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Soldier Builds + Bonus Talent


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#101
Turin_4

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Concussive shot is better than Adrenaline Rush in at least one instance: squaring off against an YMIR mech whose shields and armor are gone. Because concussive shot will incapacitate it for plenty of time to destroy it, whereas Adrenaline Rush it's still firing at you-even if not for very long.

#102
Kaorunandrak

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Barriers lol. I dont know I keep seeing people saying theyre having trouble with it or that the barrier is significant enough for taking warp ammo or some other barrier killing ability. I'm just not seeing the need, my game has to be glitched or something. From my play throught on insane 10 rounds center mass from the rev with my AP ammo and barriers are always gone. Thats about a 2 second burst and AP ammo doesn't  even do anything to barrier.

CS is a good power but its also the first power I'd drop to slot up a secondary loyalty of advanced training class power(if they ever allow that via dlc) the blast is good on husk and also good on entrenched snipers/rocket launchers. Launch it at them it hits them in the face and kncoks them out into oncoming gun fire from my Rev.Image IPB

#103
Crackseed

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The stagger power of CS is sometimes far more useful then popping an AR - if you have good positioning and are fully shielded, staggering 2-3 foes and dropping them all before they recover with the Rev is definitely a win-win, nevermind it just feels so bad-ass to do so >.>

#104
Kaorunandrak

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we think alike too much crack its scary

#105
Starbuck5000

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I never bothered using Adreneline rush although I made extensive use of Warp, Disruptor and Incendiary Ammo all getting them to their squad versions. Now that only soldiers(bar a few exceptions) had access to Assault Rifles I found the extra punch that the ammo's gave to the squads pistols/smg's makes a noticable difference. I still always take Sumara when I need a biotic however.

#106
Turin_4

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Thats about a 2 second burst and AP ammo doesn't even do anything to barrier.


You really can't spend too many times on Insanity up out of cover for 2 seconds shooting something before your squadmates are dead or about to die, and the enemies have moved up very close quite possibly with shotguns. And how can you even get ten rounds center mass with the revenant machine gun? By the third or fourth shot, the hit area is huge and unless they're very close, you're as likely to hit as to miss.

the blast is good on husk and also good on entrenched snipers/rocket launchers. Launch it at


On Insanity, by the time you've chewed through their armor they're not going to last much longer anyway-certainly not against a revenant machine gun at close range, and certainly not long enough to merit spending an entire cooldown on one single enemy as opposed to Adrenaline Rush which lets you take down at least two.

Also, the selling point on Warp Ammo isn't its barrier killing ability.  It's its ability to have bonuses against three layers hit points on some enemies.  Inferno offers that against armor and health, but warp ammo gives bonus damage to armor too.

Modifié par Turin_4, 10 février 2010 - 02:48 .


#107
blank1

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Inferno Ammo has no bonus damage to health, it just makes organic enemies panic when their defenses drop. For what it's worth, any enemy that has barrier and armor has way more armor than barrier -- Praetorians, Commandos, Harbinger, etc. This is easily taken off by focus firing warp or concussive shots. After that, AP Ammo exceeds Warp Ammo by quite a bit, especially on automatic weapons. In just 5 shots, the damage difference to armor and flesh is 100% in AP Ammo's favor.



Also, you can pulse the Revenant for 4 shots and just let up on the trigger for a split second to reset the recitule, to essentially get accurate fully automatic fire. After the accuracy upgrade, the Revenant is the king of all weapons, TBH. There isn't a situation it cannot handle... and if you're at long range, the sniper does better than an AR anyways.

#108
Turin_4

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Now, I haven't actually tried Armor-piercing rounds. I'll have to give that a shot-maybe it stacks up well against Warp ammo. For me, though, again, it's about taking down each individual enemy as quickly and with as few cooldowns as possible. It could be I'm just not a very good gamer, but it seems to me that's just how it is on Insanity with enemies who are shooting back. On melee it's still pretty damn easy - I just got through the entire derelict Reaper without dying once - but when a bunch of collectors or eclipse or blue suns are lined up with assault rifles and submachineguns, I take every nickel of advantage I can get.

#109
StowyMcStowstow

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I always take AP ammo. It is insanely useful in the final mission- taking out the Harbinger in like 6 shots with the Viper. I tried Reave out, but the requirement for enemies to be stripped down to their health kinda ruined it. Besides, I can just go into cover. How does Warp Ammo stack up against Armor-piercing ammo?

What's the best defensive power?

Modifié par StowyMcStowstow, 10 février 2010 - 04:44 .


#110
lazorexplosion

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Anyone use slam on their soldier? With the 3 second cooldown on it and 5s adrenaline rush it seems like you could use it constantly and still have adrenaline rush up almost all the time, especially if you get the -20% biotics recharge upgrade and/or the 15% increased power duration shock trooper skill.

#111
Kaorunandrak

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Blank1 thanks for the back up while I was gone taking care of my kid lol.



