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#26
capn233

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brad2240 wrote...

Thanks for the breakdown.

I need to give Proxy Mine another try. I didn't like it the first time around, probably because I coulnd't aim it very well. But I kinda learned how to use it in MP so I might like it more now. I've seen you speak pretty highly of it in other threads.

Yeah I like it with Adrenaline Rush.  You can detonate combos, stagger a group, and debuff them.  I usually run Garrus and Liara, and I like to get his Proxi Mine leveled up starting around mid game, so by late game we can hit a target with two mines for dual 25% debuff.  Liara can throw in another extra bit against armor with Warp.

In SP we don't get as large a radius to work with, so sometimes it is harder to use than SP.  Also, if you command Garrus to use it, it is best to make sure he has a reasonable line of sight, or it will just stick to something in front of the enemy and not go off.

Modifié par capn233, 02 février 2013 - 07:51 .


#27
capn233

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Drayce333 wrote...

Short youtube video with the "crappy gun" phaeston V utilizing the soldiers true potential on insanity.


I happen to have had femsoldier cosplaying as cerberus trooper otherwise I would have used her full 50% weapon damage armor. The thing with the soldier is they are the weapon masters, a soldier not utilizing full weapon damage isn't a soldier at all. Marksman is very powerful on soldier and fits right in with him.

I didn't say it doesn't work.

However, a Revi X under a Hardened Adrenaline Rush spec will output similar damage to a Phaeston X under full ROF Marksman if you have EB spec'd Incendiary Ammo on both.  The difference is that the guy using Adrenaline Rush is also getting damage protection and can use another power for CC or more damage (directly or indirectly via debuff).

#28
Drayce333

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capn233 wrote...

Drayce333 wrote...

Short youtube video with the "crappy gun" phaeston V utilizing the soldiers true potential on insanity.


I happen to have had femsoldier cosplaying as cerberus trooper otherwise I would have used her full 50% weapon damage armor. The thing with the soldier is they are the weapon masters, a soldier not utilizing full weapon damage isn't a soldier at all. Marksman is very powerful on soldier and fits right in with him.

I didn't say it doesn't work.

However, a Revi X under a Hardened Adrenaline Rush spec will output similar damage to a Phaeston X under full ROF Marksman if you have EB spec'd Incendiary Ammo on both.  The difference is that the guy using Adrenaline Rush is also getting damage protection and can use another power for CC or more damage (directly or indirectly via debuff).


Marksman will still kill faster on auto weapons with the weapon damage stacking and the incediary burst ammo soldier provides. You can always use Adrenaline rush as a secondary skill for survival like I stated previously but I found adrenaline better sticking on slow high damage weapons like the saber or snipers. Oh and crowd control?? CC is for adepts, power damage? Bring a engineer. Just buy a bigger gun and kill everything.

Modifié par Drayce333, 02 février 2013 - 09:18 .


#29
dunstan1993

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I always take primary squad into consideration when choosing a bonus power.

With my Soldier I will usually take Liara and Garrus along to most missions.
I found that I could already set off tech bursts and fire explosions with Shep and Garrus, so I looked for a way of detonating biotic explosions (Since Liara was having all the fun detonating).

After discovering that amplified concussive shot with warp ammo doesn't detonate biotic explosions (Which annoyed me, that would've been great), I settled for Reave as it offers some defensive benefits, has a short cooldown and can prime as well as detonate biotic explosions.

#30
Abraham_uk

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Reave is a pretty good power.

I recommend it on Vanguards especially, them being a biotic without warp or warp varient.

Is a solid choice for Soldiers and Infiltrators who roll with Liara or Javik.
Liara get's the edge over Javik for one reason.

With warp and reave, they both prime and detonate. So you can alternate between primer and detonator.

But with Javik, he has to cast his dark channel first before you follow up with reave.

Javik and Liara have other biotic powers that can come in handy.




But if you chose reave for the biotic explosions, and you're not a biotic, then don't bring Kaidan.
You'll get 2 reaves which is fine, but reave cannot detonate itself.

