Best Melee build specs for SP
#1
Posté 14 janvier 2014 - 03:42
I thought Red Ceasar 97's Claymore Soldier would be a good place to start but then remembered Capn233's Tech Armour build and the TA spamming character I played last summer which would make a tank Sentinel a great choice too. I reckon an argument could be made for Kronner's Kroguard although I'm not sure about using Vanguard's Charge.
I'd also like to use an occasional boomstick for that authentic Krogan approach.
So any advice on which class and build?
#2
Posté 14 janvier 2014 - 04:13
Tech Armor gives a 40% boost at rank 5.
If you constantly purge and reengage Fortification (at least once every 20 seconds for constant effect), you can get another 100% if you take the right rank 4 evo. 70% if you take the extra 5% damage reduction, but that seems silly if you're focusing on melee and already have Tech Armor to boot.
Stacking Damage Reduction from both should give you a lot of room for error when getting right up in the enemies face.
If you go this route, the cooldown penalties will be significant. Either take a very light weapon and use cooldown-reducing armor, or just say screw it...don't rely on powers much and bring a Claymore with blade attachment along with something to reach out to distant targets with (Black Widow, Typhoon, etc).
EDIT: Too bad the Batarian Guantlet isn't an option in SP. That would be some serious fun!
Modifié par billpickles, 14 janvier 2014 - 04:20 .
#3
Posté 14 janvier 2014 - 04:23
I think Sentinel provides the best possible melee build.
Though I will try to post melee builds for the other 5 classes.
Soldiers and infiltrators are very well built for melee builds.
Vanguards are a good choice (provided that biotic charge hasn't killed the foe)
Adepts and Engineers are not the best choice but they can still excel with the right build.
What I'm trying to say, is that even though Sentinels are the best for melee builds, the other 5 classes can still perform well.
Modifié par Abraham_uk, 14 janvier 2014 - 04:23 .
#4
Posté 14 janvier 2014 - 04:52
Modifié par billpickles, 14 janvier 2014 - 04:52 .
#5
Posté 14 janvier 2014 - 07:17
I'm not a huge fan of powers as I prefer weapons in most situations so I like the idea of a Claymore or Raider Sentinel with a sniper rifle to switch things up.
I might have to give this a try too. May have to download the Mass Effect Genesis 2 dlc...
#6
Posté 14 janvier 2014 - 10:02
Sentinel w/ Fortification would be a good one, as is Vanguard.
Soldier was probably better for pure melee in ME2 with AR + Commando and the Storm bonuses you could run up on enemies quickly, and you had the most melee DPS (due to time dilation). Haven't done much with soldier and melee in SP outside of the rifle butt to kill stragglers with low health.
#7
Posté 14 janvier 2014 - 11:02
Modifié par billpickles, 14 janvier 2014 - 11:04 .
#8
Posté 15 janvier 2014 - 01:07
Under the right circumstances, an Infiltrator can nearly kill a Brute with a Heavy Melee.
I think it should be pointed out that the Sentinel DOES NOT have access to a +75% melee bonus after a heavy melee kill (rank 5 in Fitness). It is replaced by a bonus to squadmate health and shields.
At rank 3 of Fitness, all classes gain a +20% bonus to melee except the Vanguard, which is only +15%.
In terms of getting in close for melee, Vanguard is obviously the easiest with Charge, then Infiltrator with cloak. After that , I think it would be Sentinel with stacking damage reduction powers, and then the Soldier. With enough damage reduction stacking and the right spec, the Sentinel can kill an enemy with heavy melee and then become invulnerable to damage if you take cover. (Not shown in the video, but I did get knocked out of cover by Guardian with the bonuses active, which was enough for a turret to kill me.)
After that, I would probably say Engineer would be next since it has more instant-cast powers and access to Combat Drone and Sentry Turret which can stagger enemies for you. I would put Adept last.
I just have not played too many melee-focused builds though.
I should also point out that even with the Bonus Power evolution of Adrenaline Rush, the Soldier cannot deactivate or activate a defensive power like Fortification.