Honestly Turin_4 no matter what level of difficulty it is your play on survivability is dependent (in my own opinion im not gonna sit here and lecture or say people suck at playing or anything else like that) is really dependant on team make up, Your location during combat and your familiarity(skill?) with your weapons and powers at your disposal.



If you dont issue a single command to your team theyre gonna take hits and die. But for the most part if you tell Garrus/Legion to use the far back cover with theyre Sniper rifle equiped and situate miranda/thane across from you with their subs out then you can easily make any aproach or attempt to flank you into a death trap for the enemy. With mirranda/thanes proximity to you and probally the enemy it will be easy for them to use warp on the targets you tell them too. With garrus/legion in the back they are usually far enough away they arent taking to much fire and are taking enemys out by them selves or mopping up inbetween shots for you.



I found this very true on my first run through insane and one I started takeing a much more commanding role with my squad I eliminated several of the problems many of the people I have seen posting on these forums having. Im now going on my 5th play through 3rd on insane atm and im confidant enough to say I'm freaking surgical with the revanant even before the Acc boost. Its harder with out the acc boost but if you tell me you want to see all the mechs in a zone to be headless in 3 shots or less I am 99.9% sure I can do it from almost any range >;p



And like I've said before Warp ammo is good please dont get me wrong it really is good but for me personally with my weapon and team choices for me Tungston ammo beats the crap out of it lol



also I was agreeing with you that concussion rounds arent uber if given the chance to get another power that was worth while I would drop it in a heart beat but I was also explaining its uses. the AOE version is retardedly great for Husk swarms and entrenched enemies. What makes it very good for these situations on insane is the fact you can be behind cover target a sniper/rocket crew member and fire it off and only leave cover for the split second sheperad pops out to fire the round. And by hitting that one guy you knock the other two that were hiding there with him out of cover as well and into your rain of bullets. you can even set off explosives this way too.



StowyMcStowstow for the most part it seems most people agree that improved geth shield boost is the best shield for the soldier. though fortification is not bad as well.



Lazorexplosion I have used slam and found even with the lower recharge slam just didnt have the oomph that I need it to have having Miranda use it seems to be way more benificial especialy on insane mode for some reason she seems to have way more power/ability to use it in that mode that soldier just dont have.



Anyways hope that helps and clairifys any of my statements. i'm totally for unique soldier builds and dont think that if some one is having fun with it there is a gimped, stupid, or pathetic soldier build/loyalty power. Now if you excuse me I gotta introduce the weyrloc chiefs face to my assualt rifle damage 6/6 fully upgraded REV LMG. I like seeing his face explode its fun >.<

#112
Turin_4

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Team make up is probably the single biggest factor, I agree. Once I settled into my second playthrough on Insanity and knew exactly who to choose on a given mission and perhaps more importantly how to assign their points to powers, things improved dramatically. Like for instance the derelict reaper mission. Thane with Heavy Warp and Samara with Heavy Reave, and both having throw...such a difference with all those swarms of husks and abominations. Even scions were easy enough.

#113
BeyondFX

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Playing on insanity now I maxed out rush and went heightened. Have to say with the damage bonus from the skill and the default sniper rifle I can kill just about anything in 1-2 hits. I was surprised on Horizon when I was killing Scions in 3 rushed hits. Also once the barriers are off harbringer he dies in 1 hit. I was very pleased when I cleared the place with 0 deaths. Along with the sniper rifle, activating rush on the AR significantly increases the damage and if you manage to line up headshots, it's very easy to finish them quickly.

For ammo I use disrupter against shielded and synthetic, and inferno against everything else. Making them panic with the AR pretty much means instant death because they cant recover by the time they die :). Having a point in concussive is also pretty helpful against krogan since by the time they're close to you their armor is probably gone. Knocking them over will prevent them from charging and insta killing a squad mate and makes them easy pickings.

My normal team set up is usually Miranda and Mordin, although I will probably switch it up for missions with tons of husks seeming those were the only things I've had any real trouble with so far (not counting heavy mechs). Miranda is great for tearing through shields and Mordin through armor. Also for enemies with just armor combining them usually removes any last defense.

Modifié par BeyondFX, 10 février 2010 - 04:13 .


#114
Gaidren

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blank1 wrote...

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.


Pretty much this.

#115
Turin_4

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Well, I can definitely agree now that I've tried it that tungsten rounds are superior to heavy warp ammo, at least when dealing with Collectors as a Soldier. And I say that as someone who brought Thane and Samara for their maxed out Reave and Warp abilities-meaning that Warp ammo works even better when I'm with them.



I can't think of a reason why tungsten rounds wouldn't be better vs. anyone than heavy warp ammo, either, so I think it's my new power of choice. And both are miles better than Inferno ammo. But perhaps Heavy Warp ammo would be superior if I were playing an adept.

