Aller au contenu

Photo

Best bonus power for each class


  • Veuillez vous connecter pour répondre
50 réponses à ce sujet

#26
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

kilgore kalros wrote...

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


I would question why you'd need to drop shields as an adept. Between Warp primes and cluster nades, shields just don't last that long.

#27
OniGanon

OniGanon
  • Members
  • 4 829 messages
Defense Matrix on everything.

#28
capn233

capn233
  • Members
  • 17 363 messages

OniGanon wrote...

Defense Matrix on everything.

Fortification is better since patch 1.05 :)

#29
OniGanon

OniGanon
  • Members
  • 4 829 messages
Why is that? I don't see Fortification or Defense Matrix in any of the patch notes.

#30
capn233

capn233
  • Members
  • 17 363 messages

OniGanon wrote...

Why is that? I don't see Fortification or Defense Matrix in any of the patch notes.

Patch notes don't actually tell what they did.

Fortification (and Tech Armor) got the MP specs for SP.  They put a bunch of MP balance changes into SP so they wouldn't have to store the values in their hotfix file.  So you get less of a cooldown penalty with Fortification than with DM.

Talked about here.

#31
OniGanon

OniGanon
  • Members
  • 4 829 messages
Ah, okay.

I actually take Defense Matrix for the shield boost though. Keeping it active is optional.

#32
Synergizer

Synergizer
  • Members
  • 121 messages
Best bonus power I found was Flare, good for crowd control + looks kinda cool.

#33
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

Synergizer wrote...

Best bonus power I found was Flare, good for crowd control + looks kinda cool.


On anything that isn't an Adept or Sentinel, I'd agree. Those classes can pull off a Warp + Throw combo in any situation that they could use a Flare, and the combo would always be a better choice.

#34
spockjedi

spockjedi
  • Members
  • 748 messages

capn233 wrote...

OniGanon wrote...

Defense Matrix on everything.

Fortification is better since patch 1.05 :)


If your class already has an emergency shielding button like the Vanguard's charge or the Soldier's Adrenaline Rush with Shield Boost , or if you're playing a strict no-cooldown build,  then Fortification is definitely better: better damage protection, more power damage bonus, less cooldown penalty and/or no competition for cooldown time. Fortification can even increase your weapon damage, if you have Incendiary or Disruptor Ammo.
Defense Matrix is reccomended if you're a veteran from ME1 and ME2 and miss the easily available panic buttons like Barrier, Shield boost and Tech Armor.  My Adept had Defense Matrix and was incredibly effective even on Insanity.
Perhaps the Engineer is the class where Defense Matrix really shines, thanks to the Tech Damage evolution. Even though Fortification has greater bonuses, the shield restoration effect makes up for it.
I'll use Fortification on my next playthrough, a mid-weight Soldier. All my other Shepards used Defense Matrix: Infiltrator, Vanguard, Sentinel, Adept and Engineer.

#35
xSCMx

xSCMx
  • Members
  • 48 messages
On my Infiltrator, I prefer to use Dominate. Due to also having Sabotage, I can control almost any enemy, Dominate gives me one more team mate temporarily, one less enemy, and I specced it to make the target more vulnerable to damage(good-bye phantoms and brutes).

#36
EKozski

EKozski
  • Members
  • 162 messages
On my last Adept run, I gave him, Dark Channel. On, Priority Earth, in the middle of the town, all those Banshee's and Brutes coming at you, one throw of that (or two) along with, Warp or Reave, bu-bye.

I take Kaiden and James everywhere.

I remember that Gatsby guy from Mass Effect 2, damage, damage, damage.

#37
RA RA XD

RA RA XD
  • Members
  • 172 messages
My top three choices for each class (brackets are how I play the class):
 
