Best bonus power for each class
#1
Posté 04 juin 2013 - 12:44
#2
Guest_N7 Krisixus_*
Posté 04 juin 2013 - 01:04
Guest_N7 Krisixus_*
On my infiltrator I use inferno grenades for fire explosions with incinerate and marksman they're my 2 favourite on the adept.
On the adept I use reave because it staggers enemies and I can pair it up with cluster grenades.
For the vanguard I use inferno grenades and pair it with nova
Thats just the bonus powers I use, some may prefer the stasis on the adept because it makes them stop moving if spec'd right for the bubble you can catch a group of them then use double throw, or some want to a play defensive infiltrator with defence matrix or use stasis for easy headshots, a tankier vanguard with barrier as their bonus power or need a shield stripping ability they can use energy drain.
#3
Posté 04 juin 2013 - 01:55
Please note that the following is personal opinion only.
Soldier:
- Fortification for damage reduction, and rank 5 Power Damage also increases Ammo Power damage.
- Defense Matrix for shield restore.
- Inferno grenades for extra grenade capacity.
- Energy Drain for removing enemy shields instantly.
- Proximity Mine for rank 5 Vulnerability.
- Energy Drain for removing enemy shields instantly.
- Fortification for one-shotting shielding enemies with the Javelin.
- Flare (requires completing Omega DLC at least once).
- Proximity Mine for rank 5 Vulnerability.
- Dark Channel for setting up biotic explosions on protected enemies.
- Reave for setting up biotic explosions on protected enemies.
- Barrier/Fortification/Defense Matrix for extra damage protection.
- Fortification/Barrier/Defense Matrix for damage protection and rank 5 Power Damage.
- AP Ammo for extra weapon damage.
- Fortification/Barrier/Defense Matrix for damage protection and rank 5 Power Damage.
- Warp Ammo for extra weapon damage.
- Energy Drain for shield damage.
- Dark Channel if you want to abuse Throw for multiple biotic explosions in succession.
- Warp Ammo for extra weapon damage.
- Fortification or Barrier for extra damage protection and rank 5 power damage. Rank 5 Shield Recharge can be good for tankier Sentinels.
- Dark Channel if you want to abuse Throw for multiple biotic explosions in succession.
#4
Posté 04 juin 2013 - 01:58
#5
Posté 04 juin 2013 - 02:12
Soldier
- Proximity Mine - This is my standard power for a pure Soldier. Use for Damage Taken debuff on large targets.
- Incendiary Grenade - Replace frags, increase fire explosion count.
- Flare - Use with Adrenaline Rush "Bonus Power" evolution. May be the most powerful soldier. If you don't have Omega, then use Reave.
- Slam - This is the most fun bonus power on Vanguard for me. Ragdoll enemies. Can prime and detonate explosions.
- Incendiary Grenades - More fire explosions. Works well with Nova.
- Fortification - Good choice if not Nova spamming. Will give you more DR after Charge.
- Warp Ammo - Since you already have so many powers, why not one that doesn't steal cooldowns?
- Fortification - Can add a little bit of tankiness, which is really the only thing the Adept is missing.
- Slam - Just for fun of course. You don't really need any more biotic powers.
- Fortification - DR stacking...
- Inferno Grenade - Burninate the countryside without eating into your cooldown. Engineer has enough powers.
- Fortification - Some DR and extra power damage.
- Marksman - The most powerful bonus on the Infiltrator. You can use it under Tactical Cloak, which is lame.
- Fortification - More DR, more ammo power damage, potential one-shot kills with Javelin / Disruptor Ammo despite 100% shieldgate.
- Energy Drain - You can strip shields before taking a shot. Best if playing Sniper Infiltrator, whereas Marksman is better for nearly every other kind of Infiltrator
#6
Posté 09 juin 2013 - 11:10
#7
Posté 10 juin 2013 - 04:42
On Infiltrator I am sure it works well. But Marksman probably gives higher average DPS (not reliant grenade pickup, further weapon buff), and the other two buff damage and survivability at the same time.
#8
Posté 10 juin 2013 - 07:06
So the real question is, what do you want to do with each class?
Do you use powers to supplement shooting?
Do you use shooting to supplement power usage?
Do you use shooting and power usage to supplement melee builds?
#9
Posté 11 juin 2013 - 01:14
capn233 wrote...
Inferno Grenades have pretty good utility on all characters because of easy Fire Explosions in the current game.
On Infiltrator I am sure it works well. But Marksman probably gives higher average DPS (not reliant grenade pickup, further weapon buff), and the other two buff damage and survivability at the same time.
Like you said further above, for anything other than sniper rifle Infiltrators, probably so. But since my primary is the Black Widow, Marksman doesn't have the same utility it might with a shotgun or auto-fire weapon as primary (depending on whether you spec Marksman for accuracy or rate of fire).
Either way, I'm definitely having fun with Inferno Grenade.
