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What bonus power for Shepard(all classes) in ME2 and 3 do you use?


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#1
Ryuji2

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Just curious as to what bonus powers you guys used in 2 and 3 for your various Shepard classes(usually for your own gain instead of requiring a certain squadmate). I'll go ahead and list mine that I used on Insanity. Also I went with a certain theme, I suppose. As in, no biotics on a Soldier, Infiltrator or Engineer Shepard. However I did use tech stuff on some.

 

ME2

 

Adept: Warp Ammo. Seems to fit considering all the biotics you use.

 

Soldier: Geth Shield Boost. Did it for the damage bonus evo. Works really with with Adrenaline Rush.

 

Engineer: Neural Shock. Didn't really feel the need to have a bonus power since I couldn't really die with him. Drone held aggro on everything that mattered(Harbinger, YMIR Mechs, etc.) except Praetorians but those weren't too bad. Incinerate to nuke armor and Overload to nuke shields. Neural Shock just felt like it fit. Didn't really feel the need to use it much though.

 

Sentinel: Switched between Energy Drain for geth missions and AP Ammo. Energy Drain because stuff like this was made possible. AP Ammo for when I couldn't reliably nuke shields(pretty much collector missions).

 

Infiltrator: Geth Shield Boost. Same as Soldier, did it for the damage boost.

 

Vanguard: Reave. Picked it for situations where I couldn't charge something(gunships, praetorians) and it was nice to nuke armor/barriers if it wasn't safe enough to charge in guns blazing.

 

ME3

 

Adept: Warp Ammo. Since the change made it where your warp ammo'd weapons do A LOT more damage to primed targets, I went with this. Just felt right. Would've picked Reave otherwise for detonations similar to what the Drell Adept does in multiplayer.

 

Soldier: Energy Drain. Couple that with the Adrenaline Rush bonus power evo and you can consistently keep your shields up so long as the target can be drained. Otherwise you just nuke everything under the sun due to Adrenaline Rush's damage bonuses + weapon damage armor, etc.

 

Engineer: Defense Matrix. Picked it due to the power damage bonuses + the ability to purge it and get your shields back should you need them. Fit perfectly for my Engineer.

 

Sentinel: Fortification or AP Ammo. Picked Fortification for a melee build and it can hilariously wreck stuff. You have such high damage resistance in cover that you take little to no damage while at the same time you can purge Fortification(and use the melee armor) and make your melee hit like a truck. Alternatively I've used AP Ammo if to feel more like a Turian Sentinel and used Overload and Warp to debuff/CC things.

 

Edit: Felt the need to add Defense Matrix and Warp Ammo as good options for the Sentinel as well if you want more power synergy + the instant shield regen of Defense Matrix.

 

Infiltrator: Proximity Mine. Picked it because it just works swimmingly with the Salarian and Geth Infiltrators in multiplayer. Basically treat Singleplayer Infiltrator the same way and you just destroy everything.

 

Vanguard: Barrier. Picked it for the extra damage resistance while you charge and nova everything.

 

What did you pick?



#2
RedCaesar97

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Mass Effect 2:

Soldier:

(1) none

(2) Neural Shock, Slam. One-point wonders that do not greatly interfere with Adrenaline Rush.

 

Engineer:

(1) Neural Shock. Fits a small need before I get Cryo Blast, although I rarely use it.

(2) Dominate. For a Puppet Master Build.

(3) Also experimenting with Stasis and Flashbang for some other unique playstyles.

 

Adept: Stasis. Allows you to crowd-control (CC) enemies your other biotics cannot, like YMIR mechs.

 

Infiltrator:

(1) Neural Shock. Quick cooldown, provides CC on organics.

(2) Energy Drain, for an Engineer that can cloak type of build.

(3) Have not tried Flashbang yet, but I have seen TonyGunslinger use it to great effect on the Infiltrator.

