Right. Going through my 2nd playthrough right now on Hardcore, and want to do a third one with the same Shepard on insanity+. My usual Group looks like this:
Shepard, Infiltrator, Widow, Assassin Cloak, Assassin Spec, group disruptor ammo, tungsten rounds, bit of incineration
Grunt, standard assault rifle, Inferno rounds, max. hp reg, few points on that special shooty thing and his armor skill
Miranda, mp, heavy warp, max team hp improvement, overload 3/4
So far this is serving me extremely well with Miranda shooting the shields away thanks to group disruptor ammo, Grunt+me dealing with the shields etc etc. Grunt can take a lot of damage like this. Bit I don't really know whether that'll still work on insanity+. Thoughts, comments?
Wanting to start insanity+ soon, would like comments on my (group) build
Débuté par
ACgabs12
, mars 11 2010 02:17
#1
Posté 11 mars 2010 - 02:17
#2
Posté 11 mars 2010 - 02:50
You should be alright
#3
Posté 11 mars 2010 - 03:16
Sounds like a good setup.
Grunt could be interchangeable with Jacob if you want to set up Warp Explosions with Miranda and he's a decent tank as well. But whatever your preference, it will work.
Grunt could be interchangeable with Jacob if you want to set up Warp Explosions with Miranda and he's a decent tank as well. But whatever your preference, it will work.
#4
Posté 13 mars 2010 - 04:09
ACgabs12 wrote...
Miranda, mp, heavy warp, max team hp improvement, overload 3/4
Bit I don't really know whether that'll still work on insanity+. Thoughts, comments?
I've played through insanity with a couple of different classes and abilities/equipment that increase health and/or shields for shepard or the party gives like half a second of additional survivability. Its seems to be better to just go for straight damage increases. Other than that, your hardcore playthrough should not be that different from insanity.
#5
Posté 13 mars 2010 - 11:55
You know that you don't have to and probably shouldn't stick with the same squad setup and the same build for the entire game right?
Just checking on my most recent save (4/5 squad Damage Protection), Grunt with Krogan Vitality 2/2 has 623 health and 300 armour at level 30. When you get Heavy Fortification his armour bumps up to 720.
It sounds like alot but before you get Fortification he will still die in like 3 seconds to Insanity+ Harbinger if hes out from cover. In the end the best thing you can do for your squadmate's survivability is to waypoint them correctly. This may involve some trial and error to find the best cover and it means being conscious of doing things like making sure they don't take cover on the wrong side of the crate.
I think Area Overload and Unstable Warp is better on Miranda. If I've got Warp in the team I always want to have Pull Field. Warp Detonations do good damage, great crowd control and if you take the area versions of Warp and Overload it makes it easier to catch groups with Pull.
Heres a late game Infiltrator demo on Dantius Tower (4/5 sniper, 4/5 smg, 4/5 biotic damage, 4/5 damage protection): www.youtube.com/watch
Heres an early game Infiltrator demo in Omega Slums (no upgrades): www.youtube.com/watch
Pull/Warp feature prominently in both and I found biotic squadmates hard to beat throughout the entire game.
The biggest problem you'll have is pacing your ammo so you will eventually have to use the SMG and you will want massive crowd control so you can get close/point blank to take advantage of the range multiplier. I recommend Squad Cryo above Tungsten rounds for everything up to Horizon. Around that point you will have 3/5 sniper upgrades so I recommend retraining to Tungsten Rounds for Bloodpack missions (since you can now one shot Krogan armour off with a cloaked headshot). Otherwise, I still think Squad Cryo gives you more flexibility to switch between sniper/smg without losing too much speed.
Don't take any ammo powers on squadmates if you can help it. They will override your Squad Disruptor/Cryo/Armour Piercing rounds.
Just checking on my most recent save (4/5 squad Damage Protection), Grunt with Krogan Vitality 2/2 has 623 health and 300 armour at level 30. When you get Heavy Fortification his armour bumps up to 720.
It sounds like alot but before you get Fortification he will still die in like 3 seconds to Insanity+ Harbinger if hes out from cover. In the end the best thing you can do for your squadmate's survivability is to waypoint them correctly. This may involve some trial and error to find the best cover and it means being conscious of doing things like making sure they don't take cover on the wrong side of the crate.
I think Area Overload and Unstable Warp is better on Miranda. If I've got Warp in the team I always want to have Pull Field. Warp Detonations do good damage, great crowd control and if you take the area versions of Warp and Overload it makes it easier to catch groups with Pull.
Heres a late game Infiltrator demo on Dantius Tower (4/5 sniper, 4/5 smg, 4/5 biotic damage, 4/5 damage protection): www.youtube.com/watch
Heres an early game Infiltrator demo in Omega Slums (no upgrades): www.youtube.com/watch
Pull/Warp feature prominently in both and I found biotic squadmates hard to beat throughout the entire game.
The biggest problem you'll have is pacing your ammo so you will eventually have to use the SMG and you will want massive crowd control so you can get close/point blank to take advantage of the range multiplier. I recommend Squad Cryo above Tungsten rounds for everything up to Horizon. Around that point you will have 3/5 sniper upgrades so I recommend retraining to Tungsten Rounds for Bloodpack missions (since you can now one shot Krogan armour off with a cloaked headshot). Otherwise, I still think Squad Cryo gives you more flexibility to switch between sniper/smg without losing too much speed.
Don't take any ammo powers on squadmates if you can help it. They will override your Squad Disruptor/Cryo/Armour Piercing rounds.
Modifié par Besetment, 13 mars 2010 - 12:00 .
#6
Posté 13 mars 2010 - 04:03
I found using dominate on my infiltrator insanity run made it really quite easy.
All i had to do was snip 1 enemy to health dominate then since i'm attacking from long range my new little helper takes all the aggro leaving me free to head shot without even being shot at most the time.
Biggest problem i had was ammo issues had to go grab sum in the middle of sum fights but cloak really helps with this anyway.
All i had to do was snip 1 enemy to health dominate then since i'm attacking from long range my new little helper takes all the aggro leaving me free to head shot without even being shot at most the time.
Biggest problem i had was ammo issues had to go grab sum in the middle of sum fights but cloak really helps with this anyway.




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