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Best class/Build to play on Insanity


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#1
ShadowPlay 14

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Discuss best classes and their respective builds for Insanity difficulty

#2
Kronner

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Best as in what? Easiest to play? Most fun?



Sentinel, Soldier and Infiltrator are easiest to play, all have I-win-button and beating the game with any of them on Insanity is actually easy.

Adept is harder, doable but I did not enjoy that very much. I have no experience with Engineers, so no idea about them.

Vanguard is the most fun for me, but also challenging on Insanity.

#3
Jaekahn

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I haven't ventured into Insanity yet. I am aiming to have four playthroughs eligible for import when ME3 comes out, so I figured I would play through normal, veteran, hardcore and insanity. I've successfully completed Normal and Veteran as an Infiltrator and I enjoy the strategies that come with it. However, playing an infiltrator for the next two levels is a bit redundent and would more than likely make the experience less enjoyable. I started Hardcore as a Sentinel and I also hard great feedback about them in Insanity, but I have not enjoyed the experience all that much as if late (still early in the game.) I am very curious about Engineers but seeing as how I usually bring Tali along with me on most of my missions, I don't see that becoming a good tactical choice for classes.



All in all, I say the best classes for Insanity based on damage would have to be Soldier and Infiltrator. If you want versatility, allowing you to have a wide array of squad members to choose from, Sentinel's probably the best bet. I'm still not all too experience with biotics in ME2 yet.

#4
p95h

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Actually, I felt Adept was rather easy to play on Insanity, though I had to game the Mechs a abit by forcing their VI into confusion. Then again, it's a valid tactic to confuse machines :)



Vanguard or Infilitrator easy? The hybrid characters seem most difficult because your powers are diluted from specialization. But then again, any character is "easy" if it fits with your natural play and tactical style.



I play the Adept, as I say, because it most closely resembles an indirect ranged archer or mage; of which I enjoy those types of characters in traditional fantasy rpg's. The tactics I use naturally fit those templates.



- Sturmritter




#5
Kronner

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p95h wrote...

Actually, I felt Adept was rather easy to play on Insanity, though I had to game the Mechs a abit by forcing their VI into confusion. Then again, it's a valid tactic to confuse machines :)

Vanguard or Infilitrator easy? The hybrid characters seem most difficult because your powers are diluted from specialization. But then again, any character is "easy" if it fits with your natural play and tactical style.

I play the Adept, as I say, because it most closely resembles an indirect ranged archer or mage; of which I enjoy those types of characters in traditional fantasy rpg's. The tactics I use naturally fit those templates.

- Sturmritter


From my experience, Infiltrator is really easy to play. Cloak damage bonus is enormous, add Tungsten or Warp Ammo, Widow SR and you one shot any regular foe. The damage output is immense.
Vanguard is definitely harder to play, but doable and challenging in a good way.

#6
ShadowPlay 14

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I'm playing a Sentinel at the moment, with full defensive capabilities and AP rounds as bonus(maxed out) Simply curious to see what others are using, and what the easiest/funnest way to do it is.

#7
ShadowPlay 14

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Also curios, to those who played a Sentinel, when you maxed out tech armor, which did you pick? I picked assault, not sure if it was the right choice though...

#8
Lord Exar

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I'm doing Insanity with Sentinel. Maxed out Warp, Overload, Tech Armor...and took AP Ammo for my extra talent. It does feel pretty easy, all things considered.

I would consider this to be fun, too. It's got versatility and that usually allows for some fun. Strip someone's shield and still be able to curve a throw to knock'em off a bridge or something...stuff you could usually do with Adept, but you're actually able to do with Sentinel on this difficulty. I think I still find Adept the most enjoyable, but I haven't tried it on Insanity.

EDIT: I went with Power Armor.  Having it beef up my Warp/Overload is to useful to pass up.  Hopefully, I can use them to keep my enemies at bay so my armor doesn't get destroyed.

Modifié par Lord Exar, 07 février 2010 - 06:15 .


#9
Kronner

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ShadowPlay 14 wrote...

Also curios, to those who played a Sentinel, when you maxed out tech armor, which did you pick? I picked assault, not sure if it was the right choice though...


I picked Power for the 15% bonus to all powers, you can always try both of them out and change to whatever suits your play style the best :)

My build was this:
Throw - 3 (to unlock Warp)
Warp - 6
Overload - 10 (went for the bigger area Overload in the end)
Cryo Blast - 1
Guardian - 10, picked this over Raider for the cooldown reduction
Tech Armor - 10 - Power Armor
Reave - 10, bonus power, Area version

1 point unused

Picked Assault Rifles on the Collector Ship.