 

Vanguard:

(1) Stasis, Slam. 1-point wonders that fill a need. Stasis for the occasional YMIR. Slam for setting up Warp bombs with Miranda/Thane until/unless I put points into my own Pull.

 

Sentinel:

(1) Stasis. 1-point wonder, fits perfectly with both a caster or assault Sentinel

(2) Slam, to set up Warp bombs with Miranda and/or Thane

(3) May experiment with Neural Shock in the future, but it has Cryo Blast so who knows.

 

 

Mass Effect 3:

Soldier

(1) Fortification. damage protection and power damage

(2) Energy Drain. 

 

Engineer:

(1) Fortification. Damage protection and power damage

(2) AP Ammo. Extra weapon damage, free cover penetration/ignore some armor protection so I do not have to use an ammo mod slot

 

Adept:

(1) Fortifcation. More damage protection and power damage

(2) Warp Ammo

(3) Why do I even bother playing an Adept when the Sentinel can pretty much do the same things but only better?

 

Infiltrator:

(1) Fortification: More power damage

(2) I plan to use Energy Drain at some point

 

Vanguard:

(1) Stasis. Rarely used

(2) Fortification. More damage protection and power damage

 

Sentinel:

(1) Fortification. Only Sentinel I have played so far.

(2) I might take Slam on a later Sentinel, if only because I will take Slam on the same Sentinel in ME2.



#3
cap and gown

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I find for non-ammo classes (Adept, Sentinel, Engineer) AP ammo is very nice both in ME2 & ME3. In ME3 it is especially nice because it saves me a mod slot. This is very important for the Hurricane where I want to use a stability mod and power amp. But I will also vary up the bonus based on the mission. I like Dominate for the Citadel and final Leviathan mission. Dominate can also work well on some of the other Reaper missions. Energy Drain is OK for Geth missions in ME2, but in ME3 I stick with using Overload and AP ammo as the bonus. For Adept in ME2 I use Energy Drain quite a bit.

 

Vanguard in ME3 - Fortification, except where I would use Dominate as listed above. I don't feel I am good enough to play a Vanguard in ME2.

 

Soldier in ME3 - Fortification, except where I would use Dominate as listed above. In ME2 it doesn't matter much, though I have used improved Barrier (120 second duration) simply because its duration means it won't be getting in the way of adrenaline rush.

 

It has been a while since I played an Infiltrator. Energy Drain? Can't remember.



#4
Ribosome

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I don't stick with one power very often, instead using several to keep it varied.

 

ME2

Soldier: Bonus power wasn't very important here, since AR is so good that I was better off saving my cooldown for it anyways. I used AP Ammo for the first several missions since incendiary would be locked off for a while as I focused on investing in more important powers. Switched to Slam afterwards to help with warp bombs with a easily forgivable recharge and point investment.

 

Vanguard and Adept: Most of the time I went with Slam for similar reasoning. Or respec to Energy Drain if I expected to frequently deal with shields and needed to adjust my squadmates to reflect this.

 

(Any of the above may have also taken Stasis to laugh at Tela Vasir...)

 

ME3:

Adept: Juggled Energy Drain and Stasis, depending on mood. Didn't really make a huge difference. Pretty boring even for a first playthrough, to be honest.

 

Soldier: Proximity Mine, to debuff and turn bosses into puddles. Fortification to push my ammo damage through the roof. What are tech and biotics?

 

Engineer: Fortification. I don't have enough fingers for anything else. And more power damage never hurts. I may start a puppet/pet master and take Dominate.

 

Infiltrator: Flare to abuse the low cloak cooldown, strip enemy protections, detonate Lightning's singularities, and have pretty blue explosions.

 

Vanguard: Reave to detonate my own combos to clean out any distances the game didn't let me charge into, and because it's my favourite biotic power.



