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Soldier Insanity Advice


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#1
y2ck01

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It's been a while since I played ME3, so i would like to complete an Insanity run for the first time. I've chosen a Soldier for this (being my favourite class) and would like some advice.

What were the highlights of your builds? Mostly refering to the last evolution choice.
What bonus power did you choose? I would like to keep this strictly lore based, no biotics.

For my squad I will be keeping Liara as much as possible. What build would you suggest for her? I've not decided on my second squad member just yet. What are you favourites?

Any trips and tricks would be greatly appreciated. Thanks.

#2
sharkboy421

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I focused my build around using AR a lot just like I did in ME2.  For AR level up I took extra damage, duration and shield restore.  I made Disruptor and Cryo ammo usable for squaddies and kept Inferno for myself.  WIth Inferno be sure to take the explosive burst upgrade on rank six.  I personally don't like CS so I never bothered with it until the end but it is a good power if you load up on Disruptor ammo and want to tech burst.  Grenades are very useful, I think I took damage, extra grenades and shield damage as Inferno ammo deals with armor.  Fitness was all shields. 

Now for your passive it kinda depends on how you want to play.  I preferred to use a lot of different guns like in 1 and 2 so I took both weight capacity evolutions.  This allowed me to still use AR very frequently and still carry a lot of guns.  However it is very possible to just the weapon damage evolutions and carry some heavy guns and just shoot.  Insanity is not all that hard and there are a lot of weapon damage armor and Intel upgrades to make your guns really strong.

For squaddies I usually ran with Liara and Garrus.  For Liara spec her passive for all biotic cool downs.  Then do the same for Singularity and Warp (also be sure on warp to take the extra biotic explostion damage.).  Once she is leveled Liara can combo by herself and will own unshielded enemies.  For Garrus I specced Overload for shield damage and Proxy mine for the extra damage taken.  He will be able to take care of most defenses you come across and proxy mine will add to your damage.  Also I specced his passive for Sniper Rifle damage and power damage.  I gave him a Black Widow and he was able to one shot standard mooks.

I think that covers all you were asking for but if you have more questions I'd be glad to try and help.  Good luck with soldier and insanity.  :wizard:

#3
PnXMarcin1PL

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Armour: all hanhe kedar armour parts
Bonus power: Carnage - perfect for setting fire explosions which are neat imho
Adrenaline rush - focus on damage and level 6 upgrade bonus power
Concussive dont waste ur points
frag nade: all damage and capacity
incencdiary ammo - dmg, ammo or headshot dmg - (this depends from ur gun) and explosive inferno
the faster the gun fires the more damage u can deal, I've noticed that Avenger, Harrier, Hornet, Tempest and BloodPack smg's (depends what u like) tear through insanity. Note: it's easiest to set up fire explosions with avenger on mobs. Suprisingly it's very decent gun with this combo, but Harrier is far superior in combat performance.
disruptor ammo : squad, headshot, dmg
cryo: squad, ammo, damage (perfect for squadmates. player guns : hard hitting guns like widow, black widow, mantis, paladin, carni, claymore)
combat passive: capacity, power dmg, weapon dmg
fitness: shield, recharge, shield
my primary go to weapons for soldier class in both sp and mp: mattock, harrier or avenger + claymore
About squadmates, I love combo of javik with liara. Reapers or Cerberus get torn to pieces if you're fast enough.

#4
Abraham_uk

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y2ck01 wrote...

It's been a while since I played ME3, so i would like to complete an Insanity run for the first time. I've chosen a Soldier for this (being my favourite class) and would like some advice.

What were the highlights of your builds? Mostly refering to the last evolution choice.
What bonus power did you choose? I would like to keep this strictly lore based, no biotics.

For my squad I will be keeping Liara as much as possible. What build would you suggest for her? I've not decided on my second squad member just yet. What are you favourites?

Any trips and tricks would be greatly appreciated. Thanks.



It really depends on whether you are doing a Level 30 onwards playthrough (more fun for any class in my honest opinion)  or a Level 1 onwards playthrough (less fun to be perfectly honest).

