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Paragon/renegade points, special abilities, upgrades and trinkets


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#1
Mberry

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I have 4 questions related to paragon/renegade points, the extra ability you can get by buying extra training, upgrades and trinkets.

 

1.  We now know that the paragon/renegade meters are not quite correct.  There is actually a percentage of available points you need to collect.  Without going into game editors etc.  I would assume that if you are going one route or the other that to pass your checks you need to max out the meter and then keep collecting the paragon/renegade points.  That is once the meter is full there are still points to be collected to raise your hidden percentage.

 

Additional are there any upgrades/powers you can get that will help you collect the points you need?  And I am thinking about the various conflicts I will need to resolve-like Tali and Legion, Miranda and Jack etc.

 

2.  As an adept I know I can purchase a bonus power.  Is this power worth the cost?  If so, when should I do it and what is the best power to select?  Is it dependent on the people you have recruited?  In my current game I only have Miranda, Jacob, Mordin, Kasumi,  and Zaeed (I am working on Garrus).

 

3.  I know that you need all the Normandy upgrades and your teams personal upgrades.  What in additional upgrades must you get, what up grades should you get and what might be considered optional or nice to have?  I have been doing a lot of planet mining but I think I might have wasted 50,000 platinum on the med bay scar removal machine because that was really cosmetic.  Right now I have over 20K in ezero and 200K in all the other metals.  My available credits right now are about 220K (I started with the "rich" bonus).

 

4.  Should you waste any credits on trinkets like models and fish (and how do you keep the things alive).



#2
themikefest

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1) I don't follow the paragon/renegade point thing. I know if I choose all paragon at the start of the game, I will get all the paragon dialogue pop up on the left even if the bar is nowhere near filled. The same if I choose the renegade path. Having a full bar isn't required.

 

I recently finished ME2 with less than half a bar filled with paragon and still got all the paragon dialogue needed that I wanted. I was also able to resolve the conflict between Miranda and Jack without losing their loyalty

 

2) Do you mean bonus power? When I import a save from ME1, I have the choice of which one I want without purchasing anything. Those bonus powers are related to the character you recruit and, I might be wrong about his part, but get them after completing their loyalty mission.

 

As an adept, I usually choose the warp ammo or armor piercing ammo power

 

3) Usually the upgrades I get are the ones for upgrading the ship, upgrading the weapon I'm using(I don't upgrade any of the other weapons), the upgrade to heal my scars. If playing as an adept, I upgrade biotic damage. The same if playing as a tech. Lastly upgrades for heavy weapons and to get the cain

 

4) The only thing I purchase, using credits, is upgrades for the weapon I'm using and ones that help my character, protection, health, biotic or tech



#3
Mberry

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Thanks.  Will the occasional use of a renegade prompt hurt anything.  I am doing the Archangel mission and I can electrocute one of the bad guys.  As a paragon is it safe to use it?



#4
themikefest

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The occasional interrupt won't hurt


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#5
RedCaesar97

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I have 4 questions related to paragon/renegade points, the extra ability you can get by buying extra training, upgrades and trinkets.

 

1.  We now know that the paragon/renegade meters are not quite correct.  There is actually a percentage of available points you need to collect.  Without going into game editors etc.  I would assume that if you are going one route or the other that to pass your checks you need to max out the meter and then keep collecting the paragon/renegade points.  That is once the meter is full there are still points to be collected to raise your hidden percentage.

 

Additional are there any upgrades/powers you can get that will help you collect the points you need?  And I am thinking about the various conflicts I will need to resolve-like Tali and Legion, Miranda and Jack etc.

 

2.  As an adept I know I can purchase a bonus power.  Is this power worth the cost?  If so, when should I do it and what is the best power to select?  Is it dependent on the people you have recruited?  In my current game I only have Miranda, Jacob, Mordin, Kasumi,  and Zaeed (I am working on Garrus).

