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ME3 SP Engineer Help


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#26
capn233

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1. The answer is somewhat complicated.  In a vacuum, Freeze Combo should end up doing more damage since you get bonus damage to more types of common enemies, and you need to make sure to cast Cryo on armor in order to outpace the Armor evolution.  The exception is if you are using Incendiary Ammo since the DOT's will roll together, in which case you can potentially do a lot more damage to armor with the Armor evolution in conjunction with IA (since IA will inherit Incinerate's multiplier)*.

 

2.  You should be able to instastrip most shields in the game going Chain at Rank 4.  At Rank 6 it isn't as good an idea since that evolution increases multipliers.  Neural Shock, incidentally, increases multiplier to Organic shields even though that is not listed.  It will go from 3x at base to 6x with NS (then 8x with Shield at Rank 6).

 

3. I usually go Damage and Capacity there since I am trying to buff Shepard as much as possible and reduce cooldowns.  Also power damage buffs don't really benefit many squadmate biotic powers that much, and I tend to run Liara commonly.

 

*I put the asterisk there since rolling the DOT together was specifically tested in MP but not SP, but it should behave the same.


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#27
cap and gown

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My own preference for the powers is to rely most on hitscan powers for mooks while reserving projectile powers for more substantial units. Thus, with the Engineer I focus on Overload 4b-5a-6a. I don't care that it may take a tad bit more to take down an Atlas's shields or Banshee's shields. This evolution will take down a Marauder's and Centurion's shields and inflict more damage on regular mooks like troopers and Cannibals. Combined with a Concussive shot for detonation this is enough to kill any of these regular units. It also provides crowd control by stunning geth and putting unshielded mooks on their backs. If I am using EDI it will also detonate a fire explosion or two, plus EDI's Incinerate is hitscan so it can't be dodged.

 

I reserve Incinerate for Brutes, Harvesters, Banshees, Armor Atlases, and Ravagers. I don't bother with cryo blast at all.

 

I reserve the projectile powers for enemies that can't dodge (although the Banshee has its hand of denial) and use the hitscan powers like Sabotage and Overload for the others.


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#28
RedCaesar97

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Ok, so my questions for Shepard's setup:

1. For Incinerate, does it make more sense to invest in Freeze Combo like I did for this test? I combo myself off a lot of times with CB and Incinerate because they fit so neatly together (the time it takes for a target to properly freeze is the time you have to wait until you can use your next power). Or is it generally better to go for armor? I went for armor for EDI and James though because I myself didn't.

2. For Overload, I saw folks go for Chain Overload, while I always go for more damage to make sure a shield is gone for sure. But then of course it might be gone with Chain Overload too when generally power damage is increased enough with bonus stuff I guess?

3. In Tech Mastery, for Rank 5 I chose to increase my own power damage bonus and the weight capacity instead of increasing squadmate power damage, which I would, in hindsight choose next time because some enemies were left with a bit of health after an Overload/Incinerate or Carnage combo.

 

capn233 (and cap and gown) pretty much answered these, but I'll add my few thought on it:

 

1. If you are not going to use Sabotage, but instead use Cryo Blast (with rank 6 evo that buffs Incinerate damage) as debuffer, then using Freeze Combo on Incinerate does make more sense. 

 

2. Capn233 answered this, but only rank 4 chain Overload is recommended on Insanity. On lower difficulties you can get away with double chain Overload. You can go double chain Overload though if you like, but I am not sure you can strip basic shields reliably with that setup; it has been a while since I have tried it.

 

3. In tech Mastery rank 5 I always choose Weight Capacity and Damage for the, uh,... extra damage and weight capacity. For several reasons:

 > I like to maximize the damage of my tech powers, because tech powers rely much more on power damage than biotic powers

 > I like the extra weight capacity so I have a little more flexibility in my weapon choice

 > I am not entirely sure if the squadmate bonus in the other evolution actually works. I know the squadmate bonuses in squadmate talent trees are not always applied properly, so I avoid using it Shepard as well.


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#29
RedCaesar97

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Let's talk about what you gain first.  I don't recall the exact details, but you gain, roughly 30% damage reduction and 20-30% power damage boost (can't remember the details).

 

What did it cost?

