Soldier Builds + Bonus Talent
#76
Posté 08 février 2010 - 02:06
#77
Posté 08 février 2010 - 02:41
Heightened Adrenaline Rush [4]
Concussive Shot [1]
Squad Disruptor Ammo [4]
Squad Incinerary Ammo [4]
Cryo Ammo [0]
Shock Trooper [4]
Heavy Fortification [4]
I like to play with my AR and the Sniper alot and get in the enemies face so fortification and heightend adr. rush is the best for it. Plus squad disrupt and incinerary allow for squad based killing of either organics or robots/sheilds.
I use the Reverance AR and my squad is Legion with the Widow and Grunt with his Claymore. This is an all power squad. Harbinger get pwnd by Grunt and Legion alone when i have my squad ammos on. Legion has the explosive drone and Grunt got the heavy concusion shot. Perfect Soldier firepower squad.
#78
Posté 08 février 2010 - 05:37
RamsenC wrote...
I would suggest AP ammo over Warp ammo. Armor is much harder to take down than barriers and any enemy with strong barriers usually has really strong armor underneath it. Also Warp ammo does no extra damage to regular blue shields, too many people seem to think it does.
Me too.
AP is the best ammo for soldier. The most dangerous enemies in the game have armor as their main defense and once you get the Revenant, coupled with AP ammo it becames a second heavy weapon with infinite ammunition.
#79
Posté 08 février 2010 - 05:52
Heightened adrenaline rush: 4
Heavy Disruptor ammo: 4
Inferno ammo: 4
Commando: 4
Improved geth sheild: 4
I only use armor that gives me a weapon/power damage increase (save the legs, which are extra ordnance packs). The 10% weapons damage increase from the geth shield, Miranda's 15% squad weapons damage increase, the shoulders that give you a 3% damage increase, the arms/gauntlets that give you a 5% damage increase in unison with the 10% headshot damage visor or 5% weapons damage recon hood is actually quite potent. I can either stick with the inferno rounds or take Garrus with me with his squad armor piercing rounds. Stack that with the revenant/vindicator and it's a wrap for insanity.
Modifié par IntrepidProdigy, 08 février 2010 - 06:01 .
#80
Posté 08 février 2010 - 08:56
best regards,
Pedal2Metal
#81
Posté 08 février 2010 - 11:02
For me, reave serves quite nicely for an incapacitate once a person is in health, while also healing you. It also makes the person you hit with it stand up, often out of their cover, which allows you to pelt them with more ammunition to cement the kill. It also stops regeneration. In addition, it also rips down armor and shields (I think, might be barriers) which is just nice to have to complement the teams abilities. All of this on a relatively short 6 second CD and I'm a happy guy.
#82
Posté 08 février 2010 - 12:50
Because it doesnt fit from a roleplaying perspective on a soldier.MasterXellos wrote...
I'm surprised no one has made a note of Reave on a soldier yet.
#83
Posté 08 février 2010 - 02:24
Never thought that when I got it. It's why you get disruptor ammo for heavily shielded targets/machines and use Warp Ammo for everything else. Warp ammo feels alot more better in the suicide mission when almost all the collectors have barriers/armor.RamsenC wrote...
I would suggest AP ammo over Warp ammo. Armor is much harder to take down than barriers and any enemy with strong barriers usually has really strong armor underneath it. Also Warp ammo does no extra damage to regular blue shields, too many people seem to think it does.
Modifié par Urazz, 08 février 2010 - 02:52 .
#84
Posté 08 février 2010 - 02:58
Yeah, I feel there is not reason not to get the Revenant since most people who play soldiers will switch to a sniper rifle for longer range or get in closer if it's only like 1 or 2 guys left. The vindicator assault rifle, while a good asault rifle, is not that good for short range fighting and is more of a medium to medium-long range assault rifle. Good for the other classes that can't use assault rifles defaultly and gain it on the collector ship.crackseed wrote...
Any squaddie with a drone is great for distraction - I tend to use Tali, though I've found that while it lacks biotic punch, running with Sniper Legion + Tali + my soldier = Ridiculous Pwnage!
@ Mal - while the Widow is VERY tempting, I just can't ever give up the Revenant. It's just TOO good xD If I want the Widow for fun, I'll play an Infiltrator. The Viper does well enough for my Soldier when I need snipe power.
#85
Posté 08 février 2010 - 03:41
#86
Posté 08 février 2010 - 05:18
#87
Posté 08 février 2010 - 05:19
MasterXellos wrote...
I'm surprised no one has made a note of Reave on a soldier yet. I decided to go with reave because I felt the class already had enough ammo powers to deal with most any situation, save barriers which is what Miranda is for.
For me, reave serves quite nicely for an incapacitate once a person is in health, while also healing you. It also makes the person you hit with it stand up, often out of their cover, which allows you to pelt them with more ammunition to cement the kill. It also stops regeneration. In addition, it also rips down armor and shields (I think, might be barriers) which is just nice to have to complement the teams abilities. All of this on a relatively short 6 second CD and I'm a happy guy.
Reave is good but it only heals you on organic enemies. I haven't found organic enemies to be that tough. I find the heavy mechs tough, giant Geth, & Praetorians tough. Talking Insanity difficulty.
In general, the whole point of AP ammo (+70% Armor/Health) + max sniper damage (+50%) + Miranda (+15%) + maxed passive skill w/10% damage boost + armor (+5%, +10% head) is to create 1-2 shot kills w/Widow which works quite well. In that case, if you're getting shot, you just hit Hardened Adrenaline Boost, finish the shot & pop back into cover. Works well even on double heavy mechs simultaneously.
