the DR behind it is a little more beneficial.

[quote]capn233 wrote...
You have also dismissed damage reduction and or shield restoration from powers like Energy Drain or Reave as not being useful because they aren't on all the time.[/quote] Not quite accurate. I'm not saying they aren't useful. I'm saying that something that is on all the time and doesn't have to be managed (at the expense of other powers that do more damage) is better than something that isn't and does.

[quote]capn233 wrote...
That's quite a strange argument for a variety of reasons. First, your bonus shields that you love aren't on all the time.[/quote] You're right, they aren't, but they are active when AR is. I can have AR active pretty much all the time though.

[quote]capn233 wrote...
Secondly, although Fortification gives you a permanent damage reduction, it also increases cooldown times, which in turn reduces the amount of time you are in Adrenaline Rush.[/quote] I acknowledge this in my build. I have a 4 second cooldown for AR and 2.11 second cooldown for CS. In exchange for the additional 0.3 seconds I have to wait, I get permanent 20% DR. Permanent 20% boost to all my ammo powers. Permanent 20% boost to Frag Grenade. Permanent 20% boost to CS. I consider this a very reasonable trade off.

[quote]capn233 wrote...
Lastly, any time you are facing practically any enemy type you have the potential to use Energy Drain to refill shields, stun enemies, set off tech bursts, and give you damage reduction.[/quote] Refill shields only works if the enemy is shielded, stun is nice but I can get the same thing with Distrupor ammo, setting off tech burst is something I can do with CS and/or squad member's powers, and permanent DR already comes with the thing I'm giving up to have Energy Drain instead.

Would it help if I couched the argument this way: yes, Energy Drain is useful, but less so than Fortification.

[quote]capn233 wrote...
I don't understand your odd point about the squad. Everyone that has been advocating power use under Adrenaline Rush believes you should be using your squad to maximize your effectiveness. Nobody at all claimed that you could only use them for biotics. The issue is using them. The power evolution allows you to use them more efficiently to set up or detonate more combos. You can't do any combos whatsoever with your choice in ARush evolution except set them up via ammo power. Or using a grenade, which I can do with the other evolution on top of using my other power. Again, offensive power use allows you to detonate them and set them up with ammo powers, CS, Energy Drain, Reave, Dark Channel, Slam, Carnage, or Proximity Mine. More combos and more CC... how is that not useful?[/quote]
1) Because I don't have to take an offensive power to do these things. Granted I may be able to do them more often if I do, but non-biotic power combos don't impress me.

2) Because I can already set up or detonate combos with ammo powers. Granted, not as consistently as I can with an offensive power, but I'm ok with that because I acknowledge that the soldier is a weapons class, not a powers class. In other words, I don't try to use a butter knife for a screwdriver and say it's great.

3) Because combat power combos aren't as awesome as everyone makes them out to be. Even when they aren't difficult to set or detonate, they're only helpful if there are other enemies nearby. Sometimes this is the case, but often times it is not. I don't see the point in giving up all benefits that come with Fortification so that I can more consistently set off combos that damage 1 additional enemy.

[quote]capn233 wrote...
If you want to try to change the discussion from "most effective build" to the best pure build, that is another matter entirely.[/quote] I don't think that needs to be a separate discussion at all.

[quote]capn233 wrote...
I would probably end up going with Carnage in that case and using it as my offensive power under Adrenaline Rush. Or you could go fudge it a little and go Proximity Mine (which with 20% more damage taken is an amazing power).[/quote]Carnage might be worth it on a shotgun based soldier. Proximity Mine might be a good choice too for a build more focused on power combos (similar damage to grenade without the scarcity).

Modifié par Dapper Chimp, 04 mai 2012 - 12:00 .


#64
CoffeeHolic93

CoffeeHolic93
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Instead of dropping another wall of text here, I'm going to use a video to explain my viewpoint.


Using a power to stagger, thus reducing incoming fire (11:44)

Yes, this is Mass Effect 2 - but I'm making a statement here, one that carries over in Mass Effect 3.

Instead of using Adrenaline Rush to slow down time and reduce incoming damage, I use slam to stagger the enemy thus negating ALL incoming damage.

Negating damage is better than reducing damage.

Not only that, but in Mass Effect 3 you can get the best of both world with all of the instant AOE CC powers.


... Why wouldn't you want that?

If you think that pressing two buttons instead of one is 'managing your powers' then more power to you. If you think setting off a tech burst on an enemy that you've stunned with Disruptor Ammo (which causes massive CC, and strips nearby enemies of their shields) then more power to you. Setting off a fire explosion with carnage, which is one of the strongest combos you can do in the game? Nah, damage resistance is soo much better than that!

I've played through the game as an Infiltrator, and I'm working on my second playthrough as an Infiltrator, but even without cloak I've noticed that proper use of CC from ammo powers, squadmates and all of that good stuff makes cover less important.


And I don't put a single point into fitness.

Most enemies where shields would be useful strip you regardless. A ravager shot will obliterate your shields no matter what, and you'll hit the health gate soon after. I've never seen any DR/shield bonus change that. :?

And yeah, popping A rush to deal massive amounts of damage is fun I'll give you that. But you can pop A rush and cast a power immediatly after so you get the best of both worlds.

This is my reasoning as to why CC > shields. Your mileage may vary as with all things, but most people here seem to agree with this. 

Modifié par Mi-Chan, 04 mai 2012 - 05:16 .


#65
Giga Drill BREAKER

Giga Drill BREAKER
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TBH you can build your solider anyway you like on insanity and its still ****** easy, you just need to plan your battles before hand, also cryo ammo is awesome.