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The Best Class Discussion Bonanza (Insanity)


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#101
MichaelN7

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I'm assuming this is about gameplay and NOT roleplaying, so I'll post accordingly.

 

I term "power" as three things:

CLASS POWERS (what's available, what do they do, do they combine)

WEAPONS (what's available, and any bonuses they can get)

BONUSES (the weapon training and bonus power)

 

I'll assume all DLC's and Bonus Powers are available from the start (i.e. a New Game after having unlocked everything in a previous playthrough, NOT a New Game Plus, since it's bugged and the difficulty spike is enormous)

 

Sentinel I would put at the top, since CLASS POWERS are:

Warp (anti-armor/anti-barrier, detonates Pull, stops health regeneration aka anti-Krogan) Heavy upgrade

Overload (anti-shield/anti-synthetic, overheats weapons) Heavy upgrade

Throw (one-shot Husks/Abominations) Heavy upgrade

Cryo Blast (generally not very useful, but still situational) Area upgrade

Tech Armor (extra shields, MASSIVE blast radius when detonated) Power Armor upgrade

Defender (extra health/shields, recharge bonus, Paragon/Renegade) Guardian upgrade

BONUS would be Warp Ammo (most versatile ammo power, barriers/armor/health) Heavy upgrade

 

I prefer the Heavy over Area in most cases because I'd rather face 2 enemies shooting than 3 weakened ones, since they still attack with the same power.  The exception is Cryo Blast; more than twice the blast radius is more useful than less than 50% increase in duration.

 

The Power Armor doubles my shields and further increases the damage of my powers, in many cases one-shotting enemy defenses.

Guardian gives the Sentinel the fast recharge speeds in the game, so you can counter everything with anything that much faster.

 

For WEAPONS:

Heavy Pistol (Phalanx)

SMG (Locust)

BONUS weapon Shotgun (Eviscerator)

 

The Locust I use like a mini-Assault Rifle, so I have good range, and when combined with Warp Ammo and the Locust's natural damage bonus against, well, everything, I have good damage.

 

The Eviscerator gives me a much needed close-quarters advantage, but it's better range than other shotguns increases it's use as a deterrent against mid-range enemies.

 

The Phalanx is good for softening up large enemies, like Heavy Mechs and Praetorians.

 

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Vanguard is up there as well

 

CLASS POWERS:

Biotic Charge (shield regeneration/time-slow) Heavy upgrade

Incendiary Ammo (anti-armor/anti-Krogan/burst damage) Inferno upgrade

Cryo Ammo (self-explanatory) Squad upgrade

Shockwave (AOE) Improved upgrade

Pull (one-shot Husks/Abominations, detonated by Warp) Area upgrade

Assault Mastery (extra health/shields, weapon damage boost, power recharge boost) Champion

BONUS power is Barrier (acts as a panic button, especially when Charge is ill-advised)

 

Generally, if it deals damage, I go Heavy/Inferno, but if it's crowd control, I go Area/Improved/Squad.  The squad version of Cryo Ammo is very effective at stopping enemy incursions, and the Area Pull combined with Improved Shockwave basically gives my enemy no quarter and no stable ground.

Biotic Charge MUST BE USED STRATEGICALLY, since charging blindly will only get you killed, but when played well, the Vanguard is the highest damage class in the game.

Barrier performs the same support function as Charge, without the damage and time-slowing, but I don't have to risk my neck to use it.

Champion helps with power usage, and the extended duration improves the time-slowing secondary effect, which is a lifesaver if you have quick enough reflexes.

 

WEAPONS:

Shotgun (Eviscerator)

Heavy Pistol (Phalanx)

SMG (Locust)

BONUS weapon: Assault Rifle (Mattock)

 

Same reasons as Sentinel, but the added Assault Rifle I use as a marksman-rifle.  The sniper rifle doesn't work too well since the Vanguard has no bonus to it and the Ammo powers it has don't get much effect with a single high-power shot, since the Vanguard is all about close-quarters; there isn't much a long-range weapon can do for you since you have no bonuses for it, and your ammo powers don't get as much benefit from a one-shot clip.

Whereas the Mattock can be fired quickly to maximize the burst damage from Inferno Ammo, it can also hit farther than the Locust, so you can maintain good range when Charging would be bad, but are still close enough to utilize the rest of your powers.

 

As for the other classes, I don't know much, since I don't really play as them, but I know enough about the Engineer to say that their passive reduces the cost of research and upgrades, which are a much-needed boost since they improve everything about you and your squad.

 

Long story short, my favorite class is Vanguard, but Sentinel is a VERY close second.  Both have their strengths and both have their stress points.

And if I'm being completely honest, I like to think of my Shepard as a Vanguard/Sentinel hybrid (using GIbbed Saved Editor to change class)

For the sake of brevity, Sentinel is the best to use for an Insanity run, since the Sentinel is the only class that has a counter for everything the game throws at you right from the start, and as you go, you can further increase your capability.  This applies to the Vanguard as well, but it requires a bit more to cover up it's lack of anti-shield powers.


  • capn233 aime ceci

#102
a_mouse

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Interesting recent discussion about some classes being more "one trick ponies" than others in ME2.  My one comment is that I think this depends a lot on how one approaches each class.  It's certainly easy with some classes to focus heavily on just one power and hammer through the game that way (e.g. Mattock Soldier, Widow Infiltrator, Claymore Vanguard)  But as I've become more familiar with each class and learned their strengths and weaknesses, it's definitely expanded the variety of ways I will approach things with any given class and mission.  Sometimes other classes just have better ways of doing things -- and in many cases its possible to come close to that with some appropriate combinations of other Shep and Squad powers.  I personally find it most interesting to mix things up, focusing on control in some situations, other times rushing a position, or exploiting cover to flank, etc.  

 

The analogy that springs to mind is the classic scene in Raiders of the Lost Arc when Indiana Jones faces a scimatar-wielding Rajput.  We expect him to to defeat the enemy with his trusty whip, but laugh when he pulls out a pistol an just shoots him!  It is, perhaps, why I have found this game so incredibly addictive.  There are so many ways to approach things that I am always finding something new even after reading years worth of forums and playing the same missions over and over again, literally hundreds of times.


  • RedCaesar97 aime ceci

#103
Jeniva

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nice read. 

I'm going to replay ME2 again and unsure on what class to pick, so this is helping. 



#104
spockjedi

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nice read. 
I'm going to replay ME2 again and unsure on what class to pick, so this is helping.

Will you start at ME1? If you want to play the "good renegade," the reputation bonus that comes with the save import is really helpful. You can get up to 190 extra points, to be added to the 800~900 points that you would get from being a "good renegade." They can really come in handy.

#105
Staff Cdr Alenko

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Honestly? I've never been really interested in playing anything else than Soldier, for story reasons. And the combination of Phalanx + Eviscerator/GPS (first for a bit more balanced gameplay, second for fun) + Mattock + Widow + Heightened AR + Shock Trooper + Inferno Ammo obliterates everything, Insanity or not.

 

Insanity is such great fun in ME2. Not like ME1, where enemies just spam Immunity all the time and you get stupidly hilarious crap like a pirate being hit four times by a High Explosive round from a sniper rifle, flying 200 meters across the map each time, then getting up and firing on with like half health left. And Elanos Haliat managed that with a Mako round. And that's on Hardcore. I can't imagine what Insanity in ME1 is like.