  1. Skill points for starters.  Skill points that could go into high-end ranks of incinerate, overload, or sabotage.  But you also could have put the points into drone, turret, cryoblast, etc.  Rank 5 (which gives the power boost), costs 15 points.  An import only has 40 points or so. 
  2. Skill recharge.  50-60% recharge penalty!!!  That really hurts.  Sure you can compensate by wearing inferno armor or something, but at what other cost?  For every bonus you get on an armor set, there is the opportunity cost of other armor that you miss out on.
  3. Weapon selection.  By relying on a power for survival like this, you hurt your recharge rate.  So maybe you compensate by choosing lighter weapons.  That can diminish gameplay if you dislike pistols or weeny SMG pew pew pew.  Not saying I have anything against them, just pointing out what you may have to give up.

Sure dropping 15 points into a high level character is a moot point, but most Bioware games become silly easy at high levels.  Weapon weights matter less when you can fully upgrade them, and use high level light weight mods.  But when you start out, ... I dunno, it just isn't working for me.

 

1. I usually leave 1 point in Fortification/Barrier/Defense Matrix until I max my other more-required powers first. So for the Engineer, I max the three powers first (say Sabotage, Incinerate, and Overload), then Tech Mastery for more power damage. Then I can spend points into Fitness and the bonus power. I would probably drop a few points into Fitness to rank 2 to get a little more health, then spend on Fortification/Barrier/Defense Matrix.

 

My reasoning: the powers are more important than the passives since I want damage and debuff (or distract or whatever) first, then I can concentrate on increasing my power damage, then I can focus on survivability (health, shields, and damage reduction). I can live with 500 health and 500 shields for a while.

 

 

As for importing: importing a level 30 character from ME2 will give you 60 points to spend; this becomes 66 or 64 points when you reach level 31 when you land on Mars. This is enough to max three talent trees at the start of Mars. Most of my imports are level 30, so at the beginning of Mars I have my three main powers already maxed and I can begin spending points on my passive talents.

 

If you are importing sub-30 Shepards, then you certainly have fewer points to work with and have to make decisions accordingly. Understandable.

 

 

 

2. The penalty is not as much as you think. At +200% weapon weight, as -50% to -60% cooldown reduction it is only about a 0.5 second difference in cooldown, which is not that noticeable in-game. (equivalent to a +140 to +150% weapon weight).  It can be important if you want to combo with your tech powers and want to carry a slightly heavier weapon.

 

In that case, you can leave it deactivated until you have enough points to max it all at once, or choose a different bonus power like AP Ammo.

 

 

3. Depends on the weapon(s) you want to use. With Sabotage, Incinerate, and Overload (and say 1-point drone for Guardians), you do not need to fire a shot so you can hold on to the Predator or Shuriken for a long time. If you really like shooting and you like using some heavier weapons, then sure, it can be a problem. 

 

You sure cannot detonate your own combos if you use the Claymore, but if I want to use the Claymore I am speccing the Engineer differently.

 

 

* * *

 

But again, if you prefer another Engineer setup with the Combat Drone, then go right ahead. I am not telling you how to play Engineer. Feel free to experiment with what works for you.

 

Use the Med Bay respec option to try different builds (don't forget to save your game first). See what you like or do not like. Maybe you hate the Engineer no matter what you try. That is fine; no one said you have to like every class.


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#30
fraggle

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My own preference for the powers is to rely most on hitscan powers for mooks while reserving projectile powers for more substantial units. Thus, with the Engineer I focus on Overload 4b-5a-6a. I don't care that it may take a tad bit more to take down an Atlas's shields or Banshee's shields. This evolution will take down a Marauder's and Centurion's shields and inflict more damage on regular mooks like troopers and Cannibals. Combined with a Concussive shot for detonation this is enough to kill any of these regular units. It also provides crowd control by stunning geth and putting unshielded mooks on their backs. If I am using EDI it will also detonate a fire explosion or two, plus EDI's Incinerate is hitscan so it can't be dodged.

 

I reserve Incinerate for Brutes, Harvesters, Banshees, Armor Atlases, and Ravagers. I don't bother with cryo blast at all.

 

I reserve the projectile powers for enemies that can't dodge (although the Banshee has its hand of denial) and use the hitscan powers like Sabotage and Overload for the others.

 

True, I watched how it worked out on husks in your video and that was really nice (though of course Cryo Blast works well there too I thought, and I love Cryo explosions, haha). I will probably experiment a bit more with this setup next time I play it more seriously.

