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Any tips for Soldier Insanity?


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#1
DesioPL

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Okay.

I got 60 LVL my Shepard Soldier, and i think to try complete game in Insanity difficulty. Any tips for Soldier? 

I look for.

Weapons (I got all DLC including weapon packs)

Team.

Powers.

Thanks for advice, and let Avarossa guide you all! =]

Modifié par DesioPL, 13 décembre 2013 - 03:03 .


#2
capn233

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If he is level 60 he is probably already built, so no need to comment on how to spend points you don't have. ;)

But seriously, there are only a couple powers that you need to make a good Insanity Soldier, and you can have a powerful build before Level 40.

There is basically a spectrum of play that is effective with Concussive Shot spam / Combos on one side and Weapon Damage on the other, where most play somewhat in the middle. The change to easy Fire Explosions made Soldier another combo spammer, and so just depending on what guns you like and how much you want to spam vs shoot determines where you want to be.

In general I would recommend a build like this:

Adrenaline Rush 6: DR, Melee, Bonus Power (although you can take Damage at Rank 4, depends on if you can stand extra time compression or not).
Incendiary Ammo 6: Squad, Headshots, Explosive Burst (you can go Damage at 4 if you want to run another Squad ammo power, but most damage comes from Rank 6, and somewhat Rank 5)
Concussive Shot 6: Damage, Recharge, Amplification (Amplification is the key, the others don't matter all that much)
Combat Mastery 6: Damage, Headshots, Weapon Master (Weight Capacity at 6 is a cruel joke, and is mostly useful in your first runs when you are capped at Level V, and only if you plan to take something like Black Widow / Revenant).
Fitness 6: Shields

For bonus powers, the good ones are:
Fortification (for extra DR and Ammo damage)
Proximity Mine (Damage Taken debuff on large targets)
Inferno Grenade (a lot better than Frags)
Marksman (higher potential damage than ARush, but you can't use it as ARush's "bonus power").
Energy Drain (for more shields / DR if you don't mind tech)
Reave (biotic Soldier, DR)
Flare (get around the cd with ARush bonus power)

DLC weapons are of course the most powerful. The good ones:

Suppressor (most powerful gun for Soldier against anything with a head)
Harrier
Lancer
Blood Pack Punisher (Marksman + Incendiary Explosive Burst...)
Typhoon
Black Widow (not DLC, but still good)
Valiant (a little left behind by MP buffs, but still good)
Indra
Talon
Wraith
Claymore
 
You can use various other guns as well, especially if they have a high ROF since IEB will pick up the slack in damage.

Modifié par capn233, 13 décembre 2013 - 04:00 .


#3
capn233

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Also this thread has a compilation of most everything SP related:

The Big Strategy Thread

#4
DesioPL

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capn233 wrote...

If he is level 60 he is probably already built, so no need to comment on how to spend points you don't have. ;)

But seriously, there are only a couple powers that you need to make a good Insanity Soldier, and you can have a powerful build before Level 40.

There is basically a spectrum of play that is effective with Concussive Shot spam / Combos on one side and Weapon Damage on the other, where most play somewhat in the middle. The change to easy Fire Explosions made Soldier another combo spammer, and so just depending on what guns you like and how much you want to spam vs shoot determines where you want to be.

In general I would recommend a build like this:

Adrenaline Rush 6: DR, Melee, Bonus Power (although you can take Damage at Rank 4, depends on if you can stand extra time compression or not).
Incendiary Ammo 6: Squad, Headshots, Explosive Burst (you can go Damage at 4 if you want to run another Squad ammo power, but most damage comes from Rank 6, and somewhat Rank 5)
Concussive Shot 6: Damage, Recharge, Amplification (Amplification is the key, the others don't matter all that much)
Combat Mastery 6: Damage, Headshots, Weapon Master (Weight Capacity at 6 is a cruel joke, and is mostly useful in your first runs when you are capped at Level V, and only if you plan to take something like Black Widow / Revenant).
Fitness 6: Shields

