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prospected level 30 builds


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#26
AoiDreamer

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Adept

Nemesis - 10
Heavy Throw - 10
Field Pull - 10
Warp - 10
Shockwave - 0 (or 1)
Singularity and the Bonus conflict heavily depending on if Singularity works on shielded opponents and exactly what the bonus skill is.

Modifié par AoiDreamer, 20 janvier 2010 - 05:24 .


#27
Recon_X7

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Sentinel

[10] Tech Armor

[10] Throw

[6] Warp

[6] Overload

[3] Cryo Blast

[10] Guardian

[6] Bonus Ski



Then ill probably make an adept but im not sure on what i want to put the points into.

#28
Zomg_A_Chicken

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Heard that there was going to be 51 squad points so if that's the case then...

Vanguard

Inferno Ammo
1/4 Cryo Ammo
Heavy Charge
Heavy Shockwave
Heavy Pull
Destroyer

At least until I know what the bonus power(s) are

Modifié par Zomg_A_Chicken, 20 janvier 2010 - 07:02 .


#29
akintu

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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(Chemical or Inferno Ammo):  Evolve - 10 points

Thats only 50 points, not sure how I like the distributions with 51 points, and apparently we will get some bonus points depending on the level of our import as well.  So no doubt I'll tweak things then, and also when I actually get to see things in action.

#30
MrGOH

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Wait, there's no negotiation or charm skill?

#31
akintu

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MrGOH wrote...

Wait, there's no negotiation or charm skill?


It is built into your class's named skill.  For Sentinel's the skill is Defender.  When you put 10 points into that skill and get to evolve it, one of the evolutions gives a further bonus to charm/intimidate.  For the Sentinel, it is the Guardian evolution.

#32
MrGOH

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alex_ladik wrote...

MrGOH wrote...

Wait, there's no negotiation or charm skill?


It is built into your class's named skill.  For Sentinel's the skill is Defender.  When you put 10 points into that skill and get to evolve it, one of the evolutions gives a further bonus to charm/intimidate.  For the Sentinel, it is the Guardian evolution.


That makes sense. Thanks.

#33
casedawgz

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Where have I been? I'm confused, are squad points the same as talent points? Makes it sound like they're shared or something.

#34
Lucazius

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Soldier



Adrenaline Rush - 10

Concussive Shot - 6

Disruptor Ammo - 6

Incendiary Ammo - 3

Cryo Ammo - 6

Combat Mastery (Shock Trooper) - 10

Bonus Skill - 10





Well, I assume we'll have a nice set of bonus skills to choose, so I reserved 10 points for that. However, if they are not so nice as I think, I'll probably take out some points from there and throw to Concussive Shot or the other ammo types, depending which one I like more after playing.

#35
AerykN7

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My Vanguard will evolve the class talent of Assault Mastery into Champion (He is Paragon after all)

Cryo ammo: 2, Incendiary Ammo: 3, Charge at 3, Shockwave: 4 (Improved): 4, Pull: 4 (Heavy) Bonus Talent at 3

#36
Snoopies

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IrishSpectre257 wrote...

Adept - Bastion

Biotic Mastery - 10
Singularity - 10
Shockwave - 10
Throw - 6
Warp - 6
Bonus Skill - 6
Pull - 3

This build is based on absolutely nothing, and I'm sure it will change once I actually play the game, but for right now this is what I have in mind.


I was wondering what is the bonus sill all about, I heard somewhere that it's possible to research and get access to getting weapon skills you don't already have, eg Adept getting shotgun.  anyone else heard this or did I imagine it?

#37
GrouchoMarxist

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alex_ladik wrote...

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(Chemical or Inferno Ammo):  Evolve - 10 points

Thats only 50 points, not sure how I like the distributions with 51 points, and apparently we will get some bonus points depending on the level of our import as well.  So no doubt I'll tweak things then, and also when I actually get to see things in action.


I think Chemical Ammo does not exist in ME2.

#38
akintu

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GrouchoMarxist wrote...
I think Chemical Ammo does not exist in ME2.


Maybe not, some people have surmised that one of the squad members has it (and it is potentially trainable).  Thin evidence, I know.  I definitely want ammo of some kind :)