How do you play the engineer?
#1
Posté 06 novembre 2013 - 06:08
#2
Posté 06 novembre 2013 - 12:32
The Engineer is at its strongest when using Sabotage, Overload, and Incinerate. Combat Drone is useful for getting Guardians to turn around so their back is to you. I like 1-point Drone early, but I leave it at 1 point until I level up Sabotage, Incinerate, Overload, Tech Mastery, my bonus power, and Fitness.
This is how I like to spec my Engineer:
- Sabotage: Damage - Explosive Hack - Tech Vulnerability
- Overload: Damage - Neural Shock - Shield Damage
- Incinerate: Damage - Burning Damage - Armor Damage
- Tech Mastery: Damage - Damage and Capacity - Power Damage
For bonus power, I prefer one of:
- Fortification for the damage protection and power damage bonus at rank 5
- Defense Matrix for the damage protection, tech power damage bonus at rank 5 and the shield restore when purged
- AP Ammo for a little extra weapon damage and cover penetration without a weapon mod
- Defense Drone, but only in combination with Sentry Tuttet and Combat Drone.
Here is an example of this Engineer versus Reapers.
Here is an example of this Engineer versus Geth.
Turret and Combat Drone are really not that good on their own, with Turret being the best option, but requires rank 6 Flamethrower to become the most useful. They get better at distracting enemies when used together. They get even better when coupled with Defense Drone. But if you are using drones and turrets, then you are essentially ignoring your best skills of Overload, Incinerate, and Sabotage.
As for actually playing, always use Sabotage first, then follow it up with Overload against health or shields/barrier, or Incinerate against armor. Sabotage > Incinerate (tech burst) > Overload (fire explosion) will kill a Brute.
Most tech powers have a 3-3.5s window to detonate explosions, so you want your weapon weight between +150% and +200%. If you take Fortification/Barrier/Defense Matrix, take the recharge speed penalty into account. Tech Powers rely more on power damage than explosion damage compared to biotics, so load up on power damage armor. The Pistol and SMG Power Amplifier mods (requires Citadel DLC) are also good for increasing power damage.
For squadmates, Ashley and Tali are very good I find, but you get them rather late, and one or both may be dead. EDI is good and Garrus is also good, both of which you can get early. Unless Garrus is dead. Liara is the next best but that is unsurprising.
Modifié par RedCaesar97, 06 novembre 2013 - 12:50 .
#3
Posté 06 novembre 2013 - 03:22
Some powers also don't need to be bound to quick slot. Medigel is one of them, unless you are trying to medigel reload (which I find unreliable in SP). Ammo powers should not be bound. Each squad member really only has maybe 2 powers that need bound, so that takes up 4 leaving 4 for Shepard.
#4
Posté 06 novembre 2013 - 03:23
RedCaesar97 wrote...
Answer: I do not use them all at once.
The Engineer is at its strongest when using Sabotage, Overload, and Incinerate.
Quoted for truth.
I play Engineer very similar to what Red describes, with only minor differences. Focusing on the 3 powers listed above makes for a very damaging caster class and I play it like it wizard in a fantasy RPG. The other powers get used infrequently enough that bringing up the wheel to cast them isn't a problem.
For bonus powers I usually prefer something passive, an armor power or an ammo, so I can get full use out of it without using up a valuable hot key.
#5
Posté 07 novembre 2013 - 12:00
the engineer cant fail.
#6
Posté 07 novembre 2013 - 05:51
Also, why isn't detonating explosions all the time not a priority? Garrus + Tali/EDI = BOOM.
The question, I, asked has been misunderstood. The question wasn't how to fit these powers or how to use the engineer. It was how to use them. Why would you not use your teammates power at all times? Thats where the tediousness kicks in. If i am correct [on PC], would the powers next to teammates heads are the ones which would be used when Q or E is pressed on an enemy?
Last question, why not spec for Chain Overload, Area Incinerate and Turret and Drone Shield and Damage for the engineer?
