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The easiest to play engineer kits (Gold)?


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#76
Chealec

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Did it really take until page 2 before someone mentioned Cain mine spamming Talon? The question was easiest engineer to use, right?



#77
LuckyStarr

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Did it really take until page 2 before someone mentioned Cain mine spamming Talon? The question was easiest engineer to use, right?

And I still didn't get a build for it :) Got one for arrows, but not for mines.



#78
Deerber

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Did it really take until page 2 before someone mentioned Cain mine spamming Talon? The question was easiest engineer to use, right?

 

I'm sorry - that thing is so completely eradicated from my mind that I didn't even realize it's an engineer at first XD


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#79
Terminator Force

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When I did the promotion challenge. SE was my to go kit for the first few levels due to energy drain & higher then human fitness. PS. To get the Decoy to really draw agro, bring it up to evo 5 (and that's all you need for Decoy. Put the rest in Fitness).

 

I also say VolusSent (since I still believe he should of been under the engineer class). Drone + agro dump tac cloak and shield boost whenever you need it = pretty tanky to me. Only problem is every now and then you totally get one-shotted without seeing shield gate, blood screen or health gate. Guess lag causes this?

 

Other then that, here are a few more pointers;

- when playing demo girl, remember that entering into Pylon range restores you shield

- never underestimate the power of pets. Great for stuff like Phantom Death squad

- never underestimate Volus agro dump light melee. Abuse the heck out of it (good enough for cancel reload too).

- super fast cooldown cryo debuff on FQE should always be your opener. Staggers enemies or causes them to dodge, thus preventing them from shooting at you and leaving you nice clear standstill target for your weapon while your stagger+missile pet keeps another from shooting you as well. If your weapon don't finish them off, stagger them again with Incinerate or another cryo blast + more pew pew action.

- nothing says "I win" more then Arc Nades, and you do have Grenade Capacity.

- Blood Rage make you very tanky. But to get the most fun out of him you need to set him to a melee build (something I don't recommend so early on. Learn the art of melee more slowly and over time from other kits first, such as Krogan)

- Saboteur is probably one of the kits your eyeing. Yummy Turian Passives & Fitness in combination with an agro draw pet, best headshot setup stagger in Sabotage (which is also perfect for getting Ceb turrets off you when caught with your Turian pants down, + it wreaks Geth), and you have the perfect weapon for dealing with boss armour while you wait for you manifest to catch up in dps more (thus also leaving you open & free to try more hipster weapons).


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#80
Chealec

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And I still didn't get a build for it :) Got one for arrows, but not for mines.

 

Probably because it's an abomination and nobody wants to be responsible for proliferating it! :D


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#81
Dunmer of Redoran

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There's a problem with that because the scorpion will only prime enemies that its grenades stick onto. If you want overload to detonate multiple times on a group of enemies you should use the falcon or venom instead.

Okay, then shoot something with it once it staggers. Simple.

#82
LuckyStarr

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Probably because it's an abomination and nobody wants to be responsible for proliferating it! :D

Fair enough, gonna have to experiment. The only question I have is radius vs. damage at ranks 4 and 6.

I also think I'll finally get to try QME this evening - if I'll have any time left after re-reading all the posts about him in this thread :) Gotta see how grenades with ~800 damage can possibly be even worth mentioning.



#83
ALTBOULI

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QME

#84
DisturbedPsic0

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Fair enough, gonna have to experiment. The only question I have is radius vs. damage at ranks 4 and 6.

I also think I'll finally get to try QME this evening - if I'll have any time left after re-reading all the posts about him in this thread :) Gotta see how grenades with ~800 damage can possibly be even worth mentioning.

If you spec them right you have 10m radius of priming for tech bursts and detonating tech bursts/fire explosions/cryo explosions plus shield stripping, plus stagger, plug detonate on impact, plus goes through walls. That combined with grenade capacity makes them amazing.