Modifié par RedCaesar97, 15 janvier 2014 - 01:09 .
#9
Posté 15 janvier 2014 - 05:01
#10
Posté 05 février 2014 - 07:43
#11
Posté 05 février 2014 - 06:09
It works pretty darn well. And one thing that's awesome about the Sentinel is the option to have Throw reset after a combo- since with Fortification and Tech armor your cooldown is already terrible, you can go all out and take a shotty/sniper, shotty/AR, whatever, and exploit the reset to offset the fact that your cooldowns would be terrible. Bring Javik or Liara along on most every mission to prime combos for you, and you can detonate them as fast as they can dish them out.billpickles wrote...
Thanks! I've never actually tried it...it was more of an academic exercise. But now that I wrote that out, I kinda want to try it, honestly. It's definitely different from any of the playthroughs I've done so far. I think I'd go the heavy weapons route if I was going to do it.
#12
Posté 05 février 2014 - 10:23
Maxed out tech armor, fortification, offensive mastery, and fitness for damage reduction and melee damage. Leftover points into lift grenade. Ignored other powers for now.
Armed shep with claymore + blade, and black widow. Armored with full suit of ariake tech armor (minus ridiculous looking death mask helmet) for extra melee bonus.
Was a blast watching Cerberus baddies go flying over balconies as I punched them. Only the atlas slowed me down a bit, but that's what the black widow is for.
EDIT: Switching out claymore for venom next mission. See how that works to soften them up before punching them out.
Modifié par SporkFu, 05 février 2014 - 10:33 .
#14
Posté 06 février 2014 - 01:40
For one thing, these numbers just don't seem accurate, based on actual gameplay; I'm working on a SP playthrough at the moment, with a sentinel with fortification as bonus power, and even with a 200% cooldown, those numbers don't seem right. But even if they were, that's provided you have a 200% cooldown bonus, have opted for squadmate cooldown evolutions AND have forgone weapon/power/ammo bonuses from armor in favor of cooldown. And even so, your cooldown is going to be slower than a class without TA and fortification. So, relatively, your cooldown is terrible; especially if you're using something other than an SMG or pistol with ULM. And if you're running a melee sentinel with that much DR, why on earth are you using a light weapon in the first place?RedCaesar97 wrote...
q5tyhj wrote...
... since with Fortification and Tech armor your cooldown is already terrible...
Not true.
In any case, you're sort of missing the point; whether you feel like the cooldown is "terrible", "not half bad", "pretty good", or whatever, its still worse than other setups, and this can be mitigated by the Throw evolution that resets the cooldown after a combo. With this evolution you can say screw cooldowns, throw on whatever weapons you fancy (Claymore and a Harrier in my case), and still be able to use powers at a very fast rate (provided you always have a teammate who can prime combos).
#15
Posté 06 février 2014 - 04:08
Obviously Throw's reset on detonation can allow you to cast more throws regardless of your actual recharge speed. For the "Biotic Bomber" it makes sense. This would not be as big a deal on a melee focused Sentinel, since you are not trying to combo spam, nor take the heaviest weapon load necessarily. I would argue that on a melee character there isn't much point in taking anything other than a pistol or shotgun with melee mod, except perhaps an "armor dps" weapon for the targets that aren't as amenable to melee. Even then, some of the pistols or shotguns will do fine in combination with powers.
#16
Posté 06 février 2014 - 05:54
Feel free to disagree.
I won't cover every single power.
Just the powers that I feel aid melee builds.
________________________________________________________________________
Soldier:
Sadly enough you cannot purge fortification during adrenaline rush.
That said the soldier is well equipped for melee.
Use your fortication just for the additional protection and don't purge it.
Adrenaline Rush: Hardening, Melee, Shield Boost
Fortification: Durability, Shield Recharge, Durability
Cryo Ammo: Frozen targets help with melee builds. So weaken your foes with some weapon fire.
Rank 4: Squad cryo is better in my opinion. More frozen targets.
Rank 5: Up to you.
