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Hi, Please help me rate my builds(Mass Effect 1). Background choices too!


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#1
windsupernova

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 Ever since it came out for the PS3 Mass Effect 1 has become my obsession. Definitively seems like I missed the whole party Lol.

Anyways 1st I will talk about my background choices since its really important to me to feel like I have figured out my character. Then the Build. I have unlocked all Bonus talents and I am planning on levelling them to 60...eventually.

Spacer: From the little you see in game a Renegade Spacer does not seem likely for me.Hanna Shepherd seems like a good person and I can´t really see a Spacer Shepherd as Ruthless.

As far as classes go I think Anything but a pure Soldier. Mama and Papa Shepherd won´t likely want their son to be just a Grunt. I end up with an Engineer War Hero and a Ruthless Infiltrator(the actions done in this background seems something specops would do and I love the ¨I did terrible things but I am trying to redeem myself storyline¨)

Colonist:

classes: Soldier(I imagine some kind of discrimination against Colonists) Sole survivor(If this was an experiment I can see them not wanting to waste nothing more than Grunts). It can go anywhere alignment wise But I prefer Paragon choices

Vanguard: Ruthless. Again the actions at Torfan seem more for a Spec ops team(which vanguards can fit) But this Shepherd did it because he has a deep hatred for Alliens  he is bitter for what happened in his Colony and he will protect Humanity at al costs.Mainly Renegade

EarthBorn:

Adept: Ruthless.Basically due to his background this Shepherd has a huge drive to prove himself to the military. He does anything to show that the lowlyborn orphan always seen as not good enough by some of the brass. Doesn´t necessarily hates Aliens but is wary of them.Mainly Renegade

Sentinel:Sole Survivor. A pure survivor. His/her will to live is incredible she survived the streets, she survived the Tresher Maws. She did what she had to do but she strives to be a better person. Basically will be a Paragon mainly.

Left out combinations:

Spacer/Sole Survivor: I don´t think Cerberus and the Alliance would want to risk Shepherds family (or any family for that matter) looking too much into this. Especially since your mom seems to be quite important. Just too risky, doesn´t make much sense to me. Maybe some day.Also had trouble choosing a class that made sense in my canon

Colonist/War Hero: Its pretty nice maybe in the future. I don´t have any issues with this combo its a great greatness from small begginings story but I liked the other combinations more. A Sentinel would be nice here

Earthborn/War Hero: Pretty Similar to above. I like this a little more but its basically the same greatness from small begginings story. I actually wanted to include this on my main 6 but I ended up liking the relentless survivor Shepherd more.

Fluff out now to the builds:

Engineer:

Pistols 12
Amor 0
Decryption 9
Electronics 9
Hacking 12
Damping 12
First Aid 5
Medicine 7
Operative 12
Barrier 12
Spectre 12

Adept:
Assault Rifles:12
Barrier 12
Lift 12
Singularity 12
Stasis 12
Throw 6
Warp 12
Bastion 12
Spectre training 12

Soldier

Assault Training 12
Fitness 12
Assault Rifles 7(8)
Pistols 12
Shotguns 4
Sniper Rifles 12
Armor 12
Singularity 7
Commando 12
Spectre Training 12(11)
*Thinking of replacing Max pistols with Max Assault Rifle just for flavour.
Infiltrator:
Fitness 12
Pistols 9(12)*
Sniper Rifle 12(9)*
Armor 7
Decryption 9
Electronics 9
Hacking 12
Damping 12**
Commando 12
Spectre Training 8
*Still not too sure of which one should I max. Pistols are better Weapons but because they are better Weapons Advanced Marksman is still pretty good.
**Thinking of taking tamping to advanced and use those points to max out spectre training. Didn´t find much use for Damping and besides if I want to play a pure tech Caster I could play Engineer

Sentinel:
Assault Rifles 4*
Decryption 9
Electronics 9
First Aid 5
Medicine 7
Barrier 12
Lift 12
Stasis 12
Throw 8
Bastion 12
Spectre Training 12
*Just so I can have a weapon. And to avoid the power wheel glitch

Vanguard:
Assault Training 12
Pistols 8
Shotgun 12
Armor 7
Barrier 12
Lift 12
Singularity 7
Throw 7
Warp 6
Shock Trooper 12
Spectre training 7

Sorry for making you guys read so much. If you guys have any feedback thoughts on my builds or my preplanned backgrounds I am open to change. Thanks for reading and forgive my crappy english.

#2
The Grey Ranger

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windsupernova wrote...

 Ever since it came out for the PS3 Mass Effect 1 has become my obsession. Definitively seems like I missed the whole party Lol.


As far as character background choose what you want, aside from one quest per pre-service history and a little dialogue difference, it has very little game impact.

Engineer:

Pistols 12
Amor 0
Decryption 9
Electronics 9
Hacking 12
Damping 12
First Aid 5
Medicine 7
Operative 12
Barrier 12
Spectre 12


Drop spectre back to 4, put 3 points into armor for basic shield boost, put the remaining 5 into medicine for master neural shock, and for the faster recharge time on medigel.  It's really never worth it to take spectre past basic unity, unless you have no place else to put the points.


Adept:
Assault Rifles:12
Barrier 12
Lift 12
Singularity 12
Stasis 12
Throw 6
Warp 12
Bastion 12
Spectre training 12


Once again drop the spectre training to 4, forget the points in assault rifle, put 5 points into armor to unlock pistol, 12 points into pistol for master marksman, and max out throw. Drop 3 points from stasis to make up the difference.


Soldier

Assault Training 12
Fitness 12
Assault Rifles 7(8)
Pistols 12
Shotguns 4
Sniper Rifles 12
Armor 12
Singularity 7
Commando 12
Spectre Training 12(11)
*Thinking of replacing Max pistols with Max Assault Rifle just for flavour.


