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ME1: Infiltrator/Commando/Warp or Lift vs. Vanguard/Shock Trooper/Sniper Rifle


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#1
Mancer00

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Replaying the trilogy to completion and min-maxing. I thought that a sniper using biotics would be a really fun combination. The basic biotics seem more suited to enabling single target damage than tech abilities do, but unfortunately it requires jerry-rigging sub-optimal classes. The two builds I came up with are:

Infiltrator/Commando/Warp or Lift
Fitness: 12
Pistols: 12
Sniper Rifles: 12
Tactical Armor: 7
Decryption: 9  (or 3 to max out dampening, i don't intend to use sabotage much)
Electronics: 9
Damping: 6
First Aid: 0
Warp or Lift: 12 (undecided)
Commando: 12
Charm: 0
Intimidate: 0
Spectre Training: 11

Vanguard/Shock Trooper/Sniper Rifle
Assault Training: 12
Pistols: 12
Shotguns: 0
Sniper Rifles: 12
Tactical Armor: 7
Barrier: 10
Lift: 7
Throw: 7
Warp: 12
Shock Trooper: 12

The main difference between the two is that the Vanguard loses out on 10% passive heat reduction and 12% damage with sniper rifles. He technically loses immunity, health, and some shields too, but Immunity is op, and barrier/shock trooper + CC more than make up for the loss in survivability otherwise.

The vanguard however can use bio amps for much better cooldowns with BOTH Lift and Warp, and gets adrenaline burst. I don't know if that makes up for 12% less damage though. I know for a fact though if I'm running through insanity unable to quickly kill stuff, the Vanguard build will lose it's merit very fast. I guess this part really comes down to how often I'm going to be fighting enemies that simply shooting at aren't enough to quickly kill on insanity.

Also i have limited experience with biotics. How useable is lift for pulling enemies out of cover, ontop of it's cc applications? If it doesn't work out in practice then the infiltrator/warp build probably wins out. edit: I'm also open to the possibility that snipers were just not meant to use biotics (at least optimally).

Modifié par Mancer00, 17 août 2013 - 04:56 .


#2
capn233

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Enemies don't particularly hide behind cover too much in this game, but Lift can lift anything, including some cover. Master Lift is one of the best abilities in the game, perhaps the best. Krogan? no problem. Colossus? Again, no problem.

Either one of these characters will work out, but here are a few thoughts.

The infiltrator won't be as good with Lift, as you say, but will be much better with Sniper Rifles. The heath bonuses let you use an SR as your only weapon in a sort of semi-automatic mode. As for what bonus, Warp will debuff and is ok against targets that hit Immunity, but it is more efficient to try and Lift them before they hit it in the first place. Also Warp has a higher accuracy penalty than Lift. Although you might be avoiding tech powers, I like Decryption/Sabotage... I would eventually level it to work on hard decryption. Electronics is ok, but you don't need extra shields as Infiltrator particularly. I don't care for Damping, but I guess you can put some points in it for tech buffs. I would also not put more than 4 (or however many) in Spectre to unlock the first level of Unity. The rest of the bonuses aren't substantial enough to matter and your points are more valuable in other talents.

As for the Vanguard, you need to max Lift to Master. Take the points out of Warp if need be. You have Master Marksman so if your SR is overheated or if you need DPS you have an option... You shouldn't have too many issues killing things as a result.

And the last point about Snipers and biotics... in a way you are right, they aren't really a perfect synergy since sniper rifles work best at long range and biotics mesh a little better with CQB weapons. However, on infiltrator I have ended up going SR near exclusively after the character levels up a bit, so it will just depend on what you are comfortable with. There are enough enemies in some fights that it will be worth CC'ing some with your biotics before you shoot the rest with your SR.

#3
Mancer00

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Oh nono, I meant the opposite, that they do synergize well; biotics and sniping. Sniping focuses on single target dps and biotics offers better supporting abilities for that role than tech does. Lift accomplishes what dampening and sabotage both do, and warp is a better overload. I just meant the idea doesn't work well with designing a build around it because you either have sniper rifles and no biotics or biotics with no combat bonuses.

I'm actually almost sold on the vanguard now that I've thought about it more. I don't think the 10% heat will make a big difference (at least for the SR) since ill be casting a little more between shots. I just don't know if the 12% damage loss will be compensated for with adrenaline bursted assassinations and better utility.

Is max lift that big of a deal? I still have a pistol side arm if my SR ever gets overheated, and the differences between the infiltrator and the vanguard bonuses for pistols are negligible.

Modifié par Mancer00, 17 août 2013 - 08:05 .


#4
RedCaesar97

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Mancer00 wrote...
Is max lift that big of a deal? 

Master Lift has a wider area and cools down quicker than Advanced Lift, and I believe you need Master Lift to lift a Colossus.



Anyway, Looking at your builds, it appears that you are going for a three-playthrough run so you can max Charm/Intimidate for free. If you want to do a single-playthrough build, I would take the Infiltrator build and drop Spectre Training and Damping down to 0 to give you 10-15 points to play with (assuming level 50-58 on a first playthrough). 

I find Spectre Training only really matters early game when everyone on your squad has few powers and no good equipment. Late game Spectre Training is a waste of points. You can always drop a point into First Aid early to help with squad healing for the early game; you will likely get more use out of that one point than even 4 points into Spectre Training.

^ But all that is just my opinion.


For a more biotic sniper though I would be inclined to use your suggested Vanguard build since you have more biotics to play with and you have a biotic amp to decrease your cooldowns further, plus you have Adrenaline Burst to reset all your powers including Assassination. 

For the Vanguard, I would drop Warp to 6 (Advanced Warp) and you should be able to get away with Barrier at rank 7 (Advanced Barrier), which can give you some extra points if you want to put them into Charm/Intimidate, particularly if you want a single playthrough or just a two-playthrough build. Otherwise, keep them like you had them. Personally I would max Barrier instead of Warp, and drop the extra points in Medium Armor for the better shield boost. You could even drop Warp down to 4 (to unlock Barrier) and just keep it at Basic Warp. I suppose it depends on how much you use Warp.

Modifié par RedCaesar97, 17 août 2013 - 11:44 .