#10
Posté 11 juin 2013 - 05:04
I think an infiltrator with Proximity Mine wielding the Suppressor and the Carbine will, in practice, out-dps any other Infiltrator build in single player. And unlike Marksman, Proximity Mine improves ammo efficiency and doesn't penalize you for taking that extra fraction of a second to lineup head shots on moving mooks. So you'll spend less time searching for ammo and more time killing things.
Modifié par WillieStyle, 11 juin 2013 - 05:04 .
#11
Posté 11 juin 2013 - 05:56
#12
Posté 11 juin 2013 - 11:26
WillieStyle wrote...
One should be careful not to overestimate Marksman. Many of the very best infiltrator weapons either don't benefit from it all (Claymore...
The rest of your post if very good by the way, but I will disagree with your statement that the Claymore does not benefit from Marksman. Marksman + any shotgun with the accuracy mod will make shotguns near-pinpoint accurate, since multiple accuracy sources stack additively.
Plus Marksman will improve the reload time of the Claymore as well, meaning you can reload-cancel it slightly faster.
#13
Posté 11 juin 2013 - 01:21
#14
Posté 11 juin 2013 - 01:42
To put it another way, there's a delay before you start reloading that comes from the weapons ROF stat.
#15
Posté 11 juin 2013 - 02:10
Yes, technically it reduces the time before you can start to reload, but practically that is the same thing as reducing reload time since the time between no ammo in the weapon, and reloaded is reduced.Athenau wrote...
Correction, marksman will improve the ROF of the claymore not the reload. The total time between shots for a single shot weapon is 60/ROF + Reload time. Marksman reduces the first term, but doesn't affect the actual duration of the reload animation.
To put it another way, there's a delay before you start reloading that comes from the weapons ROF stat.
#16
Posté 16 juin 2013 - 12:42
The two biggest problems with marksman are magazine size and ammo capacity. Because marksman only marginally improves "effective reload time" the more often you have to reload, the smaller the effective dps boost you get. Well the Lancer, as far as I can tell, has by far the largest magazine of any of the high-dps automatic weapons. And with extended magazine mods, I find that the time you would take anyway between firing (ducking behind cover, rolling away from warps, acquiring new targets etc) is enough to keep the Lancer from ever overheating.
And since the Lancer has infinite "ammo", the fact that marksman doesn't improve ammo efficiency is rather moot. The only thing that could make the Lancer better would be if it had the Harrier's recoil/accuracy. That would allow me to pop headshots from medium range.
#17
Posté 21 juin 2013 - 05:39
#18
Posté 21 juin 2013 - 08:05
Ultralight materials has no effect on squadmate cooldowns.Ibn_Shisha wrote...
My current Soldier used the Inferno Grenade in 2 but I went with Carnage in 3. With Disciple (only) equipped, and EDI alongside (Hurricane+Ultralight, Eagle+Ultralight), there are fire explosions every few seconds.
I will never tell anyone how to play their game, but I would like to say that Inferno Grenade was rather lackluster in ME2 (one of the worst bonus powers actually), and Carnage is pretty pointless on a Soldier in ME3 considering Concussive Shot is so much better.
Modifié par RedCaesar97, 21 juin 2013 - 08:05 .
#19
Posté 21 juin 2013 - 08:39
"Firing a high impact shot!"
"Impact shot!"
"Firing concussive shot!"
At least they made it sound like an important power in that game.
#20
Posté 21 juin 2013 - 08:45
capn233 wrote...
The only downside of Concussive Shot is that we don't have squadmates yelling about firing it off.
"Firing a high impact shot!"
"Impact shot!"
"Firing concussive shot!"
At least they made it sound like an important power in that game.
"SIT DOWN."
How could you forget that one?
#21
Posté 21 juin 2013 - 10:20
I just gave one from each. Pretty sure Grunt's "Boom! Right on your ass!" is the best.Mi-Chan wrote...
capn233 wrote...
The only downside of Concussive Shot is that we don't have squadmates yelling about firing it off.
"Firing a high impact shot!"
"Impact shot!"
"Firing concussive shot!"
At least they made it sound like an important power in that game.
"SIT DOWN."
How could you forget that one?
#22
Posté 25 juin 2013 - 03:31
#23
Guest_LineHolder_*
Posté 25 juin 2013 - 05:33
Guest_LineHolder_*
#24
Posté 25 juin 2013 - 12:09
#25
Posté 25 juin 2013 - 04:12
RedCaesar97 wrote...
I will never tell anyone how to play their game, but I would like to say that Inferno Grenade was rather lackluster in ME2 (one of the worst bonus powers actually), and Carnage is pretty pointless on a Soldier in ME3 considering Concussive Shot is so much better.
For inferno grenade, I agree, but I went with Carnage in 3 for the fire and shotgun theme I've had going with her since 1.





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