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Squad Mate builds


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#1
Cloaking_Thane

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Hey Guys,

I'm curious onto what people think is the best build for each squad member. I'm having some problems picking some powers or leaving others behind. Though this could be useful.

You don't have to name them all obviously, but leave whoever you feel like, and reasoning if you desire.

Assume Lvl 30 and insanity playthrough.

I would appreciate the replies/thoughts/help and will be reading all.

Ex: Miranda:

Heavy warp- lvl 4
Heavy overload- lvl 4
Cerberus Tactician- lvl4
Slam- lvl 1

On my NG+ playthrough it was important to get as much damage as early as possible w/ my squaddies.

#2
padaE

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Your Miranda build is perfect. You won't be using much Slam, and when you do, just lvl 1 is enough. Sometimes I like to max it just because it's awesome, but that's the perfect Miranda build.

.

However, I really don't know what to say about other character as I just use Miranda + 1.

.

Garrus for exemple, I like to max it's overload (than choose area) and its passive skill ASAP.


#3
DragoonKain3

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It depends on class. For example, an Adept/Sentinel not sporting an ammo bonus power would have the team built like this, in the order I'd take them...

Jacob
Squad Incendiary -  the first one to be able to take the skill
Heavy Barrier - for surviability, though you'd probably put some in his passive first
Cerberus Veteran - for more suvivability... I'd take 10% more health than 7% more damage
Pull 1 - pull is probably the best one point skill in the game

Miranda
Unstable Warp - lower cooldown means it has more DPS than heavy
Area Overload - taking down multiple shields is more useful
Cerberus Tactician - passive skill
Slam 1 - not all useful

Zaeed
Concussive Shot 2 - prereq
Squad Disruptor Ammo - the only one to have it. Eats Geth for breakfast
Mercenary Warlord - more damage... 13.5% damage is more useful than 5% more health
Inferno Grenade 3 - sucks, but considering you can't max concussive shot and he needs something against armor...

Mordin
Area Incinerate - the only area armor killer power you have access to until you get Samara's loyalty
Salarian Savant - considering his choice of weapons, survivability is more important
Area Neural Shock - Considering the two baddest organics, Scions and Harbingers, don't have a health bar, Area makes sense

Garrus
Concussive Shot 2 - prereq
Area Overload - since Miranda goes warp first, Garrus will be your first overloader
Squad AP ammo - decent ammo power
Turain Renegae 3 - for passives

Grunt
Krogan Pureblood - he's not there for DPS but for tanking ability... the only one that sports health regen
Concussion Shot 2 - prereq for ammo skill
Squad Incendiary-  CC is way too good against organic health
Fortification 3 - for more tanking power

Jack
Squad Warp Ammo - she sucks without it. Meaning Jack ain't useful till you actaully do her loyalty
Wide Shockwave -  considering she won't be in optimal position to launch this, its better to get wide
Primal Adept - the CD reduction is more noticeable than the damage increase

Tali
Combat Drone 2 - prereq
Enhanced AI Hacking - ie. the save your butt power against synthetics. Enhanced version because  with area, your targets tend to split apart, meaning rehacking them  would most probably only hit one anyway
Heavy Energy Drain - not area since it does not have CC elements of overload, and its not so important when it already has 1.2m AoE already. It's there to drain more quickly enemy shields so you can AI hack earlier
Quarian Engineer 3 - to get duration upgrades

Thane
Concussive shot 2 - prereq
Unstable Warp- his only saving grace
Drell Marksman - see Zaeed
Shredder 1 - crappiest ammo ever. Only works against health and only against organics. Makes him the worst squad member IMO, but then again, I don't have incisor rifle

Samara/Morinth
Area Reave/Enhanced Dominate - awesome. No wonder its only one or the other. Samara though has more uses
Caedo Justicar/Endua Yakshi - to increase the frequency of the above skill
Area Throw - so you can clear a bunch of husks in one shot

Legion
Enhanced AI Hacking - see Tali
Geth Trooper - Legion's main purpose is to tank, DPS is only secondary
Heavy GSB - again, he's there to tank first

#4
Gaidren

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DragoonKain3 wrote...
Miranda
Unstable Warp - lower cooldown means it has more DPS than heavy


By my math it comes out to the same DPS as Heavy, but with less up front burst.  25% reduction in cooldown vs. 25% extra damage.  It's a wash.