#7
Posté 07 novembre 2013 - 06:43
1. Staggers the enemy to provide time to cast the follow-up power
2. Primes for tech burst, to be detonated by either Overload or Incinerate
3. With Rank 6 Tech vulnerability, it doubles the damage of the follow-up power
On your other question...Going chain and area is also a totally viable build. Some just prefer max single target damage. Depends whether you prefer to center your build on mobs or mooks or taking down bosses.
I'm typically in your camp on Overload...I actually like the double chain build (especially in MP) for maximum crowd control and the ability to detonate multiple explosions in one cast. Frankly, there is no bad way to spec Overload. All possible specs are justifiable and effective...it's an incredibly useful and versatile power.
#8
Posté 07 novembre 2013 - 09:41
billpickles wrote...
If you read any of Red's other posts, you'll notice he's a big proponent of Sabotage. It accomplishes a few things:
1. Staggers the enemy to provide time to cast the follow-up power
2. Primes for tech burst, to be detonated by either Overload or Incinerate
3. With Rank 6 Tech vulnerability, it doubles the damage of the follow-up power
On your other question...Going chain and area is also a totally viable build. Some just prefer max single target damage. Depends whether you prefer to center your build on mobs or mooks or taking down bosses.
Sabotage seems to fulfill all of these things. It has insanely low CD. Why bother with sabotage then?
For a game where even Insanity is easy, going for max damage really isn't all useful. Quantity surpasses quality here.[Quality being difficulty.]
billpickles wrote...
I'm typically in your camp on Overload...I actually like the double chain build (especially in MP) for maximum crowd control and the ability to detonate multiple explosions in one cast. Frankly, there is no bad way to spec Overload. All possible specs are justifiable and effective...it's an incredibly useful and versatile power.
I will vehemently disagree for double chain buil. Single chain is fine. The last evo is definitely Shield and Barrier damage. 100% not a small amount and for Banshee and Geth Primes, invaluable!
Correct me if i am wrong but is this scenario correct?
There are 5 cereberus troops, i chain overload three of them, Javik reaves the 4 one and Liara warps the 5 one. Then Javik throws a lift grenade at the mob. Would i potentially set off 5 explosions? That would be wreck havoc!
#9
Posté 07 novembre 2013 - 02:30
SWkazashi wrote...
The question, I, asked has been misunderstood. The question wasn't how to fit these powers or how to use the engineer. It was how to use them. Why would you not use your teammates power at all times? Thats where the tediousness kicks in. If i am correct [on PC], would the powers next to teammates heads are the ones which would be used when Q or E is pressed on an enemy?
So you're saying it's tedious for you to use squadmate powers alongside all your own powers? Too much button pushing?
If that's the case, you can get around that by simply restricting the number of powers you use. Every class in the game has powers you can comfortably skip without it making the game harder. Like Red said above, focusing on Overload, Incinerate and Sabotage will let you handle anything in the game. That's the way I play it and I never miss Cryo, Drone or Turret.
I've been playing on Xbox since ME 1 so focusing on just 3 powers comes natural to me. I've found that even since I started playing ME 3 on PC, where I have more hotkeys available to me, I still tend to build my characters this way.
Most squadmates don't have more than 2 active powers that are worth using so don't feel you need to be making the most of everything they have. Try taking teammates that don't require a lot of micromanagement. James is a good example of this. I use him a lot and often skip Carnage completely so the only active power I have to worry about is Frag Grenades. EDI is also good, just take Overload and Incinerate. Decoy is crap to me and Defense Matrix cripples her so she won't make you work too hard. Tali is another one, just work with Energy Drain and Sabotage. And all three of these are good teammates for an Engineer.
In regards to your other question, when you use Q & E the character is supposed to use the power most appropriate to the enemy you have targeted. For example, targeting an enemy with shields should result in Garrus casting Overload. It doesn't always happen though, sometimes they have a mind of their own. They also won't cast a power that is shown in red, which can be a pain when you're trying for combos. The most reliable way to cast teammate powers is to assign them to hotkeys.
#10
Posté 07 novembre 2013 - 02:51
SWkazashi wrote...
Why bother with sabotage then?