Swap singularity for lift and max it.  The reason for this is master lift affects a wider range of enemies than singularity.  The only enemies it doesn't work on are turrets, drones and thresher maws.  Rob the points from spectre training to do so..  Taking assault rifle past 9 does not really help unless you're planning to run a high heat ar build  (like 2 scram rails plus he ammo)  You will find once you start getting better assault rifles that you'll be better served with frictionless and target specific ammo. 

Infiltrator:
Fitness 12
Pistols 9(12)*
Sniper Rifle 12(9)*
Armor 7
Decryption 9
Electronics 9
Hacking 12
Damping 12**
Commando 12
Spectre Training 8
*Still not too sure of which one should I max. Pistols are better Weapons but because they are better Weapons Advanced Marksman is still pretty good.
**Thinking of taking tamping to advanced and use those points to max out spectre training. Didn´t find much use for Damping and besides if I want to play a pure tech Caster I could play Engineer.


Again drop spectre training to 4 use the extra points to max both pistol, and sniper rifle.  Put the remaining point into armor for advanced shield boost.  Damping isn't useful just for itself, it also has the benefit of increasing the aoe of damping, sabotage, and overload.

Sentinel:
Assault Rifles 4*
Decryption 9
Electronics 9
First Aid 5
Medicine 7
Barrier 12
Lift 12
Stasis 12
Throw 8
Bastion 12
Spectre Training 12
*Just so I can have a weapon. And to avoid the power wheel glitch


Drop spectre to 4, take AR to 9, drop barrier back to 7 for advanced.  Max throw and put the remaining points into medicine to max it as well.


Vanguard:
Assault Training 12
Pistols 8
Shotgun 12
Armor 7
Barrier 12
Lift 12
Singularity 7
Throw 7
Warp 6
Shock Trooper 12
Spectre training 7

Sorry for making you guys read so much. If you guys have any feedback thoughts on my builds or my preplanned backgrounds I am open to change. Thanks for reading and forgive my crappy english.


Drop spectre training to 4, drop barrier back to advanced at 7, max singularity,  drop assault training to 8, max throw.  Drop shotgun back to 8 and max pistol.

Now all of that said, unless you are planning on a multiple playthrough build, you'll want to save some points for charm/intimidate.  You get 4 for free, so you'll need 8 to max out one skill.

So I'd suggest checking out this thread:

http://social.biowar...1/index/5628294

It has some very solid one playthrough builds.

Overall master marksman pistol has the highest dps in the game.  It really is that good, once you get a couple of medical exoskeletons, you can pretty much keep it constantly active.  You'll also find early game the assault rifles a bit... lacking.  They do get better, though they never quite come up to the level of master marksman pistol.

Modifié par The Grey Ranger, 09 février 2013 - 02:07 .


#3
windsupernova

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Yeah I know about Pistol with marksman and achievements being the best weapon in the game. And yeah this are builds for full level 60 getting charm for free playthroughs.

Is shield Boost realy good? I never had to use it (even on insanity) and I don´t see much point in investing points in armor because the bonus is pretty low.

Hmmm, throw I never used it too much. I find Lift and Singularity much better crowd control. But then if SPectre training is useless then I migh put more points into it.

From the description of the spectre training it seems the bonus is applied after everything else.If not then it sucks pretty badly then lol.

I don´t really think Neural shock is too hot beyond advanced though. It gives +2 seconds and +40 toxic damage, with no cooldown reduction. I think advanced is as good as it can get for non medic builds.

I really dislike shield boost though. Things that usually kill me bypass shields anyways. And the difference between basic and Master is like 20% which is not really that much.

#4
The Grey Ranger

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While the bonus from spectre for weapon damage is applied after everything else, it's not really enough to make any real difference. The maximum bonus to weapon damage from it is 5% at 11 points. That's only a 3% overall increase from 3 points in the talent.

If we assume the highest dps possible and disregard heat. So renegade commando soldier with master assault training, master marksman, spectre x pistol with 2 rail extension x and appropriate ammo type (shedder/tungsten VII) and having the long service medal.

With 11 points in spectre and master marksman active your dps is 948.8, with 3 points(or 4) in spectre your dps is 922.97. Thats only 25.9 points of difference. The difference will be even less for other weapons, since none of them gain the 1.5 times fire rate granted by master marksman.

Also for builds that don't have immunity, iirc shield boost will also affect barrier as well and since any class going for medium or heavy armor already has 7 points in the skill to unlock their best armor, might as well go to 8 for advanced shield boost.

If you're interested in how the weapon damage and armor protection calculations work, here is where I pulled the formulas from the old Bioware forums.

http://social.biowar...1/index/5026848

Modifié par The Grey Ranger, 12 février 2013 - 02:25 .


#5
windsupernova

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Hmmm, interesting. So Spectre is really kinda useless I mean It might be good to dump points there after spending everything you want on other talents.

And yeah I have already read that thread, I do my homework :)

And yeah for vanguard at least it seems it is indeed worth investing 1 point in advanced shield Boost. As an engineer and adept I don´t see any reason not to get at least basic shield boost.Although if I want the best weapon as an Adept that means forgetting about Assault Rifles but the question is what is a good Bonus power for Adept?

#6
The Grey Ranger

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I usually grab shotgun, it works quite well even with no points especially on Feros with the Thorian creepers, load it up with sledgehammer and couple of frictionless and it gives you one extra measure of crowd control.

#7
capn233

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The Sniper Rifles also have enough force to knock down Creepers, even if a little unwieldy. So if you can get away with that if you want a really long range weapon for side missions.