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After Infiltrator and Vanguard what else is there?


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#1
ScroguBlitzen

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Both of these classes are completely awesome.  Either one of them can tear up enemies on Insanity with completely different and complementary play styles.

All the other classes seem pretty meh by comparison.

Sure, I could shoot of your shields, and then warp your armor off, then pull and throw you... OR I could just zoom in and blow your head off.

I could put a drone on you, and then overload your shields, shoot through your armor then freeze you and melee you to death OR I could charge over there, put my shotgun in your mouth and pull the trigger.

How does one bring themselves to play another class after experiencing the epicness of this dynamic duo?

#2
RamsenC

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Soldier is pretty insane with the Revenant and adrenaline rush. You may not like it as much as those classes, but it is powerful. I actually thought soldier was pretty fun, although mindless and easy. Just play extra aggressive with the Revenant.

Like this 

Modifié par RamsenC, 02 mars 2010 - 07:21 .


#3
Lycidas

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If you take your time to figure out the Adept it can be a lot of fun on Insanity. It took quite some time in my case but I really start to like it.

#4
VirtualAlex

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Not sure what you are saying. Are you saying Infiltrator/Vanguard is more fun or more powerful than the other classes?

#5
ScroguBlitzen

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I've played Soldier as well with the Revenant. It's pretty fun but can't really compare to the Infiltrator or Vanguard.



Infiltrator and Vanguard are both more fun and more powerful than the other classes. Soldier is close to the same killing speed as Infiltrator, but Vanguard is much faster than anything else when played right.



I plan on playing all of the classes on Insanity, but I don't see how any of the others will be as much fun.

#6
VirtualAlex

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well fun and power aren't the same thing. I had much more fun being an adept then infiltrator or soldier.



Vangaurd is the most fun though. But I would hardly disregard all the other classes. I mean it's only logical that you will enjoy some more than others.

#7
sandman7431

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I actually found the vanguard to be one of the harder classes to play as (especially on hardcore and insanity). One bad move and you're pretty much dead. Adept and engineer are fun but very challenging on higher difficulty levels. Sometimes it's fun to just take an adept on normal so you can just toss people around.



Infiltrator is pretty cool and so is vanguard but IMO in terms of pure, unadulterated badassery, the soldier is unparalleled. Once you get over the idea that he is somehow supposed to be less versitile and more linear, you realize that he's the most versitile class in the game. Essentially, the tech powers and biotics are weapons themselves but I would take the LMG over Singularity any day of the week. Also there is the very fun sniper varient of the soldier if you really liked the infiltrator. Take the widow from the collector ship and use the vindicator. You'll find that in terms of damage, the soldier is actually a better sniper than the infiltrator (though he has no cloak ability). You should play as the sentinel for a bit too just to see what you think. The tech armor really is cool. It's just too bad it's wasted on an otherwise boring class.

#8
ScroguBlitzen

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The Vanguard involves lots of dying while learning to play it aggressively on Insanity, but once you have it down then I think it's actually a lot easier than an Infiltrator. No enemies can storm your position as a Vanguard. It's a lot of fun to see Krogan gear up for a big charge only to get charged right back in the face by you and your shotgun. Some of the more tricky fights as an Infiltrator are a complete cake-walk for the Vanguard. You really don't even need to be in cover for most fights, as long as you are moving and shooting and charging when it's up, you become pretty much a God of the battlefield.



Using the Viper Sniper Rifle with the Vanguard is pretty fun too, instead of charging then shotgunning to the face to strip enemy defenses, you zoom in and strip their defenses with a couple shots from the Viper then immediately charge them and send them flying... almost too much fun...

#9
Darnalak

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I'll put forth the Assault Sentinel as a worthwhile play through! Destroy the Galaxy through Tanking goodness! (and alot of throwing, freezing, electricutings and melee beatdowns!)

#10
FoFoZem

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Engineer

#11
Br0th3rGr1mm

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Until the other classes have been experienced, the OPs comments lack any validity.

