Aller au contenu

Photo

Soldier Builds + Bonus Talent


  • Ce sujet est fermé Ce sujet est fermé
276 réponses à ce sujet

#51
Kaorunandrak

Kaorunandrak
  • Members
  • 234 messages
the grenade is ...ok? i guess. and krogan are not as tough to kill as people make them out to be assualt rifle + Ap ammo and they go flop. if you have that much trouble with them and you dont use inferno rounds then there is always the flame thrower heavy weapon or you can bring Morodin who can double as cryo and inferno ammo as well as having NS.

#52
Turin_4

Turin_4
  • Members
  • 234 messages
On the Insanity playthrough I'm doing right now, I'm finding that Hardened Adrenaline Rush is far better than Heightened Adrenaline Rush.  The reason is because there really isn't much difference between 50% and 70% time slow effect once you're decently skilled at lining up the crosshairs, but there's a huge difference between 0% and 50% less health damage while in those modes.  I had Heightened for quite awhile - through Horizon and a couple of loyalty missions, in fact - and recently switched to Hardened and the difference was sharp in favor of the slower but tougher adrenaline rush.

The other power I'd recommend would be Warp Ammo-personally I took the personal Warp Ammo at maximum as opposed to the squad ammo-it has benefits for everything except straight shields, and for that if you max Warp Ammo and ignore Inferno, you've got plenty to spare for Disruptor ammunition.  It doesn't have the armor killing strength of maxed out Inferno ammo, but it's still pretty damn good-and it goes through barriers like a hot knife through butter.  Best part is, people with Barriers usually don't have Shields, I think-so you can stick with one ammunition for the entire kill.

#53
blank1

blank1
  • Members
  • 363 messages

Turin_4 wrote...

On the Insanity playthrough I'm doing right now, I'm finding that Hardened Adrenaline Rush is far better than Heightened Adrenaline Rush.  The reason is because there really isn't much difference between 50% and 70% time slow effect once you're decently skilled at lining up the crosshairs, but there's a huge difference between 0% and 50% less health damage while in those modes.  I had Heightened for quite awhile - through Horizon and a couple of loyalty missions, in fact - and recently switched to Hardened and the difference was sharp in favor of the slower but tougher adrenaline rush.

The other power I'd recommend would be Warp Ammo-personally I took the personal Warp Ammo at maximum as opposed to the squad ammo-it has benefits for everything except straight shields, and for that if you max Warp Ammo and ignore Inferno, you've got plenty to spare for Disruptor ammunition.  It doesn't have the armor killing strength of maxed out Inferno ammo, but it's still pretty damn good-and it goes through barriers like a hot knife through butter.  Best part is, people with Barriers usually don't have Shields, I think-so you can stick with one ammunition for the entire kill.


TBH Warp Ammo is way better than Inferno Ammo for takin out Armor. Inferno Ammo burns away 60% of weapon damage's worth of armor in 3 seconds -- each shot of Warp Ammo deals an extra 50% to armor. Much better returns, IMO.

#54
Kaorunandrak

Kaorunandrak
  • Members
  • 234 messages
People really have that much trouble with barriers? Then again I do have Miranda on my team and she has max warp so that could be why i dont feel any issues with barriers.



Hardened and Heightened are meh when it comes to AR for me i mean its cool i get hit but for alot less then normal yay or they shoot and i side step the round yay. to each theyre own.

#55
Crackseed

Crackseed
  • Members
  • 1 344 messages
Ditto Kao - Barriers/Shields are never an issue. Worst shields I find are on the YMIRs and that's still the easiest part of the mech to kill. The armor is always the issue - and Scions/Praetorians are the most annoying armored mobs in the game.

#56
IntrepidProdigy

IntrepidProdigy
  • Members
  • 534 messages
A question about the geth shield bonus. If it's stacked with all the armor bonuses + the inferno ammo (heavy disrupter ammo for synthetics), would it cause more damage than taking tungsten armor-piercing rounds as a bonus? Another question, do the armor bonuses that offer a power bonus offer a bonus to the geth shield's bonus damage? Confusing I know, but if anyone has any clue about this I'd much appreciate it.