Sabotage, when specced for Tech Vulnerability at rank 6, gives tech powers a 100% damage bonus for s short time. This also applies to tech burst combos, which Sabotage seta up for you with the same cast. I don't know if it applies to fire explosions or not.
It's a significant damage boost. If you think it's overkill and not worth the effort that's a playstyle choice. Myself, I tend to use the Sabotage combo mostly on bosses.
Correct me if i am wrong but is this scenario correct?
There are 5 cereberus troops, i chain overload three of them, Javik reaves the 4 one and Liara warps the 5 one. Then Javik throws a lift grenade at the mob. Would i potentially set off 5 explosions? That would be wreck havoc!
I don't believe Lift Grenades will detonate tech bursts. You might get 2 explosions, one from the Warp and one from the Reave, but in general Lifts don't make good detonators. A better bet would be cast Overload, then detonate it with Warp for a tech burst, then detonate the Warp with a Reave. Or just skip the Overload altogether, just cast Reave then detonate it with Warp.
#11
Posté 08 novembre 2013 - 01:21
SWkazashi wrote...
@RedCasear:
1) What's the difficulty of the videos you posted?
2) You seem to be using Sabotage excessively. The brute required incinerate, why did you sabotage him?
3) I saw you detonate quite a bit of explosions. What was your combo?
4) Also, why isn't detonating explosions all the time not a priority? Garrus + Tali/EDI = BOOM.
5) The question, I, asked has been misunderstood. The question wasn't how to fit these powers or how to use the engineer. It was how to use them. (a) Why would you not use your teammates power at all times? Thats where the tediousness kicks in. (If i am correct [on PC], would the powers next to teammates heads are the ones which would be used when Q or E is pressed on an enemy?
6) Last question, why not spec for Chain Overload, Area Incinerate and Turret and Drone Shield and Damage for the engineer?
SWkazashi wrote...
billpickles wrote...
If you read any of Red's other posts, you'll notice he's a big proponent of Sabotage. It accomplishes a few things:
1. Staggers the enemy to provide time to cast the follow-up power
2. Primes for tech burst, to be detonated by either Overload or Incinerate
3. With Rank 6 Tech vulnerability, it doubles the damage of the follow-up power
On your other question...Going chain and area is also a totally viable build. Some just prefer max single target damage. Depends whether you prefer to center your build on mobs or mooks or taking down bosses.
7) Sabotage seems to fulfill all of these things. It has insanely low CD. Why bother with sabotage then?
8) For a game where even Insanity is easy, going for max damage really isn't all useful. Quantity surpasses quality here.[Quality being difficulty.]
I will try to answer your questions the best I can. I've numbered them for convience.
1) The videos I linked to were on Insanity difficulty. With few exceptions, the Mass Effect videos I post are played on Insanity difficulty.
2) Sabotage with rank 6 Tech Vulnerability will add +100% (base) damage to all tech powers for 10 seconds. So if a power deals 100 base damage, Sabotage will add another 100 damage to it. And that is applied before the armor multiplier. Plus, Sabotage > Incinerate will create a tech burst. Tech Vulnerability will also increase tech burst damage. So Sabotage > Incinerate will deal more damage than two Incinerates.
Also, Sabotage > Incinerate (tech burst) > Overload (fire explosion) = one dead Brute. I did not even need to fire my weapon but I might as well use it if I have it.
3) From memory, I know I used:
Sabotage > Overload (tech burst)
Sabotage > Incinerate (tech burst)
Sabotage > Incinerate (tech burst) > Overload (fire explosion)
Tali's Energy drain > Overload/Incinerate (tech burst)
And I may have used:
Overload > Incinerate (tech burst)
Incinerate > Overload (fire explosion)
4) I fail to understand the question. So I will try to answer based on what I think you are asking.
With the exception of some squadmate powers (biotics and grenades), squadmate powers have cooldowns 2-3 times longer than Shepard. This is why I try to alternate my squadmate abilities for detonation. For my Engineer, Overload, Incinerate, and Sabotage have a cooldown of about 3 seconds. Tali's Energy Drain cooldown is about 6.15, and EDI's Incinerate is about 8-10s.