#85
Guest_Lusty Argonian Maid_*

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Fair enough, gonna have to experiment. The only question I have is radius vs. damage at ranks 4 and 6.
I also think I'll finally get to try QME this evening - if I'll have any time left after re-reading all the posts about him in this thread :) Gotta see how grenades with ~800 damage can possibly be even worth mentioning.

 
Because you can hit the whole map with the grenade. Did a quick spec on kalence and with power amp it hits 980 to health and armor and over 3000 to barrier/shields. So do a quick math whats left from a spawn on gold that you first lob a grenade in then incinerate and then lob another grenade? yup nothing.
 
Also sometimes reading your posts man

giphy.gif


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#86
GruntKitterhand

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The only question I have is radius vs. damage at ranks 4 and 6.

 

Sorry, I kinda ignored you because I really don't like the Talon, but as no one else has offered an opinion yet I'll say it might depend on whether you intend to spam them or set them up as traps.  This is BSN, so Damage is the most likely consensus.  But if you are going to use them as they were obviously designed to be used, then Radius is perfectly viable, and 4b with 6a is a perfectly effective compromise.


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#87
Dunmer of Redoran

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Because you can hit the whole map with the grenade. Did a quick spec on kalence and with power amp it hits 980 to health and armor and over 3000 to barrier/shields. So do a quick math whats left from a spawn on gold that you first lob a grenade in then incinerate and then lob another grenade? yup nothing.
 
Also sometimes reading your posts man

giphy.gif

 

QME and QMI pretty much broke the game before Platinum came along. Any scorewhoring dickwad with grenade capacity could just run around the map and destroy everything before people had a chance to shoot it. Almost every other game was a QMI borefest. Thankfully, Platinum and its enemies with higher health pools helped to nerf that setup a little bit.

 

Then after introducing Platinum, they decided to make the Talon, a grenade class with even stronger grenades. :lol:



#88
Terminator Force

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I pick all top evolutions for my Talon on all his powers. But if you want a Cain Mine focus, make sure you go for extra grenades on Omni-Bow, have a light loadout for faster nade recharge, start hitting ammo boxes for extra nades still, and you're set.



#89
JRandall0308

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I have no problem with Cerberus Harrier gunplay. In fact, I prefer it to powers.

 

Well I don't know what you are after any more. You've made multiple threads about "power builds" or how to play classes that typically rely on powers rather than pure gunplay. So whatever.

 

Here is a challenge for you: play the TSol with whatever gun you want (see below), Marksman, and either Proxy Mine or Concussive Shot (you don't need both). Assuming the gun isn't wildly inaccurate, you should be able to get 20 Headshot medals in every match. Practice until you can.

 

There's serious lack of good AND light assault rifles in the game. I can only think of Lancer as another weapon to use on Turian Sentinel / Saboteur / Havoc.

 

OK, I want to help you, because I was a n00b once too, but you really need to listen:

 

TURIAN PASSIVES ARE SO GOOD IT DOESN'T MATTER WHAT GUN YOU GIVE THEM
 

Now don't be stupid and put the Shuriken on them just to be a dick, but other than that, Turians make average guns good, and good guns great.

 

Also regarding "lightness", anything with 150% cooldown or above is fine, and even 120%-130% is going to give a decent flow of power-shoot-power.

 

I can't view your manifest (at work) but here are some ARs that become stronger in the hands of a Turian:

  • Mattock (hurts your fingers to fire it a lot, but a great Uncommon gun and relatively light)
  • Phaeston (lore friendly and totally viable on Gold)
  • Collector Rifle (accurate)
  • Revenant (Turian helps with its lack of stability, though you'll want even more stability too)
  • Harrier (on the TGI this is a cliche because it's really ****** good)
  • Lancer (good on everyone; seems to fit particularly well with the Turian Sentinel in my experience)
  • Sabre (my preferred gun on the TGI -- a more elegant weapon for a more civilized age -- also good on the Turian Soldier because Marksman speeds up its relatively slow re-fire)
  • Typhoon (MOAR DAKKA on the TSol or TSent)
  • Valkyrie (deadly accurate, especially on the TSol under Marksman)
  • Particle Rifle (you probably don't have this yet)

= = =

 

Now back to Engineers.