#31
Abraham_uk

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There are a couple of threads that encourage players to use flare on soldiers and infiltrators.
There are few justifications that people use.



  • Flare has a long cooldown. This is still the case even with cooldown evolutions chosen and all cooldown bonuses maxed out through armour, class mastery and intel terminal.

  • Infiltrators and Soldiers are the only classes who can overcome the cooldown issue. The infiltrator's tactical cloak and soldier's adrenaline rush both have evolutions where you can use an additional power whilst Tactical Cloak or Adrenaline Rush is active.

  • Soldiers and infiltrators tend to rely on guns more than powers. So whilst the cooldown is taking place, the soldier/infiltrator is either busy shooting the enemy or hiding behind cover waiting for their shields to be restored.




If you do choose Flare on a class that isn't Soldier or Infiltrator, use it as a "Panic Button". See a large group of enemies giving you a hard time. Get Liara/Kaidan/Javik to biotically prime at least 1 enemy in the group. Then follow up with flare for an incredible explosion! Panic over.

Modifié par Abraham_uk, 02 février 2013 - 09:17 .


#32
dunstan1993

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Abraham_uk wrote...

Reave is a pretty good power.

I recommend it on Vanguards especially, them being a biotic without warp or warp varient.

Is a solid choice for Soldiers and Infiltrators who roll with Liara or Javik.
Liara get's the edge over Javik for one reason.

With warp and reave, they both prime and detonate. So you can alternate between primer and detonator.

But with Javik, he has to cast his dark channel first before you follow up with reave.

Javik and Liara have other biotic powers that can come in handy.




But if you chose reave for the biotic explosions, and you're not a biotic, then don't bring Kaidan.
You'll get 2 reaves which is fine, but reave cannot detonate itself.


Never knew Reave couldn't detonate another Reave, I'll keep that in mind next time I roll with Kaidan. Do you have any recommendations for a Vanguard primarily rolling with Ashley and Javik?

#33
Abraham_uk

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This thread has gotten sidetracked.

So I'll private message you.

#34
JasonShepard

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I use both Marksman and Defence Matrix frequently with my infiltrator. Interestingly, back in ME1 his main power was Marksman, whereas in ME2 I had him with Geth Shield Boost (an earlier version of Defence Matrix), so he's already familiar with both powers by ME3. Ties things together quite nicely.

The nice thing about Defence Matrix on an Infiltrator is that you've got a get out of jail free card for if your shields go down and you're exposed. Cloak, then either tap or double tap Defence Matrix to get the shields back (in the latter case, get to a safe distance first, since double tapping brings the cloak down).

For a while I considered Decoy with my Infiltrator, but Cloak kinda makes it obsolete. If I want to flank, I'll use my squaddies as a distraction, not Decoy. I'm sure there is a good way to use Decoy in conjunction with cloak, but I haven't found it yet.

Modifié par JasonShepard, 03 février 2013 - 03:22 .


#35
capn233

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Drayce333 wrote...

Marksman will still kill faster on auto weapons with the weapon damage stacking and the incediary burst ammo soldier provides.

On weapons with very high rates of fire to begin with, yes.  Like the GPR, which is the poster child for this (would be Particle Rifle, except for the overheat mechanic).

As I said above, Adrenaline Rush allows you much greater flexibility.  And I do ok with it in a familiar section of Cronos Station with the Revenant V and Proximity Mine as a bonus.  That is the Squad evolution at Rank 4 of Incendiary, and I have Ariake gauntlets and greaves, so it isn't max weapon damage bonus.

Sure you can take Marksman as your bonus power and still run Adrenaline Rush, but that is not the real choice.  When you run Marksman you are giving up a different bonus power such as Proximity Mine if you want CC, debuff, and detonator in one power, or something like Fortification for even more tanking.  Or whatever other bonus.

#36
Shad Croly

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I've always been a fan of adding Armor-Piercing Ammo to my Sentinel (though the same can be applied to the Adept and the Engineer as well).