Also, anybody else notice that for Sheppard he doesn't get the CD reduction with Unstable?  Both Unstable and Heavy are 6 sec for Sheppard (vs. 9/12 for squad members).

#5
apk117

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For my Soldier's Insanity run (started at lvl 30) I used:



Miranda

Heavy Warp 4

Area Overload 4

Cerberus Tactician 4 (I think this is the one, used the one with the most weapon damage)



Grunt

Concussive Blast 4

Incendiary Ammo 0 (I had squad ammo)

Krogan Pureblood 4 (Combined with 2/2 Krogan Vitality is impressive)

Heavy Fortification 4 (Icing on the cake, Grunt was a tank)

#6
tvai

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I concur with DragoonKain3.

#7
mikedelta1212

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drag..., im curious as to why you didnt go with heavy fort considering the fact that grunt is by far the best tank in the game, and why use the extra 2 points in concussion?

#8
mikedelta1212

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im currently playing adept insanity, and grunt is my best friend. i use him like an engineer uses a drone. i send him up front to kill while i cc. when he gets dented up i turn him around to cover, repeat as needed. his health armor and fort are awesome, not to mention the claymore.

#9
Atmosfear3

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Area Neural Shock - Considering the two baddest organics, Scions and Harbingers, don't have a health bar, Area makes sense




Huh? Does neural shock work through defenses?

#10
DragoonKain3

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@Gaidren

By my math it comes out to the same DPS as Heavy, but with less up front burst. 25% reduction in cooldown vs. 25% extra damage. It's a wash.


Slightly incorrect. 25% cd reduction means a 33% increase in DPS, meaning unstable would do 17.8 dps compared to Heavy's 16.7 dps.

Personally though, I only ever manually use warp with teammates if I can do Warp Explosion, and I feel that the lower CD plus higher DPS is more valuable than frontloaded damage. Unstable with CD upgrade comes to 7.2 sec CD, which makes it perfect for biotic warp explosion chains if that is your sort of thing.

Think about it, with Adept Shepard sporting 1.8s lifts and 3.6s heavy warps, you can...

0s: Miranda Unstable Warp to strip defenses, Adept Shephard Lift
1.8s: Shephard Heavy Warp Explosion
5.4s: Shephard Lift another target
7.2s: Miranda Unstable Warp Explosion. Shephard lift another target
And so on and so forth.


@mikedelta1212

drag..., im curious as to why you didnt go with heavy fort considering the fact that grunt is by far the best tank in the game, and why use the extra 2 points in concussion?

Squad Incendiary Ammo needs Concussion 2 as a prereq. Believe me, if I had a choice, I'd take Heavy Fort anyday.

And besides, the difference between fortification 3 and heavy fort is a 25% armor difference. That's only 75 extra armor at best, so its not like you're losing much. It's only really there to give Grunt extra time to recharge his health anyways.

So yeah, Ammo 4 + Fort 3 > Ammo 3 + Fort 4, by a mile.


@Atmosfear3

Huh? Does neural shock work through defenses?

It doesn't, and that's why Enchanced Neural Shock sucks even more than Area (Neural Shock as a whole is underwhelming, kinda like Slam). The Organics you want to chain stun with Neural Shock can NOT be stunned in the first place, so that leaves Area as your best option since its useful when you have stripped a bunch of people's defenses (ala Area Incinerate for example).

#11
Akai San Kaku Tou

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Always go for Heavy Warp for your Shepard and Unstable Warp for squad mates. Why?



Unstable Warp has a cooldown of 9 secs for squad members but Heavy Warp has 12 secs of cooldown.



For Commander Shepard it is 6 secs for both versions.



You will be able to deal more damage over time and achieve more satisfying combos if you choose the Unstable version for Miranda and Thane.