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Help me spec my ME2 Soldier


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#1
Jukaga

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Just imported my soldier into ME2 last night, was looking for advice on speccing. For weapons I'm thinking:

 

AR: Revenant (never played with it before, will use Vindi until then. I've used and love the Mattock, want something different)

SMG: Wont be used, so I'll go with the Tempest as I don't want to spam the Locust

SG: Eviscerator

Pistol: Phalanx

 

I need advice on powers. What evolutions to get, what to skip, etc. I'm not going to bother putting points in Concussive Blast cause it's useless. I'm thinking Adrenaline 4, Squad Cryo, Inferno Ammo, Inferno Grenade 4 and whatever left in Disruptor Ammo. Should I swap out stun grenades, I hear everyone loves them but I cant see why.



#2
Ribosome

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Soldiers don't have access to SMG's in ME2.

 

The revenant is my favourite gun in the game, I approve. The Viper sniper is a lot of fun too. My soldier's power build looks like this

 

4 Hardened Adrenaline Rush

0 Concussive Shot

4 Squad Disruptor Ammo (for geth missions more than anything, so you could respec points put into cryo ammo for this when needed)

4 Inferno Ammo

4 Squad Cryo Ammo

4 Shock Trooper (either evolution is good, just up to personal preference)

1 Stasis

 

The bonus power isn't really as important as everything else, since you're better off using adrenaline rush all the time without anything else interfering with the cooldown; I just had 1 in stasis to abuse the glitch associated with it. Pretty cheap though so I only ever used it if a YMIR mech was really pissing me off and I just wanted it dead right away. During the early missions I would always take armor-piercing ammo since incendiary wouldn't be available for quite a while



#3
cap and gown

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Flashbang grenades are great on Kasumi for Collector missions because they will shut down Harbinger for a good long time (I have heard 50 seconds). They don't work as well on Shepard for some reason. Some terrain anomolies prevent them from actually effecting Harbinger. At Hardcore or higher I don't think they are worth much except against Harbinger since they are ineffective against protected enemies. At lower levels they are a good crowd control power. With improved Flashbang you can keep enemies contantly disabled. The only problem is as a Soldier your bread and butter is adrenaline rush. Anytime you are not in adrenaline rush should be when you are cooling down from adrenaline rush before using it again. Adrenaline Rush needs to be prioritized.

 

The Revenant is good for Collector missions due to the shortage of ammo. The Revenant has a large ammo reserve. For other missions, however, I would stick with the Vinidicator if you don't want to use the Mattock.

 

SMG's are not an option for Soldiers. You could not equip a Locust even if you wanted to.

 

I despise the Phalanx. The Predator is my pistol of choice because of its larger ammo reserve.



#4
cap and gown

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Is there an edit option? I couldn't find it. So I will just add:

 

You might consider Barrier as a bonus power. At rank 4 you can evolve it for 120 second duration. It has a 12 second base cool down, but if you only use it once every two minutes it will not get in the way of using Adrenaline Rush. You can enable it before entering a new room/battle zone, wait a few seconds, then charge in and start the fight.

 

Reeve on unprotected enemies disables them for a few seconds making them an easy target.

 

On the whole, though, I don't know that Soldier should be worrying about bonus powers much since Adrenaline Rush is THE power to focus on.



#5
Jukaga

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For lore continuity, I never take a biotic bonus power if my class is not a biotic class. I hear ya about the Adrenaline Rush power, I was pretty skeptical of all the bonus powers as they would get in the way so I settled on the most 'soldier' like one, ie Grenades.



#6
RedCaesar97

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Soldiers don't have access to SMG's in ME2.

 

The revenant is my favourite gun in the game, I approve. The Viper sniper is a lot of fun too. My soldier's power build looks like this

 

4 Hardened Adrenaline Rush

0 Concussive Shot

4 Squad Disruptor Ammo (for geth missions more than anything, so you could respec points put into cryo ammo for this when needed)

4 Inferno Ammo

4 Squad Cryo Ammo

4 Shock Trooper (either evolution is good, just up to personal preference)

1 Stasis

 

The bonus power isn't really as important as everything else, since you're better off using adrenaline rush all the time without anything else interfering with the cooldown; I just had 1 in stasis to abuse the glitch associated with it. Pretty cheap though so I only ever used it if a YMIR mech was really pissing me off and I just wanted it dead right away. During the early missions I would always take armor-piercing ammo since incendiary wouldn't be available for quite a while

 

The only thing I would add is that Commando is typically better than Shock Trooper, regardless of which weapon you choose.

 

For bonus powers, use one of Stasis, Neural Shock, or Slam, since they are considered "1-point wonders", that is, they work great at 1 point and do not need to be ranked up higher to be useful.

 

And typically, the evolution of Adrenaline Rush you choose is dependent on the bonus weapon you choose. Hardened for the Revenant, and most people choose Heightened for the Claymore or Widow.

 

In terms of weapons, the soldier can use Pistols, Shotguns, sniper rifles, and assault rifles.

For the bonus weapon, you can choose one of the Revenant, Widow, or Claymore. Personally, I think the Revenant sucks, and much prefer using the Widow or Claymore. Other than that, I typically use

 

Pistols: Predator

Sniper rifles: Mantis until I get the Viper or Widow (if chosen)

Shotguns: All of them. If you take Hardened Adrenaline Rush, the Scimitar is good for shot > melee > shot > melee while under the effects of Adrenaline Rush. 

Assault Rifles: The Mattock is completely broken under Adrenaline Rush. Otherwise, use the Vindicator once you get it.



#7
PnXMarcin1PL

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My usual insanity soldier build:

 

4. Hardened Adrenaline Rush

0 concussive shot

4 squad disruptor ammo

4 inferno ammo

0 cryo

4 commando

4 energy drain

 

weapons:

AR: vindicator/mattock

Shotgun: Claymore/Eviscerator

Pistol: M3 Predator for lulz

Sniper: Widow/Mantis



#8
capn233

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Commando is probably more popular, but I would say you can make a decent argument for Shock Trooper on the Revenant Soldier.  Especially considering Commando's Power Damage is essentially worthless on Soldier*, but Power Duration does actually affect ARush.  And it has higher persuasion bonus if you need it.  On a Claymore soldier, Commando is better mainly for the extra Storm speed.

 

In any event, OP's build should work out fine.  Starting from the beginning, I recommend getting Rank 2 Disruptor Ammo as soon as possible and use it in the prologue missions.  Get at least basic Adenaline Rush and then Rank 1 Incendiary.  Level Adrenaline Rush to Hardened, and then work on Incendiary Ammo and Combat Mastery.  Once you max those 3, you can finish leveling Disruptor to Squad, or work on Cryo Ammo, your choice.

 

Really you don't have to max all ammo powers at once, but it depends on what bonus power you are running.  With a "1pt wonder" power, you can do that.  If you need to rank up the bonus, then it makes more sense to only have one of Squad Disruptor or Squad Cryo depending on the mission parameters (basically Sq DA for Haestrom, Treason, Overlord, Geth side missions; Cryo for Tuchanka, Collector arc missions, Blood Pack missions).  For most recruitment missions (vs Blue Suns or Eclipse), it doesn't really matter much between Sq CA and Sq DA, IMO.

 

*This actually depends partly on if you take a damaging bonus power, in which case it might help a little.  Power Damage bonus from Combat Mastery does affect Ammo Power damage in this game, but that amount compared to weapon damage is not very significant once you start getting weapon upgrades.