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Best Bonus Powers For Each class


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#1
Abraham_uk

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For each class which are the best bonus powers?:


True to form Bonus Powers: A bonus power that reflects the niche of that class.
So biotic bonus power for an adept, tech power for an engineer. etc...

Breaking the Lore: A bonus power that doesn't reflect the niche of the chosen class.
Tech power for vanguard. or biotic power for infiltrator.

#2
Abraham_uk

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Soldier

True To Form:  
Inferno Grenade, Fortification
Breaking The Lore:   Energy Drain, Defence Matrix


Adept

True To Form: Stasis, Slam (warp ammo is perhaps breaking the lore. Hard to tell)
Breaking The Lore: Energy Drain and marksman.


Engineer

True To Form:  Defence Matrix, Defence Drone
Breaking The Lore: Marksman, Stasis


Vanguard

True To Form: Stasis, Reave
Breaking The Lore: Energy Drain, Defence Matrix


Infiltrator

True To Form: Proximity Mine, Energy Drain
Breaking The Lore: Stasis, Warp Ammo


Sentinel

True To Form: Warp Ammo, Slam
Breaking The Lore: (Technically there is no such thing since Sentinel does everything.) Marksman, Fortification

Modifié par Abraham_uk, 06 août 2012 - 05:31 .

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#3
Abraham_uk

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So what do you think are the best bonus powers for each class?

#4
RedCaesar97

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I have not played every class yet, or even tried all the bonus powers yet. For the Adept, Warp Ammo is probably breaking the lore since it is an Ammo Power and not a biotic power; conversely that is True to Form bonus power for the Infiltrator. My thoughts below include powers I have tried and others I have seen people use to good effect.

Note: "Breaking the Lore" is subjective. To me it depends on how you constructed your character in ME1 and 2. For example, I have a Soldier with Lift (ME1) then Slam (ME2), so it is not breaking the lore if I choose Slam again in ME3.

Soldier True to Form: Carnage
Soldier Breaking the Lore: Energy Drain, Slam, Reave, Stasis

Engineer True to Form: Defense Matrix, Energy Drain
Engineer Breaking the Lore: Barrier (Rank 5 provides damage and force bonuses to all powers, including tech) Fortification (same as Barrier), Defense Matrix (for the shield regen), Stasis, Slam, Reave

Vanguard True to Form: Stasis, Barrier, Reave, Dark Channel, Carnage
Vanguard Breaking the Lore: Defense Matrix or Fortification (Barrier substitute)

Infiltrator True to Form: Proximity Mine, Energy Drain, Defense Drone (great for sniping Infiltrators)
Infiltrator Breaking the Lore: Why bother when you can turn invisible? Slam or Stasis maybe?

I have not played Adept yet, but here is what I have seen:

Adept True to Form: Dark Channel, Stasis
Adept Breaking the Lore: Energy Drain (but why bother?), Defense Matrix (if you want shield restore)

I have barely played as a Sentinel and am not far enough to experiment with bonus powers yet.

Sentinel True to Form: Stasis, Dark Channel, Barrier, Defense Matrix, Reave
Sentinel Breaking the Lore: Fortification

Modifié par RedCaesar97, 06 août 2012 - 12:44 .

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#5
Joe1962

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I've only played 4 classes, so far. I used:

Sentinel: Stasis

Soldier: Energy Drain (this guy got me the Insanity achievement) :D:wizard::D

Infiltrator: Energy Drain


Adept: Stasis

Modifié par Joe1962, 06 août 2012 - 04:07 .


#6
Abraham_uk

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My classes were (completed the game with)

Adept, Engineer, Vanguard and Infiltrator.

Energy Drain seems like the most useful power of all of the bonus powers. All bonus powers are very useful however.

I didn't think warp ammo was too much of a stretch since Liara is an adept who has it. Unless you think of her as a vanguard.

Modifié par Abraham_uk, 13 mai 2013 - 04:14 .


#7
Unfair_Banana

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I tend to use Barrier for the Vanguard (I never use lore-breaking powers...doesn't seem fun lol)
So...Charge, Nova, Nova, Barrier pop...Great fun

#8
Drayce333

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Soldier -
#1 Marksman - It is the best, works amazingly with fast weapons and absolutely destroys with inferno ammo explosions and soldier weapon damage bonuses. It doesn't really conflict with Adrenaline because Adrenaline is geared towards slow shooting weapons and Snipers.
#2 Fortification - Gives extra defense which is great.
#3 Inferno Grenade - It is workable. Great damage against bosses.

