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#126
Turian Master Race

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Given your inventory I would still use the tempest. Mattock, phaeston, vindicator, all could be good. Once you unlock it the acolyte for sure.

#127
q5tyhj

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Mike-o wrote...

I'm pretty lame when it comes to creating character builds (I blame lots of mechanics that are not explained in-game. Or that I'm simply stupid), so I'd love you guys to help me out if you feel like it. Keep in mind that I'm a newb that isn't good enough to try Gold or Platinum matches yet, so neither my skills nor available gear are great.

1st - Vorcha Soldier. I really like that class, and I'd like you guys to help me create a viable build that involves Flamer. I love that toy, which allows me to fry groups of mobs or single elite mobs with ease. Any tips on such build? Should I use Bloodlust, or forget about it? What guns go well with that build?

2nd - Human Soldier. I know that Human Soldier is an underpowered class (like many Soldier classes, from what I heard), but I like him. I'd love to have a build that involves both Concussion shots and Frag Grenades. Is that a possibility? I already know that best weapons for Soldiers are assault rifles, especially semi-automatic ones. I'm running Vindicator right now, waiting until I level Mattock.

3rd - Krogan Warlord. I grew very fond of this class. It seems playing a melee class in multi works well for me. I love it how Krogan Warlord allows me to make some degree of mistakes and still get my ass alive out of the fray due to his HP and shield, and how I one-two shot every lesser mob. Which Hammer should I choose, or should I run with both? Should I care about weight? Use shotgun with bayonet, or go for some other weapon?

I've also got a more general question. Which is more beneficial to me, a new player - buying Spectre bundles, or saving for better ones? I've saved up for a few Reserve packs, since I very much want an N7 Destroyer and N7 Paladin classes to try out, but it's biting my supplies, particulary medi-gel is low.

To anyone who cares to answer even some of these questions, thanks! Much love.

RTK2Lional wrote...

Given your inventory I would still use the tempest. Mattock, phaeston, vindicator, all could be good. Once you unlock it the acolyte for sure.


Just my two cents on weapon choices, after taking a look at your n7 HQ- your best overall damage-dealing weapon is going to be the Mattock; its DPS (damage-per-second) actually outdoes many rare and even ultra-rare weapons, and is pretty easy to use, it doesn't really have any weirdness to get used to (like delayed/charge trigger mechanism, variable fire rate, etc.), and it scores headshots reliably. Its weight isn't especially prohibitive either. You could use this on the vorcha soldier, for instance, to give him a viable long-range attack (since flamer is your close-quarters bread-and-butter) and still have a decent cooldown. For smg/pistols on power-based builds, you'll probably want to stick with either the suppressor or the eagle- both do respectable DPS even at level 1, and are pretty light. The tempest is a totally respectable starter weapon, but its recoil makes it hard to score hits reliably without the SMG recoil mod (for me at least). I agree with other posters that for alot of power builds, including the flamer, the acolyte is a good choice, especially once you get the power mag, but that doesn't do you much good at the moment. If it makes you feel any better, once you get some momentum you'll unclock the rares in no time (ultra rares are a different story, unfortunately). 

Modifié par q5tyhj, 21 janvier 2014 - 02:35 .


#128
Mike-o

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Thanks, though I don't really like Tempest - the recoil is horrible. Even when I play Turian Soldier, his Marksman skill doesn't help a lot with it.

By the way, change of topic - since yesterday, I seem to be lagging in every darn match I play, up to the point where the game's unplayable. Any idea is something wrong with EA servers, or should I rather ask my flatmates do they make an extensive use of Internet lately? Yep, we're sharing one connection. More and more often game either lags for me, or stops entirely, greeting me goodbye with the "The host left the game" message. Few times I just, out of blue, with no lag of a warning, "lost connection to the EA servers". Last time did hurt - 10th round of a very good match. 

Modifié par Mike-o, 21 janvier 2014 - 01:17 .


