Modifié par snowstrike610, 07 février 2013 - 07:02 .
insanity engineer setup
#1
Posté 07 février 2013 - 06:28
#2
Posté 07 février 2013 - 12:54
For the power set, I recommend:
- Sabotage: Damage, Explosive Hack, Tech Vulnerability
- Overload: Damage, Neural Shock, Shield Damage
- Incinerate: Damage, Burning Damage, Armor Damage
With those three powers, you can combo everything to death. Sabotage > Overload will kill basic and elite enemies. Sabotage > Incinerate will some enemies that Sabotage > Overload will not (Rampart Mechs in Omega DLC). And Sabotage > Incinerate > Overload will greatly damage or outright kill some otherwise harder to kill enemies like Brutes.
You can mix in some Cryo Blast if you want (Radius, Cryo Explosion, Frozen Vulnerability), and 1-point Combat Drone to get Guardians to turn their back to you.
For a bonus power, Defense Matrix or Barrier is good, especially for the rank 5 Damage evolution which will increase your power damage. Defense Matrix is more tech-oriented so that may be the more natural choice. Note that both powers have a base 60% cooldown penalty; not really noticeable if you carry lighter weapons, but you can also take rank 6 Recharge Speed to drop it to only 30%.
With patch 1.05, it appears single player Fortification has been changed to match its multiplayer counterpart, so it has only a base 50% cooldown penalty and a +30% power damage bonus at rank 5. I am not sure if this change was intended, but I would actually take Fortification over Defense Matrix instead since it has better bonuses at this point, unless you like Defense Matrix for the shield restore.
For Tech Mastery, I recommend max power damage: Power Damage, Damage and Capacity, Power Damage.
For weapons, carry whatever you want, although do not go too overboard on the weight otherwise you will have difficulty comboing your powers. If you have DLC, then the Punisher SMG is light and powerful. Executioner Pistol is good, and you can lighten it with Pistol Ultralight Materials (ULM) mods if you have the Leviathan DLC. Vindicator is a good all-round assault rifle, and Phaeston can be decent, as is the Mattock. Raptor sniper rifle is also good, and Scorpion pistol can be decent especially for the stagger.
All those weapons can be obtained early in the game. For later-game weapons, maybe the Carnifex or talon pistol.
#3
Posté 07 février 2013 - 02:26
I used to carry two weapons on my casters but found that I just never used the second one. A good, all around-er type weapon like a Mattock with a piercing mod will cover everything you need. If you really want to carry 2, I would suggest something like a rapid-fire SMG or assault rifle for general killing, and a more powerful pistol for hitting armored bosses. Or something long range and something short range. Basically, have weapons with 2 different purposes.
But really, your powers will do 90% of the work.
#4
Posté 07 février 2013 - 04:41
Sadly the Paladin is MP balanced and has less ammo now, so probably Extended Clip is worthwhile in SP along with Piercing or a Barrel.
On the other hand, if Wraith is MP balanced now, it will reliably one-shot most common enemies at usual engagement ranges and you can make a decent case for it against Claymore even later in the game.
I played my Engineer mainly with Vindicator and Viper and AP Ammo as the bonus, but that was back before any weapon DLC (April maybe). If you have Sabotage, Overload, and Incinerate you can afford to use guns that aren't the greatest.
Modifié par capn233, 07 février 2013 - 04:45 .
#5
Posté 07 février 2013 - 09:16
There are a fair number of threads regarding the Engineer.
The class Thread
Sabotage with tech vulnerability, is a useful spec.
Max out overload and incinerate early and you get a useful setup.
Combat Drone is not as powerful as it was in Mass Effect 2, but it's still useful.
Either go all the way with a long distance drone (shield and damage, shield and damage, rockets) or all the way with a close quarters drone (detonate, shock and chain lightning). Do not mix and match the evolutions since they determine the AI of the Drone.
Sentry turret is also useful, but set it up in choke points. Figure out where enemies are going to appear and then deploy.
Cryo blast is good. Use it to debuff armour and also, if you use it on unprotected foes, fire a few shots then use overload or incinerate to detonate a cryo blast.
#6
Posté 07 février 2013 - 09:17
capn233 wrote...