Engineer -
#1 Defense Matrix - is handsdown the best mainly for the power damage bonus it gives.
#2 Defense Drone - is workable, great for anything that gets to close

Adept - Dark Channel - Boss debuffs which the class lacks and it makes it easy to take out clusters of mobs with some distance between each other.

Vanguard -
#1 Reave - It just fits so perfectly into them with the biotic setup, range capability, and the damage resistance.
#2 Warp Ammo - Well, you know vanguard already has inferno ammo which is excellent but warp is the best damaging ammo in the game with its huge damage increase and boss debuff for when it comes to armor.
#3 Barrier - Extra defense and power damage for charge and nova

Infiltrator -
#1 Energy Drain - Covers the only shortside it has and works amazingly with the classes playstyle.
#2 Proximity Mine - AoE stun and Damage bonus against bosses, the damage is also fantastic with cloak.

Sentinel -
#1 Stasis - Crowd control which the class severely lacks, it can be useful when in a pinch
#1 Barrier - Extra Defense and biotic/tech power damage. This is tied with stasis since you won't really use stasis often but you will use this all the time but your cooldowns will be a bit slower with this and tech armor stacked.
#3 Reave - It gives Damage resistance and helps combo but it replaces warp or throw. The dealbreaker for this skill that doesn't make it number 1 is that the cool animation doesn't play on when using tech armor and i'd rather use this on Vanguard.

*I only suggest Biotics on the sentinel since he has 3 tech and 2 real biotic powers. Lol single player grenades.

Modifié par Drayce333, 07 août 2012 - 01:31 .

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#9
Abraham_uk

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Some very good thinking Drayce.

#10
dreman9999

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Give engineer energy drain and Sentinel reave(It gives the class and incredible defense boost.)
And trust me on this, Decoy is the best power for infiltrators.

#11
Tallnesss

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reave on all biotics classes, disruptor ammo isnt bad for engie but ed isnt bad either

#12
Drayce333

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dreman9999 wrote...

Give engineer energy drain and Sentinel reave(It gives the class and incredible defense boost.)
And trust me on this, Decoy is the best power for infiltrators.


I Played Infiltrator with Decoy halfway, because of tactical cloak there is no need for a decoy, its pretty unnecessary on him. Its not really good for the engi either because they already have chain shock drone.

#13
Probe Away

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My playthroughs so far:

Sentinel - warp ammo
I just couldn't think of anything else he really needed. Someone said he lacks crowd control but I would have thought spamming BEs and chain overload filled this niche.

Vanguard - reave
This covers the range issue and allows self-detonation with charge or nova. A re-spec for energy drain is handy for the Geth section of the game.

#14
MichaelN7

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VANGUARD

 

True to Form

 - Flare Personal Favorite (offensive biotics, Flare does one thing and one thing only: blows up spectacularly)

 - Barrier (fits the close-quarters flavor of the Vanguard, can boost power damage)

 - Warp Ammo (again, offensive biotics)

 

Breaking the Lore

 - Energy Drain (Why use an omni-tool to bring down shields when punching the floor works just as well?  And why would I need a gadget to give me shields when I can get them on my own by launching myself into the enemy's face?)

 - Defense Matrix (the shield restoration is handy, so between Biotic Charge and Defense Matrix, you have twice the shield-boosting power, but it doesn't match the "Magic Knight" flavor that is the MANguard "Oh look, I'm all sparkly...!"  NO.  Charge like a man to get your shields back.)

 

 

SENTINEL

 

True to Form

 - trick question, I think, you can take any bonus power and it can "fit" the Sentinel, since they have a bit of everything

 - Warp Ammo Personal Favorite (has great synergy with their powers and gives a hefty damage boost to weapons)

 

Breaking the Lore

 - also a trick question

 - Inferno Grenade (they already have Lift Grenade, which is more powerful)

 

 

ENGINEER

 

True to Form

 - Armor-Piercing Ammo (an engineer solves problems, an engineer would think "my weapons can be better... I know, I'll improve my ammunition!"  That, and the yellow icon matches the orange of the omni-tool; provides cover penetration and damage boost, freeing up weapon mods for other things)

- Defense Matrix (with a name like Matrix, it just screams "TECH!" (boost to all tech powers, added damage reduction, and shield restoration, it's a 3-for-1 deal!)

