what are some resources for reave based soldiers and sentinels?
Reave Based Soldiers And Sentinels Builds
#1
Posté 23 novembre 2014 - 01:16
#2
Posté 23 novembre 2014 - 02:10
I do not know of any such guides, but I can provide some advice. The following builds are suggestions; feel free to experiment or tweak to your liking.
Keep in mind that by level 60, you will have (I believe) 181 talent points, which is enough to max out all but one power, with that last power at rank 4 with 3 points left over.
Generally speaking, you will only use about 3-4 powers at most.
If you import a level 30 from ME2 (and re-assigned all points prior to import so you had all points free to spend), then you can start Mars with 3 powers maxed.
So keep that in mind as you determine which powers/passives you want to focus on levelling up as you progress through the game.
Generally, I like to max my main three powers first, then my class passive, then Fitness, then any other power I may use. But that is a general strategy and some builds may require different priorities.
Sentinel with Reave:
Throw: Force - Detonate - Double Throw
Warp: -
Lift Grenade: Damage - Grenade count - Damage
Tech Armor: Durability - Power Damage - Durability
Overload: *
Cryo Blast: -
Offensive Mastery: Force and Damage - Weight Capacity - Force and Damage
Fitness: Durability - Shield Recharge - Fitness Expert
Reave: Radius - Damage Reduction - Damage and Duration
* If you want Overload, then I recommend: Damage - Neural Shock - Shield Damage.
I figure you play this as a biotic combo-focused build. Prime with Reave (which is specced for maximum protection), detonate with Throw.
Tech Armor with Reave will provide good damage protection.
Build priorities:
1. I would focus on maxing Reave, Throw, and Tech Armor first, so you can prime + detonate yourself with your max damage protection early. You can put a point or three in Lift Grenades early so you have a few when needed.
2. I would max Fitness next. Your primary damage output is in biotic explosions (+50% from rank 5 Detonate in Throw), so extra power damage is a lesser priority. Plus more health + shields to go with your damage protection is a good thing.
3. I would max Offensive Mastery next for the power damage and weight capacity. You can get away with using lighter guns early game.
4. Max grenades last.
I figure you will be replacing Warp with Reave as a primer. Overload is nice for shields but not necessary. Cryo Blast does not fit with a Reave build.
Soldier with Reave:
Adrenaline Rush: Hardening - Duration/Melee Damage* - Power Use
Concussive Shot: Radius - Recharge Speed - Amplification
Frag Grenades: Damage - Grenade count - Shield Damage
Incendiary Ammo: Squad Bonus - Headshots - Explosive Burst
Disruptor Ammo: -
Cryo Ammo: -
Combat Mastery: Damage - Headshots - Weapon Master
Fitness: Durability - Shield Recharge - Fitness Expert
Reave: Radius - Damage Reduction - Damage and Duration
Build priorities:
1. I would focus on maxing Reave, Adrenaline Rush, and Incendiary Ammo. You can put a point or three in Frag Grenades early so you have a few when needed.
2. I would max Combat Mastery next for more weapon damage and ammo power damage at rank 6 Weapon Master.
3. I would max either Fitness next for the health and shields to go with your damage protection, or Concussive Shot next for a more reliable power.
4. I would max Concussive Shot/Fitness (whichever you did not max in the previous step).
5. Max grenades last.
- mesiasmith, RanetheViking, Vazgen et 1 autre aiment ceci
#3
Posté 06 décembre 2014 - 12:38
I do not know of any such guides, but I can provide some advice. The following builds are suggestions; feel free to experiment or tweak to your liking.
Keep in mind that by level 60, you will have (I believe) 181 talent points, which is enough to max out all but one power, with that last power at rank 4 with 3 points left over.
Generally speaking, you will only use about 3-4 powers at most.
If you import a level 30 from ME2 (and re-assigned all points prior to import so you had all points free to spend), then you can start Mars with 3 powers maxed.
So keep that in mind as you determine which powers/passives you want to focus on levelling up as you progress through the game.
Generally, I like to max my main three powers first, then my class passive, then Fitness, then any other power I may use. But that is a general strategy and some builds may require different priorities.
Sentinel with Reave:
Throw: Force - Detonate - Double Throw
Warp: -
Lift Grenade: Damage - Grenade count - Damage
Tech Armor: Durability - Power Damage - Durability
Overload: *
Cryo Blast: -
Offensive Mastery: Force and Damage - Weight Capacity - Force and Damage
Fitness: Durability - Shield Recharge - Fitness Expert
Reave: Radius - Damage Reduction - Damage and Duration
* If you want Overload, then I recommend: Damage - Neural Shock - Shield Damage.
I figure you play this as a biotic combo-focused build. Prime with Reave (which is specced for maximum protection), detonate with Throw.
Tech Armor with Reave will provide good damage protection.
Build priorities:
1. I would focus on maxing Reave, Throw, and Tech Armor first, so you can prime + detonate yourself with your max damage protection early. You can put a point or three in Lift Grenades early so you have a few when needed.
2. I would max Fitness next. Your primary damage output is in biotic explosions (+50% from rank 5 Detonate in Throw), so extra power damage is a lesser priority. Plus more health + shields to go with your damage protection is a good thing.
3. I would max Offensive Mastery next for the power damage and weight capacity. You can get away with using lighter guns early game.
4. Max grenades last.
I figure you will be replacing Warp with Reave as a primer. Overload is nice for shields but not necessary. Cryo Blast does not fit with a Reave build.
Soldier with Reave:
Adrenaline Rush: Hardening - Duration/Melee Damage* - Power Use
Concussive Shot: Radius - Recharge Speed - Amplification
Frag Grenades: Damage - Grenade count - Shield Damage
Incendiary Ammo: Squad Bonus - Headshots - Explosive Burst
Disruptor Ammo: -
Cryo Ammo: -
Combat Mastery: Damage - Headshots - Weapon Master
Fitness: Durability - Shield Recharge - Fitness Expert
Reave: Radius - Damage Reduction - Damage and Duration
* For rank 5 Adrenaline Rush, Duration if you want it to last about 1 second longer, or melee if you want to use it slightly more often.Adrenaline Rush with rank 6 Power Use is good if you want to get off a quick Concussive Shot or use Reave.Reave + Hardening with Adrenaline Rush + time dilation with Adrenaline Rush = some good damage reduction.Build priorities:
1. I would focus on maxing Reave, Adrenaline Rush, and Incendiary Ammo. You can put a point or three in Frag Grenades early so you have a few when needed.
2. I would max Combat Mastery next for more weapon damage and ammo power damage at rank 6 Weapon Master.
3. I would max either Fitness next for the health and shields to go with your damage protection, or Concussive Shot next for a more reliable power.
4. I would max Concussive Shot/Fitness (whichever you did not max in the previous step).
5. Max grenades last.
You can switch out Incendiary Ammo for Disruptor Ammo if you want more of a sniper-Reaver build. But Incendiary Ammo with rank 6 Explosive Burst is hard to pass up and would work better for you anyway I think.
Hey Red
I just finished the game using your Reave soldier suggestion. It was some good stuff.





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