#129
Mike-o

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And it's time for another question. Yay :P. I've been playing my Human Adept, and I even scored the first place a few times, but I do not really -feel- how he should be played. I probably just need more practice, but I wouldn't mind speeding the process up with your help. To precise, I wonder how should I use Singularity and Shockwave to make them most effective.

#130
Kislitsin

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Mike-o wrote...

And it's time for another question. Yay :P. I've been playing my Human Adept, and I even scored the first place a few times, but I do not really -feel- how he should be played. I probably just need more practice, but I wouldn't mind speeding the process up with your help. To precise, I wonder how should I use Singularity and Shockwave to make them most effective.


It's better to host with him
Build.
It's better to host with him.

For mooks: singularity - shoty shooty - either warp or shockwave (judge on distance and the ammount of mooks).

For sub bosses (Brute/Ravager/Regular Scion/Dragoon/Pyro):  warp - shooty shooty - shockwave.

For big armor - singularity - shooty shooty shockwave/warp (judge on distance) - shooty shooty - warp (singularity, when die, will set off BE with warp). Make sure you know how to land praetorian.

For charging banshee - warp - shoot - shockwave, that will stop her.

For phantom - Singularity - shoot the bubble - shoot - warp/SW (preferably when she is in the air) - done.

Find combo mechanics data (in the resource library). He will be more effective on silver than on bronze, and even more effective on gold (when you will be able to survive with him).

Modifié par Kislitsin, 21 janvier 2014 - 08:33 .


#131
Shampoohorn

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Melee build.

#132
Kislitsin

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Shampoohorn wrote...


Melee build.



Well, assuming his only UR is "presented" eagle and he has no rare mods that suggestion is... interesting :D

But yeah, OP, meele build is actually good. If you are into that melee thing you are ought to try that (you have two human adepts after all).

#133
Mike-o

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Hm. Well, I do have shotgun omni-blade! And I'll soon start giving Gold matches a go, too, so maybe I'll get some of these mods. How does one play that build?

Modifié par Mike-o, 21 janvier 2014 - 08:53 .


#134
hellman77

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Mike-o wrote...

And it's time for another question. Yay :P. I've been playing my Human Adept, and I even scored the first place a few times, but I do not really -feel- how he should be played. I probably just need more practice, but I wouldn't mind speeding the process up with your help. To precise, I wonder how should I use Singularity and Shockwave to make them most effective.


You can check this out:

www.youtube.com/watch

How it can be played...
He is only using equipment you currently have at your disposal (although I would use the Eagle over the Avenger). During the first few minutes he will sum up "strategy" and a little bit on how the powers/combos work.
Build at the end.

:wizard:

Modifié par hellman77, 21 janvier 2014 - 09:22 .


#135
Shampoohorn

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Kislitsin wrote...

Shampoohorn wrote...
Melee build.

Well, assuming his only UR is "presented" eagle and he has no rare mods that suggestion is... interesting :D

But yeah, OP, meele build is actually good. If you are into that melee thing you are ought to try that (you have two human adepts after all).


An aspirational build, then. :D

Yeah, the difference an Omniblade V makes on a melee build is huge.  For a beginning player, a 6/6/6/x/x build on any adept is a great way to build your skillset and account for a thin weapon selection.

#136
MGW7

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Mike-o wrote...

Hm. Well, I do have shotgun omni-blade! And I'll soon start giving Gold matches a go, too, so maybe I'll get some of these mods. How does one play that build?


The melee is aoe, and does not lock on, so it is another, extremely potent power, and does extra damage to shields, armor, and barriers.

Also, for a few kits, some powers receive both melee and power damage boosts, biotic hammer is such a power, for these kits the shotgun omniblade is superior to the pistol power amp + melee stunner, because melee mods multiply the damage, but power mods only add some damage.

#137
Shampoohorn

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Mike-o wrote...

Hm. Well, I do have shotgun omni-blade! And I'll soon start giving Gold matches a go, too, so maybe I'll get some of these mods. How does one play that build?