Rank 6: Damage combo. This evolution also increases armour weakening.
Fitness: All melee
Review:
The ability to slow down time and the cryo ammo makes the soldier a very powerful melee combatant.
________________________________________________________________________
Sentinel:
You could go "tech armour" Turian style if you wanted to (detonating the tech armour and then finishing off foes with melee), however this build assumes you never purge the tech armour.
Tech Armour: Durability, Melee Damage, Durability
Fortification: Melee Damage, Recharge Speed, Durability
Warp: Damage, Expose, Pierce
Cryo Blast: Radius, Speed Reduction, Frozen Vulnerability
Fitness: Melee, Squad Bonus, Melee
Review: The sentinel has two amazing debuff abilities and comes with some protection in the form of Tech Armour. You can get in close to deal some serious damage. Also the melee bonus from tech armour comes in handy.
________________________________________________________________________
Engineer:
For this build, make sure you have your combat drone handy.
Combat Drone and Cryo Blast are important parts of this build.
Combat Drone:
There are 2 viable builds for this power. Ranged Drone and Close Quarters Drone. Don't mix ranged with close quarters as this messes up the drone's AI.
Ranged Drone: Shields and Damage, Shields and Damage, Rockets
Close Quarters Drone: Detonate, Shock, Chain Lightning
Cryo Blast: Radius, Speed Reduction, Frozen Vulnerability
Fortification: Melee Damage, Recharge Speed, Durability
Fitness: All melee
Review: The engineer is not the best melee class. However it does have a flaming omniblade (that looks awesome) and the drone provides a nice distraction as long is you spec it 100% ranged or 100% close quarters.
There are better classes for melee though.
________________________________________________________________________
Infiltrator:
Tactical Cloak: Rank 4 & 6 (up to you). Rank 5: Melee Damage
Fortification: Durability, Shield Recharge, Durability
Cryo Ammo: Frozen targets help with melee builds. So weaken your foes with some weapon fire.
Rank 4: Squad cryo is better in my opinion. More frozen targets.
Rank 5: Up to you.
Rank 6: Damage combo. This evolution also increases armour weakening.
Fitness: All melee
Review: Infiltrators are apparantly the best class for everything. Using powers, the infiltrator can out damage adepts, engineers and sentinels. Using guns, the infiltrator can out damage both the soldier and vanguard. Sniping is obviously the infiltrator's strongest suit so it's little surprise the infiltrator is the best at sniping.
That said, the infiltrator also makes an amazing melee based assassin. Keep your fortification power active at all times since you can't purge it during tactical cloak (I don't think). Now turn pseudo invisible and then strike enemies with your melee attacks.
You will find the infiltrator to be amazing in this role!
________________________________________________________________________
Adept:
Keep your fortification active at all times. The adept is very squishy.
You'll also need your cooldown for the warp spam.
Warp: Damage, Expose, Pierce
Fortification: Durability, Shield Recharge, Durability
Fitness: All melee
Review: The adept has an amazing looking melee attack. A biotic based palm strike that pushes enemies. Nice.
However for the adept this seems more like a defensive move for enemies closing in rather than an offensive attack. The adept is very squishy and unlike the engineer, doesn't have a handy drone to provide distraction.
________________________________________________________________________
Vanguard:
First rule: Don't use nova. You have two heavy melees for this class. A running melee attack and a biotic punch.
Second rule: Don't charge at foes without shields/barriers or armour. You'll either outright kill them or send them flying.
Cryo Ammo: Frozen targets help with melee builds. So weaken your foes with some weapon fire.
Rank 4: Squad cryo is better in my opinion. More frozen targets.
Rank 5: Up to you.
Rank 6: Damage combo. This evolution also increases armour weakening.
Biotic Charge: Use biotic charge as a utility power for restoring your barriers and getting within melee range.
Rank 4: Radius (you don't want to outright kill your foes)
Rank 5: Up to you
Rank 6: Barrier.
