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ALL classes Analyzed and Ranked


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#1
Starbiter

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 READ FIRST 

I Have just finished playing with all the classes extensively (did not finish
game with all, but I am close) on INSANITY difficulty only. I stress the
difficulty because these rankings and explanations are based entirely on
playing on the insanity difficulty setting in order to put each class to the
ultimate test. If I was to rate the classes based on how fun they were this
would be a lot different.  For those of you that don’t know, nearly every
single enemy on insane difficulty has armor, shields, or a biotic barrier which
is a major issue in these rankings. Also note that squad mates have not been
factored into this analysis as there are way too many combinations to consider. Note that there is a huge difference between the usefulness of the top 3 classes compared to the bottom 3 classes.

EDIT: I should note that I have a huge background playing shooters so that may have been why I had a very easy time with the soldier and infiltrator (sentinel still amazing though).

1. Infiltrator: Simply put, infiltrators are the
hardest to takedown and kill at roughly the same speed as soldiers. The reason
for this is tactical cloak which has literally allowed me to play for hours
without dieing once since you can just use it whenever you take damage and fall
back. Furthermore being able to cloak and then headshot and instantly kill
nearly any standard enemy despite their defenses (using either shredder or disruptor
ammo when needed) allows them to clear a room in seconds. They also take down defenses
easily by using incinerate against armor and health and an smg with disruptor
ammo to almost instantly take down shields (easy to get close when invisible).
The real star here is tactical cloak. Also note that hacking can be handy, but
is not that game breaking.



2. Soldier: Pick fortification as your special
ability and whip out your assault rifle and its basically like being Master Chief,
even on insanity (if know how to shoot). Simply put, soldiers have enough ammo
and ranged weapons to take out armor, shields, barriers and health with little
trouble. Adrenaline rush sniper headshots are also very important for quickly
clearing out a room. The reason I put soldier second is because tactical cloak
provides more survivability than anything the soldier has especially since
concussive shot (like many powers) is useless against any enemy with defenses
still up. If some of you want to argue soldier should be first though, I'll
understand why you say it.



3. Sentinel: This is the only class that can use
powers to effectively remove armor, shields, barriers, and even health without
having to use a special talent. Furthermore they have tech armor which is absolutely
critical on insanity difficulty especially since it both recharges and
detonates. Warp, throw, overload, and tech armor allow you to deal with any
threat and not die. The beauty of it all is that this allows you to use your
bonus talent on an ammo type like shredder ammo which means that (like it or
not) a sentinel with tech armor and a shredder ammo heavy pistol is the closest
thing you can get to feeling like your playing a soldier since shotgun using vanguards
fail horribly at any reasonable range and infiltrators can’t absorb the direct
damage but instead only avoid it. A well played and high level sentinel can
clear out a room full of enemies covered in shields, barriers and armor very
quickly. Freeze blast can also be useful occasionally.



4. Engineer: Engineers can use
overload and incinerate to deal good damage to shields armor and health but
they lack any real weapon expertise, attacks to take down barriers, or
survivability. Sentinels can use their bonus talent to compensate for their
lack of weapon expertise to an extent while the engineer would be better off
choosing fortification or barrier to stay alive. The combat drone isn’t bad,
but it’s definitely not as good as having tactical cloak, being able to use assault
rifles, or having tech armor. Engineers also can’t deal with biotic barriers
easily. Hacking can also be useful once in while.



5. Vanguard: Charge is probably the
coolest talent in the game, unfortunately on insanity difficulty its also one
of the most useless. Charging across the room to attack a group of enemies
results in instant death unless there is one enemy left. And when you use it to
attack an enemy rushing your cover it not only doesn’t do enough damage to kill
him. but it forces you to stand upright for a few seconds which results in instant
death from across the room, or if you try and get back in cover the time spent
doing that results in death from the enemy your charge barely scratched.
Furthermore shockwave and pull are both useless talents on insane since every enemy
will be immune to those talents with their defenses up and you have no way to
take them down easily because your bonus talent must be used on barrier or
fortification for survivability (instead of a shield drain or good ammo
ability) and the only useful ammo type you have is incendiary ammo (cryo ammo
fails completely for all classes). The vanguards only saving grace is that you
can sometimes shotgun enemies to death when they rush you around corners, other
than that shotguns have no use on insanity difficulty.