Here's the original thread.

Here's an example of some gameplay.

FYI, the weight of the omniblade is not applied on weapons that were included in the original game as long as you toggle to the character change screen after you select the weapon.  Check the resource thread for the detail if that's not clear.

#138
Mike-o

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Another question. I'm slowly preparing myself to start playing Gold matches, gonna give them a first go tomorrow. I wonder - are the builds you guys helped me with Gold-viable? I have gotten quite a few new weapons and mods since I asked for many of these builds. Especially the Human Soldier, Krogan Warlord, Turian Soldier and Salarian Engineer, since these are the classes I play most often. Also, a side question - I've just got a high-velocity barrel for my Human Soldier. It seems to be a better choice than Piercing Mod, but it increases weapon's weight, and I need to be able to use Adrenaline Rush as often as possible. How do you think, is barrel worth loosing 50% recharge speed? Got 165% atm.

Modifié par Mike-o, 22 janvier 2014 - 04:01 .


#139
Turian Master Race

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Any of the builds given here is gold viable. IMO the easy mode is the stasis sniping Assguard as it trivializes phantoms, marauders, captains, etc., and on top of that she has grenades, and charge. Another easy mode is the flamer vorcha soldier, mix in a few carnage shots for fire explosions.

The krogan warlord can be trickier since there are lot more sync kill units on gold than silver and if you do not know the sync kill paterns you will spend most of your time on the floor.

Hsol, Tsol, Salarian engi are all great choices, pick what you like the most.

TBH, I had an easy mode on gold with the human engi, detonating drone + falcon build (you dont have falcon but it works with the disciple too) especially vs geth.

#140
hellman77

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The weight penalty is bugged and actually not added on most weapons.

List and explanation:

social.bioware.com/forums/forum/Mass-Effect-3/Mass-Effect-3-Multiplayer-Discussion-/MUST-READ-How-to-determine-if-bugged-weighted-gun-mods-are-weightless--15553764-1.html

Modifié par hellman77, 22 janvier 2014 - 06:19 .


#141
MGW7

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add the fact that recharge has diminishing returns, after going over 150% isn't that important, you end up requiring twice as much to get half as much benefit, and most powers have a 25% cooldown bonus built in at rank 2 by default

base cooldown 100
100% recharge = 50 cooldown
150% recharge = 40 cooldown (this is as far as you want to go with most powers)
200% recharge = 33 cooldown
300% recharge = 25 cooldown

#142
Shampoohorn

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MGW7 wrote...

add the fact that recharge has diminishing returns, after going over 150% isn't that important, you end up requiring twice as much to get half as much benefit, and most powers have a 25% cooldown bonus built in at rank 2 by default

base cooldown 100
100% recharge = 50 cooldown
150% recharge = 40 cooldown (this is as far as you want to go with most powers)
200% recharge = 33 cooldown
300% recharge = 25 cooldown


This isn't entirely correct.  A recharge bonus will always lead to an equal increase in frequency of power casting.*  However, this is contingent on spamming the power whenever your cooldown is done.  As soon as you stop casting powers you lose the benefit, which is where the diminishing returns come in since eventually you'll run out of enemies to target (even vanguards).  Not disagreeing, but it's an important facet of the game mechanics.

*This is because the rate of power casting is the inverse of recharge time.  Small changes in small recharge times still lead to large changes in rate.

Modifié par Shampoohorn, 22 janvier 2014 - 09:01 .


#143
MGW7

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Shampoohorn wrote...

MGW7 wrote...

add the fact that recharge has diminishing returns, after going over 150% isn't that important, you end up requiring twice as much to get half as much benefit, and most powers have a 25% cooldown bonus built in at rank 2 by default

base cooldown 100
100% recharge = 50 cooldown
150% recharge = 40 cooldown (this is as far as you want to go with most powers)
200% recharge = 33 cooldown
300% recharge = 25 cooldown


This isn't entirely correct.  A recharge bonus will always lead to an equal increase in frequency of power casting.*  However, this is contingent on spamming the power whenever your cooldown is done.  As soon as you stop casting powers you lose the benefit, which is where the diminishing returns come in since eventually you'll run out of enemies to target (even vanguards).  Not disagreeing, but it's an important facet of the game mechanics.