Powers have cooldowns and time you might be stuck waiting for a power to come off cooldown (even if it is only 2 seconds or so) is time that could be spent shooting something (and there are some really nice guns that feel just awesome for powers-based classes). Sure, you could use Warp Ammo, but Armor-Piercing Ammo also lets you shoot through cover and a Guardian's shield.

#37
Drayce333

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capn233 wrote...

On weapons with very high rates of fire to begin with, yes.  Like the GPR, which is the poster child for this (would be Particle Rifle, except for the overheat mechanic).

As I said above, Adrenaline Rush allows you much greater flexibility.  And I do ok with it in a familiar section of Cronos Station with the Revenant V and Proximity Mine as a bonus.  That is the Squad evolution at Rank 4 of Incendiary, and I have Ariake gauntlets and greaves, so it isn't max weapon damage bonus.

Sure you can take Marksman as your bonus power and still run Adrenaline Rush, but that is not the real choice.  When you run Marksman you are giving up a different bonus power such as Proximity Mine if you want CC, debuff, and detonator in one power, or something like Fortification for even more tanking.  Or whatever other bonus.


Lol a scope on revenant? I know it gives accuracy but haha. Again on Soldier with the flexibility of both marksman and adrenaline and the rest of the base powers you can handle anything, I will mention that fortification is a very reasonable bonus power as well for soldier. If you really really want proximity mine for a boss garrus is always there.

Oh and Collector, Revenant, Harrier, and Adas (probably argus too) are all automatic AR that benefit immensly from marksman too, theres also guns outside AR like piranha for complete game breakingness with marksman.

JasonShepard wrote...

For a while I considered Decoy
with my Infiltrator, but Cloak kinda makes it obsolete. If I want to
flank, I'll use my squaddies as a distraction, not Decoy. I'm sure there
is a good way to use Decoy in conjunction with cloak, but I haven't
found it yet.


Nope, tried that. Decoy is completely pointless on SP especially on a infiltrator. Defense Matrix is also mostly redundant on infiltrator because cloak 2 invincible.

Modifié par Drayce333, 03 février 2013 - 06:28 .


#38
capn233

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Drayce333 wrote...

Lol a scope on revenant? I know it gives accuracy but haha.

Yes, it is the only accuracy enhancing mod.  If there was one that improved accuracy without the zoom, I would use it on that weapon.  That said, I have used it for a long time on the Revenant in SP, and MP.  Long before other people caught on that it made more sense than the stability mod.

Again on Soldier with the flexibility of both marksman and adrenaline and the rest of the base powers you can handle anything, I will mention that fortification is a very reasonable bonus power as well for soldier. If you really really want proximity mine for a boss garrus is always there.

Marksman is a less versatile power compared to Adrenaline Rush.  It doesn't reload your weapon and it doesn't allow you to use another power during the duration. It doesn't allow you to take any bonus power that rounds out a soldier's skillset.  It doesn't increase ammo efficiency, just consumption.

And Proximity Mine stacks between casters, not from the same one.  So I can debuff a large target twice if I and Garrus both use it for a 40% global damage multiplier.

Oh and Collector, Revenant, Harrier, and Adas (probably argus too) are all automatic AR that benefit immensly from marksman too, theres also guns outside AR like piranha for complete game breakingness with marksman.

CAR and Revenant do benefit from Marksman.  They also happen to benefit from Adrenaline Rush...

Harrier is definitely not going to benefit immensely from Marksman except maybe against the largest targets.  You don't get any ammo efficiency gains at all.  The weapon is already near laser accurate and doesn't need accuracy buffs. All you will do is waste more ammo on mooks, unless you meant to simply save it for bosses.  In that case you have a power sitting around doing nothing.  It is significantly better under Adrenaline Rush since you can stretch your ammo capacity via the damage bonus.  And because it already has high base damage you don't have to try to make up damage with explosive burst.  There is a reason why in MP you commonly see the Harrier on Human Soldier and you do not see it on any Turian Soldier that knows what he is doing.

Argus sort of benefits from Marksman.  Refire time is not shortened, but each burst takes less time because of the increased ROF.  Doesn't help the stability.  Not many people run the Argus in SP anyway.  Hardly any run it in MP where it did twice as much damage.

