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Cap's Combat Engineer and Infiltrator


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#1
EKozski

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I recently discovered Cap's Combat Engineer and Infiltrator videos. Loved the engineer. Since I'm on a PS3, the power keys work out perfect. The Infiltrator also.

What I've been trying to figure out is, the power and weapon builds. On the Infiltrator, Sniper Rifle, Shotgun, and, I think a pistol. Engineer a shotgun. N7 Crusader. I did not see all the videos. I'm on a tablet, and I've got a crappy wi-fi connection. So, I thought I'd ask here. The video does nothing but buffer. Annoying as anything.

The other question I have is, since you have, Wrex, the cure. Yes or no? Never got to see it,

Sentinel video were great also!

Thank you for your time and help.

#2
RedCaesar97

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Capn233 had a thread dedicated to the Combat Engineer here, but nothing specific about the build.

He cured the Genophage in that playthrough (Wrex showed up in the Citadel DLC).

 

His final build was:

Incinerate: Damage - Burning Damage - Armor Damage

Overload: Chain Overload - Neural Shock - Shield Damage

Combat Drone: Detonate - Shock - Chain Lightning

Tech Mastery: Damage - Damage and Capacity - Power Mastery

Fitness: All bottom row

AP Ammo: Damage - Headshots - Damage

 

He used a bunch of different weapons. Crusader shotgun, Claymore shotgun at one point, Suppressor pistol, and Saber assault rifle eventually. He probably used more but I already looked at a bunch of those vids to get the build for you. I am not going to go back and look up the weapons he used.



#3
RedCaesar97

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Not sure which Infiltrator you are referring to though. I see has two Infiltrator playlists: an ME1-Infiltrator and a Standard Issue Infiltrator.

 

I don't know if he ever showed the exact build for those Infiltrators. The evolutions are not in the description (although the power ranks are listed) and the evolutions are not shown in the videos. I could probably make some educated guesses I suppose.



#4
EKozski

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Thank you for the information, Red.

The infiltrator video I watched was on Cronos Station. He had the Mantis Sniper Rifle with the piercing mod 5 and extended barrel. Shotgun was the one you find on Mars. Other gun I think was the Predator pistol. I'm trying to figure out how he got his cooldown so low.

Hope that helps.

#5
RedCaesar97

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Thank you for the information, Red.

The infiltrator video I watched was on Cronos Station. He had the Mantis Sniper Rifle with the piercing mod 5 and extended barrel. Shotgun was the one you find on Mars. Other gun I think was the Predator pistol. I'm trying to figure out how he got his cooldown so low.

Hope that helps.

 

Cloak has a minimum cooldown of 3 seconds. So if you break cloak early, you can get close to (or exactly) 3-second cooldowns with Cloak, regardless of your actual Cloak cooldown. (Note there is a 1-second delay before it breaks, so it is closer to actually a 4-second minimum cooldown) Basically, just leave Cloak with rank 4 Damage Cloak and break it early by firing your gun/using a power. Note if you use a power, the cloak cooldown will override the power cooldown.

 

From this thread by Cyonan:

 

"Tactical Cloak ignores weapon weight" - Tactical Cloak works on the idea of whatever % of the duration you use is the % of the cooldown you get, with a minimum of 3 seconds after the delay. If my cooldown is 24.5(-200% on my Human Infiltrator) seconds and I stay in cloak for 2.6 seconds(half of my 5.2 duration) then I will get a cooldown of 12.25 seconds.



#6
capn233

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I thought about filling out the Combat Engineer thread with a bunch of text, but didn't because I figured I would use commentary in lieu of doing a writeup.  I might still do that though.

 

I can go take a look in the game and see what evolutions I ran for the infiltrator, but the "Standard Issue" one was a very early run, IIRC, and so it may not even have all the evolutions I would recommend now.  Combat Engineer covers every power (even the ones I don't use), with the caveat that you would essentially have to watch most of them to get all the information.