But even if I alternate, they can be both on cooldown at the same time, so I will detonate combos myself without needing to wait. Plus it can be easier and more beneficial to combo myself at times since I can output more power damage than Tali. EDI can deal damage that rivals Shepard, but her cooldowns are much longer.
5) a) Apologies if I again misunderstand the nature of thsi question.
Using your squadmate powers all the time is not recommended. As I said in the previous answer, they have longer cooldowns. Your squadmates may also not have powers worth using at the time either. Or they just may not have powers worth using at all.
Also, I am on console, so if I want to play without pausing (or with minimal pausing), I have to stick with three mapped powers of my own. I can map one power for each squadmate (which I tend to do) or let them choose which power to use by using the console equivalent of the PC Q+E controls. Letting them choose which power to use is generally unwise as they are not always smart about it:
- Liara, for example, loves using Singularity, even on Brutes and Ravagers.
- EDI can be good, but sometimes chooses to use Incinerate against armor.
- Garrus is typically the smartest of squadmates, but even then can sometimes use the wrong power.
So I tend to just map one power for each squadmate and live with it.
5)
6) Chain Overload is fine. Several players prefer chain overload. A few of them have already posted in this thread. I just find it is kind of wasted in single player. I much prefer to use it in multiplayer since no character has both Sabotage and Overload in multiplayer. Area Incinerate is also wasted since you never really have multiple armored targets bunched together. Plus all armored targets have more armor than one Incinerate can remove, so I always spec for Damage instead of radius.
As for drone and turrets, are you referring to the Drone Master evolution of Tech Mastery? That is good if you focus on drones and completely ignore Overload, Incinerate, and Sabotage. Even if you try to max your drone and turret damage, they do not really deal a lot of damage. They are more about (occasionally) distracting enemies than dealing damage. You can detonate fire explosions off of Flamethrower turret but it can be unreliable. Explosive drone can detonate fire/cryo/electrical combos, but good luck getting that to work. No, if you are looking to combo, then ignore the drone and turrets; you do not need them to combo and you are wasting time casting them instead of setting up and detonating combos.
7) I assume you meant "Overload seems to fulfill all of these things. It has insanely low CD. Why bother with sabotage then?"? Simple: Sabotage is simply better at setting up tech bursts than Overload.
Sabotage with Tech Vulnerability adds +100% damage to all tech powers for 10 seconds. That also includes Tech Burst damage. Additionally, most tech powers have about a 3-3.5 second window to detonate. The same applies to Sabotage, but with Sabotage you are actually detonating off the backfire, which has a 1.5s second delay after Sabotage is applied. So Sabotage > 1.5s > Backfire. This gives you some wiggle room to detonate.
Also, against enemies on health, the Sabotage can stagger all enemies it hits (it has a radius), then stun them when the backfire hits in. The backfire will occur and hit all organic enemies, including Brutes and Banshees. the
And I did mention the Tech Vulnerability, right? it also applies to the Backfire damage.
Seriously, unless you are throwing drones around to distract Guardians, it should be the first power you cast in an encounter. It is just that good.
And it hacks synthetic targets such as Geth and Cerberus Turrets (and sometimes Atlas mechs) to fight their allies. Or at least stand still so you can kill them dead.
8) I find max damage very useful. I use it mostly for elite and super-elite enemies, and I find that the alternative to damage is not that much different against regular enemies anyway, so damage it is.
Engineers rely more on power damage anyway to get the most out of tech powers. Contrast this to biotics which rely more on combo damage.
#12
Posté 08 novembre 2013 - 05:32
Tech Vulnerability is a multiplicative bonus to the tech damage, ie it affects power damage after other bonuses.
You should invest in Sabotage on the Infiltrator and Engineer if you aren't doing a gimped build because 1) it greatly improves tech damage of the team 2) it adds synthetic CC.
There is little point running more than 1 chain on Overload in SP, IMO. There aren't many tech powers that are good area primers, and enemies don't stack quite as commonly, so it is rare that you could detonate 3 combos in a single cast. Not impossible, but it seems to me that Shield / Barrier damage on elites is actually more worthwhile. As for using ammos to do it, SP enemies don't have the durability to light 3 on fire with something like PPR then detonate all 3 anyway.