Piranha is of course not an assault rifle, but yes it benefits from Marksman a whole lot because in their infinite wisdom the devs allowed accuracy to affect shotgun spread.  It is something of a special case since it is the only semi auto shotgun with a decent enough clip size to be worth using under Marksman in SP.  So sure if you want a Piranha focused build, knock yourself out.  It is still not as good as a variety of other weapons against most of the enemies you will fight, even if it can kill the handfull of high hp enemies fairly quickly.

Modifié par capn233, 03 février 2013 - 08:08 .


#39
Drayce333

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capn233 wrote...

Yes, it is the only accuracy enhancing mod.  If there was one that improved accuracy without the zoom, I would use it on that weapon.  That said, I have used it for a long time on the Revenant in SP, and MP.  Long before other people caught on that it made more sense than the stability mod.


The revenant is a mid range/close range gun, it is not a sniper or something you shoot from far away. Putting a scope on it is wrong and ineffective when you could just use something like the saber which is pinpoint accurate or further increase the damage with a different mod. Yes stability mod is useless on mouse + keyboard because of how rediculously easy it is to aim.

Marksman is a less versatile power compared to Adrenaline Rush.  It doesn't reload your weapon and it doesn't allow you to use another power during the duration. It doesn't allow you to take any bonus power that rounds out a soldier's skillset.  It doesn't increase ammo efficiency, just consumption.


Marksman and Adrenaline rush have perfect synergy with each other and complement the soldier to its fullest potential of weapon mastery. Adrenaline rush is good yes, but switching between it and marksmans is incredibly effective on the soldier. The soldiers skillset does not need to be "rounded" out, rather you take what it has and further enhance it around the weapon mastery, that's his thing.

And Proximity Mine stacks between casters, not from the same one.  So I can debuff a large target twice if I and Garrus both use it for a 40% global damage multiplier.


With marksman, ammo, and weapon damage however you are cranking out so much DPS in a few second that double % damage debuffs are totally unnessesary in SP. Its nice epeen on paper though.

Harrier is definitely not going to benefit immensely from Marksman except maybe against the largest targets.  You don't get any ammo efficiency gains at all.  The weapon is already near laser accurate and doesn't need accuracy buffs. All you will do is waste more ammo on mooks, unless you meant to simply save it for bosses.  In that case you have a power sitting around doing nothing.  It is significantly better under Adrenaline Rush since you can stretch your ammo capacity via the damage bonus.  And because it already has high base damage you don't have to try to make up damage with explosive burst.  There is a reason why in MP you commonly see the Harrier on Human Soldier and you do not see it on any Turian Soldier that knows what he is doing.


I guess you never walked out of cover with a marksman harrier and laughed while you destroy everything in your path? Ammo complaints are dumb, there is always plenty of ammo in ME3, its not like ME2. You can always stop firing for a second too and reaim where you shoot if you are "wasting ammo". I'm guessing you spec Marksman for accuracy instead of fire rate? You can also just switch off to a secondary gun and use whatever weapon enhancing power that would benefit the most in the situation. On gold+ no one cares about human soldier cept for the 1 or 2 claymore AR soldiers, Most turians soldiers use a high level prothean rifle, piranha or something else that is amusing.

Modifié par Drayce333, 03 février 2013 - 10:05 .


#40
capn233

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Drayce333 wrote...

The revenant is a mid range/close range gun, it is not a sniper or something you shoot from far away. Putting a scope on it is wrong and ineffective when you could just use something like the saber which is pinpoint accurate or further increase the damage with a different mod.

Please pay attention.  The scope is for the accuracy bonus.  The bonus to accuracy is noticeable at close to mid range.  As I stated, if there was an accuracy mod that wasn't a scope, I would run it.

Marksman and Adrenaline rush have perfect synergy with each other and complement the soldier to its fullest potential of weapon mastery.

Marksman is a pure weapon damage boosting power.  It has zero synergy with Adrenaline Rush, which also boosts weapon damage (and reloads your weapon, and can give damage protection, and reduces incoming fire from time dilation, and lets you use another power...).  There is no synergy whatsoever because you use one power or the other.  You cannot use them at the same time like you can under Tac Cloak.  It's overlap, not synergy.