For bonus powers, the good ones are:
Fortification (for extra DR and Ammo damage)
Proximity Mine (Damage Taken debuff on large targets)
Inferno Grenade (a lot better than Frags)
Marksman (higher potential damage than ARush, but you can't use it as ARush's "bonus power").
Energy Drain (for more shields / DR if you don't mind tech)
Reave (biotic Soldier, DR)
Flare (get around the cd with ARush bonus power)

DLC weapons are of course the most powerful. The good ones:

Suppressor (most powerful gun for Soldier against anything with a head)
Harrier
Lancer
Blood Pack Punisher (Marksman + Incendiary Explosive Burst...)
Typhoon
Black Widow (not DLC, but still good)
Valiant (a little left behind by MP buffs, but still good)
Indra
Talon
Wraith
Claymore
 
You can use various other guns as well, especially if they have a high ROF since IEB will pick up the slack in damage.


What about AT - 12 Raider? Is also good for enemies? 

About powers. I think about Fortification to make my Shepard little tank, but the problem will be, when whole map is spawned by Banshee or Brutes.

#5
capn233

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Raider is fine as well. A little inaccurate, unless you run it under Marksman, in which case it is very good. I don't run Marksman on Soldiers usually though.

Fortification DR is nice, you still can't tank quite as well as in MP because you will never have >1000 shields as is easy in MP w/ Cyclonics. The power damage bonus is nice as well.

There are never more than 2 Banshees at once in SP. And both have less HP on Insanity than in MP.

#6
Locutus_of_BORG

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capn233's advice is really good. The most powerful build for Soldiers IMO focuses on weapon damage, power cooldowns and power spamming via Incendiary Ammo (w. Explosive Burst) + Concussive Shot (w. Amplification).

I would add that another good Bonus Power is Lash - if you don't mind Biotics. It lets you grossly abuse Kai Leng, Maya Brooks, the Clone and Cat6 troops, which are really the only guys that might give you any sort of trouble.

I would also add that the Piranha and Reegar are also stellar, though I think capn left them out b/c they are short ranged. However, the Piranha is a decent mid-range gun with HVB 5 and Smart Choke 5.

Lastly, even though the Soldier is a weapon class, try not to go too overboard with weapon loadouts b/c a moderate cooldown time is still helpful. I like to stay somewhere between 100-150%.

Modifié par Locutus_of_BORG, 13 décembre 2013 - 07:14 .


#7
Deathsaurer

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I'm quite fond of the Adas/BPP combo myself

#8
Nitrocuban

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Harrier with High Velocity Barrel (Omega DLC) or Piercing Mod and (mandatory!) Clip Mod.
A light sidearm like SMGs with ultra light mod and/or a Heavy Pistol with scope for some sniping is a good idea, cause sometimes the Harrier runs dry.
Always use Incendiary ammo and spam Concussive Shot to detonate, spray&pray in a group of enemies plus a team mate's Chain Overload is also a great strategy.
Use Enegry Drain as bonus Power for shield stripping and restoring own shields, makes you tougher and you can fire longe on targets befor you have to get back in cover.
When s*** hits the fan: Adrenalin Rush and Grenades.

#9
DesioPL

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You know guys, that in London before we go to Conduit is alot of Banshee and Brutes? :D

Otherwise, good tips! Any advices also against Reapers, Cerberus and Geth?

About Lash. I will think about it, but more i intrested i guess for Dark Channel.

#10
Ribosome

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A missile launcher or two can be found lying in the nearby buildings in case you need them. The harrier should be chewing right through them though :)

#11
capn233

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DesioPL wrote...