Do you have any weapon DLC? If so I would start out with the Punisher and the Predator and then save all my credits for a Spectre gun. Either the Paladin or the Wraith. If you aren't going to dedicate to saving the credits so you can get either one around Sur'Kesh, than the importance of buying either declines fairly rapidly, most especially the Paladin.
Sadly the Paladin is MP balanced and has less ammo now, so probably Extended Clip is worthwhile in SP along with Piercing or a Barrel.
On the other hand, if Wraith is MP balanced now, it will reliably one-shot most common enemies at usual engagement ranges and you can make a decent case for it against Claymore even later in the game.
I played my Engineer mainly with Vindicator and Viper and AP Ammo as the bonus, but that was back before any weapon DLC (April maybe). If you have Sabotage, Overload, and Incinerate you can afford to use guns that aren't the greatest.
Do you know any threads regarding single player balance changes?
#7
Posté 07 février 2013 - 11:14
No, nothing official.Abraham_uk wrote...
Do you know any threads regarding single player balance changes?
There is this thread where people are discovering that some of the MP changes are in SP.
I tried to go to the source and read the coalesced file, but the changes aren't in there. So I don't know how they got in, but apparently they are.
#8
Posté 08 février 2013 - 12:52
#9
Posté 08 février 2013 - 06:01
Well, the MP balance change did a lot of things for the engineer. First and foremost, sentry turret is actually good now...really good. It's a capable tool for holding enemy attention and dealing decent damage at the same time, and when evolved properly is a good vehicle for priming elemental combos. I would readily suggest it over combat drone, unless you plan to set off tech bursts with the drone's "detonation" evolution.
Second, you'll find sabotage a lot less useful than previously. It's still a viable vehicle for priming tech bursts, but its increased cooldown and reduced duration hold it back...especially since if you're using it to prime tech bursts, you won't see the (much improved) backfire damage as often. Use it in the handful of geth missions, but beyond that you'll be much more capable putting squad points elsewhere.
Third, avoid cryo blast like the plague. It would be a nice power, but for the bugs associated with it (chill debuffs don't apply properly, chilled enemies don't proc cryo explosions, and freeze combo doesn't work). If you want cryo explosions, take the sentry turret and its cryo ammo evolution. If this has been fixed, or will be fixed in the future, feel free to disregard this and spec into cryo blast -- cryo blast would be extremely good in that case.
When it comes to bonus powers, for insanity there are two at which you want to pay serious attention: energy drain, and decoy. Decoy is pretty straightforward, there's not much to say about it you can't figure out on your own save decoy's detonation like the combat drone's will set off tech bursts. Energy drain, on the other hand, is absolutely invaluable since it both primes and detonates tech bursts (just not on itself), and the effect of its armor boost evolution cannot be understated (which, even against Reapers you'll run into enough enemies with shields and barriers to keep it up). Proxy mine is also a noteworthy choice, since its debuffs are extremely good and it is a tech burst detonator to boot.
It's a real shame disruptor ammo is not available as a bonus power, else it with a scorpion would be the choice for an engineer Shepard.
As far as weapons...well, take your pick, just keep your CDR better than +160% or so. Heavy pistols will be your bread and butter: the carnifex, paladin, and talon are your best-available choices.
Modifié par humes spork, 08 février 2013 - 06:02 .
#10
Posté 08 février 2013 - 07:06
#11
Posté 08 février 2013 - 08:41
Looking into it, at least the 100% tech vulnerability is the same, yes. Though, the thing you have to figure there is single player enemy health, and the fact the shieldgate mechanic still applies to single player. Most enemies are going to drop with a single overload or energy drain (if they have shields or barriers) followed up by a carnifex or paladin headshot. It's the heavy hitters (atlas, prime, brute, banshee) with which you'll find use for tech vulnerability, which is perfectly fine but not at least in my opinion a justifiable use of squad points early in the game since there are other general purpose powers you can purchase that will serve you better throughout all game content.capn233 wrote...
Isn't Sabotage still the same in SP? At the least Tech Vulnerability is, which is the important part of the equation. Backfire stun and setting up Tech Bursts is nice, but the real point was Tech Vulnerability for a tech based squad. You never did all that much Backfire damage with an Engineer since you didn't have TacCloak.
