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Best build for your squadmates


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7 réponses à ce sujet

#1
DuskWanderer

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 Hey, just a quick question, what are the best skills to build for your squadmates? As in, on the higher difficulties, which ones are the best to build first? And also, what's the best upgrades for their passive abilities.

I played through Insanity and beat it, but I benched Liara the whole time because she did nothing but die, while my mix and match team of Kaidan, EDI, and Garrus just ripped through everyone. 

I was just curious to see if maybe I built someone wrong. 

#2
spockjedi

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I usually max their passive power before anything else, and I always take the health/shields bonuses.
Aware that there are not enough points to max all four remaining powers, I put one ponit at the "discarded power" and leave that way until the other three are evolved completely. My "discarded powers" are generally any Grenade, Decoy, Stasis, Defense Drone and Cryo Blast. Then I proceed to evolve the single most damaging ability (Warp, Overload), or two of them simultaneously. When I'm relying on my squad for ammo powers (Sentinel, Engineer or Adept Shepard), I evolve their passive, then their ammo powers to level 4 (squad bonus), then I proceed to evolve the rest of their abilities.

Modifié par spockjedi, 14 juillet 2013 - 04:23 .


#3
capn233

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It really depends on what class you are playing for some of them.  And then what you want to focus on.  Had a big write up in the Gold Standard Builds thread, which is worth a look if you want to know more.

I tend to max at least one power on a squadmate before I put anything in their passives.  And usually go for damage bonuses there.  I don't notice much of a difference from health bonuses, except on some of the tank characters (James, Wrex, sort of EDI if you build her with DM first).  Plus they are there mainly to cast powers, not be aggro dumps or tanks (not counting Citadel, there hasn't been a real tank squad member on Insanity since ME1).

edit: Aria actually is sort of tanky as well if spec'd for health.

Modifié par capn233, 14 juillet 2013 - 04:35 .


#4
EKozski

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With your squadmates, is it best/advisable to take the squad evolution with his/her ammo powers? I know it's dependent on which Shepherd you play. Sentinel, Adept and Engineer.

Or, does increased headshot damage make a difference? (I think that's right)

No, I did not look at the Gold Standard Builds.

#5
capn233

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EKozski wrote...

With your squadmates, is it best/advisable to take the squad evolution with his/her ammo powers? I know it's dependent on which Shepherd you play. Sentinel, Adept and Engineer.

Or, does increased headshot damage make a difference? (I think that's right)

No, I did not look at the Gold Standard Builds.

It might be worth doing for Sentinel, Adept or Engineer (if you don't take Warp or AP yourself).

Squad evolution is opposite a damage evolution for all ammo powers, not headshot (which is at rank 5 along with the extra ammo evolution).  I don't tend to take extra ammo evolutions since you usually have enough ammo, and squad mates don't use ammo at all.

Anyway, if I invest in an ammo power on a squad member it will be to get the Squad power if Shepard doesn't have one.  Otherwise I typically won't invest in it at all and get one of their other powers.

James and Ash are sort of exceptions since they both have powers that you can ignore (Ash has bugged Marksman, and Vega has Carnage which is lackluster).  So I am more likely to get their ammo powers unless I am a Soldier, Vanguard or Infiltrator (already have ammo powers).

Liara is sort of complicated since I would usually rather invest in her powers and passive.  But on my recent Sentinel I did get Squad Warp Ammo later in the game.  This is at the expense of Stasis, which I don't feel the need to ever go past Rank 2 (or 3 if you are spending all available points).  I also took Squad AP Ammo on Garrus just because I was able to get it since I only had 5 in Proxi Mine.

Modifié par capn233, 19 juillet 2013 - 02:54 .


#6
brad2240

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I always take the squad evolution.

If I'm putting points into a teammate's ammo, it's because I want everybody using it. When I play a class that has it's own native ammo powers, I pretty much don't bother putting points in any teammate's ammo at all, because Shep will be providing it for the team.

When I take an ammo as a bonus power for Shep, which I tend to do with Adepts and Sentinels, I evolve it for only me, while evolving a teammate's ammo for the team to use. I've never seen much need to have everybody running around with different ammo effects.

#7
spockjedi

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If Shepard's class is Adept, Engineer or Sentinel, this is what I do right after arriving on Mars, with all the squadmates that have ammo powers:
Posted Image
This way I start using their ammo powers as soon as possible, and they perform very weel once the passive power is fully evolved.
If, however, Shepard's class is Soldier, Vanguard or Infiltrator, the only ammo power that I evolve as squad bonus is Cryo Ammo. It's very good for Kaidan, Javik and EDI.

Modifié par spockjedi, 19 juillet 2013 - 05:23 .


#8
EKozski

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I want to thank everybody for their input.

I'm a huge fan of Incendiary Ammo. So, I'll evolve James into squad ammo. Warp Ammo, I'm sitting on the fence with that one. Armour Piercing Ammo, I gave that to my Engineer. The next time I import my Mass Effect 2 save, I'll follow what you did, SpockJedi.