 

Breaking the Lore

 - any biotic power (I don't need fancy space magic to stop the bad guys, not when I have the latest Nexus operating system!)

 

 

SOLDIER

 

True to Form

 - Carnage (bullets didn't work?  Here, use this massive one)

 - Inferno Grenade (self-explanatory, see class name)

 - Fortification (running and gunning become safer, and the added melee damage when purged fits the Soldier's heavy melee)

 

Breaking the Lore

 - Decoy (Coward!  A real soldier would stand and fight, not hide using sissy holograms!)

 - Warp Ammo (What!?!  THREE different ammo types aren't enough for you?  Back in my day, we only had kind of ammo: a rock, and we had to SHARE it!)

 

 

ADEPT

 

True to Form

 - Warp Ammo (biotics; Warp Ammo is just biotic bullets.  "I can already make black holes with my mind, I'm pretty sure I can make my shots purple.")

 - any biotic power (*At least I'm safe inside my mind*)

 

Breaking the Lore

 - Energy Drain (why do I need gadgets when I have space magic?)

 - Inferno Grenade (already has Biotic Grenade, redundant, anti-armor is covered with Warp)

 

 

INFILTRATOR

 

True to Form

 - Decoy (Not only am I invisible, I'm not really there!)

 - Energy Drain (very rogue-like, sapping shields to replace yours)

 - Defense Matrix (boosts tech powers)

 

Breaking the Lore

 - any biotic power (I am the night, not a bright blue glowing corona!)


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#15
gothpunkboy89

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Haven't played any biotic classes yet but I just put warp ammo on all of them. Take down barriers faster as well as boost to armor and flesh damage.  It is my all in 1 ammo usage.


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#16
capn233

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Answers might be slightly different now than when the thread was started, given changes in the metagame.  But some are still the same albeit the reasoning could be different.

 

***

 

Soldier

 

TTF - Hard to say, but I would go Proximity Mine overall.  Fortification second best.  SP Marksman isn't MP Marksman.

BTL - Flare unfortunately

 

Infiltrator

 

TTF - Marksman because of poor design.  Proximity Mine, Energy Drain, or Fortification for some specific builds.

BTL - Flare unfortunately.

 

Engineer

 

TTF - Energy Drain probably.  Tech bonus powers aren't the greatest and weren't really buffed.

BTL - Fortification

 

Sentinel

 

TTF - Defense Matrix or Barrier, but...

BTL - Fortification is better.

 

Adept

 

TTF - Probably doesn't need one, but Reave or Barrier are ok.

BTL - Fortification or Energy Drain

 

Vanguard

 

TTF - Definitely doesn't need one.  Slam and Inferno Grenades are fun.

BTL - Doesn't make a lot of sense to go with the tech bonuses on Vanguard.


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#17
KaiserShep

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I enjoy using energy drain on my Vanguard, so now it's my standard bonus for Shepard. The way I see it, it's just a feature of Shep's omnitool anyway. I loved zapping those CAT6 mercs and then popping them in the head when their shields were down. 


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#18
Abraham_uk

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Yeah about the "Breaking The Lore" category. Yeah it's a little problematic.

I chose that name because it's a play on words.

Also it reminds me of Judas Priest. Who doesn't like a bit of Judas Priest?



#19
MichaelN7

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I enjoy using energy drain on my Vanguard, so now it's my standard bonus for Shepard. The way I see it, it's just a feature of Shep's omnitool anyway. I loved zapping those CAT6 mercs and then popping them in the head when their shields were down. 

 

I see that often, since it fills the "anti-shield" role nicely.  I suppose if you think about it, all the tech bonus powers "fit" every class, since every one of them uses an omni-tool.  Even the Vanguard and Adept, though their heavy melee attack (biotic punch and biotic palm, respectively) doesn't use the omni-tool, they still use it to unlock doors, download information, etc.