You know guys, that in London before we go to Conduit is alot of Banshee and Brutes? :D


Are you talking about the Defend the Missile portion?  Technically there are only 2 Banshees there that you have to fight, and they come one at a time.  The pair in the last segment can theoretically be kited the entire time, or you can soften them with the Cobra.  Even if you choose to fight them, that is only 4 total, and they have less HP than in a Gold MP game.  I say 4 total just because it is probably easier to fight the first pair in the final sequence then kite them the whole time due to the Marauders.  In the final sequence it does keep spawning more Banshees, but that segment is timed and it doesn't matter how many you kill, and you may end up killing more than that but you don't have to.

There are 6 Brutes that will funnel at you in the last segment before the Harvester (which happens after the part with the first 2 Banshees, but before the infinite Banshee spawn).  You should have no trouble with them as a Soldier with a decent gun, especially if you took Incendiary Explosive Burst ammo.  Consider also taking Garrus w/ Proxi Mine spec'd for Damage Taken if you don't have it yourself (and it does stack if you both take it).

In any event, Banshees and Brutes should drop fairly quickly with the build I posted and any of those guns.

Overall I like Garrus and Liara the best here, although Garrus and Ash (CS and Inferno Grenades) is also good for a soldier.

Here is how I usually approach it: Cryo Soldier - Defend the Missiles

It is worth noting though that this was before the change to easy Cryo / Fire explosions, and I was needlessly taking 4 weapons on that character.  Going Harrier and Punisher only w/ Incendiary Explosive Burst will be a good deal easier.

Modifié par capn233, 14 décembre 2013 - 04:02 .


#12
Locutus_of_BORG

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Deathsaurer wrote...

I'm quite fond of the Adas/BPP combo myself

That's a big DPS combo for sure, but I don't like that the ADAS auto-tracks to center mass, so you can't really shoot guys that are in cover.

DesioPL wrote...

You know guys, that in London before we go to Conduit is alot of Banshee and Brutes? :D

Otherwise, good tips! Any advices also against Reapers, Cerberus and Geth?

About Lash. I will think about it, but more i intrested i guess for Dark Channel.

The only part with a lot of Banshees and Brutes is the Defend Missiles sequence. You should keep moving and just kite what you can't kill. For me, I usually only die to the Reaper lazorz because I stop paying attention to where I'm at.

In SP there aren't too many real pointers to give vs the 3 factions. Basically: Power Combo ---> Headshots ---> Power Combo ---> Headshots ---> Spacebar skip dialogue ---> etc. etc. etc. ad nauseum.

Modifié par Locutus_of_BORG, 14 décembre 2013 - 09:16 .


#13
Abraham_uk

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There was a really old debate on BSN regarding the use of marksman over adrenaline rush.

So which guns benefit more form adrenaline rush?
Which guns benefit more from marksman?

#14
capn233

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In general Adrenaline Rush favors lower capacity, accurate weapons as you get a free reload. Low capacity shotguns it sort of depends. They do more pure damage with Adrenaline Rush, but they can potentially land more pellets at range with Marksman.

For weapons where reloading is not an issue, you will do more pure weapon dps with Marksman. You will not get any ancillary benefits (DR, dilation, free power use) like you can from Adrenaline Rush.

I prefer to run Adrenaline Rush and have the capability to use Proximity Mine for Damage Taken and / or a Concussive Shot for extra CC / combo detonation.  Additionally, Adrenaline Rush increases ammo efficiency, which may be a consideration with some weapons (eg Harrier).

Modifié par capn233, 14 décembre 2013 - 10:55 .


#15
Abraham_uk

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As bonus powers go, I find lash to be pretty useful, for those guardians.

Though Liara and Javik can handle this issue quite nicely.

Not to mention armor piercing mods you can attach to your weapons, meaning you can save that bonus slot for a different power.

#16
DesioPL

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Is worth to use piercing ammo or not? Because i have quite fun, playing with Raider.

#17
Abraham_uk

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DesioPL wrote...

Is worth to use piercing ammo or not? Because i have quite fun, playing with Raider.

There is no reason why you can't.
Armour Piercing ammo is very effective against light cover (riot shields, thin cover) and is effective at both piercing and weakening armor).