With marksman, ammo, and weapon damage however you are cranking out so much DPS in a few second that double % damage debuffs are totally unnessesary in SP. Its nice epeen on paper though.

Yeah... except that it doesn't.  Do the math.  Or pay attention to the video I uploaded.  Your massive DPS Marksman soldier is slower than my Revi soldier that you tried to make fun of.  That is despite having to destroy two extra turrets that you didn't have to because you get to the same corner 20seconds slower than I did with my "low DPS" build.   I end up waiting at the ladder for the last couple of enemies.  And take no health damage in that section...  What was the benefit of Marksman again?

I guess you never walked out of cover with a marksman harrier and laughed while you destroy everything in your path? Ammo complaints are dumb, there is always plenty of ammo in ME3, its not like ME2. You can always stop firing for a second too and reaim where you shoot if you are "wasting ammo". I'm guessing you spec Marksman for accuracy instead of fire rate? You can also just switch off to a secondary gun and use whatever weapon enhancing power that would benefit the most in the situation. On gold+ no one cares about human soldier cept for the 1 or 2 claymore AR soldiers, Most turians soldiers use a high level prothean rifle, piranha or something else that is amusing.

No I haven't walked out of cover with a Marksman Harrier since I understand the mechanics of the game and know that Harrier with headshots is going to kill basics without much damage boost... but if I want one I am going to take the one that improves ammo efficiency and allows me to kill more units without wasting time looking for clips.

And stop posting ridiculous stawman bull****.  I already stated the Harrier is laser accurate, why would I spec Marksman for Accuracy with it?  With a 70% ROF bonus it does do good DPS against Banshees and Atlases, I never said it didn't.  The DPS is not noticeable against basics because they die fast without it active.  And Marksman consumes more ammo per unit time to get the damage boost, I don't know why that is a hard to understand concept, but I will repeat it so maybe it sinks in.

As for the last bit, I want some of what you are smoking if you think that "nobody cares about Human Soldier" on Gold +.  It is a top tier class.  With Harrier and Hurricane.  DPS is significantly higher than a Claymore soldier build.  It is one of the top DPS classes in the game.

And Particle RIfle on Turian Soldier?  Yeah, ok... maybe someone screwing around.  Anyone that is using Marksman on him is taking something more like the Talon, Black Widow or Hurricane.

Modifié par capn233, 03 février 2013 - 04:24 .


#41
Abraham_uk

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I'm going to change the title of this thread to Bonus Power Discussion for a few reasons.

  • Few people are actually going to be game for looking at every single bonus power, and deciding which class/classes works best.


  • I've exausted everything I had to say regarding best class for each bonus power in 1 post. But I haven't run out of stuff to say regarding bonus powers in general.

  • The topic of marksman soldiers interests me, and I didn't want to disuade people from continuing this interesting discussion.
  • Lots of people have a myriad of things to say regarding bonus powers. The limited scope of the previous thread name "Best class For Each Bonus Power" would be locking out a lot of interesting contributions. 
Feel free to continue your discussion over the viability of bringing marksman to the soldier class.

You can also look at other bonus powers and how they function on other classes.

Modifié par Abraham_uk, 03 février 2013 - 05:31 .


#42
Abraham_uk

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Just to let you know, the parameters of this thread have changed.
All discussions relating to bonus powers are now relevant.


I thought of something interesting.
If the multiplayer exclusive powers were brought to ME3 singleplayer, what classes would best suit them?


________________________________________________________________________________________________


Ammo Powers:

Drill Ammo:
Is too similiar to armour piercing ammo. So won't make it.
Explosive Ammo: No point introducing this one as a bonus power. Incendiary ammo has an explosive Level 6 evolution.

