Insanity playtrough, class and gear for hardest fights
#1
Posté 28 septembre 2013 - 03:10
This I'm sure have been asked before but, going to go for an insanity playtrough (just got the game this year, best I have played).
I was wondering about some of the fights, what class, gear would be good for just them.
Kai Leng boss fight
4 brute, 3 bianshee fight on earth
and last the final fight against the brutes on Tunchaka(?) with the reaper foots coming down.
Feel that those fight might get me in some trouble, and want a class that can work as good as possible
Have played as Soldier and Infiltrator so far. But Vanguard seems to be the way to go?
Ty for any response
#2
Posté 28 septembre 2013 - 06:26
For a more complete list of help, see this thread.
Power combos scale with difficulty, so power combos will deal about the same percentage of damage regardless of difficulty.
Shieldgate is at 100%.
For the best threads about class builds, see:
Gold Standard Builds (Single Player and Squad Members).
Optimal Builds At Level 40. < This is a good thread to get you started on classes and builds.
#3
Posté 28 septembre 2013 - 07:19
Straken-SWE wrote...
and last the final fight against the brutes on Tunchaka(?) with the reaper foots coming down.
The key here is to NOT fight, but avoid a fight. Just run for the hammers and avoid the foot/brutes. Any class can do that. Made easier with Dominate as a bonus power.
#4
Posté 28 septembre 2013 - 11:59
Fighting Kai Leng is mostly about stripping his shields, so if your Shepard doesn't have an anti-shield power of his own you need to have at least one squadmate that has it. This is guaranteed on Chronos since you have to take EDI. Backing her up with Garrus, Tali or Kaiden is a good idea.
For the brutes and banshees, you obviously want anti-armor and a little anti-shield help to get rid of banshee barriers. EDI works here, too, and Ashley is also good with her Inferno Grenades. If your Shep is biotic, biotic explosions do massive damage to armor so having Liara, Javik or Kaiden on the team helps. Take piercing mods on at least one of your weapons, and you should always have them on squadmate weapons anyway.
As said above, the brutes on Tuchanka can be avoided. But if you want to kill them anyway, you obviously want anti-armor here again. EDI and James are good, or Liara and/or Javik for a biotic Shep.
#5
Posté 29 septembre 2013 - 02:16
Biotic Charge: Radius -> Weapon Synergy/Power Synergy -> Barrier (Rank 5 is entirely up to you, I go weapon since I like having the quick boost to my shotgun damage after charging into a group)
Cryo Ammo: Squad Bonus -> Headshots -> Damage Combo
Incendiary Ammo: Damage -> Headshots -> Explosive Burst
Nova: Radius -> Half-Blast -> Pierce
Pull: Radius -> Expose -> Double Pull
Fitness: Durability -> Barrier Recharge -> Fitness Expert
Assault Mastery: Damage -> Weight Capacity -> Power Damage/Shotgun Damage (again the final rank depends on what you prefer)
As for bonus powers, some options you may want to consider are Reave, Inferno Grenades, or one of the 3 damage reduction powers. Your bases are covered pretty well so there's not too many choices I can really recommend.
Weapon loadout depends on what you like. I mostly play with shotguns and my weapon of choice is the Reegar Carbine, which is a perfect fit for the Vanguard class if you have the DLC. This thing OBLITERATES brutes with the shotgun damage bonuses, a shredder mod, and your incendiary ammo (also, fun fact: you can fire the gun and use your powers at the same time. They never changed that like they did in multiplayer). Really, any gun you like works completely fine as long as you maintain a very low power recharge speed, which is necessary if you want to charge/nova spam.
For armor pieces, I usually went for those that increased power damage or weapon damage.
Edit: Correct me if I'm wrong but don't the brutes at the end of Tuchanka spawn infinitely? It wouldn't even be worth taking them on, in that case.
Edit2: The changes Red and Capn mentioned are really worth considering. In fact, squad incendiary is definitely the better option here. The rank 4 damage upgrade is disappointingly small and you get more benefit having it on your whole squad. I haven't played with my vanguard since Omega came out, iirc, so admittedly my build mostly came from memory.
Modifié par ViaNegativia, 29 septembre 2013 - 04:39 .
#6
Posté 29 septembre 2013 - 02:42
The Brutes in that part are finite in number. But it seems that there is never the same number of Brutes each time you play it. I have seen as little as 4 and as many as 10.ViaNegativia wrote...
Edit: Correct me if I'm wrong but don't the brutes at the end of Tuchanka spawn infinitely? It wouldn't even be worth taking them on, in that case.