Infiltrator (Burst DPS and power damage focused):
  • Energy drain: Increased effectiveness against sheilded enemies. Can regenerate player shields while cloaked, when selected with "Bonus power" evolution of Tactical Cloak. Provides limited CC. Synergises well with caster focused infiltrators.
  • Fortification: Additional damage protection. Boosts effectiveness of ammo powers. Synergises well with OHK sniper infiltrators using Javalin/Widow.
  • AP ammo: Additional damage against bosses. Synergises well with sniper infiltrators using the BW focused on taking down 
Sentinel (CC and survivability focused):
  • Reave: Additional damage protection without impact on cool down. Instant cast. Primes explosions for detonation with warp. Synergises well with a caster focused sentinel.
  • Stasis: AOE CC. Primes explosions over a large area for detonation. Instant cast. Prevents enemies from attacking. Synergises well with CQC and caster focused sentinels.
  • AP/warp ammo. Additional weapon damage. Increased effectiveness against bosses that are resistant to the sentinels many CC options. Fills a gap in traditional skill set. Synergises well with CQC focused sentinels.
Vanguard (Power force and burst DPS focused, this is the class I have played the least):
  • Barrier: Additional damage protection. Boosts biotic power force iirc. Provides explosive detonation when purged. Synergises well with Charge reliant Vanguard who focuses on shotguns for damage.
  • Slam: High force. Low CD minimises interferance with Charge. CAN BE SELF PRIMING/DETONATING! Can reach targets outside Charge "range". Synergises well with versatile, lore friendly vanguards.
  • Inferno grenade: Fire based AOE grenade (limited supply). Provides high AOE damage and CC. Does not incure CD. Fills a gap in traditional skill set. Synergises well with Charge/Nova focused Vanguards.
Engineer (Power damage and Drone CC focused):
  • Defence drone: Provides point defence against cover busters. Chance to stunlock enemies entirely. Works extremely well when used in tandem with sentry and combat drones. Synergises well with highly mobile engineers focused on CC.
  • Defence matrix: Additional damage protection. Boosts tech power damage. Intantly regens shields when purged. Fills a gap in traditional skill set. Synergises well with power damage focused engineers.
  • AP ammo: Additional weapon damage. Fills a gap in traditional skill set. Synergises well with any build utilising weapons for damage.
Soldier (Survivabilty and sustained DPS focused):
  • Flare: Highly explosive means of detonation biotic combos. Extremely long cool down can be migrated through use of the "Bonus Power" evolution of Adrenaline Rush. Synergises well with a biotic focused squad (well, really just Liara with rank 6 warp).
  • Marksman: Boosts sustained DPS. Can replace AR for use with full auto weapons such as the revenant. Synergises well with soldiers focused on sustained DPS with full auto assault rifles.
  • Fortification: Additional damage protection. Boosts effectiveness of ammo powers. Increased melee damage when purged. Synergises well with a soldier focused on survivability and sustained DPS with ammo powers.
Adept (Biotic cambo and rag-doll focused):
  • Stasis: AOE CC. Primes explosions over a large area for detonation. Outclasses traditional Singularity in every area. NB: like singularit lacks detonate evolution. Synergises well with adepts focused on biotic combos.
  • Barrier: Additional damage protection. Boosts biotic power damage iirc. Provides explosive detonation when purged. Has dentonate evolution in skill tree. Synergises well with adepts focused on Biotic combos who may choose to fight in CQC.
  • Warp ammo: Additional weapon damage. Boosts damage against targets affected by biotics. Fills a gap in traditional skill set. Synergises well with any build utilising weapons for damage/defence stripping.
Bonus powers I would NOT recommend:
Lash: Non traditional rag-doll power. Breaks lore. Extremely limited utility. (Kai Leng Cheesing)
Dark Chanel: Damaging field that can "jump" between targets. Breaks lore. Inferior to Reave.
Decoy: Deploys a holographic representation of shepard within a metre of where shepard is standing... <_<

#38
RedCaesar97

RedCaesar97
  • Members
  • 3 856 messages

RA RA XD wrote...

My top three choices for each class (brackets are how I play the class):
 
Infiltrator (Burst DPS and power damage focused):

2. Fortification: Additional damage protection. Boosts effectiveness of ammo powers. Synergises well with OHK sniper infiltrators using Javalin/Widow.


Can also increase your damage potential of tech powers enough to kill a Brute with one Sabotage > Incinerate combo. Note: Requires all power damage bonuses from other sources.

When purged, can also increase your melee damage enough to almost kill a Brute with a heavy melee. Note: requires all melee damage bonuses from other sources. May be able to kill the Brute with enough power damage behind Sabotage, which I did not have when recording this video. I may try it again later.

#39
brad2240

brad2240
  • Members
  • 703 messages

RedCaesar97 wrote...