#57
Homebound

Homebound
  • Members
  • 11 891 messages

Kaorunandrak wrote...

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.


HAR?..

#58
Homebound

Homebound
  • Members
  • 11 891 messages
My soldier build

Commando (Max): Damage-oriented
Concussive blast (Max): Crowd-control
Hardened Adrenaline Rush (Max): Retreat insurance
Heavy Disruptor Ammo (Max): Anti-Shield and Anti-Synthetic
Heavy Warp Ammo (Max): Anti-Biotic Barrier and Anti-everything

My build imo is extremely damage oriented
Disruptor and Warp pretty much make up for each other's weaknesses, which is why I have both.

Modifié par Just_mike, 06 février 2010 - 04:05 .


#59
z4t001

z4t001
  • Members
  • 62 messages
warp ammo. disruptor ammo. :D

#60
Urazz

Urazz
  • Members
  • 2 445 messages

Just_mike wrote...

My soldier build

Commando (Max): Damage-oriented
Concussive blast (Max): Crowd-control
Hardened Adrenaline Rush (Max): Retreat insurance
Heavy Disruptor Ammo (Max): Anti-Shield and Anti-Synthetic
Heavy Warp Ammo (Max): Anti-Biotic Barrier and Anti-everything

My build imo is extremely damage oriented
Disruptor and Warp pretty much make up for each other's weaknesses, which is why I have both.

Exactly, what I get.  Disruptor is good for the heavy shielded stuff or machines and the warp ammo is good for everything else.  Though I get the Commando version that increases the paragon/renegade gains you get.  Gives a bit more leeway to choose opposing options when you want.

#61
mscotch

mscotch
  • Members
  • 62 messages
I find Energy Drain is pretty useful especially against heavy mechs. It does the same amount of damage to shields as overload and damages synthetics as well. It also has 6 sec recharge instead of 12.

I love the Widow sniper rifle. You can basically one-shot most things.

Modifié par mscotch, 06 février 2010 - 05:05 .


#62
Crackseed

Crackseed
  • Members
  • 1 344 messages
To Warp Ammo's credit, it's the only ammo with an overall damage bonus to every type of "defense" - I never tried it maxed out, so I may try it again, though my normal party setup is on and off on if it has a Biotic.

#63
Barrendall

Barrendall
  • Members
  • 517 messages

crackseed wrote...

Barrendall111 wrote...

I went Shocktrooper myself
Fortification 4
Disruptor 4
Inferno 4
Cryo 4
Adrenaline Rush 1
Concussive 0


Do you find yourself using Cryo alot? I LIKE Cryo [my fave overall in ME1] but I just didn't find it to be as helpful this time since it required them to be in health before it could freeze. The squad Cryo does seem a bit tempting to try though.


To be honest I only really use Cryo on my shotgun for husks.  I use inferno for almost everything else Heavy disruptor on the geth and mechs.  Adrenaline Rush to me seems a bit of a crutch, unless you're playing nightmare mode.  That's just my opinion tho  I'm not dissing anyone that uses that build.

#64
Turin_4

Turin_4
  • Members
  • 234 messages
Crackseed, shields and barriers are very much a problem on Insanity difficulty, though. Not just because they're stronger or because more enemies have them, but because every second you spend out of cover chipping away at either shields or barriers is one second closer to death-and you're usually only a few seconds from death at most even with only a few enemies on Insanity. The only enemies you'll ever be able to safely fight out of cover in ME2 on Insanity are Husks, Abominations, FENRIS Mechs, and for a limited time Geth Recon Drones encountered on Haestrom. And then of course there's the ammunition considerations.



Having played more now with Heavy Warp Ammo, I'm firmly in the camp of preferring it over Heavy Inferno ammo-especially when dealing with Collectors.

#65
Crackseed

Crackseed
  • Members
  • 1 344 messages
Sorry Turin, wasn't suggesting that barriers/shields weren't an issue, but overall I have far more issues with the heavy armored mobs then I do with the barrier/shield ones. The only exception for mobs that give me issues with any kind of shielding/barrer are Praetorians and they aren't a common foe.