#5
capn233

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ME2

 

Soldier

1. AP Ammo - Basically this was either a 1 pt "because you have to take something," or leveled to Tungsten on an AP Soldier as a replacement for Incendiary.  By far the most common bonus I took on Soldier.

2. Reave - did a run with a Reave Soldier where this replaced Adrenaline Rush.  It makes a lot of sense with a Claymore Soldier.

3. Flashbang - another 1pt power

 

Infiltrator

1. Neural Shock - By far my favorite bonus on this character, one of the 1pt wonders, and it fits the class.  Helps give you some fast cooldown CC early game.

2. AP Ammo - because you have to pick something and it gives a little more armor damage.  I used this on a Viper infiltrator.

3. Geth Shield Boost - I am mentioning this because it was one of the first I tried, but as a defensive power it isn't worthwhile except for very specialized builds that require the extra damage boost with the Widow.

 

Engineer

1. Energy Drain - This isn't so bad, can somewhat replace Overload.  I don't really think Engineer really gains a whole lot from a bonus, so a little extra defense doesn't hurt.  By the same token, if you don't mind non-pure classes, Reave is excellent in this game on Engineer.

2. Neural Shock - 1pt wonder.  Early game CC.  Take it or leave it, I don't recommend it as enthusiastically here as on Infiltrator.

 

Sentinel

1. Stasis - For the "ultimate" Assault Sentinel build, you have to abuse the Stasis glitch. ;)  1pt wonder bonus.

2. Warp Ammo - Set it and forget it.

 

Adept

1. Warp Ammo - Set it and forget it.  This is my preferred Adept bonus unless...

2. Stasis - As with Sentinel, it is the ultimate biotic power because of the glitch.  But I didn't actually use it extensively on Adept.

 

Vanguard

1. Slam - this is the last of the 1pt wonder powers.  Really helps early game for fast cooldown CC and setting up warp explosions.  My favorite bonus on the Vanguard.

2. Stasis - just like with Sentinel, the "ultimate" Vanguard build uses 1pt Stasis to trivialize YMIR's and Scions.

 

ME3

 

Soldier

1. Proximity Mine - My most used bonus on Soldier and probably my favorite.  Use to detonate combos and importantly for the Damage Taken debuff.

2. Fortification - Another good choice that became better when the MP balance changes were merged into SP with the patch.

3. Energy Drain - I mention this mainly because it was the first one I took, and the extra shields are good with Adrenaline Rush's bonus power evolution.

 

Infiltrator

1. Proximity Mine - Basically for the same reasons as for Soldier.  And I got used to it playing SI and GI.

2. Energy Drain - Again, sort of like one of the SI builds.  Also helped get around shield gate a bit way back when.

3. Fortification - Extra DR and importantly Disruptor Ammo damage for Javelin 1shot kills.

4. Marksman - I used this in an 'ME1 Infiltrator' run, although it is in near broken tier if you use it in conjunction with TacCloak.

 

Engineer

1. AP Ammo - You have enough powers already.

2. Defense Matrix - I would just use Fortification now that the latter has been modified with the patch.

 

Sentinel

1. Defense Matrix - Again, Fortification is better unless you really want the shield boost function.

2. Flare - used this very briefly, and it was terrible, IMO.

 

Adept

1. Barrier - It fits, and you set it and forget it.  Unless detonating, Fortification is slightly better.

2. Warp Ammo - Set it and forget it.

 

Vanguard

1. Slam - Because Slam is fun and gives you a ranged biotic primer / detonator.

2. Fortification - Let's stack DR and be an honorary Battlemaster.

 

I listed mostly what I think are notable ones, good or bad.  If not obvious, I usually prefer the "pure" class where you don't mix power types.



#6
Gone Rampant

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Generally Reave for classes with Ammo types or Infiltrators, and Warp Ammo for power-heavy classes.



#7
MegaIllusiveMan

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Mass Effect 2:

 

Soldier: Slam, to try it out... Found that it was quite amusing...