#12
Spyndel

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The reason they put other classes in the game, is to cater to different tastes and playstyles. Can't expect to like them all the same.

#13
Arde5643

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There are 2 very fun builds for the adept if you're interested:

Power Assault adept:
Shotgun adept with heavy throw, area pull, unstable warp, 2-3 levels of singularity, and nemesis spec - this is the adept built for those who like using powers all the time as well as close combat and flanking action.

For squadmates, you take one defense strippers (Garrus/Thane/Miranda/Tali/Samara) and one ammo squadmate (Jacob/Zaaed/Jack) and you pretty much only use guns for close combat action or places you can't reach with shotguns.  Which means for bonus powers, your best bet is energy drain.

Your most used skills are pull and throw with warp for some AoE as well as singularity for close combat action or tactical manouvering (stunlock some enemies while you manouver to different covers)

This adept excels at medium range to close range - pull/throw + warp detonation on medium range combat and singularity mano-to-mano shotgun action on close range (best way to fight scions/harbingers with this adept is either long range warp spam or close range singularity stun-lock shotgun action)



Biotic Defender Adept:
Assault Rifle adept with heavy shockwave, wide singularity, unstable warp, area pull and bastion spec - this is the adept build for those who prefer shooting at long to medium range with medium usage of powers for stunlocking enemies (shockwave/singularity) and AoE damage (singularity/pull -> warp)

Your best weapon is the vindicator for long and medium range combat combined with either shockwave or singularity stun-locking your opponents.

For teammates, get one sniper teammate (Thane/Garrus/Legion) and one defense stripper (Garrus/Thane/Miranda/Tali/Samara).

At long to medium range, your most spammed powers are shockwave and singularity where your vindicator and sniper teammates will shred any enemy staggered or stunned with singularity fairly quickly. This means your best bonus skill is an ammo power (AP ammo for regular missions and warp ammo for collector missions).

This build excels on long range and attrition battles (with shockwave) and medium range with singularity and the usual pull/singularity -> warp detonation AoE damage. This build uses singularity at close range defensively as a way to retreat to a better cover or offensively at long/medium range to stun and shoot enemies.



This isn't an optimal adept build, but they're very fun builds to cater the offensive and defensive-minded crowds.

Modifié par Arde5643, 02 mars 2010 - 08:09 .


#14
ScroguBlitzen

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I love all of the classes in ME1 with the exception of Engineer so I really want to love all the classes in ME2 as well.

Don't get me wrong, I don't think they've made the other classes bad, it's almost that they've just made the Infiltrator and Vanguard too good.

I will definitely be eventually playing through Insanity with all of the classes though.

#15
bevey2176

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I recommend the assault sentinel after playing the vanguard I just played to sentinel super aggressive. It did take some getting use to to run in after playing with charge though.

#16
baller7345

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The classes this time cater to much different play styles when comparing combat classes to power classes. In ME1 every class had access to some high damaging weapon ability which meant they all could kill extremely quickly. In ME2 the power classes may be slightly slower and seem to deal out less damage but what you lack in brute force you make up for in battlefield control through various methods (i.e. singularity, combat drone, cryo blast, pull, etc). These abilities may not be damaging as any of the combat classes abilities/special weapons but they still are extremely powerful in their own right. Hit any enemy with a fully evolved (some don't even need to be evloved) version of those abilites and you can more or less forget about them as they become your own organic/synthetic punching bag because they are under your control.

#17
DirewolfX

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I did Infiltrator and Vanguard already, and Engineer is way more fun. Nothing quite like locking down an entire wave of enemies with combat drone, cryo, incinerate, etc.

#18
Cookie775

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Arde5643 wrote...



Power Assault adept:
Shotgun adept with heavy throw, area pull, unstable warp, 2-3 levels of singularity, and nemesis spec - this is the adept built for those who like using powers all the time as well as close combat and flanking action.

For squadmates, you take one defense strippers (Garrus/Thane/Miranda/Tali/Samara) and one ammo squadmate (Jacob/Zaaed/Jack) and you pretty much only use guns for close combat action or places you can't reach with shotguns.  Which means for bonus powers, your best bet is energy drain.

