Choose 3 of these powers to take to the Master Level (all others will be Advanced...already are, actually):
- Pistols
- Shotguns
- Lift
- Throw
- Singularity
I'm leaning toward Pistols, Shotguns, and Lift. I know I probably don't truly need two weapon talents maxed, but I'd like the flexibility to go back and forth and to deal with Sabotage effectively. On the 3rd playthrough, I plan to do my Insanity run (unlocked it by doing Hardcore with an Infiltrator that I just finished ME3 with), so whatever I do needs to be Insanity-effective.
I figure Lift is a no-brainer since it's the only thing that will work on Colossi. By maxing both weapon talents, I can start engagements with double Carnage, then switch to Master Marksman for the highest DPS in the game.
Singularity is awesome, but I don't feel like the additional radius is worth sinking 5 more points into. And Throw...well, I guess I haven't found it as useful as some here make it out to be. Is it really that much better at Master than Advanced? 'Cause so far I'm underwhelmed.
Any point differential leftover from maxing different combinations of powers will either get dumped into Tactical Armor (currently at 3 for Basic Shield Boost) or Spectre Training (currently at 4 for Unity).
Modifié par billpickles, 27 juin 2013 - 01:38 .





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