*This is because the rate of power casting is the inverse of recharge time.  Small changes in small recharge times still lead to large changes in rate.



IIRC recharge works on base/1 + bonus

so 100% bonus is 1/2 the base, while 200% is 1/3 the base, meaning to double the rate of attack requires double the bonus, and the amount of recharge time removed decreases per percentage the more you add

#144
Deerber

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MGW7 wrote...

Shampoohorn wrote...

MGW7 wrote...

add the fact that recharge has diminishing returns, after going over 150% isn't that important, you end up requiring twice as much to get half as much benefit, and most powers have a 25% cooldown bonus built in at rank 2 by default

base cooldown 100
100% recharge = 50 cooldown
150% recharge = 40 cooldown (this is as far as you want to go with most powers)
200% recharge = 33 cooldown
300% recharge = 25 cooldown


This isn't entirely correct.  A recharge bonus will always lead to an equal increase in frequency of power casting.*  However, this is contingent on spamming the power whenever your cooldown is done.  As soon as you stop casting powers you lose the benefit, which is where the diminishing returns come in since eventually you'll run out of enemies to target (even vanguards).  Not disagreeing, but it's an important facet of the game mechanics.

*This is because the rate of power casting is the inverse of recharge time.  Small changes in small recharge times still lead to large changes in rate.



IIRC recharge works on base/1 + bonus

so 100% bonus is 1/2 the base, while 200% is 1/3 the base, meaning to double the rate of attack requires double the bonus, and the amount of recharge time removed decreases per percentage the more you add


Yeah, but the "rate of fire" of the power goes like the inverse of the recharge time, so it ends up being linear in the CD bonus. You can see it with some very basic math. Just try to compute how many times you can fire a power in, say, 1 min with 100% and 200% CD bonus: you'll see one is roughly double the other. Roughly because of border effects...

#145
Mike-o

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Deerber wrote...

MGW7 wrote...

Shampoohorn wrote...

MGW7 wrote...

add the fact that recharge has diminishing returns, after going over 150% isn't that important, you end up requiring twice as much to get half as much benefit, and most powers have a 25% cooldown bonus built in at rank 2 by default

base cooldown 100
100% recharge = 50 cooldown
150% recharge = 40 cooldown (this is as far as you want to go with most powers)
200% recharge = 33 cooldown
300% recharge = 25 cooldown


This isn't entirely correct.  A recharge bonus will always lead to an equal increase in frequency of power casting.*  However, this is contingent on spamming the power whenever your cooldown is done.  As soon as you stop casting powers you lose the benefit, which is where the diminishing returns come in since eventually you'll run out of enemies to target (even vanguards).  Not disagreeing, but it's an important facet of the game mechanics.

*This is because the rate of power casting is the inverse of recharge time.  Small changes in small recharge times still lead to large changes in rate.



IIRC recharge works on base/1 + bonus

so 100% bonus is 1/2 the base, while 200% is 1/3 the base, meaning to double the rate of attack requires double the bonus, and the amount of recharge time removed decreases per percentage the more you add


Yeah, but the "rate of fire" of the power goes like the inverse of the recharge time, so it ends up being linear in the CD bonus. You can see it with some very basic math. Just try to compute how many times you can fire a power in, say, 1 min with 100% and 200% CD bonus: you'll see one is roughly double the other. Roughly because of border effects...


I thought this game's an action-infused cRPG, not maths/physics class. Damn. Way too much thinking for my humble, humanistic mind. Long story short, A) Weight-applying mods do not actually apply weight, and B) Unless the class is heavily power-reliant, I should not care to have weight bonus higher than 150%, right? Okay then. What would be the good weight bonus for AR-using Human Soldier? I wwould like to be able to equip assault rifle and some other weapon too, a shotgun best, but I'm afraid weight penalty would be too steep.

