Soldier w/slam, or adept w/warp ammo
#1
Posté 31 mars 2014 - 02:31
#2
Posté 31 mars 2014 - 04:52
Both are fine. If the soldier is going to have a bonus power, it damn well better be something with:
1. a ridiculously low cooldown that doesnt' interfere with adrenaline rush, because it's too damn powerful.
2. something that requires no real point investment so you can focus on maxing all your ammo powers, because the soldier gets the absolute best of them.
thus, slam fits perfectly into the mold because it's got such a miniscule cooldown AND only needs one point because all you'll ever need it for is to set up warp combos with your squadmates.
#3
Posté 31 mars 2014 - 04:52
I've done a few playthroughs as a soldier using slam as a bonus power. It made fighting the husks easier. The cooldown for slam is quick and you don't have to waste ammo on eneimies that die from a slam
Adept with warp ammo I didn't notice much difference except on Scions, Harbinger and the heavy mechs.
#4
Posté 31 mars 2014 - 09:38
Too bad you haven't written about difficulty you're going to play.
I'll type here all options for you
Soldier:
Casual/Normal/Veteran - since most enemies don't have defenses of any kind slam will be good., especially area one.
Hardcore/Insanity - Energy Drain all the way. 85% of enemies use shield's as defense. The bonus power not only drains their shields, but this energy is being directed to your shields. It's also good anti-synthetic power (geth etc). Thanks to this you don't have to ever use adrenaline rush if you're in for a challange.
Adept: Warp ammo is damn universal although I find barrier/AP rounds more effective but that is due to different playstyle.
#5
Posté 31 mars 2014 - 12:30
Both are fine.
I have used Soldier with Slam recently. It is great for setting up Warp bombs with Miranda and/or Thane. I would ignore Cryo Ammo with it though, since Cryo and biotics do not play well together in ME2.
If you are going to be using Warp Ammo on the Adept, then I recommend levelling it to Heavy Warp Ammo for the extra damage. If you do that though, then you have to drop either Pull or Throw. I recommend dropping Throw so you can lift enemies with Pull. Warp Ammo will make your weapon deal even more damage than usual to lifted enemies (+100% more damage, on top of the +100% damage you will already deal).
I will disagree with PnXMarcin1PL, in that I think crowd control powers are even more important on Hardcore/Insanity than they are on lower difficulties.
Anyway, of the two, I have not used an Adept with Warp Ammo, so I recommend doing that and seeing how it goes. I have seen someone use it in a playthrough, but I lack the time at the moment to find it and link to it. Maybe later today I will do that.
#6
Posté 31 mars 2014 - 01:45
#7
Posté 01 avril 2014 - 12:56
Hi Lancerhawk13.
With all classes I usually play CQC style, with a heavy emphasis on abilities that immobilize debuffed enemies. Slam on a Soldier is perfect for this, as its short cool down does not interfere with movement under Adrenaline Rush, and it can be used to turn any enemy on a health bar into a walking warp bomb. And it demolishes husks! All for the price of one point. If I were to judge bonus powers based on a the ratio of how much I use it to its cost, Slam would definitely be at the top of my list.
As for Warp ammo, if you are sticking to ranged combat, then a bonus ammo power is a good way to add damage. But for CQC I'm generally not a big fan of any of the bonus ammo powers because they don't really do much after weapon upgrades etc. On a non soldier hybrid class like Adept, I prefer to use an immobilizing ammo power (incendiary, disruptor) from a squad mate.
Good luck, and have fun!
#8
Posté 01 avril 2014 - 10:19
All of the one-point-wonder bonus powers are good on every class, which includes soldier.
Slam-Soldier: basically if you wanted to play a change of pace from the standard base class, this is a good choice. Slam is especially useful early game insanity and is practically custom tailored for The Professor with Miranda and Jacob. Pull into Slam, or Slam into Warp alternating, partially dependent on the enemy, their location, and others near them. In general gives you a bit more synergy with biotics than you have otherwise with the Soldier. I think Red's recommendation to stay away from Cryo Ammo makes a lot of sense, and I would probably build it Inferno and Squad Disruptor (at least eventually). You wouldn't even have to bother leveling Slam until later in the game if you don't want since there isn't much advantage in the higher force (although the last rank that increases drop height makes it easier to time warp bombs).
Warp Ammo-Adept: I would say this is basically as vanilla as it gets for the base game Adept, and would have been one of the top pure recommendations for a build prior to LOTSB since WA is "set and forget" and does not interfere with cooldowns. If you haven't played Adept whatsoever before, then this is a good way to introduce yourself to the class without worrying about a bonus. The main issue with ammo powers in ME2 though is that they are calculated from base weapon damage, meaning that as the game progresses and you get upgrades, they account for less of your total weapon damage becoming nearly irrelevant by late game. Hence the typical recommendations for CC ammo powers.
#9
Posté 02 avril 2014 - 12:48
#10
Posté 04 avril 2014 - 09:32
Just a little update, I recently finished horizon and was finally able to pick up some biotic upgrades. between the biotic cooldown upgrade and maxing out nemesis my adept has gone from being decent little space mage to a complete freakn' beast. I will be keeping warp ammo even though I barely shoot my guns any more, playing on console means not enough key bindings to bother with an active power for a bonus power. It is now even better than my old engineer and sentinel characters. If you haven't tried one yet, give it a try, it is very worth it.





Retour en haut