Your most used skills are pull and throw with warp for some AoE as well as singularity for close combat action or tactical manouvering (stunlock some enemies while you manouver to different covers)

This adept excels at medium range to close range - pull/throw + warp detonation on medium range combat and singularity mano-to-mano shotgun action on close range (best way to fight scions/harbingers with this adept is either long range warp spam or close range singularity stun-lock shotgun action)



I'm trying this build right now on my new Adept, but I'm having a lot of trouble. I can't seem to survive very long up close, even when using cover liberally, with the Adept's limited survivability.

I'm not sure if I'm using Heavy Throw properly either; it often doesn't kill my target even though it's defenses are fully stripped and I often use squadmates to pull before throwing. It seems the only kills I get with Heavy Throw are if I manage to knock someone off a ledge. I'm finding a lot more success with just pull/warp, but end up having to use singularity a lot anyway when enemies charge me. Any tips? Haven't picked up the shotgun yet, using SMG for now.





In regards to the OP, my current Infiltrator playthrough is much easier than I expected. Once you get the Piercing and Headshot upgrades for sniper rifles, plus either Warp/Tungsten Ammo going, one-shot kills on Insanity are very common. Even mission bosses or YMIR mechs get their armor stripped in a single headshot, it's pretty ridiculous. Fun though. Vanguard was more of a challenge, but still very effective. Assault Sentinel was super fun too, I ended up using SMG's till the end; Tempest is a beast of weapon up close.

#19
Arde5643

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Can you tell me which battles are you having trouble with? It's also very important to have the right squadmates for this build. And are you also using energy drain as your bonus skill?



Early on, heavy throw isn't really used as insta-kills - it's more for cc and damage capability all at the same time. Enemies hit by heavy throw suffer damage and cannot get back up until 6-7 seconds. Once you have the biotic upgrades, then heavy throw can easily be used for insta-kills combined with pull.



Without the shotgun, your flanking and CQC ability will be compromised since the SMG, while powerful up close, lacks the stun ability of the shotgun at close range. This is why singularity combined with shotgun is quite a powerful combo.



After that, you shouldn't really shoot too much with this build unless it's necessary or it's a surefire kill - it's not a build designed for long attrition battles. The goal is to advance/flank and force your enemies to retreat to a disadvantageous position where your squadmates can easily flank them.

Unfortunately, until you get the shotgun, your CQC ability is halved by only using SMG.



Early on, without the shotgun, it's safer to do it the long tedious way - lots of singularity and shooting and then warp detonations.

#20
Schneidend

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Try playing an agressive shotgun Soldier. Not as easy as simply teleporting to enemies and shotgunning them like a vanguard. Tougher to figure out the technique, but storming into an enemy while Adrenaline Rush is up and then using the same shotgun-melee tactics the Vanguard would after a Heavy Charge is pretty effective, if a bit riskier.

#21
Cookie775

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Arde5643 wrote...

Can you tell me which battles are you having trouble with? It's also very important to have the right squadmates for this build. And are you also using energy drain as your bonus skill?

Early on, heavy throw isn't really used as insta-kills - it's more for cc and damage capability all at the same time. Enemies hit by heavy throw suffer damage and cannot get back up until 6-7 seconds. Once you have the biotic upgrades, then heavy throw can easily be used for insta-kills combined with pull.

Without the shotgun, your flanking and CQC ability will be compromised since the SMG, while powerful up close, lacks the stun ability of the shotgun at close range. This is why singularity combined with shotgun is quite a powerful combo.

After that, you shouldn't really shoot too much with this build unless it's necessary or it's a surefire kill - it's not a build designed for long attrition battles. The goal is to advance/flank and force your enemies to retreat to a disadvantageous position where your squadmates can easily flank them.
Unfortunately, until you get the shotgun, your CQC ability is halved by only using SMG.

Early on, without the shotgun, it's safer to do it the long tedious way - lots of singularity and shooting and then warp detonations.