#146
Deerber

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Mike-o wrote...


I thought this game's an action-infused cRPG, not maths/physics class. Damn. Way too much thinking for my humble, humanistic mind. Long story short, A) Weight-applying mods do not actually apply weight, and B) Unless the class is heavily power-reliant, I should not care to have weight bonus higher than 150%, right? Okay then. What would be the good weight bonus for AR-using Human Soldier? I wwould like to be able to equip assault rifle and some other weapon too, a shotgun best, but I'm afraid weight penalty would be too steep.


He he yeah, you pretty much summed it. Although be careful, that there are situations and weapons that make the moda add the 50 weight, and that sucks.

Also, don't obssess over some number like 150 or anything, they're just rule of thumbs. The important thing is that you choose a gun that fits the character right with little regard to weight (within reason, javelin + crusader is usually going too far XD). On the vanilla Hsol, for example, 100 is definitely good. This should let you bring a semi heavy AR as a primary and a pistol/SMG backup, like a harrier/hurricane. A shotgun might push it a bit too far, they're usually pretty heavy.

#147
hellman77

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Mike-o wrote...

I thought this game's an action-infused cRPG, not maths/physics class. Damn. Way too much thinking for my humble, humanistic mind. Long story short, A) Weight-applying mods do not actually apply weight, and B) Unless the class is heavily power-reliant, I should not care to have weight bonus higher than 150%, right? Okay then. What would be the good weight bonus for AR-using Human Soldier? I wwould like to be able to equip assault rifle and some other weapon too, a shotgun best, but I'm afraid weight penalty would be too steep.


Don't get too cought up in the numbers, just try the setup you want and adjust either loadout or playstyle if you find yourself spending too much time waiting for power cooldown. One if my fav kits is the Human Soldier with the Typhoon X, which leaves the cooldown at 55. But with extended mag (180 rounds) cooldown is reset before I empty the clip, and I can recast Adrenalin Rush and keep firing without interruption.
Just figure out what works for you.

#148
jrob6

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Most of the builds that people have been posting here are absolutely Gold ready.  What is more important is the readiness of the player.  

You mentioned the Human Soldier, and he/she is absolutely devastating on any difficulty.  This build is what you are currently running with the gear and equipment you have access to.  

Next time you promote or want to respec your Human Soldier, you may want to consider choosing 5b in Adrenaline Rush.  I don't really choose it because I plan on meleeing everything/anything, but I choose it so the duration of Adrenaline Rush is as short as possible.  I want to have access to Adrenaline Rush more frequently so I can get the ammo clip refill and shield replenish more often.  Just a thought. 

Edit: Don't listen to Hellman; he's Norwegian.  The last Norwegian I saw was singing some BS song about a fox. 

Modifié par jrob6, 23 janvier 2014 - 02:50 .


#149
Mike-o

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That's a fair suggestion, the one about AR, but shotgun... I think I'll pass, at least on Human Soldier. I'm playing me some Turian Sentinel, as some of you folks suggested a while ago, and shotgun on that guy is deadly. I think Human Soldier, at least in my hands, is too puny to survive in a short-range firefight. I'd rather save the shield boost for Krogan Warlord or other melee-short range char.

P.S. I've been trying out  a new class, Asari Huntress. I royally kick ass when elite mobs show up, using biotic explosions I create and warp ammo, but common ones are lil' problematic for me. Also, I suck against Cerberus, with almost all of them being shielded. Any suggestions, please? *puppy eyes engaged*

P.S 2. Is ADAS rifle any good?

Modifié par Mike-o, 23 janvier 2014 - 03:29 .


#150
hellman77

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jrob6 wrote...

.........
Edit: Don't listen to Hellman; he's Norwegian.  The last Norwegian I saw was singing some BS song about a fox. 


I think it's about to become a religion over here soon.......... faen i helvete.