For 'Q' and 'E' commands, there is some logic involved in prioritizing squadmate powers versus various defenses and health. So to answer an above question, the power shown by the portrait is not necessarily the one they will use. It is more likely to be the one they used last. At least to my recollection.
Lift Grenades are poor combo detonators because you actually have to hit a target that is only health directly with the grenade to detonate the combo. The fact that they were so poor detonating combos was why the damage was buffed a good deal in MP.
#13
Posté 08 novembre 2013 - 07:57
RedCaesar97 wrote...
SWkazashi wrote...
@RedCasear:
1) What's the difficulty of the videos you posted?
2) You seem to be using Sabotage excessively. The brute required incinerate, why did you sabotage him?
3) I saw you detonate quite a bit of explosions. What was your combo?
4) Also, why isn't detonating explosions all the time not a priority? Garrus + Tali/EDI = BOOM.
5) The question, I, asked has been misunderstood. The question wasn't how to fit these powers or how to use the engineer. It was how to use them. (a) Why would you not use your teammates power at all times? Thats where the tediousness kicks in. (If i am correct [on PC], would the powers next to teammates heads are the ones which would be used when Q or E is pressed on an enemy?
6) Last question, why not spec for Chain Overload, Area Incinerate and Turret and Drone Shield and Damage for the engineer?SWkazashi wrote...
billpickles wrote...
If you read any of Red's other posts, you'll notice he's a big proponent of Sabotage. It accomplishes a few things:
1. Staggers the enemy to provide time to cast the follow-up power
2. Primes for tech burst, to be detonated by either Overload or Incinerate
3. With Rank 6 Tech vulnerability, it doubles the damage of the follow-up power
On your other question...Going chain and area is also a totally viable build. Some just prefer max single target damage. Depends whether you prefer to center your build on mobs or mooks or taking down bosses.
7) Sabotage seems to fulfill all of these things. It has insanely low CD. Why bother with sabotage then?
8) For a game where even Insanity is easy, going for max damage really isn't all useful. Quantity surpasses quality here.[Quality being difficulty.]
I will try to answer your questions the best I can. I've numbered them for convience.
1) The videos I linked to were on Insanity difficulty. With few exceptions, the Mass Effect videos I post are played on Insanity difficulty.
2) Sabotage with rank 6 Tech Vulnerability will add +100% (base) damage to all tech powers for 10 seconds. So if a power deals 100 base damage, Sabotage will add another 100 damage to it. And that is applied before the armor multiplier. Plus, Sabotage > Incinerate will create a tech burst. Tech Vulnerability will also increase tech burst damage. So Sabotage > Incinerate will deal more damage than two Incinerates.
Also, Sabotage > Incinerate (tech burst) > Overload (fire explosion) = one dead Brute. I did not even need to fire my weapon but I might as well use it if I have it.
3) From memory, I know I used:
Sabotage > Overload (tech burst)
Sabotage > Incinerate (tech burst)
Sabotage > Incinerate (tech burst) > Overload (fire explosion)
Tali's Energy drain > Overload/Incinerate (tech burst)
And I may have used:
Overload > Incinerate (tech burst)
Incinerate > Overload (fire explosion)
4) I fail to understand the question. So I will try to answer based on what I think you are asking.
With the exception of some squadmate powers (biotics and grenades), squadmate powers have cooldowns 2-3 times longer than Shepard. This is why I try to alternate my squadmate abilities for detonation. For my Engineer, Overload, Incinerate, and Sabotage have a cooldown of about 3 seconds. Tali's Energy Drain cooldown is about 6.15, and EDI's Incinerate is about 8-10s.
But even if I alternate, they can be both on cooldown at the same time, so I will detonate combos myself without needing to wait. Plus it can be easier and more beneficial to combo myself at times since I can output more power damage than Tali. EDI can deal damage that rivals Shepard, but her cooldowns are much longer.