 

Talon Cain Mine Spam build:

http://kalence.drupa...2818545!!!0.GDG

 

Spoiler

 

Vorcha Engineer build:

http://kalence.drupa...!......31!EEG63

 

Spoiler


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#90
LuckyStarr

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I was thinking Concussive shot for mine-focused build, so 6/6/0/6/6; or 6/6/3/6/5 for 1 extra grenade.

 

 

You've made multiple threads about "power builds" or how to play classes that typically rely on powers rather than pure gunplay. So whatever.

Perhaps, that's because I don't need an advice on how to point, shoot, activate Marksman / Adrenaline Rush and own the scoreboard. I need an advice on how to play more complicated / weaker / un-obvious characters.



#91
JRandall0308

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AP Arrows are way better than Concussive Arrows. Period. End of discussion.


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#92
FrozenShadow

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Dunno. There's serious lack of good AND light assault rifles in the game. I can only think of Lancer as another weapon to use on Turian Sentinel / Saboteur / Havoc. Maybe it's worth a try. I hate running out of ammo with it, though.

 

Yes, while there really ain't many light AR's, there are still options. It just depends on how you play the character. 

 

Personally I use Phaeston or Tempest with my Turian Sentinel.

 

Yeah, not probably your first choice, but it works surprisingly well with Turian. With incendiary ammo, you can do lot of tech explosions with overload, especially with chain version. This is even further possible because Phaeston has quite high clip and it doesn't kill enemies as easily. This actually makes chain tech explosion much easier. Turians also got nice headshot bonus in passive, which actually makes Phaeston more effective.

 

This same works also with Tempest, as Turian passive stability bonus help are lot. In a way, Tempest is even more deadly as it had higher clip (with magazine mod). And because Tempest is really light, you can use powers really often.


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#93
Ardat-Yakshi Master Race

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It's so annoying that Scorpion deals delayed damage...

The delayed damage works better against collectors.... You never want to be near an A-bomb when it dies



#94
Catastrophy

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"Where soldiers fail and adepts sway, the engineers will find a way." (Electra Zappins, Human Engineer, Reaper Wars)


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#95
Quarian Master Race

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Essay length quarian shitpost follows.

I am honestly surprised at just how awful Quarian Master Race's build is, given their name. For example, using incendiary ammo when of all things she does, taking down armor is the #1 thing she's best at. Far better to use Disruptor ammo, allowing you to disable shields over a large radius while you bombard a single target with your incinerates. Plus, you're using an adrenaline mod instead of a power amp, further disabling her damage-dealing potential. You're essentially playing her as a soldier, completely counter to the direction her skills point.

Who died and made you authority on build strategies? How is a character with 600/500 shields, no weapon buffing powers and zero combat powers a soldier, anyway? Since when are fun builds that don't necessarily maximize efficency "awful"? Should no one ever go melee, or bother to play anything that isn't the GI? 

 

I suppose it might be. It's mainly that there are multiple evolutions that seem ill-advised, plus no power booster, plus incendiary ammo. Then there's the claymore, which sacrifices your power booster there as well. All those changes practically cripple her power use. To me, it feels like half the build is wrong.

ahh...so I see. Another member of the "big gunz r bad hurrdurr" crowd who seems to think this game is a goddamn action RPG and that anyone who plays it otherwise is doing it wrong.  Engineers are about debuffs and to a lesser extent CC, not necessarily killing enemies with power damage directly, so my build is no more "wrong" than yours. Hell, QFE has weapon damage buffs in her passive just like everyone else. It isn't inherently wrong to use them, especially considering that the way this game is balanced weapons are the Alpha and Omega of dealing damage for all but a few kits.