 

3.  I know that you need all the Normandy upgrades and your teams personal upgrades.  What in additional upgrades must you get, what up grades should you get and what might be considered optional or nice to have?  I have been doing a lot of planet mining but I think I might have wasted 50,000 platinum on the med bay scar removal machine because that was really cosmetic.  Right now I have over 20K in ezero and 200K in all the other metals.  My available credits right now are about 220K (I started with the "rich" bonus).

 

4.  Should you waste any credits on trinkets like models and fish (and how do you keep the things alive).

 

1. Using an ME1 import helps as you start with bonus paragon/renegade points. This makes passing certain checks easier and allows you to occasionally take the odd Paragon/Renegade interrupt, even if it does not fit with your main alignment.

 

At some point in the game you can purchase a helmet that can increase your Paragon/Renegade score by a certain percentage. I think the Inferno Armor set (DLC) also has the same bonus.

 

Your class passive will also increase your Paragon/Renegade score; one evolution can increase it by +100%.

 

 

2. Bonus powers are worth the cost (plus it automatically spends 1 free point into the power when researched.) Most commonly-chosen bonus powers for the Adept in ME2:

  • Stasis (requires completing Lair of the Shadow Broker DLC). My personal favorite. It is considered a "1 point wonder" since it works just fine at 1 point. It fills a niche in the Adept's powers. Good for disabling large enemies like YMIR mechs, or killing turrets.
  • Warp Ammo (complete Jack's loyalty mission). Provides extra damage to enemies lifted by biotics. Also provides a little extra damage to health, armor, and barriers, but that damage is based off the base weapon damage which is rather small.
  • Slam (complete Miranda's loyalty mission). 1-point wonder. A decent substitute for Pull early game for setting up warp bombs. I usually take it on other classes though.
  • Energy Drain (complete Tali's loyalty mission). Good for removing shields if you feel it necessary.
  • Barrier (complete Jacob's loyalty mission). Some people like using Barrier on the Adept. I think it is a waste of the global cooldown. particularly since the base cooldown is too long. Even with max cooldown bonuses, the cooldown is going to be 7+ seconds on the Adept.

 

3. If you want everyone to survive the suicide mission, only the following ship upgrades are required: Thanix cannon (obtain from Garrus), armor (obtained from Jacob), and shields (obtained from Tali). The rest are optional. The advanced mineral scanner from Miranda is nice. The other upgrades are unnecessary.

 

The most important research upgrades are the second and third upgrades for each upgrade component (weapon damage, tech damage, biotic damage, damage protection, skin weave, and so on). The second and third upgrades will unlock new upgrades for that component. For example, researching two tech damage upgrades will unlock the Tech Duration upgrade. Researching three tech damage upgrades will unlock the Tech Cooldown upgrade. 

 

Researching one, two, and three Heavy Weapon Damage upgrades will unlock new heavy weapons to research (Missile Launcher, Avalanche, M-920 Cain).

 

Since enemies level up (damage, health+shields/armor/barriers points) with your level, Tech and biotic damage upgrades are important for keeping up with the enemy shields/armor/barriers as they increase in strength.

 

For weapons, after researching two damage upgrades for each weapon type, the unique research upgrade for that weapon will give your weapons better damage against shields/barriers and/or armor. SMGs and Shotguns will deal more damage to shields and barriers, Pistols and Sniper rifles will deal more damage to armor, and Assault rifles will deal more damage to all protection layers.

 

The weapon damage upgrades generally are nice to have but not necessary if you feel you do not have the resources. You can usually charm/intimidate shop owners into giving you a discount. I typically ignore the modules that grant you more time to complete the mini-games since I do not need the extra time; you are given enough time to complete them as is.

 

 

4. For fish, you have to feed them after every mission to keep them alive. Alternatively, flirt with Kelly Chambers every chance you get and then you can take her to your cabin for dinner (fade to black; never shown), then she will offer to feed your fish then next time you talk to her. I generally do not buy fish.

 

I like buying the model ships, but they are merely cosmetic although some may unlock a codex entry. for example, I think the Sovereign ship unlocks a codex entry about Sovereign. I would wait until you complete the game before purchasing any of the frivolous stuff like fish or ships. The hamster is nice. The ships you buy will carry over to ME3, as will the hamster. Fish will only carry over if you flirted with Kelly enough as stated above.



