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Soldier Builds + Bonus Talent


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#26
Mal_Luck

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It seems I was already playing the good "AP Ammo Soldier Build", I guess when I go through on Insanity when i get to the Collector Ship I'll drop the Widow and grab the Revenant...

Can we do that? I've been told you can choose a new weapon training if your playing on Hardcore or Insanity, but I've never seen mention of swapping for a new weapon(and losing the old one).

#27
Crackseed

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Nope. You can't :( If you took the Widow and are doing an NG+ with the same character, you will not get a new weapon choice. I actually find NG+ to be kind of a letdown since it locks your weapon choice AND wipes your bonus paragon score from a new import. So for Insanity, I'm doing a fresh import at level 1 >.>

Modifié par crackseed, 06 février 2010 - 01:02 .


#28
Kaorunandrak

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I strongly suggest the REV its too much awesome large ammo clip large ammo cap pluss lays out ungodly amounts of damage. If you combine it with HAR you can even snipe with it if you tap the trigger. the widow while awesome damage wise just doesnt have the ammo capacity for me and its single shot.

How I snipe I like having a large clip size and semi auto to lay down as many disrupter rounds as possible before my HAR drops. this means I can usually over heat weapons in an entire squad and then mow them down with the Rev or STORM them and knock their teeth in with melee while they try to reload and I'm laughing like a mad man.

The shot gun is single shot so Im very meh about it and to be honest im not impressed with shot guns at all I only use them versus husks if im getting swarmed and my HAR is up.

Modifié par Kaorunandrak, 06 février 2010 - 01:05 .


#29
Mal_Luck

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Well, this will make Insanity interesting. I don't feel like rushing through another playthrough just to get L30/the Reverent for my Insanity playthrough.

I may consider restarting afterall, I wasn't exactly pleased with this playthrough. I wasn't evil enough to resist Morinth to get the Domination bonus ability(although I may be good and kill Samara anyway), I just want to unlock it...

Modifié par Mal_Luck, 06 février 2010 - 01:07 .


#30
Kaorunandrak

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Also Grunt and Legion get those guns and get better versions since they dont have to worry about ammo and dude to their skills they make very good teammates so if you really wants those guns then.........lol


#31
Crackseed

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Honestly, you should be fine on your playthrough with the Widow. Check out the Geth AR. Some people don't like it because the "low damage" per shot puts them off, but the fire rate and ammo capacity, plus accuracy make it a good alternative if you can't access the Revenant.

#32
Kaorunandrak

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or if you really want the rev keep in mind you do get 25% bonus xp for the new toon plus 200k creds and so on and you can just bum rush the mishes to get it quickly.

#33
Mr.Skar

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What do you guys think of Warp Ammo as the bonus power? I dig it so far.

#34
blank1

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Soldiers don't need any of the shield boost abilities on insanity. Hardened Adrenaline Rush gives you great staying power. Use your bonus talent for AP ammo or Warp ammo -- I'm sort of partial to Warp ammo atm. Between Warp ammo and Disruptor ammo, there isn't a single defense that a Soldier can't fight. I always run with Thane, packing heavy warp and throw field, and either Miranda, with heavy warp and heavy overload, or Samara, with throw field and heavy reave. On Geth levels, I take Miranda and Garrus, running tungsten ammo and heavy overload. I tend to use Miranda and Thane on levels with a good mix of targets, switching to Thane and Samara on levels with hordes of melee opponents.

Modifié par blank1, 06 février 2010 - 01:37 .


#35
Crackseed

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Warp Ammo is interesting since it gives you damage bonuses against everything, but those bonuses are less compared to the 60% of Inferno and 70% of Tungsten. Nevermind Warp Ammo requires you to be hitting things with biotics to really get good effects off of it. Not a bad bonus power, but I just think AP for ammo is far more potent as bonus ammo powers go. Still, Warp Ammo beats Shredder IMO xD

#36
Mal_Luck

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Mr.Skar wrote...

What do you guys think of Warp Ammo as the bonus power? I dig it so far.

Personally I prefer the AP Ammo.

Although the final level may have more enemies with Barrier, the Armored enemies are the bigger pain in the ass. Therefore, for bonus ammo I tend to stick to AP. Unless I'm an Adept or a Vanguard.

#37
Pocketgb

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I personally perfer Heightened Adren Rush as opposed to Hardened. It's great for some quick repositioning, or when going against multiple big bad guys (i.e. double scions).



Regarding Warp Ammo: Personally have found max AP ammo to be a bit more beneficial. Although it probably wouldn't be a bad idea to switch your bonus power to Warp when you know you're going to go up against a lot of Collectors.

#38
blank1

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crackseed wrote...

Warp Ammo is interesting since it gives you damage bonuses against everything, but those bonuses are less compared to the 60% of Inferno and 70% of Tungsten. Nevermind Warp Ammo requires you to be hitting things with biotics to really get good effects off of it. Not a bad bonus power, but I just think AP for ammo is far more potent as bonus ammo powers go. Still, Warp Ammo beats Shredder IMO xD


Warp Ammo gives a basic +50% of weapon damage against every defense except shields... beats the crap out of Inferno, which is a DoT (lame). Tungsten vs Warp ammo is just a matter of preference, IMO. Warp ammo is more versatile, still. However, the damage returns on a rapid fire weapon, such as an AR, will return much betteron Warp ammo versus Inferno Ammo.

