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#1
akintu

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 I dunno how many of you are build geeks like me, but I thought it might be fun to start talking about builds you are planning.  Obviously, we don't have descriptions of some things yet, and we don't know how abilities will play out in game, nor do we know bonus abilities, but that doesn't mean we can't talk about builds we like the look of.

Here are a couple I'm thinking about:

Guardian Sentinel (with an ammo skill as bonus, if possible, Inferno/Chemical rounds)
Throw:  Level 2 - 3 points
Warp:  Level 3 - 6 points
Overload:  Evolve - 10 points
CryoBlast:  Level 1 - 1 point
Tech Armor: Evolve - 10 points
Defender:  Evolve - 10 points
Bonus:  Evolve - 10 points

Adds up to 50 points, level 30.

Agent Infiltrator (with Overload as a bonus ability)
Disrupter Ammo:  Evolve - 10 points
Cryo Ammo: Level 1 - 1 point
Incinerate:  Evolve - 10 points
AI Hacking:  Level 2 - 3 points
Tactical Cloak:  Evolve (Assassination Cloak) - 10 points
Operative:  Evolve - 10 points
Overload:  Level 3 - 6 points

Anyway, those are the builds I'm liking the look of for my first couple of playthroughs.  No doubt things will change once I get my grubby little hands on the game :)

#2
Grumpy Old Wizard

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I haven't started planning a build, but I'll play an adept first.



It would seem mandatory for an adept to develop warp (at least somewhat) early since it is effective vs armor and barriers.Armor, barriers, and shields have to be taken down for most biotics to be effective apparently.

#3
MojojojoeJDH

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You will get bonus skill points for importing an ME1 save at level 40-49, 50-59 and 60.



The exact points have yet to be revealed but I bet its something along the lines of 4, 5 and 6 respectively. Anything less then those number of points really isn't worth it considering the new skill point system. Though until we know specifics one can't have a complete build so all my stuff is speculation. I only know how I'm going to do my Adept.



Throw Field - 10 points

Pull Field - 10 points

AoE Warp - 10 Points

Increased AoE Singularity - 10 points

Shockwave - 0 points

Nemesis - 10 Points


#4
JakePT

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Haven't got specific point numbers etc. but I plan on having:

Infiltrator with:
Disruptor Ammo - Only as much as needed to unlock Cryo Ammo.
Cryo Ammo - Evolved as far as I can after evolving the rest of my powers to where I want.
Tactical Cloak - Evolved to Assassination Cloak.
Incinerate- Evolved to whatever the AoE version is.
AI Hacking - Evolved only as far as it takes to disable enemies (as seen in video), as opposed to turning them.
Operative - Agent Specialisation.

If I can unlock Overload, I'll do that and max it out as far as I can at the expense of my ammo powers,  but while making sure Cloak, class and Incinerate are maxed out.

MojojojoeJDH wrote...

You will get bonus skill points for importing an ME1 save at level 40-49, 50-59 and 60.

The exact points have yet to be revealed but I bet its something along the lines of 4, 5 and 6 respectively. Anything less then those number of points really isn't worth it considering the new skill point system. Though until we know specifics one can't have a complete build so all my stuff is speculation. I only know how I'm going to do my Adept.

Throw Field - 10 points
Pull Field - 10 points
AoE Warp - 10 Points
Increased AoE Singularity - 10 points
Shockwave - 0 points
Nemesis - 10 Points

Judging by this screenshot it may not be possible to completely neglect some skills, as they'll be needed to unlock others.

Modifié par JakePT, 17 janvier 2010 - 03:23 .


#5
akintu

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Hmm....I just read your thread in the old forums regarding bonus ability points for imports. I missed that, but very cool news. Even 1, 2, and 3 point bonuses would be quite useful, in my opinion.



A 3 point bonus lets you go with a level 1 ability, two level 3 abilities, and 4 level 4 abilities.



You don't have a bonus ability added, would having a bonus ability on your Adept change your point spread at all? Or would you plan on putting whatever bonus points you get into it?

#6
Lvl20DM

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My first character is going to be my imported Adept. I'm not sure exactly how class talents will work (do we need to unlock the abilities like in ME 1, or all they all available from the beginning?, etc.). My plan is to evolve Biotic Mastery to Nemesis, Throw to Heavy Throw, and Warp to whichever evolution has a larger AOE (if it exists). That said, I'm not sure what bonus talents might be available and how many bonus squad points we get for importing higher level characters.

#7
MojojojoeJDH

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All abilities are unlocked, not sure WTF your talking about dude. There is no power unlocking like in ME1. You want to put points into an ability you can, all abilities are available from the start, so at level one if you want to put points into singularity you can.



There also isn't a 2 to 3 evolved limit, not sure if anyone is still stuck on this or not, its just that in the AVERAGE playthrough you won't make it to level 30 and as such probably won't be able to max out more than 2 or 3 abilities. But there is no limitation on how many abilities you can max out, if you have 50 points you can max out 5 abilities.



And no my point spread would be the same, if I get a bonus ability chances are I would put my bonus points, or more accurately the points that are left over past 50, into it, I really don't care for shockwave.



1 or 2 of the other 3 classes I'm interested in I'm more torn on. Those 3 other classes being Soldier, Vanguard and Sentinel. Vanguard I would have to decide if I liked Cryo Ammo or Shockwave better. Sentinel I would most likely give up Cryo Blast. And Soldier I would give up Cryo Ammo. The main thing I'm torn on with those 3 is which way I would evolve things.