Thanks for the tips. I'm not having trouble with any fights in particular, it's just going rather slow. Heavy throw is doing it's job as CC, but it's not killing targets yet, I suppose I need to upgrade Biotic Powers like you said.

#22
Arde5643

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Yeah, early on as the adept, get used to slow battles since your powers aren't fully upgraded yet. Plus you don't have shotgun or assault rifles yet which means you have to rely on SMG and pistol for both medium and close range.



Some more tips for power evolution early on:

* get singularity to lvl 2

* get warp to lvl 2 or lvl 3 for warp detonation and killing armor

* max out nemesis as soon as possible since your build is very dependant on power cooldown and power damage

* get pull to lvl 1 or lvl 2

* get energy drain at lvl 1

* by the time you get to collector ship or close to it, you should max out throw to heavy throw

Early on in the game, you'll be dependant on singularity, pull, and warp combo - throw isn't as useful early on since it's still weak. Once you have enough points for heavy throw though, you should start seeing its power, especially in collector ship when a heavy throw can strip half of the barrier of a collector drone instantly.



I'm playing a vanguard now and while some battles are much faster thanks to charge, I really miss the options I have as an adept at middle range where I have pull/throw/singularity/warp.

Vanguards are great at close range and fine on long range, but they really suck for middle range.

#23
NICKjnp

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Cookie775 wrote...

Arde5643 wrote...



Power Assault adept:
Shotgun adept with heavy throw, area pull, unstable warp, 2-3 levels of singularity, and nemesis spec - this is the adept built for those who like using powers all the time as well as close combat and flanking action.

For squadmates, you take one defense strippers (Garrus/Thane/Miranda/Tali/Samara) and one ammo squadmate (Jacob/Zaaed/Jack) and you pretty much only use guns for close combat action or places you can't reach with shotguns.  Which means for bonus powers, your best bet is energy drain.

Your most used skills are pull and throw with warp for some AoE as well as singularity for close combat action or tactical manouvering (stunlock some enemies while you manouver to different covers)

This adept excels at medium range to close range - pull/throw + warp detonation on medium range combat and singularity mano-to-mano shotgun action on close range (best way to fight scions/harbingers with this adept is either long range warp spam or close range singularity stun-lock shotgun action)



I'm trying this build right now on my new Adept, but I'm having a lot of trouble. I can't seem to survive very long up close, even when using cover liberally, with the Adept's limited survivability.

I'm not sure if I'm using Heavy Throw properly either; it often doesn't kill my target even though it's defenses are fully stripped and I often use squadmates to pull before throwing. It seems the only kills I get with Heavy Throw are if I manage to knock someone off a ledge. I'm finding a lot more success with just pull/warp, but end up having to use singularity a lot anyway when enemies charge me. Any tips? Haven't picked up the shotgun yet, using SMG for now.





In regards to the OP, my current Infiltrator playthrough is much easier than I expected. Once you get the Piercing and Headshot upgrades for sniper rifles, plus either Warp/Tungsten Ammo going, one-shot kills on Insanity are very common. Even mission bosses or YMIR mechs get their armor stripped in a single headshot, it's pretty ridiculous. Fun though. Vanguard was more of a challenge, but still very effective. Assault Sentinel was super fun too, I ended up using SMG's till the end; Tempest is a beast of weapon up close.


With the Adept the key is to upgrade damage protection and heavy skin weave whenever possible.  On harder difficulties (hardcore or insanity) you will need wide singularity and unstable (or heavy) warp.  The key with the adept is to have a second biotic in your party (preferably Miranda or Thane) so you can max unstable warp and constantly drop warp bombs (Though once you have maxed you core class points and have gotten the bioamp upgrades you will be able to change that up a bit because of the amazing cool down times).   Once you have done so then you can go with Samara (after she is loyal) and Grunt.  Give grunt squad incendiary ammo.  Also... when picking a bonus talent I would suggest choosing energy drain (it works like overload for you)and setting it to level three (leave shockwave at level 2) when you reach level 30.