Phasic Ammo: Vanguards and Adepts


________________________________________________________________________________________________

Mines & Grenades:

Arc Grenades: Vanguards, Adepts and Engineers
Multi-Frag Grenades: Vanguards and Engineers
Homing Grenades: Vanguards and Engineers
Recon Mine: Soldiers and Infiltrators

________________________________________________________________________________________________

Combat Powers:

Geth Hunter Mode: Any class, especially Soldiers, Infiltrators and Vanguards.

Ballistic Blades: Soldiers and Vanguards

Blade Armour: Soldiers, Vanguards and Sentinels.

Devastator Mode [Upon choosing this bonus power, Shepard's armour will be modified]: Soldier, Infiltrator and Vanguard.

Hawk Missile Launcher [Upon choosing this bonus power, Shepard will have a shoulder attachment that can fire missiles]: Soldier.

Phase Disruptor [Upon choosing this bonus power, Shepard will have a palm blaster equipped at all times]: Vanguard

Havok Strike: [Upon choosing this power, Shepard will have small jetpacks attached to the back of armour, enabling very different movements and heavy melee's in combat] Soldier, Infiltrator and Sentinel

Stimulant Packs: Soldier, Infiltrator and Vanguard.

Power not too disimiliar to Blood Lust: With slower health regeneration and mobility bonuses and slightly higher cooldown penalities for balancing issues.  Would work best with Sentinels and Soldiers.

________________________________________________________________________________________________

Tech Powers:

Geth Turret:
Engineer

Submission Net: Soldiers, Infiltrators and Vanguards.

Flamer: Sentinel

Snap Freeze: Sentinel

Shadow Strike [Upon choosing this power, Shepard will gain a phantom sword which would be placed in the heavy weapon slot]: Infiltrator

Electric Slash  [Upon choosing this power, Shepard will gain a phantom sword which would be placed in the heavy weapon slot]: Infiltrator, Soldier,

Supply Pylon: Adept, Sentinel, Infiltrator, Soldier [since they all use grenades].

Tactical Scan: Soldiers and Infiltrators.

Shield Boost: Adepts, Engineers and Soldiers.
________________________________________________________________________________________________

Biotic Powers:

Biotic Sphere: Adept, Sentinel, Vanguard

Annihilation Field: Adept, Sentinel, Vanguard

Biotic Orbs: Adept, Sentinel, Vanguard

Biotic Slash [Upon choosing this power, Shepard will gain a phantom sword which would be placed in the heavy weapon slot]: Vanguard, Sentinel

Smash: Sentinel, Adept, Infiltrator,

Modifié par Abraham_uk, 03 février 2013 - 06:12 .


#43
Abraham_uk

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Would you like to see some of the bonus powers from multiplayer to be introduced in single player?

Which ones, and what classes would you use them on?

#44
Abraham_uk

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Bump

#45
brad2240

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ARush vs Marksman comes down to utility vs raw damage. As I said, I personally think ARush is the better power, but if we had the MP version of Marksman over here I'd probably feel differently.

Because I carry a light load with my Soldier, I don't think there would be much point in me playing a build with both powers. For styles with more diverse weapons, it's a better option. And also, the only other thing to do with the points is to spend them in another ammo that won't see much use either so... Posted Image


Abraham_uk wrote...

If the multiplayer exclusive powers were brought to ME3 singleplayer, what classes would best suit them?


Phasic Ammo: If I understand it right, this ammo bypasses shieldgate so it would be fantastic on Infiltrators or any class using snipers as their primary weapon.

Arc Grenades: Yes please! I love me some Arc Grenades. Put them on Engineers and Infiltrators.

Tactical Scan: Fantastic debuff. Engineers only.

The rest... meh. They're great powers within the context of MP but I don't think they'd translate well to SP. Some would make Shep broken(er) to the point of being ludicrous, some would just lose their value when paired with so many other options. 

#46
Revan654

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Going start a playthrough for an Adept soon. What does everyone suggest using as a Bonus power? I know the OP suggested what powers are good for each class. I on the fence on what power to pick.

The Following seem like the best fit for an Adept:


1. Flare: Only issue with this power is the cooldown timer, which can be long (around 7 to 9 seconds).

2. Dark Channel: Their use to be a sound bug with the power, not sure if it's been fixed. It was the reason why I didn't use the power


3. Warp Ammo
4. Stasis
5. Energy Drain

Modifié par Revan654, 04 février 2013 - 06:53 .