5) a) Apologies if I again misunderstand the nature of thsi question.
Using your squadmate powers all the time is not recommended. As I said in the previous answer, they have longer cooldowns. Your squadmates may also not have powers worth using at the time either. Or they just may not have powers worth using at all.
Also, I am on console, so if I want to play without pausing (or with minimal pausing), I have to stick with three mapped powers of my own. I can map one power for each squadmate (which I tend to do) or let them choose which power to use by using the console equivalent of the PC Q+E controls. Letting them choose which power to use is generally unwise as they are not always smart about it:
- Liara, for example, loves using Singularity, even on Brutes and Ravagers.
- EDI can be good, but sometimes chooses to use Incinerate against armor.
- Garrus is typically the smartest of squadmates, but even then can sometimes use the wrong power.
So I tend to just map one power for each squadmate and live with it.
5)No. The power shown next to a squadmate's head on the HUD is the power they last used. If you are using them for the first time, then it is the power that started with 1 point in it.
6) Chain Overload is fine. Several players prefer chain overload. A few of them have already posted in this thread. I just find it is kind of wasted in single player. I much prefer to use it in multiplayer since no character has both Sabotage and Overload in multiplayer. Area Incinerate is also wasted since you never really have multiple armored targets bunched together. Plus all armored targets have more armor than one Incinerate can remove, so I always spec for Damage instead of radius.
As for drone and turrets, are you referring to the Drone Master evolution of Tech Mastery? That is good if you focus on drones and completely ignore Overload, Incinerate, and Sabotage. Even if you try to max your drone and turret damage, they do not really deal a lot of damage. They are more about (occasionally) distracting enemies than dealing damage. You can detonate fire explosions off of Flamethrower turret but it can be unreliable. Explosive drone can detonate fire/cryo/electrical combos, but good luck getting that to work. No, if you are looking to combo, then ignore the drone and turrets; you do not need them to combo and you are wasting time casting them instead of setting up and detonating combos.
7) I assume you meant "Overload seems to fulfill all of these things. It has insanely low CD. Why bother with sabotage then?"? Simple: Sabotage is simply better at setting up tech bursts than Overload.
Sabotage with Tech Vulnerability adds +100% damage to all tech powers for 10 seconds. That also includes Tech Burst damage. Additionally, most tech powers have about a 3-3.5 second window to detonate. The same applies to Sabotage, but with Sabotage you are actually detonating off the backfire, which has a 1.5s second delay after Sabotage is applied. So Sabotage > 1.5s > Backfire. This gives you some wiggle room to detonate.
Also, against enemies on health, the Sabotage can stagger all enemies it hits (it has a radius), then stun them when the backfire hits in. The backfire will occur and hit all organic enemies, including Brutes and Banshees. the
And I did mention the Tech Vulnerability, right? it also applies to the Backfire damage.
Seriously, unless you are throwing drones around to distract Guardians, it should be the first power you cast in an encounter. It is just that good.
And it hacks synthetic targets such as Geth and Cerberus Turrets (and sometimes Atlas mechs) to fight their allies. Or at least stand still so you can kill them dead.
8) I find max damage very useful. I use it mostly for elite and super-elite enemies, and I find that the alternative to damage is not that much different against regular enemies anyway, so damage it is.
Engineers rely more on power damage anyway to get the most out of tech powers. Contrast this to biotics which rely more on combo damage.
Thanks a bunch, Caesar. Yes I was referring to overload and not sabotage. Typo, :/. I wasn't aware of the 4.5 second detonation period of sabotage. Can you tell me your engineer build? I would love to read your build. [Complete, i.e. Squadmates, powers, weapon of choice, armor and strategy]
Also, for the claymore soldier video which you posted. [Last video, Missles; London] What armor setup were you using?
