Aller au contenu

Photo

Drone Assassin Engineer Build? (SP)


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
Vazgen

Vazgen
  • Members
  • 4 961 messages

Hey everyone, new member here (though I could've sworn I was a member on the old forums) :)

 

So, recently I came up with this idea of a combat drone assassin build - the drone will do a lot of damage, capable of handling targets almost singlehandedly. I wanted to ask, what you think about it?

 

This is the draft of the build. Good news - I've tested it up to Sur'Kesh and it worked quite well. Bad news - my hard drive failed after that and I haven't got the replacement yet :(

 

So, here it is:

 

Powers

Overload - Damage, Neural Shock, Chain Overload

Combat Drone - Shields&Damage, Shields&Damage, Chain Lightning

Sabotage - Backfire, Recharge Speed, Tech Vulnerability

Tech Mastery - Power Damage, Damage&Capacity, Drone Mastery

Fortification - Durability, Power Synergy, Power Recharge

 

Armor

Inferno Armor - 30% power damage + 30% power recharge

Nullifies the negative impact of Fortification and provides much needed power damage boost.

 

Serrice Council can get to 40% damage (50% with Umbra Visor) but no recharge bonus and the last piece of the armor (legs) is found in Cerberus HQ and visor is found on Thessia, so I'll be stuck with 30% for the majority of the game anyway.

 

Weapons

M-3 Predator and M-27 Scimitar

Both light weapons, available early on, capable of achieving 200% power recharge bonus when upgraded, have large amount of ammunition and fast reload - great to support the drone with. Shotgun is used when enemies manage to get close - husks, brutes, banshees.

 

Squadmates

Garrus - provides squad armor-piercing ammo that helps to increase low damage of the guns.

James - same thing only with incendiary ammo.

 

Intel

Power damage where possible, weapon damage and shields/health where not.

 

Gameplay

The gameplay essentially revolves around summoning the drone and keeping it alive as long as possible. All the power damage bonuses will make it's basic shock attack quite damaging and you can boost it even further with Sabotage. Speaking of which, Sabotage has innate radius of 3.25 meters and can prime up to two targets for a tech explosion - fire from James or electricity from either yourself or Garrus. With 200% recharge speed bonus you can essentially spam tech explosions on the enemies, backing it up with rapid shots from Predator. Barriers of banshees and phantoms are a piece of cake with Overload and Sabotage, armor is destroyed with AP ammo weakening, Sabotage and Carnage/Frag Grenades. I'm unsure if it works the same way in single player but I've heard that in multiplayer, shooting guardian shields with AP ammo deals more damage due to ammo power being applied twice. Another bonus is that all the powers hit the enemies instantly and they can't dodge them.

 

Well, that's about it. Looking forward to reading your thoughts on this build, I feel like it can still be improved, like, perhaps, taking Shock for Combat Drone rank 5, Barrier/Shield damage for Overload rank 6 etc.

 

Thanks for reading this long post :D


  • Rusted Cage aime ceci

#2
capn233

capn233
  • Members
  • 17 255 messages

Not bad.

 

As you say, I would recommend flopping the Overload evolutions so it is Chain, Neural Shock, Shield Damage if you want to keep a chain.  This will give you better shield multipliers and hence better damage than the current spec.  Currently you would have a 6x multiplier to organic shields, but only 3x to synthetic shields.  The other way around it would be an 8x multiplier to organic shields and 6x to synthetic shields.



#3
Vazgen

Vazgen
  • Members
  • 4 961 messages

Not bad.

 

As you say, I would recommend flopping the Overload evolutions so it is Chain, Neural Shock, Shield Damage if you want to keep a chain.  This will give you better shield multipliers and hence better damage than the current spec.  Currently you would have a 6x multiplier to organic shields, but only 3x to synthetic shields.  The other way around it would be an 8x multiplier to organic shields and 6x to synthetic shields.

Thanks! I always thought that Neural Shock works off base damage which, in turn is boosted by rank 6 for shields and barriers. So basically X/2 damage for everything without Neural Shock, X - with Neural Shock and 2X for shields and barriers. Looks like I got it all wrong lol :D

 

Have you tried drone's rank 5 Shock evolution? I find conflicting information on that, some sources say it is bugged and makes the game alternate between the two attacks, some - that the game uses both attacks in quick succession. Would you suggest taking it for this setup?



#4
Rusted Cage

Rusted Cage
  • Members
  • 369 messages

I like the use of those two weapons VazgenN7, should keep the game challenging enough not to get boring. Also, like the focus on keeping the drone active.