 

Anyway here is some infiltrator specific stuff:

 

Cloak

 

I nearly always take Damage, Recharge, Sniper Rifle.  I didn't do any melee centric SP infiltrators so I don't take melee.  Duration maybe makes sense with Bonus Power at 6, but I am usually running a Sniper, or at least want Sniper capability.  With the cooldowns as rapid as they are, I would rather just go Damage for power spam, and re-cloak for the next power cast anyway.

 

Incinerate

 

I was probably running Damage, Burning Damage, Armor Damage.  Radius is sort of small, and the targets have to be nearly on top of one another to hit two of them.  This is like in MP where you rarely hit 2 unless you rush a spawn.  If you want to take Radius you can though.  Recharge is near useless on an infiltrator since you use Cloak's cooldown, and the last rank is better with Armor so you don't have to rely on Cryo Ammo's chance based chill effect for the damage bonus.  Also, Armor is superior whenever it may be combined with Incendiary Ammo (from James).

 

Sabotage

 

I take Backfire, Explosive Hack, Tech Vulnerability.  Backfire does 1.5x damage to shields (only, not to barriers).  And with Cloak's damage bonus, it does respectable shield damage.  On an Engineer you can go the other evolution, but I would not on Infiltrator.  Recharge isn't necessary at 5, and EH is ok vs Geth so that is why I take that.  TV is the best evolution and why Sabotage is great.  It greatly increases the tech damage of the team, and it even buffs your melee.  Red has some tests with it.

 

Sticky Grenades

 

These are a little tricky because you can either try to use them for combos and damage, or just get the skill for reload canceling purposes, in which case you only get a rank and throw the grenades away at the beginning.  I would probably take Radius, Max Grenades, and Damage in SP and use mainly for combos.  They will prime with the active ammo power if you stick them.  I played with Proximity Trap in MP, and overall it is probably not worth it there, even if it is funny.

 

Disruptor Ammo

 

Like most ammos, it depends if you want the Squad to have it, although with the complication that some setups can one-shot protected units even with 100% shieldgate ("max damage" Javelin Infiltrator w/ Fortification).  Usually you probably want Squad, Headshots, Damage, unless you are only running high ROF guns, in which case you want Stun.  Headshots at Rank 5 is always better than spare ammo unless you only use a gun like the GPS that doesn't have a headshot bonus, as the ammo evolution in SP adds to the weapon's headshot multiplier.  Stun chance is based on weapon stat rate of fire, the lower the ROF, the more likely the stun / prime chance.

 

Cryo Ammo

 

Squad, Headshots, Damage Combo.  Although I would mention that I don't care for Cryo Ammo as much as in ME2, where Squad Cryo Ammo is the best power in the game on certain missions.  In ME3 the chance based chill and fact that it doesn't instakill husks makes it less useful, as well as the fact that DA stuns every type of enemy.  The reasoning for the evolutions is similar to DA, but you don't typically get much benefit from Rank 4 Freeze Chance unless you only run high ROF guns.

 

Operational Mastery

 

Weapon Damage, Weight Cap, Sniper.  I guess you could go Squad at 5.  Rank 4 Duration isn't really necessary, IMO.  As for the last rank, the SR Damage is a base damage bonus (like Rank 6 Cloak) meaning that for sniper rifles it will increase the ammo damage, and in a way increases all the other standard bonuses, so you get a lot more SR damage (hence the "multiplicative" bonus jargon).  The alternative Damage and Duration is a pretty nice bonus, so if you go Shotgun / power infiltrator and don't plan to use SR's than it is a decent choice.

 

Fitness

All durability, unless you want to melee.
 



#7
EKozski

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Thank you both for the information.
,
What I'm most curious about is, with the Infiltrator on Cronos Station, you had the Mantis Sniper Rifle, Katana shotgun and Predator pistol. Fairly heavy in weight. How did you keep your cooldown so low? I'm going to guess you got them up to level 5.

#8
capn233

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Thank you both for the information.
,
What I'm most curious about is, with the Infiltrator on Cronos Station, you had the Mantis Sniper Rifle, Katana shotgun and Predator pistol. Fairly heavy in weight. How did you keep your cooldown so low? I'm going to guess you got them up to level 5.

 

They were almost certainly at V.  I don't think I modded that game into NG+.  I can take a look at this character later today to make sure.