#14
Posté 08 novembre 2013 - 08:54
Shephard:
Powers:
Incinerate: Damage, Burning Damage, Armor Damage
Overload: Chain Overload, Recharge, Shield and Barrier Damage
Cryo Blast: N/A
Combat Drone: 2 points
Sabotage: N/A
Sentry Turret: Shield and Attack, Armor-Piercing Ammo, Flamethrower
Tech Mastery: Power Damage, Squad, Bonus, Drone Mastery
Fitness: Shields, Shield Recharge, Shields
Bonus Power:
Warp Ammo: Damage, Ammo Capacity and Damage [Ammo being obvious since I use the Particle Rifle]. [I carry Liara and Javik with me, so getting the lift bonus isn't difficult and even without the bonuses, the additional damage against armor, health and especially barrier is fantastic.]
Armor:
Inferno Armor [I haven't downloaded Citadel DLC yet. Once I do, I will replace the armor with Cerberus Spirit Armor.]
Weapon:
Particle Rifle V with Extended Barrel III and Spare Ammo Capacity V
[Yes, yes, I know I am engineer and having 130% recharge is ridiculous but the weapon is too much fun to pass on. I am relatively early in this playthrough also, meaning that for SMGs, I only have the Shuriken and Tempest. For Pistols, Predator and Scorpion; I do not like this weapon.]
Squadmates: Liara and Javik
Liara:
Powers:
Singularity: Radius and Recharge Speed. I am confused for the final rank. Any suggestions?
Statsis: Statis Strength, Recharge Speed, Bubble.
Warp: Detonate, Expose, Pierce [The established and standard
warp.]
Warp Ammo: N/A
Armor:
+25% Power Damage
Weapons:
Tempest I with Extended Barrel I/II [I can’t remember the level of the EB.]
Scorpion I with Extended Barrel II/III [I can’t remember the level
of the EB.]
Javik:
Powers:
Dark Channel: Duration, Recharge Speed and Pierce
Lift Grenade: Damage, Grenade Capacity, Damage and Radius
Vengeful Ancient: Power Damage, Squad Bonus, Power Damage
Armor:
+25% Power Damage
Weapons:
I. Particle Rifle V with ExtendedBarrel III and Spare Ammo Capacity III
II. Scorpion I with Extended Barrel V.
This powerful pair can't stop their explosions!
Strategy:
I. Overload → Warp
II. Dark Channel → Overload
III. Incinerate → Overload
IV. Boom, Boooom, Booooooooooooooooooooooooooooooom [Particle Rifle, the single most-fun gun]
V. Rinse, repeat
That’s my build, thanks for reading and please let me know what you thought of it. Each and every suggestion is appreciated!
Modifié par SWkazashi, 08 novembre 2013 - 09:04 .
#15
Posté 08 novembre 2013 - 02:55
I would also switch rank 5 of Tech Mastery to Damage and Capacity. The power damage and weight bonus to Shepard is worth more than a damage boost to squad powers.
130% weight is alright. If you want faster cooldowns you can always wear pieces of the Rosenkov armor.
For Liara there's very little reason to max both Stasis and Singularity. I would probably keep Singularity and spec for Squad Warp ammo. It's not the greatest but it's a little better than having 2 powers that are largely redundant with each other. Keep maybe 1 point in Stasis for the occasional Phantom. I assume you're maxing out her passive but you didn't list it. Take power cooldown bonuses wherever possible. I prefer the power cooldown armor for her, not only does it look better but power damage is next to useless for her.
Speaking of squadmates, Liara and Javik make a great team regardless of Shepard's class, but they don't have much synergy with an Engineer. I would suggest Tali, to Sabotage targets for you, and/or Garrus to detonate your powers with Concussive Shot. Both also bring an extra shield-stripping power which is always nice. EDI is also a good choice for Overload/Incinerate combos with Engineer Shepard.
#16
Posté 09 novembre 2013 - 12:50
SWkazashi wrote...
Thanks a bunch, Caesar. Yes I was referring to overload and not sabotage. Typo, :/. I wasn't aware of the 4.5 second detonation period of sabotage. Can you tell me your engineer build? I would love to read your build. [Complete, i.e. Squadmates, powers, weapon of choice, armor and strategy]
Also, for the claymore soldier video which you posted. [Last video, Missles; London] What armor setup were you using?
For the Claymore Soldier I was using weapon damage armor (Hadne-Kedar).