6. Adept: basically a waste of space
on insanity difficulty. Pull, shockwave, and singularity are all useless since
they do nothing to enemies with defenses up and do less damage than throw does
once their defenses are down. Ironically throw (only good talent adept has) is
not greater here either because shielded enemies will just laugh at you while
it does nothing. Adepts have three large holes that need to be filled: taking
out shields, survivability, and no weapon expertise. Your bonus talent can only
fill one of these holes and their is nothing more painful than sitting there
and spamming your cool abilities while they all do basically nothing against
the tons of shielded foes in this game. While it is true that warp can be combined with singularity for increased damage it is basically irrelevant due to the fact that each time you pop up to cast the spell you take significant damage and when you pop up to cast the second one you often die. And if you wait for your health to come back the singularity wears off. It is possible to beat the game on insane with an adept, its just so much harder than using any other class.



Just for laughs here is my rating based on fun alone (normal difficulty)

1. Vanguard

2Infiltrator

3. Adept

4. Soldier

5. Sentinel

6. Engineer

Modifié par Starbiter, 02 février 2010 - 05:03 .


#2
noru18

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Rebelance:



Infiltrator: There should be some enemies that can see through your invisibility.

#3
Assassin Lupus7

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I just want to know why I had to switch from a vanguard to an adept to keep throw. that was my favorite power in ME 1.

#4
Endurance_117

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Sentinel not above Infiltrator...



someone didn't play on insanity

#5
The Nasal Abyss

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Yep, as much as I hate to say it, the Adept is completely and totally useless on Insanity (and even Hardened) difficulty. Please, Bioware, make only the Adept's biotic powers work through armor and shields, but not barriers. Only then would the Adept be worth the playthrough.



It almost makes me completely regret making my main Shepard and Adept if these things aren't fixed.

#6
Assassin Lupus7

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I do like that the powers track the targets now. Hitting someone from above with pull works just like ME1's lift. Then you hit them from the side with a throw. Glorious

#7
Inarai

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I will say this: If you charge blind, or without a plan, or into an excessively large group, on ANY difficulty, you are Doing It Wrong.

#8
Assassin Lupus7

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DAMN STRAIGHT!

#9
noru18

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The Nasal Abyss wrote...

Yep, as much as I hate to say it, the Adept is completely and totally useless on Insanity (and even Hardened) difficulty. Please, Bioware, make only the Adept's biotic powers work through armor and shields, but not barriers. Only then would the Adept be worth the playthrough.

It almost makes me completely regret making my main Shepard and Adept if these things aren't fixed.


Is there a Hardened level?

#10
Curry Noodles

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Your adept section is wrong.

Singularity, if directly targeted at a shielded/armored enemy, will disable them for the duration listed on the power tooltip as hold duration.

The singularity hold doesn't work on heavy mechs, geth prime, or four legged armored guys though. On other enemies it will work well enough that you can actually use melee damage to kill the affected enemy. I think wide singularity is better since it's a lot easier to target enemies behind cover. If they're behind low cover they'll actually stand up so you can do a headshot.

You should also talk about warp. You can detonate it on enemies affected by singularity and it'll do an AoE that's really strong for taking out armor and barriers. It's not as good against shields though. I've read some people detonate reave with warp, but I've never tried it since I use barrier.

Lift is still sort of useful for enemies who run away after you break their shields or armor so you don't have to go chasing them through combat.

The rest are pretty much useless on insanity.  As far as I can tell there aren't even any situations where you'd want to use shockwave on normal difficulty, aside from the coolness. 

Modifié par Curry Noodles, 02 février 2010 - 04:36 .


#11
amrose2

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Engineer and Adept need the most work IMO

Vanguard is definitely the most fun, but easily gets you killed.

I really like the "hybrid" feeling I have with Sentinel. I comfortably can take on just about anything and have enough survivability to pull out.

Haven't tried Soldier or Infiltrator though. Based on this I'll try out a Infiltrator next :)

Modifié par amrose2, 02 février 2010 - 04:36 .


#12
WrexShepard

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I think adept needs to be balanced by letting its biotics affect enemies with protection. It just seems right, since Sentinels and Vanguards have other methods of taking down said protection.



Vanguard's charge needs to give you like a 3 second immunity to get away after charge, and have charge and charge alone work on enemies with protection.

