Pitznik wrote...
That's what I call "extremely situational". While I do like Tech Armor, keeping cooldown low just to use it doesn't make any sense to me (even if I actually do that - but not because it is so good, but I find it more fun than equpping second weapon).
My solution to that is to carry a powerful weapon that doesn't kill my cooldown. Wraith V works just fine for that. I still kill most things in one shot, but I can actually use my powers. Tech Armor isn't as "situational" as you might think on a CQC character like a Krogan. It's a guaranteed stagger on anything that can be staggered except for Banshees, bosses that have already been staggered by something else recently, or bosses that are in a melee animation. It's the perfect set up for a heavy melee, the perfect defense if you try to melee someonee and miss (happens all the damn time as a Krogan) and it's one of the best panic buttons in the game.
Pitznik wrote...
Widow on AA is counterproductive for other AA powers. Claymore on my Krogan Sentinel is not, it actually fits the idea of tough to kill, melee strong, grenade lobbing character perfectly. It both works in gameplay, works in lore, Krogan passive evolution even decreses shotgun weight.
So are the Wraith, and Carbine. Both deal high damage, and both get weight reductions from the shotgun passive. (although they are light enough to not even need them) Also... Lore. lolololol, I'm not even going to go there.
Pitznik wrote...
Soldiers also have multiple damaging powers, does that make them power based class, that would benefit more from power damage bonuses?
No. Soldiers in general are obviously meant to use weapons as a primary source of damage. The Batarian Soldier could get away with speccing into power damage because Ballistic Blades and Inferno grenades are awesome, and he has one of the best melee attacks in the game
Human Soldier: Concussive Shot, Frag Grenade, Aderenaline Rush- CS is a low damage power, Grenades are limited, and AR boosts weapon damage but also instantly reloads your gun. Obviously meant for weapons.
Turian Soldier:
Marksman, Proxy Mine, Concussive Shot. Again, CS is low damage. Marksman shines only with a decent weapon, and PM is best used as a debuff to inflict more weapon damage, and to enhance the damage your allies dish out. The majority of your own damage comes from weapons.
Krogan Soldier: Fortification, Inferno Grenades, Carnage. A CQC class, Inferno Grenades allow you to CC and kill groups of enemies, but unless your Krogan is specifically built around grenade spam, your melee and weapon will probably be doing most of the damage. I know some people use Carnage spam builds, but Carnage takes a damage nerf vs shields, which makes it somewhat impractical to rely on as a primary source of damage, imo.
So no, having multiple damaging powers doesn not aoutomatically make your character a power class, especially when theose powers are meant to maximize weapon damage. If you're using multiple powers from both different class skillsets though...
Pitznik wrote...
How is having access to both Tech and Biotic better than Combat and Tech? Are Combat powers in some inherent way worse than Biotic? You say synergy, I say being self dependant. Both are good things
Most combat powers like Concussive Shot, and Proximity Mine cannot set up power combos. A Turian sentinel can synergize well with anyone due to having a tech and a biotic power. Any damaging power can set off a tech burst, and he can set them up with Overload. Acess to both Tech and Biotic powers makes a Sentinel more versatile. in the SP campaign it was useful because you could set up and detonate your own biotic explosions and tech bursts. But Sentinels kind of got shafted in the MP due to only having 3 powers. Sentinels (aside from the human, vorcha, and Turian if he's really close to the enemy and has a near 200% CD bonus) rely on others to contribute to their power combos. You have much better team synergy as a Sentinel than you would as a Soldier, or Infiltrator but at the same time you are less self reliant. That mainly applies to the Batarian, and Turian. A Krogan can set up biotic detonations and fire explosions, but usually the lift grenades just kill the targets outright.

Pitznik wrote...
Also, saying that Sentinel has more utility than Infiltrator is surprising, Infiltrators are absolutely awesome when it comes to utility. Infiltrator's reliance on power damage isn't any lower than some Sentinels, you can even build Justicar relying on weapons and still being very good.
Mainly the Turian, he can CC nearby enemies with Tech Armor, CC far away enemies with Chain Overload, detonate/set up biotics
and tech bursts....
The others are all capable of setting up, and detonating their own power combos as well. Their diverse skillsets allow them to synergize with other team members better, whereas most infiltrator skills are more beneficial to just the infiltrator.
Ashen Earth wrote...
Don't misconstrue what I said. My point was that the weapon classes have abilities in their class powers that increase weapon damage because they are weapon classes. It make sense for Infiltrators, Soldiers, and to an extent, Vanguards to have power evolutions in their class powers (Charge, Cloak, Adrenaline Rush) that increase weapon damage because it's part of their class proficiency. However, a Drell Adept that gets increased weapon damage from Reave, or a Krogan Sentinel that gets increased weapon damage from Tech Armor would be pretty stupid. However, the existing power damage bonus that you can get from using Tech Armor is reasonable, because every class with Tech Armor has at least 2 other damaging powers in their skillset.
Pitznik wrote...
So if the only factor making a class "weapon class" is having an active ability somehow affecting weapon damage?
No. Read up.
http://masseffect.wi...om/wiki/classesEven though any class can use any weapon now, it's pretty obvious that the traditional weapon classes are still better with weapons than the non-weapon classes, and it's reflected in their class power evolutions. And like I've said too many times throughout this thread, there are
some exceptions. For example, the Geth Engineer relies on weapons for damage moreso than a Salarian Engineer, Human Engineer, and Male Quarian Engineer because Overload is his only damaging power, and his racial ability (Hunter Mode) can increase his damage to compensate. However, a Geth Engineer is inferior to a Geth Infiltrator when using weapons. A Geth Engineer will typically do more damage with powers than a GI, and a GI will typically do more damage with weapons than a GE. Neither class is bad, and each class has a different role. GE doesn't need to be able to dish out the same type of weapon damage as a GI.
Pitznik wrote...
Can't you see how weak is your definition of weapon based class when you try to apply it to what we have in game?
Not really, seeing as I'm not the one playing a power class while trying to justify why he should have infiltrator/soldier level weapon damage bonuses on top of having all of the benefits that come with the Sentinel class.
Pitznik wrote...
How weapon damage bonus from biotic power Biotic Charge makes sense, and having weapon damage bonus from biotic power Reave doesn't? If biotic energy can somehow affect your weapon, it can also do it for other biotics.
Tech Armor helping character wearing it to see target's weak points, or even providing his weapon with way of optimizing power usage, that makes sense to me, lorewise.
Again, not touching the lore in MP argument, it's been beaten to death. I'm speaking from a balance standpoint, where it makes more sense for classes with acess to skills from two different class specializations to have passives that boost power effectiveness.
Pitznik wrote...
Kroguard has Carnage, because he's an exception. You can't dismiss some things as exceptions, yet label Vanguard class as Combat basing on single power given to one Vanguard out of five. Vanguards are pure biotics, yet they use weapons.
Adepts are also "pure biotics", and they also use weapons. It's also worth noting that 0 out of 5 adepts has a combat power, or an ability that specifically increases weapon damage in their class specific powers. Your point?