For an Engineer that uses Overload, Incinerate, and Sabotage, I use the following:
- Overload: Damage - Neural Shock - Shield Damage
- Incinerate: Damage - Burning Damage - Armor Damage
- Sabotage: Damage - Explosive Hack - Tech Vulnerability
- Tech Mastery: Power Damage - Damage and Capacity - Power Damage
- Fitness: bottom row
- Fortification (activate and forget): Durability - Power Damage - Durability
- Combat Drone: 1 or 2 points
I still have not found a spec I like for Combat Drone. You can spec it up to rank 5 with Shields and Damage at ranks 4 and 5. I only find it useful for Guardians anyway.
Armor: all power damage (Serrice Concil armor + Umbra visor). You get Umbra kind of late (Thessia) and the last Serrice armor piece extremely late (Chronos station). Early game you can spend some credits to get Inferno Armor or Blood Dragon armor instead.
I always have an import, typically level 30, so by Mars I start at level 31:
1) spec Overload, Incinerate, and Sabotage, and 1-point Drone
2) level up Tech Mastery
3) level up Fitness
If you do not have an import, then try to get 1 or two points in Overload, Sabotage, and Incinerate, then level up, in order: Sabotage, Incinerate, Overload.
As for squadmates (level up based on your own priorities)...
EDI:
- Incinerate: Damage - Recharge Speed - Armor Damage
- Overload: Damage - Recharge Speed - Shield Damage
- Unshackled AI: Damage - Damage - Squad Bonus
Garrus:
NOTE: This is my current build on him (from memory). I tend to flip-flop on whether to bother with AP Ammo on him or not. You could probably put points into all his powers and then dump everything else into his passive. It depends if you want to give him the Typhoon.
- Overload: Damage - Recharge Speed - Shield Damage
- Proximity Mine: Radius - Damage Taken - Recharge Speed
- Concussive Shot: Radius - Recharge Speed
- AP Ammo: Squad Bonus
- Passive: Weapon Damage - Power Damage - Squad Bonus (I think. Sometimes I spec for weapon damage bonuses instead)
Ashley:
- Disruptor Ammo: Squad Bonus - Headshots - Stun Chance
- Concussive Shot: Radius - Recharge Speed - Amplification
- Inferno Grenades: Damage - Grenade Count - Damage (I think. I tend not to bother with her grenades)
- Passive: Weapon damage - assault rifle damage - sniper rifle damage
Tali:
- Energy Drain: Damage - Recharge Speed - Damage. Also requires Pistol with Power Amplifier mod (minimum 1 or 2) to be able to fully-strip shields from Nemesis and Centurians.
- Passive: Recharge Speed - Power Damage - Squad Bonus
I ignore her Sabotage since it takes too long to cool down and I am always casting Sabotage myself. I ignore her drones since that requires micro-managing her. I just stick her with Energy Drain and use it exclusively.
Javik:
Stays on the Normandy.
James:
- Squad Incendiary Ammo and Frag Grenades for Mars and Menae. After that, he stays on the Normandy.
Liara:
- Singularity: Lift Duration - Recharge Speed - Expand
- Warp: Detonate - Expose - Recharge Speed (or Pierce. Depends if I feel like the extra 0.5s of recharge on her warp)
- Stasis: Duration - forget - forget (I do not use it much)
- Passive: Recharge Speed - Damage and Duration - Squad Bonus
Put her Power Recharge armor. You are forced to take Liara on several missions, which is why I fully spec her.
Kaiden:
- Overload: Damage - Recharge Speed - Shield Damage
- Passive: Forget. spec for Tech Power Damage and whatever else suits you. Health and Shields I guess.
Weapons I use for this build
- Depends. Viper/Saber is good with Ashley's Disruptor Ammo since they prime tech bursts with it on every single shot. Otherwise I would probably travel with a good pistol or SMG with a Power Amplifier mod.
Of course, that is only for a Sabotage - Overload - Incinerate build. Since I play on console and can map only three powers, I just pick three active powers and focus on using them. So there are some other ways to play the Engineer.





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