#116
Crackseed

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Heavy Warp Ammo's only "perk" beyond it's 3 layers damage bonus is that it does some extra damage if biotics are applied while the target is in health. It seems kind of a silly bonus since health layer is never the hard one to finish off xD

Still, despite all the AP bias, Warp Ammo is definitely a nice ammo choice if someone wants a more balanced all around ammo bonus power.

#117
Kaorunandrak

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crackseed wrote...

Heavy Warp Ammo's only "perk" beyond it's 3 layers damage bonus is that it does some extra damage if biotics are applied while the target is in health. It seems kind of a silly bonus since health layer is never the hard one to finish off xD
Still, despite all the AP bias, Warp Ammo is definitely a nice ammo choice if someone wants a more balanced all around ammo bonus power.


exactly lol it has its bonuses for sure. I use it on Jack it makes her a viable substitue for miranda, especialy with the new shotgun >.< I have to say Garrus is a great secondary team up mantis+Ap ammo on him and he is a beast at least until Legion is available Legion +widow+Improved geth shield+assualt drone= OMFG THERES OTHER TEAM MEMBERS?! LIES!!!! lol If your haveing trouble with shields/barriers/armor I would highly suggest that team set up. Even though Legion doesnt have ap ammo the widow still tears through armor in 1-2 shots. and his explosive drone is a great distraction while lining up shots.Image IPB

#118
Hellraisin

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Concussive shot deserves that 1 pt in any build. the knock down effect is awesome on high HP enemies like the heavy mechs or charging krogan even on insanity. most often, by the time a Krogan got in front of me, their armor would have been take down, 1 CS and they are on the ground for me to finish.

#119
Gaidren

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Hellraisin wrote...

Concussive shot deserves that 1 pt in any build. the knock down effect is awesome on high HP enemies like the heavy mechs or charging krogan even on insanity. most often, by the time a Krogan got in front of me, their armor would have been take down, 1 CS and they are on the ground for me to finish.


I've yet to find a situation on Insanity where I'd rather blow my power cooldown on a CS instead of a Hardened AR, and that includes charging enemies.  HardAR is just too good imo.

That being said, I did take a single point in CS too.....I just never seem to find a good reason to use it.

#120
Crackseed

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I think it comes down to playstyle :) I have a friend who discovered the joy of Imp GSB and refuses to touch anything else but that whereas now, while I still love Imp GSB, I can't go anywhere w/o my AP ammo even if it means I spend a bit more time regenning in cover as a result.

Concussive Shot definitely falls under this category - it's a cooldown that if used well, can really setup some wicked crossfire/killzones for you but if you blow it at the wrong time, you're stuck w/o having your AR to use in a crucial moment because you shot CS at a wrong enemy or got it blocked by cover.

#121
MegaMass_2000

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Ok guys, what is the best power for soldier/commando on hardcore? Currently using reave, but i'm not very happy with it.

Currently using:

Heightened Adrenaline Rush [4]
Concussive Shot [3]
Disruptor Ammo [3]
Inferno Ammo [3]
Cryo Ammo [2]
Commando [4]
Heavy Reave [4]

Modifié par MegaMass_2000, 10 février 2010 - 07:27 .


#122
Crackseed

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If you want a good defensive/timed offensive burst cooldown, Imp GSB is amazing. If you just want all out offensive power coupled to your guns, it really comes down to either Tungsten AP ammo [overall damage output] vs the utility/balanced damage bonus of Heavy Warp Ammo.

Also - do you really make substantial use of Cryo ammo much? If not, you could recoup those points to max out a couple more useful skills [couple ammo powers, AR, etc]

Modifié par crackseed, 10 février 2010 - 07:29 .


#123
blank1

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Gaidren wrote...

Hellraisin wrote...

Concussive shot deserves that 1 pt in any build. the knock down effect is awesome on high HP enemies like the heavy mechs or charging krogan even on insanity. most often, by the time a Krogan got in front of me, their armor would have been take down, 1 CS and they are on the ground for me to finish.


I've yet to find a situation on Insanity where I'd rather blow my power cooldown on a CS instead of a Hardened AR, and that includes charging enemies.  HardAR is just too good imo.

That being said, I did take a single point in CS too.....I just never seem to find a good reason to use it.


I use Concussive Shot plus two Warps when Harbinger possesses a drone to knock down most of its barriers. Only time I use it lol.

#124
MegaMass_2000

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crackseed wrote...

If you want a good defensive/timed offensive burst cooldown, Imp GSB is amazing. If you just want all out offensive power coupled to your guns, it really comes down to either Tungsten AP ammo [overall damage output] vs the utility/balanced damage bonus of Heavy Warp Ammo.

Also - do you really make substantial use of Cryo ammo much? If not, you could recoup those points to max out a couple more useful skills [couple ammo powers, AR, etc]


Yeah, i use cryo on shotgun for crowd control = Husks.

Nontheless thanks for GSB advice.

#125
Kaorunandrak

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Gsb or warp/AP ammo the "powers" dont seem to work that well on insanity.