Hi, So i am doing another insanity run as an engineer, And its fairly easy just, I am in the reaper IFF mission, Collector base is 2 more missions ahead, So wats da best bonus power against the collectors?
Best bonus power against collectors?
#1
Inviato il 10 maggio 2016 - 08:38
#2
Inviato il 10 maggio 2016 - 09:16
I'd say either Warp Ammo because they use biotic barriers against which the engineer is not so effective by default, or Flashbang because it has great AOE, stuns, and useful against shields or barriers, so it can come in handy against collectors and husks too.
- capn233 piace questo
#3
Inviato il 10 maggio 2016 - 10:08
I happen to like Dominate for the Suicide Mission. Its like having an additional drone available. And, if you are lucky, you can take control of Harbinger which is always good for a laugh.
For the IFF I prefer AP ammo. You could also go with Slam, I suppose, but I would recommend that your Engineer focus on Incineration Blast for stripping and let Samara or Jack use area physics to kill the husks (Samara - area throw, Jack - area pull). Mordin also works well here as an additional stripper with incineration blast.
- capn233 piace questo
#4
Inviato il 10 maggio 2016 - 10:14
I've been using armor piercing ammo for my current adept playthrough. I like it and does well against the hunchback of collectordame(scion) and Harbinger as the possessed collector
- capn233 piace questo
#5
Inviato il 10 maggio 2016 - 11:03
For the Engineer, the best bonus powers against the Collectors, in no particular order:
- Stasis (1-point wonder) for dropping Scions off moving platforms on the Disabled Collector Ship
- Flashbang for disabling Harbinger
- Reave (Area Reave at rank 4) for stripping barriers + health regen
- Dominate for controlling the Collectors (good for all missions actually)
Now mind you all those powers are base 6-second cooldowns. The Engineer has a lot of 6-second cooldowns. If you want something quicker, you could take an ammo power like AP Ammo or Warp Ammo.
Another option is Neural Shock. 3-second cooldown and a 1-point wonder. If you want to invest more than 1 point in it, Neural Shockwave at rank 4 is fantastic (3m radius).
Slam is another 1-point wonder, good for setting up Warp bombs with Miranda or Thane.
A lot probably depends on the difficulty. On Hardcore and Insanity all enemies have some type of protection (shields, armor, or barrier). Collectors have barriers, Engineer with Area Reave + Mordin with Full Cryo Blast (gets a 4.5 second base cooldown) can pretty much dominate Collectors. Shepard Reave to strip barriers > Mordin Cryo Blast to freeze enemies > kill with guns > repeat.
On easier difficulties, you can pretty much do the same thing. Although on easier difficulties, only some enemies have protections, so you can get away with Heavy Reave if you want to strip protections. Or you can just use guns for armor, shields, and barriers and use quicker-cooldown powers for crowd control like your own Cryo Blast or Neural Shock or Slam or something.
The Engineer is pretty flexible.
- capn233 piace questo
#6
Inviato il 11 maggio 2016 - 12:13
The nice thing about Engineer is that you already have nearly every situation accounted for with your default power set. The sole exception (arguably) is barrier stripping. None of your squadmates can provide area barrier stripping on the SM typically so you could go Reave leveled to Area (Samara's Area Reave is insufficient for basic barriers / armor at level 30 due to duration penalties, at least on Insanity). Of course Area Reave takes 21 talent points 10 points, so you will be light on your core powers. Not that this matters much since you can spam Reave against absolutely every enemy regardless of protection layer on that mission.
Stasis is most useful against Scions, but there are only 3 on the SM. You can use it for the bonus against lower tier elites, but that typically isn't all that efficient. It has more value on IFF than SM.
Flashbang is a good choice if you want an easier time against Harbinger. It can be used to ragdoll and instakill husks, although you already have 2 powers that do that as an Engineer.
Ammo powers would be ok. Late game their contribution to total damage will be small since they do not benefit from weapon damage upgrades except on Assault Rifles. But some extra damage with no cooldown interference is compelling.
Neural Shockwave is the only tech bonus power that makes sense here. As Red states, cooldown is only 3s so it will be more cooldown efficient than any of your other organic cc powers (1.5 s faster than Cryo Blast).
- RedCaesar97 piace questo
#7
Inviato il 11 maggio 2016 - 01:46
Of course Area Reave takes 21 talent points, so you will be light on your core powers.
I hate to be that guy, but you only need 10 points to evolve Reave in Mass Effect 2. (21 points to evolve a talent in Mass Effect 3).
But since Reave deals double damage versus armor and barriers, you can run the following as an Engineer:
4 - Overload
0 - Incinerate
4 - Attack/Explosive Drone
4 - Full Cryo Blast
0 - AI Hacking
4 - Demolisher
4 - Area Reave
* 1 point left over for Incinerate or AI Hacking
You could drop the points from Cryo Blast into Incinerate for a pure defense stripping build.
#8
Inviato il 11 maggio 2016 - 02:45
I hate to be that guy, but you only need 10 points to evolve Reave in Mass Effect 2. (21 points to evolve a talent in Mass Effect 3).
Yeah I have ME3 on the brain from the dumb run I did recently.
The build you posted is pretty solid, and similar to what I would run. Of course for IFF or SM Overload doesn't do anything, but Reave fairly similar to Incinerate there anyway, and Hacking does nothing.





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