#6
Mberry

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Thanks.



#7
UpUpAway95

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I have 4 questions related to paragon/renegade points, the extra ability you can get by buying extra training, upgrades and trinkets.

 

1.  We now know that the paragon/renegade meters are not quite correct.  There is actually a percentage of available points you need to collect.  Without going into game editors etc.  I would assume that if you are going one route or the other that to pass your checks you need to max out the meter and then keep collecting the paragon/renegade points.  That is once the meter is full there are still points to be collected to raise your hidden percentage.

 

Additional are there any upgrades/powers you can get that will help you collect the points you need?  And I am thinking about the various conflicts I will need to resolve-like Tali and Legion, Miranda and Jack etc.

 

2.  As an adept I know I can purchase a bonus power.  Is this power worth the cost?  If so, when should I do it and what is the best power to select?  Is it dependent on the people you have recruited?  In my current game I only have Miranda, Jacob, Mordin, Kasumi,  and Zaeed (I am working on Garrus).

 

3.  I know that you need all the Normandy upgrades and your teams personal upgrades.  What in additional upgrades must you get, what up grades should you get and what might be considered optional or nice to have?  I have been doing a lot of planet mining but I think I might have wasted 50,000 platinum on the med bay scar removal machine because that was really cosmetic.  Right now I have over 20K in ezero and 200K in all the other metals.  My available credits right now are about 220K (I started with the "rich" bonus).

 

4.  Should you waste any credits on trinkets like models and fish (and how do you keep the things alive).

 

1.  The amount needed to pass the checks, in part, is based as to exactly when in the game you do them.  You can, for example, pass the Miranda/Jack fight with less than the commonly touted 100% looking meter IF you do both loyalty missions as early as possible in the game.  The way I think about it is... You actually start with a full meter (even if it appears empty); whenever you miss a paragon or renegade option that is actually worth some points (because you've selected the other option or selected a neutral one), the meter falls by those points.  The import bonus means that you start with an overfull meter, giving you up to 190 points that you can afford to lose before your meter actually starts to fall below 100%.  You can purchase a death mask on Tuchanka that increases your P/R - but the rub is that it is only in effect while you're actually wearing it.  If you look at your meters with the mask on and mask off, you'll see that the moment you remove the mask, your meter falls.  The better option is to select the class option that gives you 100% P/R bonus as soon as you can (particularly if you are trying to make a profile that is a mix of paragon and renegade choices).

 

2.  The bonus power is definitely worth it... and, if you're doing an ME1 import and doing a reasonable amount of scanning, you'll definitely have enough eezo to purchase it and to even change it a couple of times if you want to try out some different powers on different types of missions.  Some missions are better suited for different powers and different powers enhance different classes of Shepard better than others.  I personally like using Stasis (from LOTSB) in general and using Dominate (from Morinth) on collectors (it's fun watching them take each other out).

 

3.  If you're careful about collecting the upgrades provided in the various missions and do a reasonable amount of scanning, you will be able to get all of them (except you do have to choose between two different ones during Zaeed's loyalty mission - depending on whether you go with the paragon route and save the refinery or renegade route and allow the refinery to burn).  They really do help keep the performance of your weapons and armor up with the increasing difficulty of the enemies you'll face as you go.  As for the heavy weapons, the only one I bother with anymore is the M-77 Missile Launcher - which I use to accomplish the smuggled cargo mission Aria gives you without losing any crates.  Otherwise, I've gotten through insanity a few times now without actually using any other heavy weapons at all.

 

4.  Having the fish, hamster and trinkets make for a fun moment in ME3 if you have the Citadel DLC and the Prejak Paddlefish can also show up as a War Asset in ME3.  If you're concerned, wait until you've acquired everything else and buy them up at the end of the game.  The best way to keep your fish alive is to flirt with Kelly and to not purchase them until after you've recruited Samara (which is when you'll invite Kelly up to your cabin for dinner and she'll offer to look after your fish in the conversation after that).


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