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#1
cybil shepard

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 playing as an engineer for 1st playthrough.
i play as a rifle user,with combat drone and turret.
what bonus power is good to use for this build?
was using dominate,but got bored.
if i get rid of drone and turret,what other powers are fun to combo with?

#2
RedCaesar97

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Sabotage + Overload + Incinerate is all you really need:
- Sabotage: Damage, Explosive Hack, Tech Vulnerability
- Overload: Damage, Neural Shock, Shield Damage
- Incinerate: Damage, Burning Damage, Armor Damage
You can also add a little Cryo Blast if you want: Radius, Cryo Explosion, Frozen Vulnerability.
Plus 1 point in Combat Drone to get Centurions to turn around.

Sabotage is your most potent power with the Tech Vulnerability evolution. Sabotage > Overload or Sabotage > Incinerate are your most powerful combinations. (Note: Not sure if Sabotage > Incinerate for tech burst is more powerful than Incinerate > Overload for fire explosion on armor, but Tech Vulnerability lasts for 10 seconds so you can follow it up with another Incinerate for more Incinerate damage.)

#3
capn233

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Fire Explosions do 200% damage to armor. Tech Bursts have a bonus to Shields and Barriers.

You could chain Sabotage - Incinerate - Overload ...

Modifié par capn233, 05 février 2013 - 02:19 .


#4
RedCaesar97

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capn233 wrote...

Fire Explosions do 200% damage to armor. Tech Bursts have a bonus to Shields and Barriers.

You could chain Sabotage - Incinerate - Overload ...

Sabotage will set up a tech burst after I believe 1.5 seconds (when the backfire hits). So you would have to hit Incinerate after the window for tech bursting has closed, or before the window opens using EDI's Incinerate.

#5
capn233

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RedCaesar97 wrote...

Sabotage will set up a tech burst after I believe 1.5 seconds (when the backfire hits). So you would have to hit Incinerate after the window for tech bursting has closed, or before the window opens using EDI's Incinerate.

Why do you have to do that?  Incinerate should set off the tech burst, and set the target on fire, which can then be detonated for a Fire Explosion.  As long as Overload is applied in the window for the Fire Explosion.

#6
Nightmare137

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capn233 wrote...

Fire Explosions do 200% damage to armor. Tech Bursts have a bonus to Shields and Barriers.

You could chain Sabotage - Incinerate - Overload ...


Just a minor correction. Tech bursts only have a bonus to shields.

Biotic Explosion (Armor=200%, Barrier=200%, Shields=100%)
Cryo Explosion (Armor=100%, Barrier=100%, Shields=100%)
Fire Explosion (Armor=200%, Barrier=100%, Shields=100%)
Tech Burst (Armor=100%, Barrier=100%, Shields=200%)

http://social.biowar...822648#13558922

Now on topic...

What they say is true, that you dont really need other powers but just to help out anyway I would recommend Energy drain. Energy drain is probably one of the best choices for bonus powers because it gives you a good offensive tech ability that adds more survivability to your engineer. It can also be used on non-sythentic or non-shielded enemies to temporarily stun them, leaving them easy prey for your weapons.

Alternatively, since you stated you enjoy using a rifle on your character you could take one of the ammo powers to add even more weapon damage.

Now if you want some 'Interesting' kills you could also take cryo blast from your regular powers and take either slam or lash as a bonus power and watch your enemies ping-pong around before exploding like fireworks.

Modifié par Nightmare137, 05 février 2013 - 07:46 .


#7
RedCaesar97

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capn233 wrote...

RedCaesar97 wrote...

Sabotage will set up a tech burst after I believe 1.5 seconds (when the backfire hits). So you would have to hit Incinerate after the window for tech bursting has closed, or before the window opens using EDI's Incinerate.

Why do you have to do that?  Incinerate should set off the tech burst, and set the target on fire, which can then be detonated for a Fire Explosion.  As long as Overload is applied in the window for the Fire Explosion.

Because I am pretty sure that since Incinerate detonates the tech burst primed by Sabotage, that Incinerate will not prime for a fire explosion. Unless you re talking about Sabotage > Incinerate > Incinerate > Overload.

I would have to try it out against a Brute or Atlas or something to confirm. 

#8
brad2240

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My Engineer is built around Overload, Incinerate and Sabotage. My preferred bonus power is Defense Matrix, specced for more power damage and maximum durability. With a light load (my only weapon is the Mattock), the recharge penalty is not a hinderance. The DR is handy if you like to mix a good amount of gunplay with your casting, which I do, and it's a power I can activate once and not have to keep spamming. Unless I purge it for the shield restore, of course.

My second choice would be Armor Piercing Ammo. Warp Ammo is good too, I just usually prefer my bonus powers to be lore-friendly.

Nightmare137 wrote...

I would recommend Energy drain. Energy drain is probably one of the best choices for bonus powers because it gives you a good offensive tech ability that adds more survivability to your engineer. It can also be used on non-sythentic or non-shielded enemies to temporarily stun them, leaving them easy prey for your weapons.


I think you're the first person I've seen to recommend Energy Drain on a class that has Overload. ED is a great power but, except for the actual shield draining, Overload does everything better. Far too much overlap there for my tastes.

#9
RedCaesar97

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brad2240 wrote...

Nightmare137 wrote...
I would recommend Energy drain. Energy drain is probably one of the best choices for bonus powers because it gives you a good offensive tech ability that adds more survivability to your engineer. It can also be used on non-sythentic or non-shielded enemies to temporarily stun them, leaving them easy prey for your weapons.