#66
Turin_4

Turin_4
  • Members
  • 234 messages
I'd have to say that in my play, on Insanity at least, armor and shields/barriers are about the same in terms of difficulty to deal with, really. I mean, they're both barriers to getting an enemy to stop shooting at you and more importantly getting to that next save point, heh.

#67
Kaorunandrak

Kaorunandrak
  • Members
  • 234 messages
While I agree with the Warp is better then Inferno arguement I still feel that as a bonus talent if your a soldier and want to take an AMMO BT then I feel the AP ammo is your best bet. This is my second play through on insanity and I'm not seeing the issues that people are saying they have with barriers.



But as I said before Miranda with max Warp is a staple in my team make up or Jack with Max personal Warp ammo and the Handcannon equiped. Also take Garrus using the Mantis and then upgrade to Legion using the Widow when he's available.



And just mike HAR is me being lazy and not wanting to type Heightened Adrenaline Rush.



As far as Revanant VS Widow I'm a strong Advocate of the Revanant rifle. It comes down to this for me It holds more rounds it Kills at close and medium range and with HAR its an effective headshot capable medium long range weapon that smashes through enemys like nothing. I will admit it takes time to get used to and needs to be upgraded so you get the Acc up but even then its a all around good weapon.



The widow while devastating in pure damage lacks the ammo and is a single shot weapon. This is why I love using the Viper larger Mag and semi auto capability Combine it with HAR and the AP ammo or the Disrupter ammo and you can kill or disable an entire room before they can fire on you.



This is just my view point and my expeirence. Love the game and love my build and team set up to each their own and remember to have fun and give the collectors hell.

#68
NYG1991

NYG1991
  • Members
  • 2 018 messages
disrupter 4(heavy)

incediary 4(inferno)

ap ammo 4(squad)

hardened adrenaline rush 4

commando 4

got 1 point in concussive shot

none in cryo

#69
Turin_4

Turin_4
  • Members
  • 234 messages
That's an odd choice though, isn't it? Incendiary ammo and AP ammo have bonuses against the same things, don't they? Armor and health?

#70
Homebound

Homebound
  • Members
  • 11 891 messages

Turin_4 wrote...

That's an odd choice though, isn't it? Incendiary ammo and AP ammo have bonuses against the same things, don't they? Armor and health?


I think Incendiary leans better against health, and AP leans better against armor.

#71
Kaorunandrak

Kaorunandrak
  • Members
  • 234 messages
Doesnt seem that way Ap seems to put down krogan faster then Inferno every time

#72
Crackseed

Crackseed
  • Members
  • 1 344 messages
Yeah if you have AP as bonus, you have no need for Incendiary overall save for the regen stopping. I've been giving warp ammo a try and it's definitely nice but I think I still like the max disruptor/max AP setup better.

#73
camirish1

camirish1
  • Members
  • 139 messages
Warp Ammon all the way!  Makes the Collectors a hell of a lot easier to deal with without relying on your squad mates.

Adrenaline Rush 4 (Health damage reduction)
Concussive Blast 1
Disruptor Ammo 4 (Heavy)
Incendiary Ammo 4 (Squad)
Squad Cryo Ammo 0 (Useless on Insanity)
Shock Trooper (You need the HP)
Warp Ammo (Heavy)

Set your squad mates (Grunt and Miranda in my case) up with Incendiary Ammo.  And now you have all the ammo needs to take down any defense, the health and damage protection to survive coming out of cover, and the squad ability to keep an unprotected enemy busy.

#74
tonnactus

tonnactus
  • Members
  • 6 165 messages

jgarcia916 wrote...

Also, Barrier and Fortification are the exact same thing.

Fortification improves armor,not shields.So its not the same.

#75
Lilaw

Lilaw
  • Members
  • 8 messages
Hardened Rush 4

Heavy Concussive 4

Squad Disruptor 4

Incendiary 1

Cryo 0

Commando 4

Squad AP Ammo 4



Squad

Miranda with Cerberus Leader

Used Garrus or Zaeed as my sniper depending on the level (mech or organic heavy)