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Best bonus power for each class


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#1
nuge99

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 Any ideas.

#2
Guest_N7 Krisixus_*

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I haven't used all the classes yet.

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
RedCaesar97

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There are no definitive "best" bonus powers for each class, but there are a few good standouts for each class. 
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.
Infiltrator:Vanguard:Engineer:
  • Fortification/Barrier/Defense Matrix for damage protection and rank 5 Power Damage.
  • AP Ammo for extra weapon damage.
Adept:
  • 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.
Sentinel:

#4
RedCaesar97

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Also, there are a couple of links to other bonus power discussion threads here: The Big Strategy Thread: Many threads hyperlinked.

#5
capn233

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Best means different things to different people.  Usually either most fun, or most powerful.

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.
Vanguard
  • 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.
Adept
  • 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.
Sentinel
  • Slam - Just for fun of course.  You don't really need any more biotic powers.
  • Fortification - DR stacking...
Engineer
  • Inferno Grenade - Burninate the countryside without eating into your cooldown.  Engineer has enough powers.
  • Fortification - Some DR and extra power damage.
Infiltrator
  • 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
Note that most of the classes do fairly well without a bonus whatsoever.  Soldier and especially Infiltrator give you the most flexibility for a bonus because they can get away with using a bonus inside their trademark power.



#6
billpickles

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Not sure why Inferno Grenade isn't more popular on Infiltrators. 80% bonus to the damage over time, primes a bunch of enemies all at once (or detonates them), and you can throw multiples under the same cloak. No cooldown to compete with TC cycles. Sticky grenade count stacks and allows you to carry a ton of inferno grenades at a time. I never actually use the stickies at all, just allow them to up the IG count after I've built up my other powers.

#7
capn233

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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.

#8
Abraham_uk

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I know this sounds strange, but there really is no such thing as a bad build in Mass Effect 3 (unless you decide to spend none of your attribute points).

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
billpickles

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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
WillieStyle

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One should be careful not to overestimate Marksman. Many of the very best infiltrator weapons either don't benefit from it all (Claymore, Javelin, Suppressor, Venom) or synergize very poorly with it (Valiant, Reehger Carbine). Even in the case of weapons like the Punisher and Harrier where theoretical dps is increased by 70%, I found that in practice, I didn't kill things 70% faster. With the Harrier, against most enemies, I just ended up wasting bullets because, with or without Marksman, the Harrier kills mooks in about the amount of time it takes me to register that they're dead and aim at the next mob.

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
Zeldrik1389

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There's nothing such as "Best" this and that. It's just a matter of opinion, I believe. Just pick one that suit your play style the most, and it will be your best. For instance, my vanguard's "best bonus" was energy drain. It's very useful (to me at least) against shielded enemies (which are quite common btw).

#12
RedCaesar97

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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
WillieStyle

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Good point RedCaeser. I missed that.

#14
Athenau

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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.

#15
capn233

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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.

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. :)

#16
WillieStyle

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I just started a new game+ with my marksman infiltrator and, am I missing something, or is the single-player Lancer by far the best weapon to use with marksman?

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
Ibn_Shisha

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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.

#18
RedCaesar97

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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.

Ultralight materials has no effect on squadmate cooldowns.

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
capn233

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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. :)

#20
CoffeeHolic93

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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
capn233

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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? 

I just gave one from each.  Pretty sure Grunt's "Boom! Right on your ass!" is the best. :)

#22
kilgore kalros

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energy drain is very effective for adepts because you can drop shields then set them up for biotic detonations with singularity.

#23
Guest_LineHolder_*

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I didn't see Reave as an available bonus power for my Vanguard in ME3. Do you need a DLC for that?

#24
brad2240

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No, you get Reave from Kaiden.

#25
Ibn_Shisha

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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.