Let's start with the power amp. You claim it is a must. I disagree, for a very simple reason; the damage increase is insignificant. None of the QFE's powers do high enough damage numbers to warrant it being treated as the only viable or even the ideal choice. In fact, it is utterly useless for one power (cryo blast) and of little use for another (turret). Before you start lauding the benefits of turret damage, it does a couple hundred more damage every 2.5 seconds? My Claymore does 3500+ every 2 seconds. Turret's a CC tool unless you are slow enough at killing things for it to make a significant contribution to your overall DPS.

So your powers are doing a couple hundred points more damage per use every 2.5-3 seconds? You want to remind me how large the health pools are on even the weakest enemies? Let alone boss units who have tens of thousands combined shield and health points on higher difficulties. QFE is not an AOE combo spam character and she doesn't have any powers that put up large damage numbers with each cast either. She can't put up large DPS numbers without a good weapon doing most of the lifting, so focussing on power damage alone is frankly inefficient.

My supposed "suboptimal" build still has enough oomph in its power damage to perform cryo combos on any health mooks. Any more than that is practically a waste. Meanwhile, the increased mobility affored by the AM3 drastically increases the damage output of every power and weapon in the kits arsenal via being able to get in striking range 20% faster, which is often critical to catch units while they are bunched in spawns to eliminate them quicker via AOE attacks, as well as the ability to increase exposure time so you can continue dealing damage. It also drastically increases survivablity to boot. Really, there are very few builds of ANY character that the AM3 isn't the best choice on (certain grenade characters, flamers or long range gun platforms not as reliant on mobility being the obvious standouts).

Then we have the ammo debate. I won't argue with the uses for Disruptor on her. Really, it is one of only two really reasonable choices considering her lack of usable (no, turret flamer is useless) natural tech combos vs defenses. As for it being better than incendiary....depends on the weapon used and enemy type faced. On an Arc Pistol for example, I do sometimes take it because it is useful for getting over the one shot kill threshold on some geth and Cerberus units. However, on most weapons (and especially big shotguns like the Claymore) I prefer incendiary for the simple reason that there is more health and armor than shields. Mooks are going to die quickly and horribly in a single blast, shields or no, disruptor or no. Disruptor's only advantage then is mook crowd control, for which the QFE already has 2 powers (cryo and turret) that are very good. Disruptor isn't going to significantly decrease the time it takes to dispatch weak units. It can't CC armor, and is woefully inadequate against it. It will reduce the shield/ barrier of boss units faster, but then most of those units have more armor than shields, so TTK is still going to be anywhere from similar to in Incendiary's favour.

Meanwhile, Incendiary gives you access to not only better health and MUCH better armor damage, but the much more damaging fire explosions. While you may think that the QFE is adequate against armor without it, there is nothing quite like melting a brute, scion or whatever armored target stupid enough to challenge you within (literally) 3-4 seconds with a mere couple of shotgun blasts and a single incinerate. This gets it out of the way so I can get back to killing all those squishy mooks with single shotgun blasts and nuking them with cryo combos. I don't sacrifice anything in terms of speed and efficiency against mook units, and I can take out bosses and sub bosses faster. Hardly seems like a "wrong" choice.

Now, I'm not for a second going to claim your build is not a very effective way of building her, but not because of a power amp or evos. The only clear advantage it has over mine is the fact that Arc Pistol> Claymore. Using probably the most powerful, unbalanced gun in the game on any kit and comparing it to a powerful but appropriately heavy gun on the same kit is going to come out in the former's favour, even on most dedicated weapon platforms. I throw an Arc Pistol on my build (or even something of similar killing efficiency like Wraith, Reegar or Harrier) and it is similar to play and still more damaging, especially considering you went for the couple hundred extra points of power damage every few seconds in passives 5a instead of the extra several hundred or so you could get from headshots every time you fire that pistol with its ridiculous headshot multiplier.

