Best Bonus Power for a Jack-Of-All-Trades Engineer?
#1
Posté 14 avril 2013 - 08:05
Currently, however, i'm torn between Defense Matrix and Inferno Grenades. I play smart enough to not need the extra shielding from DM, and Inferno Grenades could be useful for crowd-control and setting up Fire Explosions; but the Infernos are limited, and the buffs to power damage from DM look quite appealing too.
Some notes on my (planned at LV60) build:
Combat Drone specced for Rockets and Health, used as a "3rd Squadmate"
Turret specced for Flamer, AP Ammo and Health, used to stagger groups and set up FEs
Overload specced for Neural Shock, Chain and Shield Damage
Incinerate (not sure on final evolutions, but will be at Rank 6) used to attack armor and standard mooks
Cryo Blast (depends on Bonus Power - will be Rank 6 if Inferno Grenades, Rank 4 if DM) used as crowd-control/setting up CEs
Sabotage specced for Backfire, Beserk and Duration
Tech Mastery based around weight, Paragon/Renegade and power damage
Fitness based around Health/Shields (Rank 6)
When I get them, my weapons will consist of the M-7 Lancer and M-11 Suppressor/M-77 Paladin (depending on mission) - so weight shouldn't be too much of an issue.
Any thoughts? I'd like to try and avoid Biotic powers, if possible.
#2
Posté 14 avril 2013 - 08:13
Sabotage: Damage - Explosive Hack - Tech Vulnerability
Overload: Damage - Neural Shock - Shield Damage
Incinerate: Damage - Burning Damage - Armor Damage
Tech Mastery: Damage, Damage and Capacity - Power Damage
Fitness all Health and Shields is good.
1 point Combat Drone is all you need. Only good for getting Guardians to turn around.
Basically just combo everything to death. Sabotage with Tech Vulnerability is amazing.
Sabotage > Overload and Sabotage > Incinerate is good.
For bonus powers, Fortification/Defense Matrix is good for the extra damage protection and power damage at rank 5. AP Ammo if you want a little extra weapon damage.
I will reply more when I have some more time (just playing multiplayer now, match starting).
Modifié par RedCaesar97, 14 avril 2013 - 08:15 .
#3
Posté 14 avril 2013 - 08:15
It isn't, and I have ample experience with all of the Engineer's powers via MP. I just find that the evolutions I selected fit right for me. Thanks for the advice though. I might try that in a future playthrough.RedCaesar97 wrote...
Is this your first time playing Mass Effect 3? If so I recommend:
Sabotage: Damage - Explosive Hack - Tech Vulnerability
Overload: Damage - Neural Shock - Shield Damage
Incinerate: Damage - Burning Damage - Armor Damage
Tech Mastery: Damage, Damage and Capacity - Power Damage
Fitness all Health and Shields is good.
1 point Combat Drone is all you need.
Basically just combo everything to death. Sabotage with Tech Vulnerability is amazing.
Sabotage > Overload and Sabotage > Incinerate is good.
I will reply more when I have time (just playing multiplayer now, match starting).
#4
Posté 14 avril 2013 - 08:21
#5
Posté 14 avril 2013 - 08:25
I suppose an extra Passive boost would be appropriate, and I was leaning towards Matrix as my choice. Thanks for the help.Jull3 wrote...
I think I went with Flare as my engineer, but only because flare wrecks shields, and my harrier was able to strip armor (Garrus with squad ap ammo) but I'd probably go with DM for the added defense, and power damage.
#6
Posté 14 avril 2013 - 09:17
Jull3 wrote...
I think I went with Flare as my engineer, but only because flare wrecks shields, and my harrier was able to strip armor (Garrus with squad ap ammo) but I'd probably go with DM for the added defense, and power damage.
Why did you choose Flare for shields when you already have Overload? And Sabotage (with Tech Vulnerability) > Overload will postively wreck even the largest shields. Not to mention that Sabotage > Incinerate > Overload combo will also positively destroy armor.
#7
Posté 14 avril 2013 - 09:21
My secondary choice would be AP ammo for some extra weapon damage.
I suggest passive, turn-it-on-and-forget-it powers because the Engineer has plenty of active powers to keep your hotkeys tied up as it is. And you already have plenty of CC in your base power set, as well as easy fire explosions, so I don't see what you'd get out of Inferno Grenades other than the novelty.
#8
Posté 14 avril 2013 - 09:24
#9
Posté 14 avril 2013 - 09:32
First, the Flamer on the Sentry Turret primes FEs but has a very very small window of opportunity, about only 1 second after the Flamer activates.
Second, Fortification is better than Defense Matrix in every way. Fortification has higher DR (Base 25, max 40, compared to base 15, max 30), lower cooldown penalty (base 50 compared to base 60) and higher power damage evolution (30% vs 25%). Unless you really want a Tech power or the instant shield restore, you're better off with Fortification.
Inferno Grenades are good and can prime FEs, but they're all DoT. Unlike other grenades, you can't use them in a pinch to nuke enemies.
#10
Posté 14 avril 2013 - 09:51
#11
Posté 15 avril 2013 - 12:28
It isn't exactly worth changing if you aren't maxing and mining... the game was beatable before any of the MP balance changes were ported to SP.Epsilon330 wrote...
Hmm, it seems it's a bit too late to swap DM for Fortification. If you guys think it's really worth it, though, i'll spend some credits and retrain. Thanks a lot!
#12
Posté 15 avril 2013 - 01:31
#13
Posté 15 avril 2013 - 01:47
On the other hand, a combat drone spec'd for max health and damage can proc a banshee's biotic scream attack multiple times before dying, which can hold her in place and make the fight really easy.
Personally, I would recommend a drone spec'd for max health/damage and chain overload.
Shield damage evolution of overload seems a bit redundant on shep IMO, considering overload already does truckloads of damage vs. shields. I can't explain it so well, you should probably watch some of Xcal's vids where he uses a class with overload.
You need tech vulnerability from sabotage. There is no other way about it. You will be doing ridiculous amounts of damage with your tech powers vs. sabotaged enemies, it will quickly become your "answer for everything" combo.
As for BPs, I would recommend a "activate and forget for the next few minutes" power, like Brad said. I use defence drone, but most people don't like the way it lags behind you if you sprint. Defence powers like DM can be a great boon, if only stimpacks weren't bugged *sigh*. I wouldn't recommend inferno grenade, but appart from that it's really up to you.
#14
Posté 16 avril 2013 - 11:51
RedCaesar97 wrote...
Jull3 wrote...
I think I went with Flare as my engineer, but only because flare wrecks shields, and my harrier was able to strip armor (Garrus with squad ap ammo) but I'd probably go with DM for the added defense, and power damage.
Why did you choose Flare for shields when you already have Overload? And Sabotage (with Tech Vulnerability) > Overload will postively wreck even the largest shields. Not to mention that Sabotage > Incinerate > Overload combo will also positively destroy armor.
Because I found myself using incinerate>Overload and never really using sabotage. Just wasn't a fan. I also mention that I used the harrier. Armor can be wrecked with garrus's pm, and ap ammo, and liara's warp. To be honest, Now that I think about it, I don't regret it because flare is tons of fun, but I may have used just because it was flae, and not really for any added benefit. Lol oh well.
#15
Posté 16 avril 2013 - 11:59
True, but sadly Fortification doesn't have a instant shield recharge feature. If the player used Geth Shield Boost or another shield power enough times in ME2 to become dependent of this, Fortification isn't the best choice.godlike13 wrote...
Fortification is better than DM. Less cool-down penalty, more power bonus, and more protection.





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