But I also swicth often between Warp 6, Reave 10 and Warp 10, Reave 6. Also Warp/Tungsten ammo is a pretty good bonus power  too. Sentinel is really versatile and you basically cannot build a bad build.

Modifié par Kronner, 07 février 2010 - 06:17 .


#10
ShadowPlay 14

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Kronner wrote...

ShadowPlay 14 wrote...

Also curios, to those who played a Sentinel, when you maxed out tech armor, which did you pick? I picked assault, not sure if it was the right choice though...


I picked Power for the 15% bonus to all powers, you can always try both of them out and change to whatever suits your play style the best :)

My build was this:
Throw - 3 (to unlock Warp)
Warp - 6
Overload - 10 (went for the bigger area Overload in the end)
Cryo Blast - 1
Guardian - 10, picked this over Raider for the cooldown reduction
Tech Armor - 10 - Power Armor
Reave - 10, bonus power, Area version

1 point unused

Picked Assault Rifles on the Collector Ship.

But I also swicth often between Warp 6, Reave 10 and Warp 10, Reave 6. Also Warp/Tungsten ammo is a pretty good bonus power  too. Sentinel is really versatile and you basically cannot build a bad build.


I agree with the cooldown reduction and the assault rifles on the collector ship, I'll have to try reave as a bonus power, it seems to be getting good comments Posted Image

#11
Kronner

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ShadowPlay 14 wrote...

I agree with the cooldown reduction and the assault rifles on the collector ship, I'll have to try reave as a bonus power, it seems to be getting good comments Posted Image


I picked Reave over Ammo power because I wanted another power so I do not have to use only Warp all the time :D
But objectively ammo power is probably better gameplay-wise.

#12
ShadowPlay 14

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Ye, I using AP ammo at the moment, getting tired of dropping a big ball of warp on their heads  Posted Image

Modifié par ShadowPlay 14, 07 février 2010 - 08:37 .


#13
spectreU98

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I use soldier with heightened adrenaline rush, shock trooper (would use commando but don't get 100% paragon/renegade), max incendiary (the exploding type) and heavy slam as my bonus talent. Tear down the enemy's defenses with the anti-material sniper and then use heavy slam until death occurs.

#14
akintu

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I used AP ammo initially, but have since switched to Energy Drain and neglect totally Overload and Cryo Blast. You lose the stun on synthetics and the weapon overheat affect of Overload, but you get an ability that does the same damage to shields and synthetics as Overload, and it recharges your shields. Its pretty powerful.



Just for fun I ran some numbers...

Power Armor/Guardian

14.3 Warps per minute

230 damage Heavy Warp

3289 Damage



Power Armor/Raider

12.5 Warps per minute

260 damage Heavy Warp

3250 Damage



My gut tells me if you are not totally maximizing your Warps per minute, you'll find better performance out of PA/Raider. I mean, I try to cast a Warp as soon as the cooldown is up, but frequently there is a time period of a few seconds before getting a chance to cast it. My conclusion is that in the situation, I have "wasted" the bonus of the faster cooldown, and would have been better served with more damage.



Sorry about the crazy analysis :) I tend to think about the numbers alot in games, I'm a math geek, so there ya go. Bottom line, they're quite similar in the long run (and Guardian does get you more Paragon/Renegade, and a bit more health).

#15
ShadowPlay 14

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Lol, thats actually quite useful, might as well stick with Guardian by the looks of it, I need the health XD

#16
SmilingMirror

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Guardian is definitely more useful just for the tech armor cooldown.

#17
ShadowPlay 14

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SmilingMirror wrote...

Guardian is definitely more useful just for the tech armor cooldown.


I agree, soon as your shields get low, simply slam out another set of tech armor Posted Image

#18
pelhikano

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Played a Sentinel with AP ammo as extra power and picked up the assault rifle capability on the Collector ship. I like how versatile this class is. Not sure about "best", but it's definitely very fun and I never felt I was completely out of options at any point. The hardest point was the mission with those crates you need to protect from the YMIR mechs. I got out with 4 remaining and left it at that.


#19
Enzotic

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Nice info alex...I'm fairly early in my insanity sentinel build but planning on guardian for the power/tech armor spam. Also not sure bout the bonus. I picked AP but thinking about just using Garrus with squad AP ammo and using reave for myself.

#20
SmilingMirror

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I use Energy Drain because warp is better than reave imo.