Drop the clearly OP gun for another light weapon that is similarly balanced to the Claymore. Lets say Paladin or CSMG (very effective for their weight, but not brokenly so by also being top tier in DPS). Do you really think that you can then outkill mine in that case?

First I will reach a firing angle much faster due to my speed. Being able to launch incinerates or CB a second or so quicker for a couple hundred damage is not going to help you much, because (contrary to your overly embellished assertions) I can still fire them off every 3.6 and 2.5 seconds respectively with my gun that supposedly "kills power use". QFE can't get natural combos except cryo, so I'm in no danger of major DPS loss by falling out of priming windows from my heavy weapon. I'm going to kill at least one enemy with every shot, every 2 seconds or so, and at least one enemy with every incinerate that I launch at a frozen enemy (which I can seamlessly work into the reload cancel cycle). I can stay exposed and killing things for longer because pretty much every enemy that isn't frozen or staggered by the turret or CB is probably the one I'm leveling my crosshair on, and is thus imminently dead, and it's not going to be able to hit me anyway due to movement speed. I'm going to bring down boss and sub boss units faster as well, especially armor-only or power blocking ones like Banshees, Praetorians and Phantoms (which, by the way, are units the QFE has absolutely no way of removing the 90% DR from without shock turret or compromising with a stagger weapon, another reason why any build without turret 4b is inherently flawed). 

I have well over 4000 waves completed with the character (according to how many times I've completed her 200 waves challenge) between all my accounts. Not to sound presumptuous, but I think I know how to play her well enough, considering that.....

 

 I personally don't have trouble topping the board with her using this setup.

I meet this ridiculous quantifier of "ability" in pretty much every game I play with her. Not that score is a huge indication of ability or usefulness, but 250k+ gold pug games are not uncommon, and with other BSN'ers of similar skill to me in the lobby, she is perfectly capable of making the same contributions as most kits that aren't grenade cheesers or the GI. If that means my build is "wrong", well then I must just be the best player in ME3MP's history to overcome such a weak character with a such flawed build. *sarcasm* I have fun with it, and that's the only argument that really matters much to me, anyway.

Tl;dr: Claymoar> all. 


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#96
Terminator Force

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Revenant & Geth Spitfire are not good on Turians. They are only good on Krogan, Batarian, Volus, Jug, and Destroyer (forget what else). Because when you hold the fire trigger on these weapons, you can barely move/straf. ie. Brute charging you? Well, you better let go of that trigger before you straf. While a Batarian can straf dodge and still keeping fire & aim at it the whole time.



#97
Creator Limbs

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Probably because it's an abomination and nobody wants to be responsible for proliferating it! :D

 

You're goddamn skippy.


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#98
JRandall0308

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Perhaps, that's because I don't need an advice on how to point, shoot, activate Marksman / Adrenaline Rush and own the scoreboard. I need an advice on how to play more complicated / weaker / un-obvious characters.

 

It is not about owning the scoreboard. It is about killing things fast, not dying, doing objectives, helping your team, and having fun. <-- don't forget that last part

 

The best advice I can give for any character is the same advice that has been given since the dawn of time: practice, practice, practice.

 

There are like six zillion sources of character builds on the 'net including YouTube and Reddit and here (check the resource library). Pick ones, practice with it, practice some more, and when you get good enough make your own tweaks.

 

Also grind out those Rare / Ultra-Rare weapons, and Gear. It really does matter and anyone who says it doesn't matter is lying to himself.



#99
Creator Limbs

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Hey dude, if you're so concerned with score, start playing PvP like I did.

 

Co-op is not for your e-dong.


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#100
Chealec

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AP Arrows are way better than Concussive Arrows. Period. End of discussion.

 

With the single exception of ragdolling Phantoms... and for me, that's enough of an exception to spec Concussive. :D