#47
Drayce333

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capn233 wrote...

Please pay attention.  The scope is for the accuracy bonus.  The bonus to accuracy is noticeable at close to mid range.  As I stated, if there was an accuracy mod that wasn't a scope, I would run it.


It is still incredibly inefficient, you're way better off putting the missing damage or armor mod on it especially in close to mid range combat, or just plain using another gun thats more accurate for mid range combat.

Marksman is a pure weapon damage boosting power.  It has zero synergy with Adrenaline Rush, which also boosts weapon damage (and reloads your weapon, and can give damage protection, and reduces incoming fire from time dilation, and lets you use another power...).  There is no synergy whatsoever because you use one power or the other.  You cannot use them at the same time like you can under Tac Cloak.  It's overlap, not synergy


Yes Marksman is a incredible weapon damage power and paired with adrenaline you can use any weapon combo for godly DPS to slow accurate sure fire shots for insane few second kills against "bosses" and mooks or just too get the damage protection and shield boost and slow down from AR in appropriate situations, the true soldier way.

Yeah... except that it doesn't.  Do the math.  Or pay attention to the video I uploaded.  Your massive DPS Marksman soldier is slower than my Revi soldier that you tried to make fun of.  That is despite having to destroy two extra turrets that you didn't have to because you get to the same corner 20seconds slower than I did with my "low DPS" build.   I end up waiting at the ladder for the last couple of enemies.  And take no health damage in that section...  What was the benefit of Marksman again?


Right, lets pretend you didn't abuse squadmate powers and combos and lets ignore the fact that I had to deal with constant shield boosted enemies from that level. I was also using the "crappy" phaeston. Think if I had use something with more kick.

No I haven't walked out of cover with a Marksman Harrier since I understand the mechanics of the game and know that Harrier with headshots is going to kill basics without much damage boost... but if I want one I am going to take the one that improves ammo efficiency and allows me to kill more units without wasting time looking for clips.

And stop posting ridiculous stawman bull****.  I already stated the Harrier is laser accurate, why would I spec Marksman for Accuracy with it?  With a 70% ROF bonus it does do good DPS against Banshees and Atlases, I never said it didn't.  The DPS is not noticeable against basics because they die fast without it active.  And Marksman consumes more ammo per unit time to get the damage boost, I don't know why that is a hard to understand concept, but I will repeat it so maybe it sinks in.

As for the last bit, I want some of what you are smoking if you think that "nobody cares about Human Soldier" on Gold +.  It is a top tier class.  With Harrier and Hurricane.  DPS is significantly higher than a Claymore soldier build.  It is one of the top DPS classes in the game.

And Particle RIfle on Turian Soldier?  Yeah, ok... maybe someone screwing around.  Anyone that is using Marksman on him is taking something more like the Talon, Black Widow or Hurricane.


No one cares about the normal units in multiplayer, they are laughable against anything. Its all about dealing with the bosses. Oh and ammo efficiency when there are multiple crates everywhere and a ammo refill button?

Yes normal units die fast, they die faster with marksman. Again with the ammo issues son?

Geth, Fury, Destroyer, Drell Adept, Demogirl, Quarian Males, Slayer, Vorcha, any type of infiltrator  and anything else I didn't list >>> Human soldier. Every class can be good but my point still stands in that no one cares about the human soldier especially when there are so many fun and better classes in MP.

Yes Turian soldier can take anything, marksman is good.

#48
Drayce333

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Revan654 wrote...

1. Flare: Only issue with this power is the cooldown timer, which can be long (around 7 to 9 seconds).

2. Dark Channel: Their use to be a sound bug with the power, not sure if it's been fixed. It was the reason why I didn't use the power


The adept with full recharge gear and power speed biotic combo upgrade can probably handle flares cooldown. The adept is all about power combos and some CC in ME3 rather that raw power damage I will point out.