RA RA XD wrote...

My top three choices for each class (brackets are how I play the class):
 
Infiltrator (Burst DPS and power damage focused):

2. Fortification: Additional damage protection. Boosts effectiveness of ammo powers. Synergises well with OHK sniper infiltrators using Javalin/Widow.


Can also increase your damage potential of tech powers enough to kill a Brute with one Sabotage > Incinerate combo. Note: Requires all power damage bonuses from other sources.

When purged, can also increase your melee damage enough to almost kill a Brute with a heavy melee. Note: requires all melee damage bonuses from other sources. May be able to kill the Brute with enough power damage behind Sabotage, which I did not have when recording this video. I may try it again later.


Wow. The Infiltrator is even more ludicrous than I thought.  Posted Image

Modifié par brad2240, 29 juillet 2013 - 01:45 .


#40
Swass Effect

Swass Effect
  • Members
  • 24 messages
Am I the only one that runs dominate on engineer? I prefer to disrupt and disorient style on the engineer. A lot of the classes are obvious where they need help bonus wise. Adept needs a shield bypass, vanguard doesn't need anything but reave helps survivability without cooldown penalties. Soldier needs nothing really maybe fort or defence matrix. Sentinel is pretty much set don' know his/her abilities though so no comment there.

#41
RedCaesar97

RedCaesar97
  • Members
  • 3 856 messages

Swass Effect wrote...
Am I the only one that runs dominate on engineer?

I did a whole playthrough with it.

A lot of the classes are obvious where they need help bonus wise. Adept needs a shield bypass, vanguard doesn't need anything but reave helps survivability without cooldown penalties. Soldier needs nothing really maybe fort or defence matrix. Sentinel is pretty much set don' know his/her abilities though so no comment there.


Disagree with Adept. Considering you can detonate on shields, Warp > Throw is all you need for shielded enemies. Sure, Energy Drain could help, but it seems like a waste.

#42
brad2240

brad2240
  • Members
  • 703 messages

Swass Effect wrote...

Am I the only one that runs dominate on engineer? I prefer to disrupt and disorient style on the engineer. A lot of the classes are obvious where they need help bonus wise. Adept needs a shield bypass, vanguard doesn't need anything but reave helps survivability without cooldown penalties. Soldier needs nothing really maybe fort or defence matrix. Sentinel is pretty much set don' know his/her abilities though so no comment there.


I can't speak for Dominate specifically because I don't have it, but in general the Engineer is most effective focusing on Incinerate, Overload and combos thereof.

Adept doesn't need an anti-shield power when biotic combos work on shields just fine. If you're casting something that doesn't set up or detonate a biotic explosion you're not playing the class to it's full strength.

Sentinel is very solid without a bonus, but the "best" options seem to be Fortification for stacking DR (as the only class that can run two defense powers simultaneously) or an ammo power to beef up it's weapon damage.

All in my opinion.

#43
BronzTrooper

BronzTrooper
  • Members
  • 5 022 messages
Soldier: Fortification, Inferno Grenade, Armor-piercing ammo, Carnage.

Adept: Reave, Dominate, Lash, possibly Barrier.

Engineer: Dominate (if you want to be a Puppet master Engy), Energy Drain, maybe Marksman.

Sentinel: Barrier or Defense Matrix if you want to tank more, Dominate, Energy Drain, Stasis, Slam, Lash.

Infiltrator: Marksman, Armor-Piercing ammo, Energy Drain, Carnage (if you want to set off FEs).

Vanguard: Barrier, Lash, Flare, Carnage (for that ME1 feel), Slam, maybe Dark Channel to set off BEs.

#44
BronzTrooper

BronzTrooper
  • Members
  • 5 022 messages

Swass Effect wrote...

Am I the only one that runs dominate on engineer?


No.  I threw Dominate on my Engy after I beat Leviathan for the first time.  I never looked back after that.

#45
brad2240

brad2240
  • Members
  • 703 messages

Gamer072196 wrote...

Engineer: Dominate (if you want to be a Puppet master Engy), Energy Drain, maybe Marksman.


Those seem like unusual choices for an Engineer. Have you actually played the class with them, and how did they do for you?