Fortification: Melee Damage, Recharge Speed, Durability
Fitness: All melee
Review: Do not, I repeat do not increase your power damage. If your biotic charge outright kills foes then you're not playing a melee build anymore. Also do not use Nova except against boss type enemies if you really must.
This build is okay. However soldiers, sentinels and infiltrators make for better melee combatants. The most important powers are cryo ammo for the debuff and fortification for the purging. Biotic charge is a power you don't really need to use. It is most useful when the nearest foe is a long distance from the vanguard or when your barriers are below 50%.
The running melee and heavy melee are both amazing. Try tapping the melee button/key whilst running.
Modifié par Abraham_uk, 06 février 2014 - 06:32 .
#17
Posté 06 février 2014 - 05:57
Modifié par Abraham_uk, 06 février 2014 - 05:58 .
#18
Posté 06 février 2014 - 07:42
For melee characters I almost always go with a shotgun (claymore or wraith, basically) for the melee mod and the fact that you're spending most of your time up close anyways. And the idea isn't that its a combo or power class, its just that you can go with the heaviest possible loadout, and still be able to detonate combos as fast as your teammate can prime them; basically just a way to have your cake and eat it too.capn233 wrote...
The numbers in the link are probably accurate for the time they were made, which was actually before they lowered the penalties from TA and Fortification.
Obviously Throw's reset on detonation can allow you to cast more throws regardless of your actual recharge speed. For the "Biotic Bomber" it makes sense. This would not be as big a deal on a melee focused Sentinel, since you are not trying to combo spam, nor take the heaviest weapon load necessarily. I would argue that on a melee character there isn't much point in taking anything other than a pistol or shotgun with melee mod, except perhaps an "armor dps" weapon for the targets that aren't as amenable to melee. Even then, some of the pistols or shotguns will do fine in combination with powers.
#19
Posté 06 février 2014 - 09:18
Shepard base weight capacity: "75"
Offensive Mastery weight capacity bonus: "70"
*Shepard's total capacity is thus "145," so if you keep weapon weight below 1.45 you have max PRS
TA dynamic penalty: "50%"
Fortification dynamic penalty: "50%"
Wraith X+ SG Omniblade encumbrance: 0.9+0.5 = 1.4 or "140"
*Note that even if you add the SG HVB it is still lighter than Claymore X
**Also note that if weight cap is chosen in passive, this grants +200% PRS on a Sentinel.
Blood Pack Punisher X encumbrance: 0.35
First step is calculating "Power Recharge Speed":
PRS = 2.0 + Total Weight Capacity - Total Encumbrance
PRS = 2.0 + [0.75+0.7] - [1.4+0.35] = 1.7 aka "+170%"
Let's run the sample calculations with Warp, since it has a longer CD than Throw:
Warp base cooldown: 8s
Warp rank 2 recharge bonus: "+25%"
Since the recharge formula depends on "total bonus," let's define and calculate it:
For Warp with TA and Fortification active:
Total Bonus = RankBonus + DynamicBonuses
RankBonuses come from the power themselves, like Rank 2 Warp.
Dynamic Bonuses are basically the sum of PRS and things that can change mission to mission (eg Intel, Armor, squad bonuses...). TA and Fortification penalties add here.
Total Bonus = 0.25 + [1.7 - 0.5 - 0.5] = 0.95
Total Bonus is positive, so use following formula:
Recharge = BaseCD * [ 1 / ( 1 + Total Bonus)]
Recharge = 8*[1/(1+0.95)] = 4.10s
Now for Warp with TA active, Fortification off:
Total Bonus = 0.25 + [1.7 - 0.5] = 1.45
Recharge = 8*[1/(1+1.45)] = 3.26s
The difference is 0.84s
Now for Throw and the question of Rank 5 "Detonate" vs "Recharge Combo":
Throw base CD: 4s
Throw rank 2 recharge bonus: +0.25
Assuming same loadout as above, TA on, Fortification on (total bonuses remain the same)
Recharge = 4*[1/1.95] = 2.05s
TA on, Fortification off
Recharge = 4*[1/2.45] = 1.63s
The difference is 0.42s. So really Rank 5 Detonate has more to do with weapon encumbrance than rather if Fortification is on or off, and that was what Red was getting at. Most of the good weapons in SP are "overly light" anyway. The Wraith and Punisher being some of the prime examples.