#5
Vazgen

Vazgen
  • Members
  • 4 961 messages

I like the use of those two weapons VazgenN7, should keep the game challenging enough not to get boring. Also, like the focus on keeping the drone active.


Thanks man! One of the best things about those weapons is that they are available early on.

#6
Rusted Cage

Rusted Cage
  • Members
  • 369 messages

I like your squadmate choice too. At first I resented James but he has actually become one of my favourite characters now. Garrus needs no further comment. What weapons are you giving them?



#7
Vazgen

Vazgen
  • Members
  • 4 961 messages

I like your squadmate choice too. At first I resented James but he has actually become one of my favourite characters now. Garrus needs no further comment. What weapons are you giving them?

 

I find that pairing quite cool in terms of banter :D I give Garrus upgraded Mantis with High Velocity Barrel + Concentration mods - allows him to one shot low level enemies and power damage instead of assault rifle damage is a good bonus (might switch to Javelin) :) For James I'm thinking of Mattock with High Velocity Barrel + Thermal/Precision Scope mods (might try Saber later on)

 

I think those weapons are the ones I always used on squadmates, not sure if they are optimal choice for squadmates :)


  • Rusted Cage aime ceci

#8
capn233

capn233
  • Members
  • 17 255 messages

Thanks! I always thought that Neural Shock works off base damage which, in turn is boosted by rank 6 for shields and barriers. So basically X/2 damage for everything without Neural Shock, X - with Neural Shock and 2X for shields and barriers. Looks like I got it all wrong lol :D

 

Have you tried drone's rank 5 Shock evolution? I find conflicting information on that, some sources say it is bugged and makes the game alternate between the two attacks, some - that the game uses both attacks in quick succession. Would you suggest taking it for this setup?

 

Neural Shock does change the damage via multipliers for organics, and the last shield rank works differently between organics and synthetics.

 

So base Overload is like this:

 

3x Organic Shields/Barriers, 0.5x Organic Health

3x Synthetic Shields, 1x Synthetic Health

 

Neural Shock essentially doubles damage to Organics:

 

6x Organic Shields/Barriers, 1x Organic Health (although technically it works in 2 hits, but this isn't of much importance to theorycrafting)

3x Synthetic Shields, 1x Synthetic Health

 

Add on the Shields evolution at 6:

 

8x Organic Shields and Barriers, 1x Organic Health (it added 2x to Organic shields)

6x Synthetic Shields, 1x Synthetic Health (it added 3x to Synthetic shields)

 

***

 

As for the next issue, the drone cycles between attacks so it cannot perform both its standard attack and rocket or chain lightning at the same time.  I imagine this was deliberate on the part of Bioware, so it likely isn't a bug.  But that is indeed how the drone behaves.  Rank 5 Shock upgrades the standard attack.

 

Not exactly related, but might be helpful:  The Defense Drone's attack frequency evolution doesn't work right due to an error in the formula, so if you use that power avoid that evolution.



#9
Vazgen

Vazgen
  • Members
  • 4 961 messages
Wait, I thought Rank 5 added new attack (sphere pulse which does not stagger) and Rank 6 upgraded the basic attack to chain on one more enemy? You're saying everything is reversed?

Also, the drone will alternate between Shock and basic attack but will it be able to use one when the other recharges? So basically this?
Basic/Shock - full cooldown - Basic/Shock

Or this?

Basic/Shock - partial cooldown - Shock/Basic - partial cooldown - Basic/Shock

#10
capn233

capn233
  • Members
  • 17 255 messages

You are right, I had that one backwards.  The Shock is the new AOE attack, Chain Lightning modifies the standard attack.

 

It uses the individual cooldowns for an attack, so if I spec Shock and Chain Lightning it might pick a Shock first, go on shock cooldown, do standard attack / Chain Lightning, go on standard attack cooldown.  When Shock's cooldown is up it might shock again, when the standard one is up, it will do standard attack / Chain Lightning.  I am pretty sure they can't occur simultaneously, but they each use their respective cooldown.

 

The time between the two attacks is probably going to mainly depend on how close the enemies are after the first attack when it evaluates for an attack or move.