 

But the thing with Cloak is that you have the variable cooldown mechanic, so if cloak is broken immediately the cooldown is fairly low.  Basically the cooldown goes from 3s to whatever the listed time is based on the percentage of your duration you end up using.



#9
capn233

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I loaded up the game with a save before Earth and all the guns were at V.  It was an import game and I started at 31 on Mars.  PRS was about plus 40 on the workbench in the shuttle bay.



#10
EKozski

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Thank you for the information.

I also have a question about your Sentinal. On Rank 6 of Assualt Mastery did you go with the force bonus or the chance of not causing a cooldown? I'm trying to figure out if the force bonus applies to ammo powers from James and/or Garrus. Ever see those two with the Typhoon? WOW!

One off the wall question about the game.......Is there a specific time frame you have to finish the Hanar Diplomat? I only ask because Kasumi mentions Jacob. I'm wondering if I have the time to do his mission before I lose it. I've always done it as soon as it showed up.

Forgot, I now understand Tactical Cloak. The moment I fire a weapon, it breaks. 3 or4 second cooldown. Rinse repeat. If I decide to use the entire duration,then, the entire cooldown goes into effect.

#11
Pressedcat

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One off the wall question about the game.......Is there a specific time frame you have to finish the Hanar Diplomat? I only ask because Kasumi mentions Jacob. I'm wondering if I have the time to do his mission before I lose it. I've always done it as soon as it showed up.
 

 

I don't think the timings work for Kasumi and Jacob. By the time Jacob's mission becomes open the diplomat mission has closed. There may be something in the Citadel dlc between the two of them, but I couldn't tell you as I didn't have Kasumi around the only time I played Citadel.



#12
capn233

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Thank you for the information.

I also have a question about your Sentinal. On Rank 6 of Assualt Mastery did you go with the force bonus or the chance of not causing a cooldown? I'm trying to figure out if the force bonus applies to ammo powers from James and/or Garrus. Ever see those two with the Typhoon? WOW!

One off the wall question about the game.......Is there a specific time frame you have to finish the Hanar Diplomat? I only ask because Kasumi mentions Jacob. I'm wondering if I have the time to do his mission before I lose it. I've always done it as soon as it showed up.

Forgot, I now understand Tactical Cloak. The moment I fire a weapon, it breaks. 3 or4 second cooldown. Rinse repeat. If I decide to use the entire duration,then, the entire cooldown goes into effect.

 

For Sentinel it was almost certainly Force and Damage.  I don't like the chance based free cooldowns in SP.  On a Sentinel if I want to get around cooldowns I would rather take Throw's "Reset on Detonation" evolution.

 

Force bonuses to not apply to ammo powers.  Power damage bonuses from any class passives do apply to ammo powers.  However, squadmate "squad power damage" bonuses don't seem to actually apply to ammo, although if you mess with it then sometimes they appear to in the powers screen.

 

To be completely precise on Cloak it has a couple of other little quirks.  There is a "minimum time before cancel" which in reality is more like the time it takes to decloak, and it is 1 second.  There is also the bonus removal delay which is how long the damage bonus lasts, and it is set to 1.5s.  So basically if you fire or use a power cloak will take 1s to completely break, and you will have the damage bonus for that second + another 1.5s.  Hence you can break cloak with a power (which gets the bonus), and you still get weapon bonus for the rest of the duration.

 

 

I don't think the timings work for Kasumi and Jacob. By the time Jacob's mission becomes open the diplomat mission has closed. There may be something in the Citadel dlc between the two of them, but I couldn't tell you as I didn't have Kasumi around the only time I played Citadel.

 

Yeah, Kasumi's mission has to be done before you finish Priority Tuchanka.  That's the time requirement on it.



#13
EKozski

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Cap!

I'm curious, would you by any chance have the face code to your, Combat Engineer?

#14
RedCaesar97

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Cap!

I'm curious, would you by any chance have the face code to your, Combat Engineer?

 

This is what shows up on the squad screen on one of his combat Engineer videos:

531.3M8.UHF.13B.AQK.84E.1GQ.6PG.G83.4R1.836.5



#15
EKozski

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Perfect!

Thank you, Red!