I agree Reave is good but you won't kill things as fast as w/max damage + AP Tungsten ammo.
best regards,
Pedal2Metal
#88
Posté 08 février 2010 - 06:27
I have a question concerning weopons for the soldier-class. When you first infiltrate the Collectors' ship, you get at some point the option to get one new weopon from any weopan-class you already possess. I am playing on insanity, so I will also get th Geth-AR. But til now I'm not sure, if I should take the AR or the sniper-rifle. I heard that the Geth-AR is very good, so is there a big difference between it and the AR you can get on the Collectors' ship? I was very excited about getting the second sniper-rifle on Thane's recruitment-mission. But I think it is a little dissapointing. Yes you have a very high fire rate, but I prefer hopping out of cover, shoot once and before the enemy lies on the floor, I'm already behind the next wall. I hope someone could give me some arguments which weopon I should choose.
I upgraded the following skills til now:
Adrenaline Rush [4] (Don't know how it is called but I take only 50% damage. I dislike the other, because the my own gets too slow with it, and so u can't deal so much damage in 5 sec)
Concussive Shot [2]
Disruptor Ammo [3]
Inferno Ammo [3]
Cryo Ammo [0]
Commando [4]
First I took slam as bonus talent. I liked it very much with my vanguard on veteran. Was some kind of ranged weopon substitution. But on insanity it is nearly useless I think. Maybe I should take reave, read here some good arguments for it.
(I hope my syntax and use of words is not too ****ed up, english is not my motherlanguage)
Modifié par Black_Ronin_8876, 08 février 2010 - 06:30 .
#89
Posté 08 février 2010 - 06:48
Course, with the Widow + AP, armor won't be an issue
Modifié par crackseed, 08 février 2010 - 06:49 .
#90
Posté 08 février 2010 - 06:59
If you use your adrenaline rush and upgrade your assualt rifle its very acurate if you spend the time to get used to it and it has HUGE ammo reserves.
Dont get me wrong I love the widow but it just doesnt have anough rounds for me to make use of it. Also its a single shot then reload type weapon which doesnt work for my style of play. I am very much a "put as many shots down range into as many targets as possible before having to reload" type person. Also you get legion who uses the widow anyways and is very deadly with it. No one else uses the REV only you do. My rifle of choice for sniping is the Viper its powerful accurate and has a plethora of round for what I need.
All the powers are good in theyre own ways I think for the most part. It just comes down to personal preferance. For me and guys like Crack seed AP ammo is the end all be all. I mean first play through I was all about Geth shield boost but AP ammo is just to damn sexy to me. I like firing 5 round with my REV and have some ones armor already gone and have them missing a chunck of health.
And AP ammo is better versus armor AND health then inferno ammo the only thing inferno has on AP ammo is the fact it can set some one on fire making them drop cover and stop attacking it also has a chance of AOE if you go max personal with it.
AP ammo just lays people down no matter if they have regen or not. You can kill a krogan with armor and hp in one short burst at the body/head area with the REV+Tungston rounds.Ive always had to unload my clip with max inferno ammo versus the same krogan.
But like I said to each their own and lets talk about some more soldier stuff!
#91
Posté 08 février 2010 - 09:40
Heightened Adrenaline Rush (Have Geth Shield Boost for 'oh ****' moments so this seemed logical)
1 point in Concussive Shot (Leftover point - filler)
Squad Incendiary Ammo (I think this results in more overall DPS than the other option?)
Squad Disruptor Ammo (See above)
Shock Trooper (Power duration seems much more useful than power damage, does anyone know if power damage affects special ammo?)
Geth Shield Boost (Has saved my life countless times on Hardcore/Insanity)
And of course, I have the Revenant.
For my squad I use Miranda for Warp/Overload and her squad bonuses; Grunt because he's a tank that can absorb an unbelievable amount of damage, while dishing out good damage with his assault rifle.
#92
Posté 08 février 2010 - 11:43
Grunt is great all around but his shotgun is where he shines for me. Dude is a beast when he rushes in laying down the pain with that monster.
But he suffers from a problem that several team mates do aside from Miranda and Jacob and thats having to invest points into one talent to unlock theyre second ability. This hasnt made any sense to me especially as Jacobs first talent is pull and second is Inferno ammo and he gets both with one slot in them for free.
I hope this is addressed with a patch or upcoming DLC I honestly feel that all the party members shout get theyre second talent free would allo for alot better slotting of the team mates. Cause right now most of my team mates have theyre first talent class talent and loyalty power maxed out so that they have worthwhile abilities and also so I wont have 1 point hanging on them cause there is no where else to put it.
#93
Posté 09 février 2010 - 12:42
It is pretty hard to play without Miranda, though my fave squad setup is Tali/Legion but that does give me a bit of a uphill fight with shields at times.
#94
Posté 09 février 2010 - 12:44
Concussive Shot [0]
Squad Disruptor Ammo [4]
Squad Inferno Ammo [4]
Cryo Ammo [0]
Shock trooper [4]
Inferno grenade [4
#95
Posté 09 février 2010 - 03:19
Geth Shield Boost (Has saved my life countless times on Hardcore/Insanity)
Hardened Adrenaline Rush fills this same need for me, as well as giving me the time-slow effect. Unless you're very low on health, under fire, and out of cover, chances are Ha.AR will get you back into cover, leaving a slot open for the delightful Warp ammo!
#96
Posté 09 février 2010 - 03:28
#97
Posté 09 février 2010 - 08:47
#98
Posté 09 février 2010 - 02:56
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.
I just tested this out, Concussive Shot AND warp ammo devours Biotic Barrier. Now Im not sure if I should go ahead and change my Warp ammo to Armor-piercing at the cost of having to rely on 1 skill to take out Biotic Barriers.
#99
Posté 09 février 2010 - 04:21
#100
Posté 09 février 2010 - 04:47




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