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#20
MichaelN7

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Another way to think about it is with the Lazarus Project:

 

Regardless of your class in ME1, you can pick whichever one you want, so my headcanon is that Shepard is theoretically all 6 classes, he just can only be one at a time.  (I say "he" for simplicity)



#21
Abraham_uk

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I see that often, since it fills the "anti-shield" role nicely.  I suppose if you think about it, all the tech bonus powers "fit" every class, since every one of them uses an omni-tool.  Even the Vanguard and Adept, though their heavy melee attack (biotic punch and biotic palm, respectively) doesn't use the omni-tool, they still use it to unlock doors, download information, etc.

Not to mention that regardless of class chosen, Shepard's weapon of choice in a certain cut-scene is a single omni-blade.

 



#22
Sriep

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TTF, not necessarily the best, just what I think best fits. After playing for a while (before Flare and Omega) I realised that the only bonus power I ever used was Energy drain. That's when I decided to only choose powers that fitted in with the character class, and avoid cross class bonus powers.

 

Indecently I like Defence matrix and similar a lot because I have this theory that its important to be able to survive being hit by a grenade.

 

Soldier

 

TTF – Carnage (I just think it fits perfectly, not that its particularly good.) I guess Fortification works as well.

 

BTL - Flare (Always when it can be cast with no cooldown.)

 

 

 

Infiltrator

 

 

TTF – Defence matrix or Energy drain. Help with shield problem.

 

BTL - Flare (Always when it can be cast with no cooldown.)

 

 

Engineer

 

TTF - Energy Drain or Defence matrix.

 

BTL – Warp, Energy Drain or Defence matrix Fortification. Nothing special really. No free cooldown effects and no problems handing shields.

 

 

Sentinel

 

Sentinel can be played two very different ways. Tank or Power character.

 

Tank Sentinel.

 

TTF - Defence Matrix.

 

BTF - Fortification.

 

Power Sentinel.

 

TTF & BTF: Stasis. Energy Drain.

 

 

 

Adept

 

TTF - Stasis

 

BTL - Energy Drain

 

 

 

Vanguard

 

 

TTF – Doesn't need one. Only needs Charge Nova.

 

BTL - Doesn't need one. Only needs Charge Nova. Edit: OK twist my arm Energy Drain of course.

 

 

 

Edit: All:

To sum up BTL. Flare if it can be cast with no cool down otherwise Energy Drain.



#23
Abedsbrother

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Doing my first Adept playthrough of ME3, and I'm finding that Energy Drain is pretty much a must.


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#24
MaxCrushmore

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^I wouldn't bother taking any power which cannot either prime or detonate BE's, personally. If I was going to take one then either Incendiary grenades or barrier would be the ones I would take

 

Warp ammo is awesome on the adept as it applies a %100 damage bonus vs everything that is biotically primed (not including the actual damage adder from the ammo evolutions either, so it gets pretty powerful)

 

As for other kits, the best bonus power for the Vanguard is incendiary grenades. They will prime all defences so you can charge and generate a fire explosion anytime.

 

For kits with the ability to override the cooldown (as mentioned above) then flare wins out (especially on the infiltrator, although that level of OP can get boring)


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#25
Abedsbrother

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^I wouldn't bother taking any power which cannot either prime or detonate BE's, personally. If I was going to take one then either Incendiary grenades or barrier would be the ones I would take

 

Warp ammo is awesome on the adept as it applies a %100 damage bonus vs everything that is biotically primed (not including the actual damage adder from the ammo evolutions either, so it gets pretty powerful)

 

As for other kits, the best bonus power for the Vanguard is incendiary grenades. They will prime all defences so you can charge and generate a fire explosion anytime.

 

For kits with the ability to override the cooldown (as mentioned above) then flare wins out (especially on the infiltrator, although that level of OP can get boring)

I'm using Shockwave and Throw for biotic explosions, the quick recharge helps. Am also using Singularity + Cluster Grenade.  Liara has the Warp ammo (yes, for the squad it's only at 50% effectiveness, but still useful). Javik has Dark Channel to prime targets. If I want firepower instead of biotics, I'll leave Liara behind and take James (incendiary ammo & Carnage which Energy Drain can detonate). 

 

Just finished Grissom Academy, and the Energy Drain really helps with Centurions and Engineers. If you catch an Engineer setting up a turret, Energy Drain almost one-shots them (leaves just one health bar) (hardcore difficulty).