aeetos21 wrote...
I've been playing with my VG on insanity and it's been tough going, still made it past Horizon and a few other missions. But when I did Thane's recruitment mission? Man did I get POed.
Anyway, I still have a bunch of the playthrough left and I'm looking for other options. I'm a big believer in the scimitar but I've also been using the viper for long range enemies (like the YMIR). I used armor piercing rounds for my soldier on insanity but for my VG I'm using reave currently and it's a bit of a mixed bag really.
Half the time I feel like I am playing VG and the other half feels like a general shooter - not as much fun. On the Thane mission I died so many times - oy - just not fun.
Anyway, was looking at some of the builds posted here and figure I might try adjusting it a bit. Big question is just how often does squad cryo freeze enemies on insanity. I know the value of heavy charge and aoe shockwave but if I'm going to switch over from inferno rounds I need to know that cryo rounds do freeze targets on a fairly regular basis.
Also, Champion versus Destroyer? Just how much of a notice is there between CD times? It'd suck to lose the 100% negotiation bonus but if it means using charge more often then I'd go for it.
Typical armor I use is to just boost health and boost headshot/weapon damage. Does melee really help as much as people claim when you get heavy bone weave and the melee shoulders?
First off, the good news. Champion gives better cooldown and more Paragon/Renegade points. Destroyer is for those that want more damage. My opinion is that if I get my Charge back half a millisecond faster, it will probably save my life a hundred times over, so Champion for me.
If you are going to go for Squad Cryo, get Inferno Rounds as well. Turn on Squad Cryo and then change to your Inferno Rounds. You're squad will keep it's Cryo Ammo. You really have to play it to understand it, but it really does work great. Many times I'll start a fight by Charging the guy on the left and when I kill him, the guy on the right will be frozen. Just happens. Works even better if you can keep your squad attacking the groups while you Charge around the edges, so to speak.
This last playthrough that I did I stuck to all shield armor except for the melee shoulder pads. I think you get something like +18% shields and +25% melee damage. Is melee damage worth it? Absolutely. Ask any of the regulars here and they'll tell you the same thing. Alternating between shots and melee is the surest way to stunlock most enemies. I think the Collector General, YMIR Mechs, and Praetorians are the only ones that don't "flinch." Oh, and maybe Scions too, someone correct me if I'm wrong. Anyway, melee is essential to not only rapid DPS, but also saving ammo (if you're as bad a shot as I can be sometimes). Then again, you probably got the 3/5 Shotgun research upgrade by now, right? That unlocks the ammo upgrade for shotties which essentially doubles their Thermal Clip capacity.
Look up a couple of posts to see my last build. All "vanilla" powers and did very well. Just save the game and play around with your build a little using the research terminal.
Also, which part is giving you the trouble on Thane's mission?
Edited for spelling and punctuation
Modifié par thisisme8, 13 février 2010 - 02:41 .