In the case of the Sentinel the Tech Armor Evolution would depend on what bonus weapon I learn. If I went with ARs I would evolve it so it provides more shields so I can remain out in the open for longer periods of time while I rain bullets at my foes. If I went with shotgun I would evolve it so the shield depletion blast is more powerful and has a larger radius. That way I can rush a group of enemies and their gunfire will most likely deplete my Tech Armor once I'm in the optimal place for the depletion blast to go off. At which point I'm at near point blank range with a shotgun.

#8
MojojojoeJDH

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Sorry if this is a double post or w/e but has anyone else noticed that most likely the reason why mechs are used as much as they are is so that AI Hacking isn't useless when Geth aren't around?

#9
JakePT

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MojojojoeJDH wrote...

Sorry if this is a double post or w/e but has anyone else noticed that most likely the reason why mechs are used as much as they are is so that AI Hacking isn't useless when Geth aren't around?

Yeah that was my first thought.

#10
MojojojoeJDH

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Wonder if AI Hacking will work on those large ones. That would be pretty cool. Not cool enough for me to consider playing an Engineer but Tali could do it.

#11
tommythetomcat

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planing builds is for DnD games, when i see how much ass is kicked by a certain ability I'll level it accordingly.

#12
akintu

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I agree with the number of synthetic enemies correlating to making AI Hack useful.

That screenshot JakePT posted has some abilities grayed out, so it does seem we have to do something to unlock them. They may not necessarily be unlocked by other abilities, though, is it possible they are level based? Or maybe I'm totally missing something.



Like I said, I'm a build geek, I like to plan and discuss the merits of different builds :)



For my Sentinel, my bonus weapon is kinda up in the air. I loved the AR Sent in ME1, but I'm not so drawn to it in ME2. I'm leaning towards picking up a SR, but I also like the shotgun. Decisions, decisions. My weapon decision depends on bonus abilities, I think. If I can't pick up an ammo ability, I'm thinking AR is the way to go. With an ammo ability, I think something else could really shine.

#13
JakePT

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alex_ladik wrote...

I agree with the number of synthetic enemies correlating to making AI Hack useful.
That screenshot JakePT posted has some abilities grayed out, so it does seem we have to do something to unlock them. They may not necessarily be unlocked by other abilities, though, is it possible they are level based? Or maybe I'm totally missing something.

The screenshot does say that Cryo Ammo requires Rank 2 of Incendiary ammo to unlock, so that mechanic is there.

#14
InfiniteCuts

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JakePT wrote...

alex_ladik wrote...

I agree with the number of synthetic enemies correlating to making AI Hack useful.
That screenshot JakePT posted has some abilities grayed out, so it does seem we have to do something to unlock them. They may not necessarily be unlocked by other abilities, though, is it possible they are level based? Or maybe I'm totally missing something.

The screenshot does say that Cryo Ammo requires Rank 2 of Incendiary ammo to unlock, so that mechanic is there.

Nice catch... I never noticed we had talent requirements.  This will definitely impact my early game, depending on which talents are restricted for Infiltrators.

#15
Lvl20DM

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That explains why Christina Norman said you could only evolve 2 or 3 abilities. It also means that the level 30 Vanguard we saw might have been as optimal as you can get without bonus talents (he had 2 squad points left over that he couldn't spend on anything).

#16
MojojojoeJDH

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That's the first time I've see something like that. I'm not too thrilled. It was one thing when you had 10 active abilities and had to unlock 5 of them, its something else when you have 5 active abilities and have to unlock 3 of them. I don't want to get stuck using points on an ability I have no interest in just so I can unlock others. I got to say this is officially the first thing I've notice that I dislike about ME2. With any luck ts changed since that was posted on the Dec. 17th. Though if that's not the case then 3 bonus points at for a level 60 import would be acceptable.

#17
Vaulin Faust

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that's sad news JakePT. I'ma prolly have to do something like this for my soldier then.

AR 1-2-3-4 10
CS 1-2-3-4 10
DA 1-2-3-4 10
IA 1-2-3-0 6
CA 1-2-0-0 3
CM 1-2-3-4 10

leaves me @ 49/50 so 1 point of other random stuff like Slam.

I think I'm going to hate Cryo Ammo but we'll see.

Modifié par Vaulin Faust, 17 janvier 2010 - 05:26 .


#18
akintu

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Lvl20DM wrote...

That explains why Christina Norman said you could only evolve 2 or 3 abilities. It also means that the level 30 Vanguard we saw might have been as optimal as you can get without bonus talents (he had 2 squad points left over that he couldn't spend on anything).


Depending on which skills unlock what, it is possible to be more optimized.  You can go for 5 abilities at level 4, with 2 having nothing for 50 points.  You can also go 1 level 1 (1 point), 1 level 2 (3 points), 1 level 3 (6 points), and 4 level 4 (40 points) for a total of 50.  
I'm sure there are other combos to end up with exactly 50 points, but that one seems to maximize your evolved abilities while still having at least something in every ability (including a bonus ability).

One thing I am interested in seeing when the game comes out is the tradeoff between maxing an ability and unlocking an additional ability.  I know in ME1, I felt like having an additional ability to fire off was generally more useful than having a more powerful ability, in terms of leveling priority.  So it was more useful to unlock Neural Shock with a point than it was to make Lift marginally more powerful.  But in ME2, with super short cooldowns, additional abilities may not be quite as handy.  And certainly some classes may effectively forgo an ability totally, whereas others cannot do so as easily, in my opinion.