#21
Posté 06 février 2014 - 11:21
It might be worth adding some fast stagger powers like amplified CS on Soldier, and Throw on the Adept and Sentinel. They are also good for detonation. For the tech classes, you should get Sabotage since Tech Vulnerability affects the tech melee damage.
All of the ammos are pretty good for CC in this game, so it is user preference. Incendiary will be best for damage when you have to fight armored bullet sponges though.
One last tidbit on the Sentinel, you might consider the melee DR bonus at Rank 5 of fitness for a melee character, since you will be using heavy melee frequently anyway. Makes purging Fortification even less painful.
#22
Posté 07 février 2014 - 12:23
The presented Soldier build is very similar to mine, and I am positive this is the best build for melee Soldier. It's a pretty decent class for a melee combat, but the two things that bother me about the Soldier are the speed of the HM and the role of AR. As for the HM, the animation looks badass (my favourite of all HM in the SP), but it's just sooo slow... Slower than the Sentinel's, and definitelymuch slower than Vanguard's. I am aware we're talking here about fractions of seconds, but on insanity it can mean taking two - three more shots from the enemies during the animation, which can strip the Soldier off his shields. The Soldier should hit the enemy immediately after he ejects an omni-blade, just like the Sentinel!! I really don't understand why after ejecting an omni-blade he makes that one more unnecesarry move up with his hand before the hit. Maybe it's just for the show off, but it keeps irritating me, because it makes melee combat a bit harder. The problem with AR specced for melee combat is that it's basicaly a temporary TA. It sure does give some extra benefits, like the time dilation and more weapon damage, but those extras aren't that much needed for a melee - oriented class. I think TA plays it's role much better, as you don't have to constantly spam the power and wait for the cooldown. Also, as capn233 added, it could be worth considering to evolve CS for CC.
My build for the melee Sentinel is a bit different than the one shown above. First of all, I would highly recommend switching Fortification for a DM - it's a great "panic button" for sudden, dangerous situations, and those will happen. What I like about melee Sentinel is the utilisation of his abilities for CC and using HM as the main damage dealer. Overload seems particularly effective, as with the evolutions in chain - hitting, it can disable for a short time a whole group of enemies, giving enough time to land a few finishing HM strikes. The LG also comes in handy when facing lots of unshielded enemies, such as husks, cannibals or Cerberus troopers. I use Warp and Throw mainly for BE when facing heavy armored enemies which are difficult to fight in a hand-to hand combat (banshees, brutes, atlases, turrets). The weapons aren't much needed in this build, because the cooldowns are not much of a problem. I usually stick with a pistol (Eagle or Talon) and an SMG (Tempest or Locust). Taking a squadmate with an ammo power is also helpful. I suppose a shotgun would bo more effective, but I don't take it for the role-playing purposes (the "disappearing weapons...). I am aware that when exeecuting HM the weapons "disappear", but other classes use only right hand for HM, so at least I can imagine the weapon stays in Shepard's left hand. That wouldn't stick with Sentinel's HM, so at least I can imagine the pistol is still in Shepard's hand, under the omni-blade
#23
Posté 07 février 2014 - 12:34
q5tyhj wrote...
For one thing, these numbers just don't seem accurate, based on actual gameplay; I'm working on a SP playthrough at the moment, with a sentinel with fortification as bonus power, and even with a 200% cooldown, those numbers don't seem right. But even if they were, that's provided you have a 200% cooldown bonus, have opted for squadmate cooldown evolutions AND have forgone weapon/power/ammo bonuses from armor in favor of cooldown. And even so, your cooldown is going to be slower than a class without TA and fortification. So, relatively, your cooldown is terrible; especially if you're using something other than an SMG or pistol with ULM. And if you're running a melee sentinel with that much DR, why on earth are you using a light weapon in the first place?RedCaesar97 wrote...
q5tyhj wrote...