#11
Vazgen

Vazgen
  • Members
  • 4 961 messages

FIxed my PC (yay!) and tested it more. One thing I noticed, is that armor recharge bonus has no effect on fortification. I guess, fortification is applied after all bonuses from both weight and armor. Thus I won't need to spend 50000 credits on that suit! :D 
Drone lasts for quite some time with all shield upgrades and drone specialization. Sadly, it doesn't do nearly as much damage as I hoped and mostly acts as distraction (one zap takes 1 bar of Assault Trooper's health) but once summoned it takes the heat away long enough for me to safely activate a few tech bursts and destroy about 80% (if not 100) of the opposition.
I also made a mistake of speccing Garrus's AP ammo into weakening at Rank 6. Health+Armor damage works much better with Predator, makes it pack quite a punch. Now it looks like this: Video  :D Shotgun is also useful, when Predator runs out of ammo it serves as a replacement. Also, this long periods of firing with the Predator makes it easier for enemies to flank you, but when they do, they meet Scimitar ;)

Turns out Sabotage + Incinerate does not result in fire explosion. However, Incinerate + Overload does and it works greatly against armor. I think James's Carnage would work the same way.

Kaidan, EDI, Javik class powers all increase power damage so all of them can work alongside Garrus. EDI works the best, but I found Javik to be quite an interesting addition. I kill enemies so quickly his Dark Channel constantly leaps from one soldier to another :D

Sabotage + Overload kills Centurions and Marauders in one combo and that's without intel bonuses for power damage. I hope that in the end of the game Sabotage will one shot at least Assault Troopers.

Overall, it's quite fun, weak weapons make it both challenging and rewarding and you need to work better as a team :)


  • Rusted Cage aime ceci

#12
Antmarch456

Antmarch456
  • Members
  • 389 messages
Ohhh this sounds interesting. I'm getting a bit bored of my Drone-Engineer but this build sounds fun. I'll be sure to try this when I have the time.

#13
Antmarch456

Antmarch456
  • Members
  • 389 messages
Also, I'd like to ask if there is an alternative to sabotage. In my view: I only see sabotage as effective against synthetic enemies. I know there's the tech vulnerability but still...

Also, maybe you could switch Fortification to Defence-Matrix for more tech damage?

Tech, tech, tech!!!

#14
Vazgen

Vazgen
  • Members
  • 4 961 messages
Fortification gives more power damage than Defence Matrix (30% vs 25) and has lower impact on the recharge speed (-20% vs -30% if recharge is picked at Rank 6). I also prefer Fortification because it is present in ME2 as well.

As for switching Sabotage, I'm afraid it will change the build too much. The synergy behind that 1.5 second wait before the backfire effect and recharge of both your and squadmates' powers is a game-changer and you need that Tech Vulnerability upgrade for damaging Overload. Technically you can go with Incinerate instead and set up fire explosions with your own Overload, but it makes the game too easy for me and I don't like enemies dodging the projectile.
I'm currently testing out Cryo Blast, since it's the only way to get AI Hacking in ME2 and I like to continue with the same build.

#15
Antmarch456

Antmarch456
  • Members
  • 389 messages
Oh no! My Engineer-Shep save files are missing! I think it may be on the other xbox console but I can't check it now.

Just curious if its possible for an infiltrator version of this build.

#16
Vazgen

Vazgen
  • Members
  • 4 961 messages
You can swap the drone for the Tactical Cloak but you won't have anything to detonate tech explosions except Energy Drain which only does that on synthetics. Your powers will be significantly stronger with TC though. I'd suggest focusing on boosting power damage, to be able to use Sabotage as a killing power. Fortification gives that boost. I also suggest going with EDI and Garrus for two Overload and one Incinerate powers. Both also boost squadmate power damage at the rank 6 of their class power.

#17
Vazgen

Vazgen
  • Members
  • 4 961 messages

Update:

Ran more tests with Cryo Blast. Never liked Cryo powers and this didn't change it either. Freezing targets just makes them fall on the ground making them harder to hit with weapons. It interferes with both tech and biotic combos. It's a projectile power, meaning enemies can dodge it easily (which they do). And it ends as a 4th power which are usually forgotten when fighting.

 

A question, if I finish ME2 at level 30 but have points unspent, will those unspent points be available in ME3?

 

If so, here is this build's equivalent for ME2:

Calculator

with Heavy Fortification, Area Overload, Attack Drone and Operative

weapons are the same - Predator and Scimitar

Squadmates will be much more important. I'll probably use Jack + Mordin, Thane + Garrus, Tali + Jack and Zaeed + Jack combinations (think the last one will be the most effective). Jack will provide Warp Ammo, Mordin, Thane and Zaeed deal with armor, Tali and Garrus - with shields



#18
Farangbaa

Farangbaa
  • Members
  • 6 757 messages
I never pick chain overload. A tech burst will take down all shields in the immediate area anyway, and the strong shields like on an Atlas can use the extra damage.
 