Good build, but I would go Squad Bonus for Incendiary Ammo at rank 4 and drop Cryo Ammo entirely. You are not actually losing that much extra damage by taking it to Squad.Biotic Charge: Radius -> Weapon Synergy/Power Synergy -> Barrier (Rank 5 is entirely up to you, I go weapon since I like having the quick boost to my shotgun damage after charging into a group)
Cryo Ammo: Squad Bonus -> Headshots -> Damage Combo
Incendiary Ammo: Damage -> Headshots -> Explosive Burst
Nova: Radius -> Half-Blast -> Pierce
Pull: Radius -> Expose -> Double Pull
Fitness: Durability -> Barrier Recharge -> Fitness Expert
Assault Mastery: Damage -> Weight Capacity -> Power Damage/Shotgun Damage (again the final rank depends on what you prefer)
As for bonus powers, some options you may want to consider are Reave, Inferno Grenades, or one of the 3 damage reduction powers. Your bases are covered pretty well so there's not too many choices I can really recommend.
Nova rank 4 is a personal choice between more damage and radius. Damage may be a little better since Charge will put you into the thick of it anyway.
For Assault Mastery, Shotgun damage is preferable if you use a shotgun, and you would want weapon damage in charge. The Power Damage evolution of Assault Mastery increases the damage of Incendiary Ammo, but I am not sure if the same holds true of the Power Synergy evolution of Charge.
#7
Posté 29 septembre 2013 - 03:01
RedCaesar97 wrote...
The Brutes in that part are finite in number. But it seems that there is never the same number of Brutes each time you play it. I have seen as little as 4 and as many as 10.ViaNegativia wrote...
Edit: Correct me if I'm wrong but don't the brutes at the end of Tuchanka spawn infinitely? It wouldn't even be worth taking them on, in that case.Good build, but I would go Squad Bonus for Incendiary Ammo at rank 4 and drop Cryo Ammo entirely. You are not actually losing that much extra damage by taking it to Squad.Biotic Charge: Radius -> Weapon Synergy/Power Synergy -> Barrier (Rank 5 is entirely up to you, I go weapon since I like having the quick boost to my shotgun damage after charging into a group)
Cryo Ammo: Squad Bonus -> Headshots -> Damage Combo
Incendiary Ammo: Damage -> Headshots -> Explosive Burst
Nova: Radius -> Half-Blast -> Pierce
Pull: Radius -> Expose -> Double Pull
Fitness: Durability -> Barrier Recharge -> Fitness Expert
Assault Mastery: Damage -> Weight Capacity -> Power Damage/Shotgun Damage (again the final rank depends on what you prefer)
As for bonus powers, some options you may want to consider are Reave, Inferno Grenades, or one of the 3 damage reduction powers. Your bases are covered pretty well so there's not too many choices I can really recommend.
Nova rank 4 is a personal choice between more damage and radius. Damage may be a little better since Charge will put you into the thick of it anyway.
For Assault Mastery, Shotgun damage is preferable if you use a shotgun, and you would want weapon damage in charge. The Power Damage evolution of Assault Mastery increases the damage of Incendiary Ammo, but I am not sure if the same holds true of the Power Synergy evolution of Charge.
Yeah, Cryo and Shockwave are probably the prime candidates for "things you can do without". I am personally a huge fan of squad cryo though so I can't seem to pass it up no matter how hard I try (I like to play my Vanguard very similar to the way it's played in ME2, hence why I take one ammo power and max it out for myself while giving another one to the squad, but like you said the difference is minimal).
I'm about to start another NG+ so I'll check if power synergy applies to Incendiary. I can't record footage though
Modifié par ViaNegativia, 29 septembre 2013 - 03:01 .
#8
Posté 29 septembre 2013 - 03:46
Yeah, I think it is because sometimes the same group will respawn and I am not sure that they are really supposed to behave like that.RedCaesar97 wrote...
The Brutes in that part are finite in number. But it seems that there is never the same number of Brutes each time you play it. I have seen as little as 4 and as many as 10.
Agree again from a pure efficiency / damage standpoint. Most of IA's damage is in IEB, and so you don't lose enough going to squad. It also allows you to save the 10+ squad points you would need to invest in Cryo Ammo to get to squad with that one. If you just want to fool around with CA then you can invest, but there is little point since IA became so powerful in ME3.Good build, but I would go Squad Bonus for Incendiary Ammo at rank 4 and drop Cryo Ammo entirely. You are not actually losing that much extra damage by taking it to Squad.
I would tend to agree here as well, at least for SP. This is predominantly because of how the enemies are clustered.Nova rank 4 is a personal choice between more damage and radius. Damage may be a little better since Charge will put you into the thick of it anyway.