The fact that it deals extra damage to things being effected by biotics is pointless too. If something has its defenses down so it can be effected by biotics, it's about to die anyways.

Modifié par blank1, 06 février 2010 - 01:42 .


#39
Crackseed

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A fair point Blank, but where Inferno shines is that unlike any other ammo save for Cryo/Disruptor, it can provide interruption. Setting any non-synthetic target on fire causes it to halt it's actions and combined with the 60% bonus over 3 seconds, it's a valid "all around ammo" - I think in the end it is personal preference but I've tried Warp Ammo enough that I just found Inferno was worth the points more. Still think AP beats them all out.

@ Pocketgb - I agree. Heightened really shone for me. I was using Hardened initially but I just found it made me lazy and think I could shrug off shots whereas with Heightened it makes me play more tactically.

Modifié par crackseed, 06 février 2010 - 01:45 .


#40
Mr.Skar

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So for your ammo powers, do you evolve them to be stronger or group wide? I'm thinking about doing one as group wide (disruptor more llikely) and the other just plain strong (AP or Warp, whichever one I settle on). Should I switch that? Leave it? Curious over here.

#41
blank1

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In Insanity, having some form of defense is pretty important to not dying all the time -- hardened adrenaline rush is the Soldier's best option without wasting his bonus talent, IMO.

#42
Crackseed

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I have yet to try a "group" ammo power - if I was, I'd probably try it with Cryo since having crossfires that freeze multiple enemies at once would be pretty wicked. I just wish Cryo had some bonus damage on it since it only shines when the target is in health.

#43
Sursion

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Wow. No love for concussive shot. Concussive Blast has saved my ass many times, from both husks and clumped up enemies.

#44
Group Theory

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(The "-50% damage" one) Adrenaline Rush [4]
Concussive Shot [2]
Disruptor Ammo [3]
Inferno Ammo [0]
Cryo Ammo [0]
Shocktrooper [4]
(+70% damage) Armor Piercing Rounds [4]

Just finished my insanity play through with this build, and found the game overall very easy.

Modifié par Group Theory, 06 février 2010 - 01:54 .


#45
blank1

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Sursion wrote...

Wow. No love for concussive shot. Concussive Blast has saved my ass many times, from both husks and clumped up enemies.


On levels with husks I tend to have my squaddies have either throw field or concussive blast. The thing is with concussive shot is that it's damage is just OK, and it's CC is jut OK. It's not really great in any way.

#46
Crackseed

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Yeah I use it to stagger an enemy or finish someone off when I can't get a good shot at them but can fire Concussive Shot around a corner. Concussive Blast is a bit more helpful though but with a Revenant and HAR going I can generally mow down alot of enemies.

#47
Pocketgb

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crackseed wrote...

A fair point Blank, but where Inferno shines is that unlike any other ammo save for Cryo/Disruptor, it can provide interruption. Setting any non-synthetic target on fire causes it to halt it's actions and combined with the 60% bonus over 3 seconds, it's a valid "all around ammo"...


I keep overlooking this. Keeping them out of cover by having them "freak out" is insanely beneficial. I might keep missing it due to being under massive fire, though, so I usually don't have a whole lot of time to take them out while they're panicing. Still awesome, though.

#48
TheBestClass

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I'm fond of Inferno Grenades, despite what others may say. They're nice crowd control and do a number on enemy armor. Also, Concussive Shot damages barriers nicely, so I don't need Warp Ammo.

#49
Mal_Luck

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Pocketgb wrote...

crackseed wrote...

A fair point Blank, but where Inferno shines is that unlike any other ammo save for Cryo/Disruptor, it can provide interruption. Setting any non-synthetic target on fire causes it to halt it's actions and combined with the 60% bonus over 3 seconds, it's a valid "all around ammo"...


I keep overlooking this. Keeping them out of cover by having them "freak out" is insanely beneficial. I might keep missing it due to being under massive fire, though, so I usually don't have a whole lot of time to take them out while they're panicing. Still awesome, though.

That and it stops health Regen, which is very helpful when fighting Krogans

#50
Kaorunandrak

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The problem for me with warp ammo is this. I do way to fricken damage for barrier to even matter. lol

I feel Warp is more or less for every other class other then sodlier. Like I said, i think on the first thread I met crackseed today, I feel that most of the bonus powers are kinda redundant for most classes especially the soldier.



Having played with all the powers except DOM I really feel that for a soldier there are only two viable options(if your trying to min max) and thats Tungston Ammo and Improved Geth shield Boost.



Warp ammo is fun all around ammo but it really lacks the punch and secondary effects of some of the other rounds.



Disrupter rounds are way better for shields then warp and it also overloads mechs and over heats weapons.Making it highly useful and great for staying alive.



Inferno rounds inflict Dots, rip through armor, and as crackseed said makes people flail wildly around when theyre set on fire. Also has a AOE effect which is nice.



Cryo rounds are plain AWESOME seeing as it freezes people and can allow you to get insta kills.the problem is you have to invest in disrupter ammo to unlock and invest into inferno ammo just to open up cryo rounds.



Shredder rounds......well they just suck ungodly bad seriously who has a problem killing unarmored unshielded unbarriered mobs?



Armor piercing rounds are just OMFG YES PLEASE they do insane amounts of damage and it all front loaded unlike inferno. theyre only downside they dont have a interupt like inferno. a good way to change that though is aim for the head or legs and they get interupted lol