"Builds"
#1
Posté 08 février 2010 - 04:10
#2
Posté 08 février 2010 - 04:19
#3
Posté 08 février 2010 - 04:20
The bonus talent and advanced weapon training also factor into how you "build" your class.
If your (reasonable) statement had any more merit, there wouldn't be over 1,000 posts in this forum
#4
Posté 08 février 2010 - 04:20
There are about 3 point spread variations for all player class builds, and 2 or 3 for squad mate builds.
All others will result in not being able to spend all your talent points, which is a freaking MASSIVE design oversight.
Fix the skill point issue please Bioware. You do realize that giveing the player 52 points at 30 instead of 51 would alleviate at least half of these. It's simple mathematics, you know, like the damned geth legion said.
Gain 2 points till 21, 22 to 30 gain 1. 50-60% of build spare points reduced.
EDIT* I pretty much totally agree with the OP. The 'variations' you all claim are for the most worthless. There are two; AoE and 'heavy'. Heavy wins 99% of the time.
From that, if you want to use all your points, you will end up in one of about 3 point spread variations. Mark my freaking words. If you have points left over, then yeah, you might have gone off a bit, but in the end it's also a lesser 'build'.
Modifié par gr00grams, 08 février 2010 - 04:23 .
#5
Posté 08 février 2010 - 04:29
I agree on the extra point thing though
#6
Posté 08 février 2010 - 04:32
gr00grams wrote...
There is none if you want to max skills and actually use all your squad points.
There are about 3 point spread variations for all player class builds, and 2 or 3 for squad mate builds.
All others will result in not being able to spend all your talent points, which is a freaking MASSIVE design oversight.
Fix the skill point issue please Bioware. You do realize that giveing the player 52 points at 30 instead of 51 would alleviate at least half of these. It's simple mathematics, you know, like the damned geth legion said.
Gain 2 points till 21, 22 to 30 gain 1. 50-60% of build spare points reduced.
EDIT* I pretty much totally agree with the OP. The 'variations' you all claim are for the most worthless. There are two; AoE and 'heavy'. Heavy wins 99% of the time.
From that, if you want to use all your points, you will end up in one of about 3 point spread variations. Mark my freaking words. If you have points left over, then yeah, you might have gone off a bit, but in the end it's also a lesser 'build'.
THANK YOU
All the power evolutions are the same, either increasing the radius or potency of the effect. And you can only max out a few powers. The differences between "defensive" and "offensive" skills are literally 5 or so % in damage/health or damage/radius. Giving them truly unique effects would give the character-building more weight.
The loyalty power + additional weapon skill do add depth, but not that much, considering none of the special abilities are particularly useful, aside from maybe barrier.
#7
Posté 08 février 2010 - 04:38
It's like reaper mentality really.
Using adept as example;
Unstable warp is inferior to heavy warp.
Wide singularity is inferior to heavy, once you realize that singularity can hold anything regardless of defenses (except YMIR mechs and collosus) that duration number of held > AoE. Chain paralyzing a harbinger on insanity is vastly superior than catching it's buddy in the AoE too.
etc. You see this come into play a lot more on higher difficulties, where AoE doesn't happen (for the most) and the heavy mods will almost always win. On normal difficulties it's preference, but if you are a min/max'r like I, than you realize very quickly that heavy > AoE's, bigtime.
#8
Posté 08 février 2010 - 04:47
#9
Posté 08 février 2010 - 04:55
Like heavy warp is so vastly superior to unstable warp at any difficutly. It's just that insanity mode makes this much, much more apparent.
#10
Posté 08 février 2010 - 05:04
#11
Posté 08 février 2010 - 05:17
That doesn't change that they are inferior.
I don't want that to sound like I am some stuck up ****, it's just truth. The AoE mods for the most, in almost all scenarios are inferior.
I tried them all, as I too thought they would be better in some ways, etc, but they just aren't. From finding that, I won't lie about it either. They just are.
#12
Posté 08 février 2010 - 07:03
Sure most people like Warp Ammo for offense (particularly during Singularity chain stuns) or Barrier for Defense, but I like a mixture of both. Being able to heal has its uses, at least for my playstyle.
As a fellow min-maxer though, I have a question. I'm nearing the choice for my weapon training, and having only played adept, I can't figure out to go either Assault Rifle or Sniper Rifle. Any thoughts on this matter?
#13
Posté 08 février 2010 - 07:41
Modifié par Elen, 08 février 2010 - 07:42 .
#14
Posté 08 février 2010 - 07:49
#15
Posté 08 février 2010 - 09:28
Modifié par SmilingMirror, 08 février 2010 - 09:59 .
#16
Posté 08 février 2010 - 09:56
Also, Wide Concussive Shot vs. Heavy Concussive Shot, I prefer Wide.
#17
Posté 08 février 2010 - 04:04
#18
Posté 08 février 2010 - 04:40
As a fellow min-maxer though, I have a question. I'm nearing the choice for my weapon training, and having only played adept, I can't figure out to go either Assault Rifle or Sniper Rifle. Any thoughts on this matter?
I went with assault rifles with my adept for one reason; Shield removal.
The geth pulse rifle strips shields at an insane rate.
I realize snipers are more damage, but on end of insanty I was extremely glad with my choice.
Also for adept, make sure to give your squadies all the team ammos, and then you don't need to take warp ammo as a bonus. Simply use the best ammo (from a squadie) for the map.
Any mechs? use Zaeed, armor? Garrus, bring Jack with you on the final run for harbingers with warp ammo etc. This allowed me to keep Barrier for an 'oh ****' button, which you will need in insanity. It kept me alive through many many scenarios where otherwise I'd be dead.
Main reason I say heavies > areas is that in insanity aside husks you will most likely tango one baddie at a time... so you don't get killed. Even singularity at most (in all parts I can think of) was ever only holding about 3 or 4 enemies (husks), it can hold 6, but there was never a mob large enough etc.
The way the baddies use cover etc, it is almost always a single entity you are aiming at.
EDIT* While I don't think there is much variation in builds at all, I think it should be noted like ME1 the classes to play very differently. That is at least a major positive. Just that they will all be almost identical.
Modifié par gr00grams, 08 février 2010 - 04:47 .




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