 

Mass Effect 3:

 

Soldier: Flare. It works quite well... You have big power+Weapon Weight isn't the same as the other classes... Use Kaidan/Liara with Radius Impact Area and Flare your opponents.



#8
mesiasmith

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ME2:Adept
Warp Ammo all time
 
 
ME3:Adept
Previously Warp Ammo
But now "Reave" and using no gun anymore... My female Shepard is a Human Justicar.  -_-


#9
spockjedi

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Nobody asked, but I'll mention bonus talents in ME as well. :P
 
Infiltrator:
ME: None (I'll be using Hacking next time)
ME2: AP ammo and Barrier (I'll be using GSB next time)
ME2 weapon: Widow.
ME3: Defense Matrix (most of the time)
 
Vanguard:
ME: Sniper Rifles (had no other option)
ME2: Barrier (most of the time)
ME2 weapon: Claymore
ME3: Defense Matrix, now Barrier
 
Sentinel:
ME: Assault Rifles
ME2: AP ammo
ME2 weapon: Assault Rifles
ME3: Defense Matrix
 
Adept:
ME: Assault Rifles
ME2: Barrier
ME2 weapon: Assault Rifles
ME3: Defense Matrix
 
Engineer:
ME: Sniper Rifles
ME2: Geth Shield Boost
ME2 weapon: Sniper Rifles
ME3: Defense Matrix
 
Soldier:
ME: Electronics.
ME2: Fortification (for RP reasons, GSB is better)
ME2 weapon: Revenant
ME3: Fortification
 
Comments: I like always having a power that refills the shield bar instantly. In ME, all classes had a power like that (Shield Boost and/or Barrier), so for most of them I picked an extra weapon. Electronics for a Soldier was nice too, as it increased the shield strength and provided Overload. I'll try Hacking in my next Infiltrator playthrough.
In ME2 only the Sentinel had a native shielding power, and charging with the vanguard was risky, so I picked an ammo power for the Sentinel and GSB/Barrier for the rest. Fortification was made obsolete by GSB and Barrier.
In ME3, Barrier and Fortification lose the ability to restore shields, so Defense Matrix was the only option. Since the Vanguard can use charge to restore barriers, I currently removed DM from her in favor of Barrier (Fortification would be even better, but not so cool). Fortification really shines with the Soldier, since Adrenaline Rush Level 6 Shield Boost can restore a small part of the shields in an emergency. It's not the big amount that DM restores, but Fortification's power damage bonus and higher damage protection and recharge bonuses compensate that.



#10
ImaginaryMatter

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I always limit the bonus power for RP reasons (e.g. no biotics for Engineers) and a lot of abilities were chosen for aesthetic vs practical/gameplay reasons. I never chose ME2 Stasis again after finding how good it is. Once I settle on a power I usually keep it forever because it feels right.

 

Vanguard:

ME2: Area Reave (sometimes FemShep likes to sit back and watch them suffer)

ME3: Lash (Pull/Lash combos)

 

Engineer:

ME2: Shredder Ammo (1 point, throw away power, might have been of some use in Arrival)

ME3: Defense Matrix (more power damage and emergency button)

 

Adept:

ME2: Dominate (pseudo drone power but boy is it fun when an enemy Pyro shows up)

ME3: Flare (Warp/Flare combos are awesome)

 

Sentinel:

ME2: Flashbang Grenade I guess (1 point, use it occasionally but I'm not too attached)

ME3: Fortification (Need the damage resistance for Melee Only Shepard)

 

Soldier:

ME2: Geth Shield Boost (I pretty much exclusively spam Adrenaline Rush, but I use this before heading into the fray)

ME3: Carnage/Inferno Grenades (seems soldiery)

 

Infiltrator:

ME2: Warp Ammo (1 bullet, 1 dead enemy Vanguard, Collector Guardian, etc.)

ME3: N/A (Really haven't really settled on an Infiltrator build)