Soldier Builds + Bonus Talent
#126
Posté 10 février 2010 - 10:21
#127
Posté 10 février 2010 - 10:26
#128
Posté 11 février 2010 - 02:30
#129
Posté 11 février 2010 - 02:47
Turin_4 wrote...
Exactly. This talk of using defensive powers and having seconds and seconds to dispatch single goon-level targets on Insanity is so far outside my own experience with playing a Soldier on that difficulty that I nearly think the people saying it haven't actually played for long on Insanity.
Yeah I totally agree. I tried a NG+ with my Soldier on Insanity and went full defensive build. It was so much harder as my teammates damage for crap. It seems like this game is balanced around the player being the primary dpser and teammates debuffers or being cannon fodder.
I usually go with 4 Heightened Adrenaline Rush, 4 Heavy Disruptor Ammo, 4 Tungsten Armor Pen ammo, 4 Concussive, 4 Commando. So far loving it.
Party members depends on what mission I'm doing.
#130
Posté 11 février 2010 - 03:24
Personally I'm in the AP ammo camp as always lol. Just thought I'd add a bit of insight to the other folks's mind set. Theres always two sides to every set up if you want to be more deffense IGSB is good if you want to destroy kill maim then I say AP ammo or possibly warp.
Just remember your best deffense on Insane is taking charge of your team don't let them be stupid and make sure you slot them in a way that going to bring something to the table for you.
#131
Posté 11 février 2010 - 03:26
I'll level one slight criticism at the game: pretty much every single mission has exactly one type of enemy, or at least one set of enemies who have only one set of resistances: barrier/armor/health, shields/armor/health. What I ended up doing, especially late in the game dealing with hordes of Collectors, was bringing Thane and Samara along on everything for their maximized Reave and Warp abilities. Collectors having only armor and barriers and never, I think, shields, the suicide mission was almost easy even on Insanity. Then again, I have scoped out a lot of the little niches, heh, so perhas that's not a fair criticism.
The reason why people suggest the GSB no matter what difficulty is
because of its 4th level power the improved version it gives you a 15%
weapon damage increase ontop of 75% shields. Its about a second or two
of extra fire time before shields eat ****e and also makes sure you do
extra damage while your fireing.
I can dig this, but it's a case of an extra second or two at most - because even with fully upgraded shields as a soldier, full shields almost never last that long - and 15% extra damage, versus seventy percent with AP.
Modifié par Turin_4, 11 février 2010 - 03:28 .
#132
Posté 11 février 2010 - 05:36
See, I don't really understand the choice of Heightened over Hardened. Is the 20% greater time-slow effect really that big a sell over 50% health damage reduction? I'll have to check the durations on both-maybe they're different, but I don't think so.
The big difference is not the extra time dilation (though that's nice, you've gone from moving twice as fast to more than three times as fast) but the damage boost you get to compensate. At 50% dilation the bonus seems to be +100%. At 70% it goes up to +150%.
Modifié par Athenau, 11 février 2010 - 05:41 .
#133
Posté 11 février 2010 - 06:17
One thing to note though, I just recently found out about power damage bonuses adding to ammo power damage. I'm tempted to find out how this works combined with AP ammo.
#134
Posté 11 février 2010 - 06:49
Turin_4 wrote...
The reason why people suggest the GSB no matter what difficulty is
because of its 4th level power the improved version it gives you a 15%
weapon damage increase ontop of 75% shields. Its about a second or two
of extra fire time before shields eat ****e and also makes sure you do
extra damage while your fireing.
I can dig this, but it's a case of an extra second or two at most - because even with fully upgraded shields as a soldier, full shields almost never last that long - and 15% extra damage, versus seventy percent with AP.
Oh I agree with you belive me Ap ammo is a staple of my build its to much awesome sauce. But I was just explaining why people recommend IGSB for those who want a shield as a loyalty power thats all. Also I belive it gets Improved with the Geth Shield bonus upgrades too. Not 100% on that one so dont quote me might be something to wiki and find out for sure about.
Totally was digging the new shotgun on the suicide mission tonight btw was sooooooooo sexy. But at the same time i only got to fire 6 rounds off it cause my CCB was wiping Husk groups in droves. FInding a new found love for the power and Because of my ap ammo spec I have slotting it isnt a problem. just wish i could put that 1 point i have left into something other then inferno as a throw away lol
Posting my build again for a pt from a few peeps so here it is. Also putting my goofy acros next to their name so people wont be "HUH?! WTF IS HE TALKING ABOUT?!"
(HAR) Heightened Adrenaline Rush 4
(CCB) Concussive Blast 4
(HDA) Heavy Disrupter Ammo 4
(SUK) Incendiary ammo 1
(MEH) Cryo Ammo 0
(ST) Shock Trooper 4
(PUREFINGWIN) Tungsten Ammo 4
Modifié par Kaorunandrak, 11 février 2010 - 06:56 .
#135
Posté 11 février 2010 - 06:55
#136
Posté 11 février 2010 - 06:57
#137
Posté 11 février 2010 - 07:03
Heightened Adrenaline Rush reduces the attack speed of all enemies by 40% relative to Hardened Adrenaline Rush.Turin_4 wrote...