Yeah, I saw that the dodging is a problem :D Happened quite a few times.

 

1. If you are not going to use Sabotage, but instead use Cryo Blast (with rank 6 evo that buffs Incinerate damage) as debuffer, then using Freeze Combo on Incinerate does make more sense. 

 

3. In tech Mastery rank 5 I always choose Weight Capacity and Damage for the, uh,... extra damage and weight capacity. For several reasons:

 > I like to maximize the damage of my tech powers, because tech powers rely much more on power damage than biotic powers

 > I like the extra weight capacity so I have a little more flexibility in my weapon choice

 > I am not entirely sure if the squadmate bonus in the other evolution actually works. I know the squadmate bonuses in squadmate talent trees are not always applied properly, so I avoid using it Shepard as well.

 

1. Yeah, I guess if one is not a Sabotage fan, this could work quite well, so maybe this would really be an alternative for Bigdawg13. Personally I have nothing against Sabotage so far, but then I didn't really use it as effectively as you guys do back when I played Engineer. I think I only used it for geth.

 

3. I guess I could still pick this option next time while making my team's powers stronger with mods etc. I think then it's no problem anymore to get the health down to 0 with one combo if it was a shielded enemy before.

I didn't know that the squad bonus doesn't really work sometimes, so I will keep an eye out in the future :)

 

I feel encouraged to try out more Sabotage and Overload Chain instead of Cryo when I play my next Engineer. Since he was my first Insanity experience in ME3 earlier this year, I didn't really grasp what he can do :D But once I tried out all other classes I want to replay Engineer too at some point, I had a lot of fun with this class.

 

Thank you guys for your answers, much appreciated! :)



#31
capn233

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 I focus on Overload 4b-5a-6a. I don't care that it may take a tad bit more to take down an Atlas's shields or Banshee's shields.

 

Yeah, NS is definitely needed with full chain and that is why it works decently on organic mooks.  I don't like full chain just because it is a good deal weaker against Geth shields, but they are really only a small part of the game.



#32
cap and gown

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Yeah, NS is definitely needed with full chain and that is why it works decently on organic mooks.  I don't like full chain just because it is a good deal weaker against Geth shields, but they are really only a small part of the game.

 

Another point: against Geth you normally have Tali available and she has ED with a 6.5 second cool down (with her recharge armor and a passive evolved for maximum recharge speed) and a 3 meter radius giving you lots of opportunities for multiple tech bursts.

 

Also, what is a full chain? I would have thought 4a-5?-6a was a "full chain". (I haven't ever taken this route since I don't know how effective the third chain would be. I guess it could give you some extra CC.)



#33
Bigdawg13

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Update Time!!!

 

So I swapped to drone master.  I was not impressed with it either.  The turrets would not always go where I wanted them, and the delay was a killer (seriously).  It could be I tested it out in Grissom Academy though.  :whistle:   I really felt like the bonus power decoy drone was a total waste of space.  I wasn't happy about it at all.  The combat drone didn't seem that great either.  I may have upgraded it to rockets though, and I've heard that's buggy.  But it was not dependable enough.

 

So I swapped back to a power spec, and then I did something I had not tried before (swap incinerate for overload).  I kept sabotage and combat drone as 2 of my 3 hotkeys.  I demoted incinerate for armored enemies only.  I had been primarily relying on sabotage->incinerate.  Anyways, the point is, for some reason in my head I had assumed overload was only damaging to shields and synthetics.  But I took the first overload chain evolution, and neural shock, and it became my primary detonator on almost all forces.  Between the backfire of sabotage, and the neural shock of overload, I was able to apply damage, boost my tech combo damage, and apply crowd control.  In fact, incinerate took a back seat for almost all fights outside of a heavy mech, brute, etc. 

 

I would love to play around with cryoblast too, but I'm not sure of it's value.  It seems like it's purely for CC.  Even the cryo combo just applies CC to targets.  I guess if properly evolved it will combo nicely with incinerate.  But I'm not sure I'll find room to fit it in.

 

Oh, and I did take the fortification bonus power and upgrade it fully.  That has helped quite a bit.


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#34
capn233

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Cryo Blast is also a general damage taken debuff.  The strongest in SP actually (35%).


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