Cryo should be specced to Cryo Explosion and Frozen Vulnerability and be used in concordance with Warp (if you have it), specced to Expose. Preferably used on Brutes, Harvesters, Banshees and Adjudants (after barrier is depleted, where again an Overload specced for damage helps massively) and Atlasses after shields are depleted. You shouldn't use it on unprotected enemies, though a cryo detonation can be fun.
 

A question, if I finish ME2 at level 30 but have points unspent, will those unspent points be available in ME3?

 
Yes. I usually reset my powers after beating ME2, so I have all points available when starting ME3.

#19
capn233

capn233
  • Members
  • 17 255 messages

There is an interesting quirk with Cryo Blast that you can exploit with regards to combos though.  Immediately after impact you can detonate a Cryo Explosion if you hit them with a squadmate's instacast power.  Ash and Garrus are particularly useful for this.

 

Also as above, spec Cryo Blast for debuff.  It does make a difference, especially for large targets if you don't have amazing stat weapon damage.

 

I basically always take Chain at Rank 4 of Overload in SP, mainly because when fully leveled it will strip most targets if you take the right evos at 5 and 6.  It isn't like MP where you basically need to go full damage to strip a Gold+ Phantom's barrier (nevermind that Phantoms are rare compared to MP).

And the Retrain Powers trick is a pretty good one for ME2 imports.  I don't tend to do it anymore because usually I am resetting to Level 1 with gibbed anyway.



#20
Farangbaa

Farangbaa
  • Members
  • 6 757 messages
Speccing it for debuff works great with Incinerate too, since we're talking about an Engineer.. was kinda looking at it from a Sentinel perspective

#21
Vazgen

Vazgen
  • Members
  • 4 961 messages
Chain Overload works great with Neural Shock, knocking two enemies on the ground instead of one. And it can strip a barrier of Marauder or Centurion in one go which is good enough for me.
The problem I have with Cryo Blast is that it does not synergize well with tech explosions from Sabotage and Overload. You have a point though, I should test it more on Brutes and Banshees, I'm killing them somewhat slowly with a Predator.

There is an interesting quirk with Cryo Blast that you can exploit with regards to combos though. Immediately after impact you can detonate a Cryo Explosion if you hit them with a squadmate's instacast power. Ash and Garrus are particularly useful for this.

Thanks for the tip! I'll try it out :)

#22
Antmarch456

Antmarch456
  • Members
  • 389 messages
I have altered your build where I could somehow create a wide array of tech bursts easily. I'm currently testing it on the Citadel DLC and will tell you my results later.

#23
SporkFu

SporkFu
  • Members
  • 6 921 messages
Nice build, OP. Makes me want to play an engineer again, heh. Quick question on Tech Mastery: If your aim is to make the drone last as long as possible, at rank 4, would it not be better to choose duration, and get a 25% increase in power duration, or does that not apply to drones?

#24
Antmarch456

Antmarch456
  • Members
  • 389 messages
I switched Fortification to Defence-Matrix, it helps to get thoose shields restored when you're screwed all over.

Overload has both Chain-Overload and Neural Shock, this helps for crowd control, and for detonating tech bursts.
Sabotage would be usually to prime tech bursts.
Combat drone is there to feed the troll.

Ash is with me for Squad-Disrupter-Ammo and EDI for a wide range of techy powers.
I have a custom armour for power-recharge and shield-boost.
I use a geth pulse rifle equipped with a scope and piercing mod.
  • SporkFu aime ceci

#25
RedCaesar97

RedCaesar97
  • Members
  • 3 833 messages

Nive build, OP. Makes me want to play an engineer again, heh. Quick question on Tech Mastery: If your aim is to make the drone last as long as possible, at rank 4, would it not be better to choose duration, and get a 25% increase in power duration, or does that not apply to drones? 

 

The ME3 Conbat Drone lasts until destroyed or until all enemies in the vicinity are eliminated. So the extra duration will not benefit the Combat Drone.

 

The only native Engineer powers that would benefit from the duration bonus would be Sabotage (hack duration) and Cryo Blast (freeze duration). Any duration-based power would also benefit.

 

So unless you are focusing on duration-based powers for a particular playstyle, damage at rank 4 is always better.


  • SporkFu aime ceci