When I ran through ME3 with my infiltrator (and later engineer), I ignored sabotage until the geth dreadnought at which point I respecced into it. By the time you're done with Rannoch, Shepard should be in their late 40s if not pushing 50, at which point you have ample squad points to keep it through the endgame. At that point due to the number of squad points you get (and especially for the number of "dead weight" skills the engineer has) it's not an either/or proposition, and by all rights you should use every power available to you to its fullest extent.
#12
Posté 08 février 2013 - 09:15
I am going to have to disagree about your assessment of Sabotage. I am currently running an Engineer (well, two Engineers) and one Sabotage > Overload/Incinerate will kill most enemies, including shielded enemies. Sabotage has a radius, so one Sabotage can hit 2-3 enemies, and the resulting tech burst from Overload/Incinerate will kill those enemies; and if it doesn't then they have only 1-2 bars of health left. Not sure, but the Tech Vulnerability evolution may apply to the tech burst damage as well.humes spork wrote...
Looking into it, at least the 100% tech vulnerability is the same, yes. Though, the thing you have to figure there is single player enemy health, and the fact the shieldgate mechanic still applies to single player. Most enemies are going to drop with a single overload or energy drain (if they have shields or barriers) followed up by a carnifex or paladin headshot. It's the heavy hitters (atlas, prime, brute, banshee) with which you'll find use for tech vulnerability, which is perfectly fine but not at least in my opinion a justifiable use of squad points early in the game since there are other general purpose powers you can purchase that will serve you better throughout all game content.capn233 wrote...
Isn't Sabotage still the same in SP? At the least Tech Vulnerability is, which is the important part of the equation. Backfire stun and setting up Tech Bursts is nice, but the real point was Tech Vulnerability for a tech based squad. You never did all that much Backfire damage with an Engineer since you didn't have TacCloak.
Additionally, you acquire the Carnifex rather late, and the Paladin cost may put most people off. Mind you, DLC can give you the Executioner pistol which is essentially a pocket Widow, but not everyone may buy DLC.
I find it much easier to tech burst with Sabotage as a setup power than Overload. since the backfire is delayed, it gives you more time to detonate as opposed to setting up with Overload. Sabotage and Overload are both instant-cast so there is no chance of the enemy dodging an Incinerate and missing the tech burst.
The Tech Vulnerability also applies to the Backfire Damage and can remove most or all the shields of non-geth enemies.
I find Sabotage too good to pass up and I always invest in it early. With an import character, I can have Sabotage, Overload, and Incinerate maxed at the start of Mars, then I can start putting points into Tech Vulnerability for more power damage.
#13
Posté 08 février 2013 - 09:24
However, it is a really useful spec. Definitely worth recommending.
#14
Posté 12 février 2013 - 06:32
RedCaesar97 wrote...
For the power set, I recommend:
- Sabotage: Damage, Explosive Hack, Tech Vulnerability
- Overload: Damage, Neural Shock, Shield Damage
- Incinerate: Damage, Burning Damage, Armor Damage
This build is pretty much what I've been using, except I take chain rather than the damage at rank 4 overload for a bit of CC. I am curious if there is a particular reason why you use damage at overload rank 4 instead of chain? Is it because you get enough CC/AOE from the tech explosion from sabotage > overload, or is there another reason?
#15
Posté 12 février 2013 - 12:52
Mathcross wrote...
RedCaesar97 wrote...
For the power set, I recommend:
- Sabotage: Damage, Explosive Hack, Tech Vulnerability
- Overload: Damage, Neural Shock, Shield Damage
- Incinerate: Damage, Burning Damage, Armor Damage
This build is pretty much what I've been using, except I take chain rather than the damage at rank 4 overload for a bit of CC. I am curious if there is a particular reason why you use damage at overload rank 4 instead of chain? Is it because you get enough CC/AOE from the tech explosion from sabotage > overload, or is there another reason?
The reason I spec Overload that way is so I can maximize shield damage so that I can strip the shields off boss-type enemies quicker. And yes, the tech burst from Sabotage > Overload will crowd-control some enemies, but more importantly it can outright kill or nearly kill all basic enemies in the tech burst vicinity. And I prefer Cryo Blast (Radius-Cryo Explosion-Frozen Vulnerability) for crowd-control plus the damage increase.
I guess it is just becuase I find crowd-control less important in single player where power combos are just better.
I like chain Overload, but I much prefer it in multiplayer where it becomes more useful.
Modifié par RedCaesar97, 12 février 2013 - 05:07 .





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