I highly recommend Dark Channel for the Slow debuff on bosses along with the DoT and instant primer. Dark Channel is also fun in a swarm of enemies so you can just fire it on a target, explode them to death and explode whatever else dark channel chains onto.

Modifié par Drayce333, 04 février 2013 - 08:43 .


#49
Asch Lavigne

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I tried Marksman (Accuracy, Duration and Accuracy & Firing Rate) on my Vanguard w/ a Revenant and didn't really notice much of a difference accuracy wise. Firing rate, yes, even though I didn't spec for it. I had the stability damper on and yeah, that helps a lot, but again, Marksman, not noticing much of a difference.

#50
Abraham_uk

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Revan654 wrote...

Going start a playthrough for an Adept soon. What does everyone suggest using as a Bonus power? I know the OP suggested what powers are good for each class. I on the fence on what power to pick.

The Following seem like the best fit for an Adept:


1. Flare: Only issue with this power is the cooldown timer, which can be long (around 7 to 9 seconds).

2. Dark Channel: Their use to be a sound bug with the power, not sure if it's been fixed. It was the reason why I didn't use the power


3. Warp Ammo
4. Stasis
5. Energy Drain

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I'll look exclusively at the 5 powers you undecided between. [I did a post with every single bonus power earlier on and it was LONG].
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1) Flare

Flare is actually a good choice on every class. Yes I said it. Flare is a good choice on every class.

The reason why it's often suggested for soldiers and infiltrators, is because when used under adrenaline rush or tactical cloak, flare's cooldown can be cancelled out. So soldiers and infiltrators are not affected by this choice.

As an adept, or other class [that isn't soldier or infiltrator], I highly recommend the damage evolutions over cooldowns. Here's why.

Flare is best used as a panic button. See a bunch of enemies giving you a hard time. You're squadmates are dead, and you're out of grenades. Now would be a good time to use flare.

For every other situation there is the warp + throw combo.

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2) Dark Channel

Is an effective power. Think about the adept's main combos. They're either: 

Pull/lifting shockwave/singularity followed by warp/throw/shockwave/cluster grenade. 
Or warp followed by throw/shockwave/cluster grenade.


With dark channel your combos are going to work differently.

You prime a target with dark channel, then detonate with warp/throw/shockwave/cluster grenade.
Then you'll find that another target has been primed since the dark channel effect has jumped to another mook.

No need to prime the second target, just detonate with (you know the drill).



Let me recap.

Dark channel combos are 1 prime followed by 2 detonations.
Sure you can get multiple detonations from a singularity, but you can't prime ALL targets with a singularity.
Dark channel can prime everything.
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3 Warp Ammo:

This is a good power for Commando Adepts.
Commando Adepts are more about guns rather than biotic explosions, but don't worry, this tactic is still available to you.

Here is how it works:


Step 1: Grab a decent weapon that you feel comfortable with.
[Just make sure you don't slow down your cooldowns too much]

Step 2: Have your warp ammo active at all times.

Step 3: Spam warp.

Step 4: Bring Garrus Vakarian to spam proximity mine (with vulnerability evolution)

Step 5: Now shoot enemeis that are affected by warp.


This kind of adept is also a killing machine. No biotic explosions required.

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4 Stasis:

I prefer this choice for an adept. With bonus powers I like to look at what the class doesn't do very well.

Stasis is a great way of dealing with cerberus phantoms and shielded foes such as Centurions and Marauders.
Stasis is also a great way of getting headshots on lower and mid tier enemies. So grab a decent pistol such as a carnifex or paladin, get your scope and then fire some headshots.
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5 Energy Drain:

If you like being the commando who can deal with all forms of protections with powers alone then you can either be the Sentinel with Lash/Stasis Bubble or the Adept with Energy Drain.


Energy Drain is very effective against shields/barriers. In addition will restore your barrier.
You have pull for riot shields on Guardians and the warp/throw combo for armour.


Energy Drain isn't just a power to enable you to tackle any situation as an adept.
It is a powerful choice against the geth.
It has a durability evolution, which enables you to take additional hits.

I highly recommend this power.