which one is better for a shepard infiltrator and my squaddies???????
kinetic or combat exoskelaton
Débuté par
jdmteggy4life
, nov. 18 2012 11:30
#1
Posté 18 novembre 2012 - 11:30
#2
Posté 18 novembre 2012 - 11:48
Medical Exoskeleton if you have them. Otherwise, whichever one gives you cooldown bonuses (Kinetic exoskeleton?)
#3
Posté 19 novembre 2012 - 12:17
im talking about the second slot on the armor.
#4
Posté 19 novembre 2012 - 12:35
I am talking about both slots
#5
Posté 19 novembre 2012 - 01:16
Yeah, dual medical exoskeletons, with the possible exception of if you are playing Soldier, and even then it might be the best.RedCaesar97 wrote...
I am talking about both slots
Kinetic is a good one though, and I end up pairing it with medical fairly often. It gives you the bonus shields, shield recovery, and mobile accuracy.
Combat exoskeleton isn't all that helpful, at least not on high difficulties. Hardening prevents some damage from tech attacks, but most enemies don't attack you with tech and the damage isn't all that high anyway. You practically have no benefit from physics threshold that I have ever seen. Melee damage might be decent, but I only used melee to knock down enemies anyway.
#6
Posté 20 novembre 2012 - 01:51
Yep, if you have them without doubt dual medical exo's works very well for just any class. I think the health regen is an amazing thing for a class with immunity, especially paired with medium or heavy colossus armor. Pop master immunity and wade in to the fight like a tank.
The cooldown bonus is great for an infiltrator, it let's you use that sniper rifle assassinate more often. Combined with the bonus from commando, it will let you get assassinate down to around a 20 second cool down(the base being 45 sec.)
The toxin reduction is pure bonus vs. maws and rachni, since 2 medical exoskeleton x's will pretty much negate either maw or rachni spit.
If you're really looking for an alternative to medical exo's, energized plate or kinetic exoskeletons are a decent second choice. I'm not really fond of the shield bonus, since on any of the higher difficulties shields tend to get shredded kind of like tissue paper, and even if your shields are still up, you need the dr to stop stuff that bleeds past shields. This is things like melee attacks, and thresher/rachni spit that totally bypass them or rockets and geth siege pulses that will bleed part of the damage past them.
The cooldown bonus is great for an infiltrator, it let's you use that sniper rifle assassinate more often. Combined with the bonus from commando, it will let you get assassinate down to around a 20 second cool down(the base being 45 sec.)
The toxin reduction is pure bonus vs. maws and rachni, since 2 medical exoskeleton x's will pretty much negate either maw or rachni spit.
If you're really looking for an alternative to medical exo's, energized plate or kinetic exoskeletons are a decent second choice. I'm not really fond of the shield bonus, since on any of the higher difficulties shields tend to get shredded kind of like tissue paper, and even if your shields are still up, you need the dr to stop stuff that bleeds past shields. This is things like melee attacks, and thresher/rachni spit that totally bypass them or rockets and geth siege pulses that will bleed part of the damage past them.
Modifié par The Grey Ranger, 20 novembre 2012 - 01:52 .





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