#5
Rudy Lis

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Since the only class I play is Soldier, here's my layout (true for core game, pre any dlc, since after ME3 I have zero wishes to spent any money on subj).

Three powers that matter:
Incendiary ammo, LUL: I chose squad ammo, 30% ammo capacity increase since big game had no headshot bonus damage, and explosive burst, which is a must, IMHO. In theory, this is the only skill you really need.
Combat Mastery, ULL. Damage bonus, headshot damage (though squad damage path also suitable), and weapon master, since 50 points of weapon capacity means nothing to me - 200% overweight, I don't care.
Fitness, LLL. Whatever they say, melee sucks. So only shield upgrades.

Useful powers:
Frag grenades, UUU - damage, capacity, armour damage bonus. Didn't notice much difference at fifth grade against organics, really.
Disruptor ammo, LUU - squad, ammo cap, damage bonus. I either issued that ammo as last, when faced shielded big game (banshees only, really) and on SMG only. Since SMG is the only weapon I don't see fit at my soldier, but hey, free ammo, why not use it?

I tried all other powers, didn't find them very much of use. Adrenaline rush, LUU - dilation, duration, shield strength. Generally I used that about twice in game as emergency "let's get the fcuk outta here" button - in battle with Kai Leng, if I messed my timing with phantoms or at "SCUD defense" back in London. No, I didn't used that in general combat because it sucks, generally. And not needed - according to my tests, damage bonus is so miserable, so it's not really needed. Before someone says I need to carry less guns to make it work better, I say why bother? The more guns - the merrier!

As for bonus powers, I tried all of them, defensive ones (defense matrix and alike) aren't that bad, but they have drawback - after every reload, they force all cooldown process from the beginning. Very annoying.
Energy drain works fine against shielded enemies, but most shielded enemies could be brought down in matter of seconds without that, and big game will require more than one usage. So unless there is tech-team, I see little reason in stripping barriers this way, especially given teammates cooldown rates. No, thanks.
Proximity mine is good, if modified via damage taken boost (rank 5, upper). Maybe was, who knows what else they changed in patches.
Armour-piercing ammo was my favorite choice, because it allowed to make funny moves. There were few, but they were. Not recommend for first PT, really. I switched to incendiaries, because for me soldier is about shooting things, not about those sparkling mumbo-jumbo.
And Stasis... Well, it's useful only against phantoms, until you got yourself Geth Plasma Shotgun - it makes melee outdated.

Team-mates.
Any. No, seriously, I tried all of them (minus Ashley). Little difference. Can't say Liara is least favorite, but in most missions she was busy lying dead. Because 250 HP is not funny when plot armour is not working.
Oh, and I didn't bothered to assign special targets for them for most of the time. Just for laughs - they full grown adults (mostly), let them think for themselves!

IF more seriously, then my favorites are Garrus and James - both wields AR, Garrus has proximity mine, can wield SR, James has 6 more Frags and can wield shotgun, which makes him more useful for short-range engagements.
But again, any will do, If you ready to fight yourself (it's not that hard).