See, I don't really understand the choice of Heightened over Hardened. Is the 20% greater time-slow effect really that big a sell over 50% health damage reduction? I'll have to check the durations on both-maybe they're different, but I don't think so.
This means that while you get 50% less health damage with Hardened, you take 40% less damage of all types with Heightened. And this is without considering the fact that you can dodge enemy fire more easily with Heightened and get out of range or under cover faster.
If you just care about damage mitigation, Heightened is probably better than Hardened.
#138
Posté 11 février 2010 - 02:12
#139
Posté 11 février 2010 - 02:18
Even with the greater time slow effect of Heightened, you're not going to be able to avoid assault rifle fire from an enemy because in order to avoid it you have to be up and looking for it-and if you're up and looking for it, you're taking fire from at least one other place, and you're also not using that time to shoot. Whereas with Hardened, even if that krogan with a shotgun is right on top of you, you can pop the power and still run ten back a good distance, taking spray in the back, and make it out. Can't do that with Heightened.
#140
Posté 11 février 2010 - 02:21
#141
Posté 11 février 2010 - 04:30
This is false.Turin_4 wrote...
Well, no, not really-you only take '40%' less if you avoid the fire.
#142
Posté 11 février 2010 - 04:31
But as I've said before to each their own its all about personal preference baby!
#143
Posté 11 février 2010 - 04:49
Hope that didn't come off dickish not my intent just curious and slightly doubtful of player based tests that contradict an official source. Unless ofcourse the tests that were done were done by unbiased parts and were semi professional.
Was this also confirmed by bioware?
HAR vs HARD is pretty much the same to me I use HAR over HARD just cause it gives me slightly better pin point accuracy when fireing the REV at long ranges or gives me a few extra seconds of avoidance when switching cover during a heavy mech fight.
#144
Posté 11 février 2010 - 05:05
For my Soldier I wanted something that could hit people hiding in cover. The new information on Inc. Ammo basically makes AP a waste. The Shield boosts are unneeded plus take up need cooldowns that could be used on Adr. Rush.
About the only thing that fits this description is Inferno Grenade. Can throw it over cover, sets things on fire and is a big AoE. It does not conflict with Adr. Rush because you would only use for enemies who won't get out of cover (which you can't shoot anyway). Dominate can also be useful.
#145
Posté 11 février 2010 - 05:24
This is false.
Yeah, I get that technically it's false. But the difference is that with Hardened you don't have to worry about getting hit, or watch your health gauge at all. With Heightened you're slightly less likely to be hit, but you still need to keep an eye on it. *shrug* I've played both extensively, and in my experience Hardened is better. The advantage in time dilation is slim, while the health damage reduction puts you further from death no matter what happens.
#146
Posté 11 février 2010 - 05:28
#147
Posté 11 février 2010 - 05:32
The advantage in time dilation is slim, while the health damage reduction puts you further from death no matter what happens.
The difference in time dilation is 40% less damage of all types from enemies, while the bonus from hardened is 50% less health damage from enemies. Non of this involves "watching health gauges."
Use whichever you want but both provide about the same level of protection though I personally prefer Heightened.
#148
Posté 11 février 2010 - 05:34
First of all they are testing the ammos with shotguns which each point of the spread applys the ammo damage according to them. Most soldier dont use shotgun they use Assualt and Sniper rifles so this might contribute to the differences that most soldiers who have posted here have seen regarding the ammos.
Also I didnt see anything conclusive about their findings that Inferno ammo front loaded all the damage versus armor and then went pure DoT versus health. I have not seen this at all in any of my play throughs with my soldier.
I have in every situation found Ap ammo to be superior to inferno ammo in every way it has taken armor out in much fewer shots and killed enemies faster as well. the differance between a 10 round burst and 20 round burst that kills some one might not be that big of a deal to some people but for me it does. I'm spending less time on targets, spending less time out of cover, and spending less time in one place because im killing the enemies faster and moving on.
Though I will say that the "findings" in the vanguard forum have inspired me to do more indepth testing with the ammo types so I can prove or disprove them or even showcase weapon diffrences/shot location having an impact on theyre findings.
But until then I still stick by Tungsten ammo as being the better if not flat out the best ammo type in the game.
Oh and themaxzero Concusive Blast can be fired around cover and 9 time out of 10 even if it misses the target and hits the top of the cover they are using it will still knock them out of cover to be killed. and it does a fair bit of damage to barriers.
#149
Posté 11 février 2010 - 05:37
apk117 wrote...
What's everyone's opinion on Warp Ammo vs. Armor Piercing? I'm thinking Warp because of the added versatility vs. Collectors, but the raw damage against health and armor of Armor Piercing is very nice.
Most on this thread have already said Ap ammo rather then warp ammo. using a Ar with AP ammo versus colector even in their barriers they die way faster. Dont know how but barriers dont really pose a problem while using AP ammo. shields and armor are the only issues ive found and soldier get Disrupter ammo for shields.
#150
Posté 11 février 2010 - 05:46
Concussive Shot [1]
Disruptor Ammo [4]
Incendiary Ammo [2]
Cryo Ammo [4]
Commando [4]
Slam [3]
This is in beta, though. I plan to drop Conc/Cryo in favor of Incendiary ammo and lvl 4 Slam (which I use a lot).




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