Only power damage bonuses from passive and fortification should affect ammo damage, IIRC.For Assault Mastery, Shotgun damage is preferable if you use a shotgun, and you would want weapon damage in charge. The Power Damage evolution of Assault Mastery increases the damage of Incendiary Ammo, but I am not sure if the same holds true of the Power Synergy evolution of Charge.
#9
Posté 29 septembre 2013 - 05:04
Although more melee damage to augment your reload cancelling is always fun (takes me back to the ME2 Clayguard days). Since it's the OP's first insanity run though, survivability is always more important.
Modifié par ViaNegativia, 29 septembre 2013 - 05:42 .
#10
Posté 29 septembre 2013 - 05:25
Personally I find Sentinel quite strong because you can combo with just about any of your team mates whether they are tech or biotic.
Combos are the key to insanity.
Modifié par cap and gown, 29 septembre 2013 - 05:27 .
#11
Posté 29 septembre 2013 - 12:49
I chose to max out cryo blast since it trivializes fights with non protected enemies, and seriously slows down maurauders and engineers. It also works very well with a sniper rifle. You can cast cryo through the scope and then line up head shots. Double stacking defense powers gives you 130% DR in cover, and the DR sticks for half a second when popping out of cover so you can take your time to snipe.
My preferre loadout was pistol + sniper rifle. A viper V and phalanx V will keep you at around -190% cooldown. However my preferred loadout is a valiant X and eagle X if you can get it.
#12
Posté 29 septembre 2013 - 01:59
#13
Posté 29 septembre 2013 - 05:15
capn233 wrote...
Yeah, I think it is because sometimes the same group will respawn and I am not sure that they are really supposed to behave like that.RedCaesar97 wrote...
The Brutes in that part are finite in number. But it seems that there is never the same number of Brutes each time you play it. I have seen as little as 4 and as many as 10.
Talk about respawning! I was just on Tuchanka and we got to the bit where there is this plaza that starts out with about 6 cannibals, then husks start coming up and finally two Ravagers appear. (This is right after Wrex/Wreav tells you they have an idea about how to deal with the Reaper.) Well, we dealt with all of that and I start heading to the bridge where Kalross shows up when just as I am about to step onto the bridge there is this massive explosion, Shepard is staggered and my shields are gone. Turns out those Ravagers respawned and landed right on top of my char! Fortunately their target acquisition is a little slow so I was able to retreat back around a corner.
This char has had real problems with things dropping on him out of the sky. In ME2 while fighting the Shadow Broker guys who fly in on trucks to the parking lot he was running to get into position for the next truck when instead of going where he thought it was going to land, it landed right on top of him. Mission Failure! Gave me a chuckle. Precsience is not all it is cracked up to be!
Modifié par cap and gown, 29 septembre 2013 - 05:17 .
#14
Posté 29 septembre 2013 - 05:59
capn233 wrote...
Tech Armor (50%) and Fortification (40%) will give you a rated 90%DR, which is the amount you will have in cover. You will have another 90%DR while in cover that applies just to the frontal cone, and you will have the 40% damage taken penalty if you are out of cover, both of which apply to everyone.
Let me rephrase that. You will have 91% DR in cover, and 63% out of cover. In this case however the DR in cover applied to all directions as long as the camera looks at the cover.
#15
Posté 29 septembre 2013 - 06:33
#16
Posté 29 septembre 2013 - 07:31
This happens to me fairly frequently there. I think the spawn doesn't get suppressed if your squad is too far away.cap and gown wrote...
Turns out those Ravagers respawned
and landed right on top of my char! Fortunately their target acquisition
is a little slow so I was able to retreat back around a corner.
You have 90% in cover from all aspects since you have 50% from TA and 40% from Fortification. You do not have 63% out of cover, it is basically 50% out of cover. The original threads about DR did not account for the NoCoverBonus and assumed that your actual DR was less effective than rated DR.Mr_Raider wrote...
Let me rephrase that. You will have 91% DR in cover, and 63% out of cover. In this case however the DR in cover applied to all directions as long as the camera looks at the cover.
It is basically all added, which is why you need 140% rated DR to be immune out of cover. This number is achievable in a variety of ways.
Basically the enemy damage formula looks like this:
base_enemy_damage * difficulty_modifier * (1 + no_cover_bonus - rated_damage_reduction) = final_damage
The NoCoverBonus is 0.4, and is set in the difficulty handler (it is 0.4 for Insanity, it is actually 0 for the two lowest SP difficulties).
I suppose in some ways it doesn't matter a lot how you want to look at it... shields being less effective out of cover or enemies doing more damage out of cover, but the latter is technically correct.
Modifié par capn233, 29 septembre 2013 - 07:32 .





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