I think you're the first person I've seen to recommend Energy Drain on a class that has Overload. ED is a great power but, except for the actual shield draining, Overload does everything better. Far too much overlap there for my tastes.


Depending on how you choose to spec your Engineer, Energy Drain may be a good choice early on until you start speccing into your own Overload. But I agree, except for the actual shield draining (and the natural radius to hit more targets), I find Overload is better. 

#10
Nightmare137

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RedCaesar97 wrote...

brad2240 wrote...

Nightmare137 wrote...
I would recommend Energy drain. Energy drain is probably one of the best choices for bonus powers because it gives you a good offensive tech ability that adds more survivability to your engineer. It can also be used on non-sythentic or non-shielded enemies to temporarily stun them, leaving them easy prey for your weapons.


I think you're the first person I've seen to recommend Energy Drain on a class that has Overload. ED is a great power but, except for the actual shield draining, Overload does everything better. Far too much overlap there for my tastes.


Depending on how you choose to spec your Engineer, Energy Drain may be a good choice early on until you start speccing into your own Overload. But I agree, except for the actual shield draining (and the natural radius to hit more targets), I find Overload is better. 


I recommended purely to have a power for added survival. Overload is better offensively, true, but not much left in the defensive. Could take defense matrix for the added tech damage and survival too but you dont get the added benefit of leaving a target vulnerable to tech bursts.

#11
capn233

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Because I am pretty sure that since Incinerate detonates the tech burst primed by Sabotage, that Incinerate will not prime for a fire explosion. Unless you re talking about Sabotage > Incinerate > Incinerate > Overload.


When I was trying to test Fortification and Tech Armor's new CD penalties, I took EDI and Garrus to Cerberus Lab.

Unless Sabotage screws up Incinerate, I could have Garrus cast Overload, then EDI cast Incinerate, which would detonate the Tech Burst, then I could use Throw and detonate a Fire Explosion.  The other way around also worked... Incinerate into Overload for Fire Explosion, into Throw for a Tech Burst.

You can't prime for the same sort of combo that you detonated with a single power (with the sole exception of Amplified Concussive shot because it is probably counting as two powers).  So I can't cast Warp, then Reave then Throw and get two Biotic Explosions, but you can chain them directly if the combo is different each time.  Which largley means you are dealing with combos set off by direct damage powers.  Biotic Explosions usually end the chains.

Modifié par capn233, 05 février 2013 - 07:02 .


#12
RedCaesar97

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capn233 wrote...

Because I am pretty sure that since Incinerate detonates the tech burst primed by Sabotage, that Incinerate will not prime for a fire explosion. Unless you re talking about Sabotage > Incinerate > Incinerate > Overload.


When I was trying to test Fortification and Tech Armor's new CD penalties, I took EDI and Garrus to Cerberus Lab.

Unless Sabotage screws up Incinerate, I could have Garrus cast Overload, then EDI cast Incinerate, which would detonate the Tech Burst, then I could use Throw and detonate a Fire Explosion.  The other way around also worked... Incinerate into Overload for Fire Explosion, into Throw for a Tech Burst.

You can't prime for the same sort of combo that you detonated with a single power (with the sole exception of Amplified Concussive shot because it is probably counting as two powers).  So I can't cast Warp, then Reave then Throw and get two Biotic Explosions, but you can chain them directly if the combo is different each time.  Which largley means you are dealing with combos set off by direct damage powers.  Biotic Explosions usually end the chains.

Hmmm. I will have to test that myself to be sure, but that seems a little odd to me.

Was this early-game with only a few points spent into powers? Did you have area Incinerate/Chain Overload? I would have thought that the enemy would be dead after the first combo.

#13
capn233

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RedCaesar97 wrote...

Hmmm. I will have to test that myself to be sure, but that seems a little odd to me.

Was this early-game with only a few points spent into powers? Did you have area Incinerate/Chain Overload? I would have thought that the enemy would be dead after the first combo.

I was Level 12.  Garrus had a couple points in CS, and the rest in Overload.  EDI had basically all her points in Incinerate (Rank 5 maybe).

#14
brad2240

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Nightmare137 wrote...

I recommended purely to have a power for added survival. Overload is better offensively, true, but not much left in the defensive. Could take defense matrix for the added tech damage and survival too but you dont get the added benefit of leaving a target vulnerable to tech bursts.


But you would have Overload for that...

I'm not saying it doesn't work, of course, it just seems wasteful to take a bonus power that overlaps so much with a core class power. But if it works for you, enjoy. Posted Image

#15
RedCaesar97

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capn233 wrote...

RedCaesar97 wrote...

Sabotage will set up a tech burst after I believe 1.5 seconds (when the backfire hits). So you would have to hit Incinerate after the window for tech bursting has closed, or before the window opens using EDI's Incinerate.

Why do you have to do that?  Incinerate should set off the tech burst, and set the target on fire, which can then be detonated for a Fire Explosion.  As long as Overload is applied in the window for the Fire Explosion.


Okay, I just tried this in game, and you were right. I was able to Sabotage > Incinerate (for tech burst) > Overload (for fire explosion. Dropped a Brute with one combo string and a Harvester in two, 

Wish I knew about this in my first Engineer playthrough. I would not have wasted time trying to use Cryo Blast > Incinerate so much.

And if I am not mistaken, the Tech Vulnerability increases the damage of tech bursts as well.