So, I've been reading through the Forums and watching a number of vids on playing the Vanguard in ME2, but I have a few questions for the community, on both my build idea(s) and people's opinions on specific powers. (BTW, from my understanding I'm topped out on DLC, with even the Dr. Pepper bonus items being covered by the Recon Pack or whatnot).
Firstly, I'll be importing a level 60 Shepard with the 'Rich' Achievement into a brand new Mass Effect 2 game & profile, meaning no Squad Powers have been unlocked at the start. I plan on starting gameplay at Veteran and working up from there to both work on my skills and polish the build to my preference
Now the builds that I have in mind and my questions
Standard Vanguard Build:
- 10 points Incendiary Ammo - Inferno Ammo
- 10 points Cryo Ammo - Squad Cryo
- 10 Points Charge - Heavy Charge
- 10 Points Shockwave - Heavy Shockwave
- 1 Point Pull
- 10 Points Assault Mastery - Champion
Now from my understanding, Shockwave starts off a blase mediocre and quickly falls into that camp of powers that might better be described as Gameplay Penalties: a bad investment the greater the difficulty. Sooo, with that as an understanding, the moment I unlock Slam, my build will be changed to:
- 10 points Incendiary Ammo - Inferno Ammo
- 10 points Cryo Ammo - Squad Cryo
- 10 Points Charge - Heavy Charge
- 1 Point Shockwave - unless it's better to just leave that one point unassigned (which I wouldn't doubt)
- 10 Points Assault Mastery - Champion
- 10 Points Slam - Heavy Slam
or Alternatively
- 10 Points Incendiary Ammo - Inferno Ammo
- 10 Points Charge - Heavy Charge
- 3 Points Shockwave
- 10 Points Pull - Area Pull
- 10 Points Assault Master - Champion
- 6 Points - Stasis or Slam or I have no idea what :/
My plan is to mostly play with a pure Pistol, SMG, & SHOTGUN! Vanguard, not opting in for either Sniper Rifle or AR training until a few separate playthroughs.
Now, some questions. It's my understanding that on any difficulty, Reave (or at least Area Reave) is considered to be an Overpowered Power, because it's use starts to dominate the play style of whatever build it's a part of. That is to say: whenever you have Reave free, it's always the best thing to toss down straight away (but particularly against shielded, armored opponents for defense stripping). Charge is a tactical choice where there are always going to be occasions or points that you don't want to charge; it's the bread and butter of the class but that doesn't mean you want to charge into a group of YMIR Mechs that haven't even been softened up yet and around whom there is no cover (not saying that's an occurence in game, just aiming for an example). I've heard this can also be said of Energy Drain, though to a lesser extent.
Curious to know if that's something that is generally agreed on or not. Also, and just checking, but do most people agree with the sentiment of not taking another ammo power as a bonus power and just leaving that up to the respective squad mate?





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