I don't personally think it's optimal because: 
You already have incendiary ammo, and you can combine it with concussive shot for fire explosions
You also have shredder mods.

However if you want optimal, your best bet is probably charge/nova with the vanguard or tactical cloak + marksman with an infiltrator.


The point I'm trying to make is that Armour Piercing ammo is actually viable.
So if you want to use Armour Piercing ammo, go ahead. It's very effective against armored targets and light cover.

If you're not into exploiting over powered elemental combos, but want an ammo power that takes care of armour, then AP ammo is the way to go.:wizard:

#18
DesioPL

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Hmmmm.

I got also a Shade Cerberus Armor, which is the best for Soldier. Use it?

For ammo. I think is best option, if i will use Lancer with Incendiary ammo. But i guess for slower weapons is good also?

Damn i wish to replace on my Shep, Cryo armor for other good force.

#19
Abraham_uk

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About Cerberus Shade Armor:

It seems to be a jack of all trades.
Which isn't a bad thing at all.

If you're going to shoot enemies, you have +10% to weapon damage and +10% to ammo.

If you're going to use powers (I think ammo powers are counted but not sure), you have + 10% power damage. I know that power damage does take grenades and concussive shots into account.

If you're going to use melee, you have + 10% to melee damage, +20% to shields and +20% to shield regeneration speed.

This is a pretty solid choice that will cover all of your needs.

#20
capn233

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If you want to run AP ammo, go ahead. Not as optimal, but it is more than fine. If you do run it on a shotgun, use the High Caliber Barrel and Smart Choke, you won't need to run the Shredder mod. Keep in mind that in SP AP Ammo has a damage penalty when you shoot through cover (50%), which is unlike in MP where it has no damage penalty.

#21
DesioPL

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I started playing now. For now i got only one mission failed, because Cerberus Stromtrooper use ninja action and hit me in meele. :P

I think about combination for weapons like that.

Cerberus - Cerberus Harrier / Lancer for AR's. Raider for Shotgun.
Reapers - I think same here, but maybe add here Blood Pack Punisher?
Geth - I think without LoLreegar would be difficult, since primes got heavy shields. But with incideniary ammo would be nice.

#22
spockjedi

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If I recall correctly, in my last playthrough my soldier had Fortification, which was never purged, and used Adrenaline Rush to restore the shields in an emergency situation. This was my first Shepard that didn't use Defense Matrix.
I restricted the weaponry to Shotguns and Assault Rifles, so the default arsenal was AT-12 Raider + N7 Valkyrie, and Reegar Carbine + Adas Rifle against Geth.
The default squadmates were Javik, with a Particle Rifle, and EDI, with a N7 Hurricane. Since they don't have ammo powers, I dedicated a level 4 Squad Cryo Ammo to them, and left Incendiary and Disruptor, evolved for pure damage, to myself.
The result was a powerful team that could burn, electrocute, freeze, lift and slam any enemy.

#23
DesioPL

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I today started my insanity run through ME3.

Vancouver - Easy enough, but Predator is not good enough.

Mars - Okay here i got first fail. I was run forward, while Cerberus Trooper hit me meele on my back.

Eden Prime - Again easy, well maybe only turrets are problematic. But i deal with it.

Menae - Second fail i got here. But this time, cannibal on front shoot me.

I use Lancer in X LVL and i choose Piranha X instead of Raider.

#24
DesioPL

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BUMB because question.

N7 Typhoon / Cerberus Harrier or Lancer best for taking down Atlas, Geth Prime or Banshee?

#25
Nitrocuban

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DesioPL wrote...

BUMB because question.

N7 Typhoon / Cerberus Harrier or Lancer best for taking down Atlas, Geth Prime or Banshee?


Typhoon with Extended Barrel and Piercing mod for both squad mates, Harrier with High Velocity Barrel and Clip mod for you. Take a SMG or Heavy Pistol with ultra light materials mod as side arm cause the Harrier might run out of ammo ocassionally.