Guns.
Generally, I made some tables in "best sniper rifle" thread in this very forum on guns performance. I doubt their performance changed that much.
Assault rifle.
Mattock. Accurate (pfft!), powerful, very quick (as much as your finger allows). Alternative - Falcon, if you not mind to bring some TF2 idiocy (in good way) to ME3 idiocy (in bad way). Requires some practice, but can handle almost any situation. Particle rifle is "OMFGPWNGE", but require care when handling, or you get yourself empty rifle and any spacebar action (stick to cover, jump, sprint) will leave you without reload, since spacebar cancels it. Avenger, Phaeston or GPR with IEA works wonders. Burst guns are just murdered by poor RoF and horrible accuracy (I really want to see person(s) who wrote Argus LE nonsense and wrote his accuracy parameters to live in society where police use such "accurate" weapon). Revenant muzzle climb and spread are too high.
Sniper rifles.
Valiant. Gun that blurs difference between narrative and insanity - all small/mid game could be dealt with 1-2 headshots respectively (phantoms may require Stasis to be nailed to space, otherwise, with teammates alive they often triggers their "barrel roll damage resist"). Big game will require more work, of course, but with Valiant RoF, it's not a problem. Low ammo count is the problem, so that's main reason why I chose it in ammo progression. If you have access to it - Indra. With IEA it works wonders on anything but Phantoms.
Shotgun.
Since generally I despise low accuracy, especially such hilarious as ME3 one, my choice is Crusader - single slug, very accurate, very powerful. And pretty quick. But requires tremendous job from you in pointing it right. With IEA Scimitar due it's RoF works pretty well too. I used those two until I get Geth Plasma Shotgun. After that, Phantoms are no longer a threat. Graal is good gun also, but I just prefer others.
Pistols. Phalanx. Yes, Carnifex and Paladin are much more powerful, but for some enemies they are either too powerful, or you spent same time to deal with enemies. Scorpion could be used as mini-Falcon.
SMG.
Since I don't see real purpose for them, I see them as shield damagers mostly, so I prefer to use them at longer distances and on the move. Thus Hurricane is no go, too much damn muzzleclimb and spread. Hornet is a bit better, but not much. Tempest is medium at overall, but has quite a spread on distances beyond ~20 meters. So Shuriken or Locust will do. For damage dealers with IEA - again, almost any will work. Without it, I guess Hornet will win over Hurricane due better controlability. If you looking for damage dealing.

Armour. I used Cerberus Assault most of the time, but Hahne-Kedar kit is wonderful damage booster, although available at full only near end-game, IIRC.

Team-mates armament.
AR - Particle rifle, Falcon, Revenant (as they don't give a damn about sprad and climb), GPR. With squad-IEA those guns really makes wonders.
Shotguns. For close range I'd suggest Scimitar or Raider (for VERY close range). Crusader may be useful for Tali for long range engagements.
SMG - Hurricane.
Sniper rifles. I used all, Tend to give them Valiant, Javelin/Widow, Indra or Incirsor. Either they make use of RoF, or direct damage (but some giving orders may be required, so I prefer RoF, thus Valiant, Indra or Incirsor (since apparently someone in canada became lazy and team-mates used to fire three-round bursts out of Indra too)).
Pistols. Really? Anybody tried that beside me? Well, I chose Scorpion. At least it can do something than just scratch enemy.

#6
RedCaesar97

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I have played Soldier a few times and tested a few builds with it as well.

I started a thread about how to use the Claymore with the Soldier. WARNING: Prepare yourself for a lot of reading. I really should edit the post down but whatever.

I will give you the short version. For Single-shot weapons (such as the Claymore, Mantis, Widow, or Javelin), you want:
1) Adrenaline Rush: Damage and Dilation, Melee (to keep the duration at its shortest), take your pick.
2) Incendiary Ammo: Damage, Headshots, Explosive Burst (but Damage might be better for sniper rifles)
3) Combat Mastery: Damage, Headshots, Weight Capacity (but Weapon Master is also good if you carry only one weapon)
4) Fitness: Health and Shields, Shield Recharge, Health and Shields

I know you do not want biotic bonus powers for "lore reasons" but you can be flexible with lore. For example, I gave Lift to a Soldier in ME1, so I could take Slam in ME2 and ME3. You could do the same with say Warp > Reave > Reave.


Another option is to take a slow-firing weapon such as the Viper sniper rifle, or Paladin/Carnifex pistol and go with:
1) Disruptor Ammo: Damage, Headshots/Ammo Capacity, Damage
2) Concussive Shot: Damage and Force, Shatter, Shredder
And then tech-burst everything about once every 1.5 seconds.

Another option is to try Athenau's SMG/Pistol Soldier. It is a very fun and killer build.

#7
y2ck01

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Thanks for all of the great replies. It looks like I have a lot to read!