#13
Palathas

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This must really come down to personal play style because I found Soldier to be the weakest class by a long margin on casual to hard difficulties, I haven't tried Insane yet but I'm guessing Adept drops to the bottom in a hurry. For me the strongest class by a very long margin is Sentinel. I can go through on Normal with barely a scratch, I chose Reave as my special power though. I'm going through on Hard at the moment with the Sentinel and I have to reuse tech armour a fair bit and Reave is certainly helping me stay alive by healing me but it's still very manageable.

#14
Selvec_Darkon

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*Sigh*



Reave people, Reave.

#15
CatatonicMan

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Adept certainly was painful playing through on Insanity. I need to try on normal and see if it plays and better.

#16
Starbiter

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Endurance_117 wrote...

Sentinel not above Infiltrator...

someone didn't play on insanity

 

both are great on insanity however I just found that the infiltrator killed faster overall. Sentinel is still an amazing class though. easily one of my faves.

#17
Oddacon

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I actually like Vanguard better in ME2 than ME1. I like the new powers, they're fun to play.

#18
Pharsyde99

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I have yet to play on insanity due to my limited play time but I have to say that on normal I have rather enjoyed the most of the classes. Each plays a little differently and I think your ranking is nice but it really comes down to your playstyle. I for one will try out the infiltrator next time aroud both because I enjoyed the class in ME1 and I liked what you had to say about them.



Thanks for taking the time to do the research.

#19
Starbiter

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Selvec_Darkon wrote...

*Sigh*

Reave people, Reave.


reave is great... when you dont get instantly owned when you pop up to cast it.

#20
Twitchmonkey

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I found the combination of singularity with warp made shields and armor not too tough to get through on the adept and of course once those were gone they were dead, but I've only played an adept thus far, so maybe the other classes are easier. The reliance on warp can make the experience a little dull though.

#21
gr00grams

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Just add this to your considerations;



The game is balanced around normal difficulty.

Let that sink in.



Insanity is just there really for people to see if they can do it.

It will require very specific skill abuse, etc.



Basically, it will pigeon hole any build, playstyle etc there is, regardless of build.

That is the nature of 'extreme' difficulties.



I will play insanity with my adept. I also understand the game was not balanced around the extreme difficulty level, so I take it with a grain of salt. If I'm forced to do xxx move to everything, that is just the nature of extreme difficulty modes.

#22
sinosleep

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Selvec_Darkon wrote...

*Sigh*

Reave people, Reave.


Amen. Reave + shockwave = 3 or 4 dead bad guys in no time flat.

#23
Eternal Toaster

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Admittedly, I only played the game on Veteran, but Engineer was a lot of fun for me.  Combat Drones are fun to use, draw enemies out of cover, and distract them (making them one of the few forms of CC that work on armored/shielded enemies).  Overload busts up shields, and can overheat the weapons of several unprotected enemies at once if you get the area version.  Heavy Incinerate just destroys armor and health, while even rank 1 Cryoblast can be a useful emergency move if an enemy gets close to you with low enough armor/shields that you can get them down and freeze them fast enough.  It also has a short cooldown and can freeze and kill husks very quickly.  Just bring someone along with Warp to help out with Barriers and you'lre good to go.  Or just summon a drone on them and take out the barrier with your SMG while they're not even looking at you.

Modifié par Eternal Toaster, 02 février 2010 - 04:57 .


#24
noru18

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When I played insanity I simply had my adept covered until my teammates wiped out the whole level. I always used Zaeed/Grunt/Garrus.

#25
Moodath

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While vanguard is definetly difficult on insanity compared to other classes, its still doable. Charge is the least used ability (besides shockware which is used never),  I used pull more times then i can count on 100 hands (especially during the husk swarms...50 husks with armor = hard), and reave is a must have.

I just partied with Miranda/Mordin until I got thane, then it was miranda/thane from there. Thats 2 warps for barriers and armor, an overload for sheilds, and a reave for barriers/armor. If units like Geth Hunters or Krogan got close to me, I would charge to get my armor back, daze them, then run back to cover.

If I would of known you couldn't rechoose your class in NG+ I would of started a completely new character, probably an infiltrator...you have no idea how many times that cloak would of come in handy.

I agree with the OP's list, only thing harder than a vanguard on insanity is an adept, cause once those 'aggressive' units reach you, sheild or no sheild, you are pwned.

Modifié par Moodath, 02 février 2010 - 05:00 .