Bare bones insanity playthrough for engineer and soldier
#1
Inviato il 16 maggio 2016 - 03:36
Any recommendations for bonus powers and builds? For the engineer I was thinking of taking assault rifle or shotgun, and letting Kaidan and Liara take care of crowd control.
I did playthroughs with the sentinel and vanguard, so I'm wondering how this will turn out with a character with no biotics.
#2
Inviato il 16 maggio 2016 - 03:52
Most people consider Engineer the most difficult class, partly because it is the only one without a defense talent.
Assault rifles are better for reliable damage, shotguns are better for knocking down enemies than outright damaging them or killing them. I prefer ARs most of the time as the bonus power, but either can work. Shotguns have the slight advantage of not requiring much in the way of actually investing in the talent; they are workable with base accuracy and point investment in the talent doesn't improve their CC potential.
As far as no biotics go, you can always bring along Wrex, Liara or Kaidan and for the most part squadmates are as effective with powers as Shepard in this game.
You still have a degree of control as Engineer given that you have Sabotage. Sabotage is one of my favorite skills as it renders enemies harmless for a brief amount of time. That's probably your most useful core engineer power.
You want to get 1pt Neural Shock in order be able to CC Krogan.
Overload is good for shield damage and debuff. Good all around power. It's from Electronics, and sabotage is from Decryption so eventually you will be able to unlock anything with both, making them even more valuable.
Damping is poor. Hacking is relatively more valuable for a plot-mission only run given that geth will be everywhere (unlike on side missions).
Even though you are skipping side quests, I might still level it like this. I don't know what level you will end up with but by Level 37 you are already pretty much set anyway. If you aren't doing Luna you won't get the specialization, so a few points could be pulled out of there.
#3
Inviato il 16 maggio 2016 - 09:25
Your build suggests taking both pistols and assault rifles. Will you still be using pistols after levelling AR that much?
Also, is the shotgun's knockdown reliant on the shotgun model and and level? I wonder if the cc capability of the shotgun can compensate to its lower damage compared to the AR.
#4
Inviato il 16 maggio 2016 - 12:33
Your build suggests taking both pistols and assault rifles. Will you still be using pistols after levelling AR that much?
Also, is the shotgun's knockdown reliant on the shotgun model and and level? I wonder if the cc capability of the shotgun can compensate to its lower damage compared to the AR.
To answer your first question, no, you will not be using pistols after levelling assault rifles. Basically, do not put any points into Pistols, but keep using pistols until you start getting level IV assault rifles (starting around level 20). You could buy the HMWA VII.
As for the second question, no idea. the CC capability is also dependent on enemy as well. Some enemies will just not be knocked down by shotguns no matter how powerful (even with Hammer rounds). High Explosive Rounds will knock those enemies down but it is extremely unlikely you will reach a high enough level to get them if you only do a 'bare-bones' playthrough.
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For the Engineer, focus on Electronics (Overload) and Decryption (Sabotage) abilities so you can unlock stuff by yourself. After that, at least 1 point First Aid and your Engineer passive and Spectre Training. Oh, and Charm or Intimidate unless you do not care about persuading people. If you still have extra points, put thiem into First Aid so you can get at least 1 point in Neural Shock (Basic Neural Shock).
For bonus power, Assault Rifles (instead of pistols), or Barrier for a defensive power (although you would be better off with Infiltrator at that point with Immunity), or Singularity/Lift for your own crowd-control power.
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Soldier I would focus on Soldier passive (native health regen), Combat Armor and Fitness (for heavy armor + Immunity), and either Assault Rifles or Pistols. I would use either Singularity or Lift for crowd control or even Neural Shock.
#5
Inviato il 25 maggio 2016 - 06:40
Your build suggests taking both pistols and assault rifles. Will you still be using pistols after levelling AR that much?
Also, is the shotgun's knockdown reliant on the shotgun model and and level? I wonder if the cc capability of the shotgun can compensate to its lower damage compared to the AR.
Didn't get back to you in a reasonable amount of time, sorry.
I use both and alternate the talent to keep up DPS. Although what Red suggested might be a better idea if you really need the talent points and want both AR's and Pistols. But I would probably go with at least basic Marksman at Rank 3. If you are picking one for DPS, it isn't exactly straightforward since at low level Pistols are much more accurate and will have more reliable DPS, but after enough levels AR accuracy is up enough that it can do better average DPS. Pistols do better burst DPS once you get high level Pistols with Master Marksman due to the cooldown and ROF buff.
Weapons have a force number for their shots. Snipers and Shotguns have relatively high force. I don't know how the force varies between shotgun variants though. The good news is that you don't need to invest in Shotgun at all just to be able to ragdoll the targets, investment is all about increasing the damage or getting Carnage. Carnage is ok, cooldown is a little long for what you get.
- RedCaesar97 piace questo





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