#8
Hyp3rpyrexia

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i blasted through it with a cerb harrier 10 and armour piercing ammo power. Switching to disruptor for shields and barriers for bosses

#9
capn233

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Well there are a bunch of ways to go about it.

Here is what I like as far as a pure soldier:

Adrenaline Rush for Hardening, Melee, Bonus Power
Incendiary Ammo for Damage, Headshot, Explosive Burst. Or go Squad evolution
Combat Mastery for Damage, Headshots, Capacity if not in NG+, otherwise go Weapon Master
Fitness for max protection
Proximity Mine for Radius, Damage Taken, Damage.

Proximity Mine is probably one of the most overall useful combat powers since the Damage Taken evolution can significantly reduce the time spent killing large targets. If you become proficient at shooting it, you can also detonate Tech Bursts, Fire Explosions, etc. The caveat is that if you have the points, you could then also invest in Frag Grenades or Concussive Shot. CS is somewhat maligned, and with good reason. In this build if you took it you would only be using it with Amplification in order to light basics on fire to panic them while you target other units under Adrenaline Rush.

The other two ammo powers are ok, but somewhat situational. If I had to choose, I would pick Disruptor leveled for Squad so that you have that available for the Rannoch arc without taking Ashley.

Since you have Incendiary Explosive Burst, you will get the most mileage out of rapid fire weapons. Revenant, Harrier, Hornet, Punisher.

If you want the most damage output overall, do the above but take Reave as the bonus for more bluesplosions.

#10
y2ck01

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Grissom Academy KICKED. MY. ASS. It took over 10+ deaths to finish it. The sentry turrets were an absolute nightmare and I kept getting swarmed. I did it at level 38.

I'm wondering if going for the Squad Bonus over Headshots may help and making my ammo powers squad based too. I've not been using Carnage much either, would Defense Matrix help me more? Also I've only put one point into fitness, should I have invested earlier?

Użytkownik y2ck01 edytował ten post 13 październik 2012 - 12:57


#11
RedCaesar97

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y2ck01 wrote...

Grissom Academy KICKED. MY. ASS. It took over 10+ deaths to finish it. The sentry turrets were an absolute nightmare and I kept getting swarmed. I did it at level 38.

I'm wondering if going for the Squad Bonus over Headshots may help and making my ammo powers squad based too. I've not been using Carnage much either, would Defense Matrix help me more? Also I've only put one point into fitness, should I have invested earlier?


Grissom Academy can be one of the hardest fights in the game because of how the spawns work. Here are a couple of strategy guides that you can use to help make Grissom Academy easier:

The Grissom Academy Atrium Strategy Guide by Fortack
Insanity Grissom Academy Courtyard Guide For Any Level/class by shepdog77

As for Soldier-specific videos, here is how I did it with a Claymore Soldier.
You should be able to search for more videos on YouTube to see how other people did it.

Użytkownik RedCaesar97 edytował ten post 13 październik 2012 - 01:12


#12
y2ck01

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An interesting read. Lets keep the builds coming though. Anyone else?

#13
Kaos_Scorpio

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I don't always play as a soldier on insanity but when I do I spam AR in shoot you in the head

#14
Abraham_uk

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What are the biggest "DON'Ts" of playing soldier on insanity?
What are the biggest "Do's" of playing soldier on insnity?

In other words, what are the best tactics and what are the worst tactics when playing soldier class on isanity?

#15
Epsilon330

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Take the Typhoon out for a spin if you aren't too worried about cooldown. Slap a Stabilizer Mod and Extended Magazine, then combine with Incendiary Ammo for maximum effectiveness.
Having the Piranha along as a backup is also a good idea. If you don't have Groundside, but do have Firefight, then the Harrier is also an extremely good weapon. Just keep its thermal clips topped up.

#16
y2ck01

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Just wanted to update this. I have completed my Insanity run and it was a lot of fun. Thank you for all of the advice.

Epsilon330, I recently bought the two weapon pack pieces of DLC and I started to use the Typhoon with a fresh NG+ run. It kinda kills the fun for me, it's so rediculously powerful!