I haven't used them on the Engineer but from what I've seen with other classes Energy Drain is redundant with (and inferior to) Overload and Marksman locks out other powers for too long to mesh well with a class that's built around casting. I'm interested to know what kind of success you've had with them.

#46
capn233

capn233
  • Members
  • 17 363 messages
If you wanted to play a more aggressive Engineer, Energy Drain might be ok, especially since it got the MP buff to damage reduction (40%). Granted one issue that you have in SP is finding shielded enemies on some levels. If you did this you could nearly replace Overload altogether.

Marksman inherited the 6s cooldown from MP IIRC, so it isn't too bad. It does boost weapon damage significantly on the right weapon. Probably the way I would use it would be with the Hurricane or Punisher and mainly on bosses, or potentially for the right Sniper Rifle. You can also use it to make precision weapons out of the Talon and shotguns. It probably would play more like an ME1 Infiltrator than a caster Engineer. :)

#47
brad2240

brad2240
  • Members
  • 703 messages

capn233 wrote...

Marksman inherited the 6s cooldown from MP IIRC, so it isn't too bad. It does boost weapon damage significantly on the right weapon. Probably the way I would use it would be with the Hurricane or Punisher and mainly on bosses, or potentially for the right Sniper Rifle. You can also use it to make precision weapons out of the Talon and shotguns. It probably would play more like an ME1 Infiltrator than a caster Engineer. :)


I was not aware the CD had been reduced, I haven't used it since that happened. Still, the power duration is something like 6-10 seconds isn't? Plus CD, that's a while to not be casting.

Hmmmm... how would it mesh with the Drone and Turret? You could probably cycle Marksman while those two are out doing their thing. Could be interesting.

How would using Marksman stack up to the power and combo damage you're losing with less focus on casting?

Modifié par brad2240, 01 août 2013 - 06:52 .


#48
capn233

capn233
  • Members
  • 17 363 messages

brad2240 wrote...

I was not aware the CD had been reduced, I haven't used it since that happened. Still, the power duration is something like 6-10 seconds isn't? Plus CD, that's a while to not be casting.

I agree, which is why if it was me I would probably reserve it only for bullet sponge enemies.

Hmmmm... how would it mesh with the Drone and Turret? You could probably cycle Marksman while those two are out doing their thing. Could be interesting.

That would probably be the best way to use Marksman against mooks with an Engineer.  Especially w/ some of the SR's or heavy pistols, or the Saber.

How would using Marksman stack up to the power and combo damage you're losing with less focus on casting?

Punisher does obscene damage with the ROF boosts, IMO.  Hurricane would also do well, as would Piranha or Black Widow.

And if you only took Punisher and Paladin, you would have pretty light cooldowns.

For an Atlas you could hit Overload and have the squad use whatever, then start in with the Punisher and hit Marksman when the cooldown is over.

Banshees are probably an even better case since they have power block mode.  But they aren't very common in SP.

I think Brutes are probably a wash if you use Sabotage (with TV) and then Incinerate vs just straight Marksman Punisher.  I could be wrong though.

I only really used Marksman in SP on my cloakless "ME1 Infiltrator" though.  He has a little more weight capacity and better passives than Engineer for weapons.

#49
Doctor_Jackstraw

Doctor_Jackstraw
  • Members
  • 2 231 messages
marksman on sentinel basically makes you the me1 soldier  (that class was all about buffs.  use sentinel armor and marksman as your primary means of attack)

#50
BronzTrooper

BronzTrooper
  • Members
  • 5 022 messages

brad2240 wrote...

Gamer072196 wrote...

Engineer: Dominate (if you want to be a Puppet master Engy), Energy Drain, maybe Marksman.


Those seem like unusual choices for an Engineer. Have you actually played the class with them, and how did they do for you?

I haven't used them on the Engineer but from what I've seen with other classes Energy Drain is redundant with (and inferior to) Overload and Marksman locks out other powers for too long to mesh well with a class that's built around casting. I'm interested to know what kind of success you've had with them.

I have used Energy Drain on my most recent Engineer and did real well on Insanity (I did use it fairly often, in case you're wondering).  As for Marksman, I mainly meant that for builds that focus on weapons (personally, I don't do that.  But some people do).  Plus, I said "maybe Marksman" so that doesn't mean it will work with every build.