Let's take a look at the bonus powers. Caution, this list completly ignores "lore" considerations.
Less Viable Choices
Marksman: Already covered by adrenaline rush. Okay I'll admit it has it's strengths but there are just better powers you can choose from. Soldiers don't need bonus powers, and if you are going to spend points on powers, make them count.
Warp and Armour Piercing Ammo: Already covered by incendiary ammo. There are mods that will deal with light cover such as riot shields. So not really an issue.
Builds on Soldier's Strengths.
Inferno Grenade: If it increases stock of grenades then it build's on one of Soldier's strengths.
Fortification/Barrier/Defence Matrix: Soldier can become even more of a tank.
Defence Drone: The soldier is already more than capable of dealing with enemies up close with it's heavy melee attack and it's decent amount of health and shilds. But add a drone that will zap enemies up close, and that strength is greatly enhanced.
Covers Soldier's Weaknesses
Stasis, Slam, Proximity Mine, Energy Drain: All of these fulfill the crowd control element.
Carnage: Concussive shot is generally deemed to be lacklustre. Carnage does impressive damage, and will make enemies panic. You can also have the freedom of using cryo/disruptor ammo on your amplified concussive shot and the carnage, giving your more options without switching ammo powers.
Reave: The soldier's inability to setup and detonate biotic explosions could be seen as a weakness. If you feel that way, reave covers both weaknesses. But bring a biotic squadmate to either setup or detonate.
Dark Channel: A good debuffing ability. Will do duration damage and if you have Liara or Kaidan, you can spam biotic explosions.
Decoy: The soldier has no means of diverting attention, other than relying on squadmates. Decoy if used strategically will do wonders.
Modifié par Abraham_uk, 23 août 2012 - 10:10 .