... since with Fortification and Tech armor your cooldown is already terrible...
Not true.
In any case, you're sort of missing the point; whether you feel like the cooldown is "terrible", "not half bad", "pretty good", or whatever, its still worse than other setups, and this can be mitigated by the Throw evolution that resets the cooldown after a combo. With this evolution you can say screw cooldowns, throw on whatever weapons you fancy (Claymore and a Harrier in my case), and still be able to use powers at a very fast rate (provided you always have a teammate who can prime combos).
I am currently running a Sentinel with both Tech Armor (TA) and Fortification specced for max damage reduction, so I am getting 90% damage reduction (which is really only 50% out of cover on Insanity).
For Warp and Overload, cooldowns are only about 1 second longer than if I had neither activated--about 3.5 compared to about 2.4--and Throw is something like less than 0.5 seconds longer than if I had neither activated, about 1.8 seconds I think?
In terms of detonating combos, you can detonate biotic combos as long as the priming power is still active, and biotics tend to have long durations.
Compare this to Overload which I think has a 3s priming duration, unless it got the multiplayer changes which is 5 seconds. I don't think anyone has tested that.
And as a Sentinel, most players bring Liara and Javik anyway, so you only really need to use Overload on the few shielded enemies you see, and you are throwing everything to death while Javik and Liara use Pull and Singularity.
For larger enemies, they take more more than one combo anyway if you do not shoot, so I usually just cast > shoot > cast until everything is dead.
And some guns are way to light for the damage they can dish out, particularly DLC weapons. I am avoiding using the Executioner since it packs more punch than its weapon weight should permit.
#24
Posté 07 février 2014 - 04:34
Yep, although lately I've been taking Liara (with max recharge singularity) and either James or Ashley, for squad incendiary ammo and inferno grenades respectively.RedCaesar97 wrote...
And as a Sentinel, most players bring Liara and Javik anyway, so you only really need to use Overload on the few shielded enemies you see, and you are throwing everything to death while Javik and Liara use Pull and Singularity.
Yeah I only bought a couple of the DLC weapons packs; but one was the one with the Harrier. Needless to say, not hurting for DPS there. But like I said, I almost always go heavy shotgun for melee characters (hell, for most characters) anyways so once again, no problem here. Talon is still probably my favorite overall weapon for power classes on SP- great weight, great damage, tough to beat (and you have both a melee and power mod available).And some guns are way to light for the damage they can dish out, particularly DLC weapons. I am avoiding using the Executioner since it packs more punch than its weapon weight should permit.
#25
Posté 07 février 2014 - 05:13
I think there are a few things to consider for melee:
You don't have to fill all of these roles. The most important part of a melee build is that your melee attacks deal plenty of damage. However if you fill many of the below roles with your squad, you will be an exceptional melee fighter.
- Damage Protection: Your melee fighter can take more hits.
- Travel/Flanking: You can get to foes quickly, taking as few hits as possible.
- Crowd Control: Stun/stagger foes, set foes on fire, hold/trap foes or pull foes towards you.
- Softening Up: Using guns and powers to deal damage then finishing off foes with melee attacks.
- Weakening: Making foes take more damage from all sources.
- Stripping: Removing shields, barriers and riot shields leaving the foe vulnerable to direct damage.
- Distraction: Keeping foes distracted taking the heat off you. Decoys, drones and tanking squadmates fill this role.
- Enhancement: Powers that directly increse your melee damage.
Any roles that I missed?
Perhaps you can win me over on this one.
Thrusting powers such as throw, shockwave and concussive shot have been suggested.
The only way I can see them helpful if you're dealing with protected targets (which are not as common at higher difficulties). They do stagger most protected targets.
I suppose concussive shot could help if it doesn't send a foe flying. But it just means more travel time towards your target (1 or 2 extra seconds to reach a target. 2 seconds is a long time in Mass Effect 3's combat system).
Modifié par Abraham_uk, 07 février 2014 - 05:26 .





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