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Squadmate Build Priorities


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#1
swk3000

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I've gotten a lot of information on how to run a Soldier, so I'm doing very well. My squadmates, however, have always been a bit of a head-scratcher for me. My biggest issue is mainly what skills to prioritize. Do I focus on this skill at the expense of all others? Or do I level them all evenly? I can never decide. What I generally end up doing is yanking points from any Ammo Powers they have, then maxing out their other powers. This is generally a solid tactic, but hits a stumbling block when it comes to characters like Miranda and Mordin.

What I'm wondering is if anyone could help me figure out how each of the squadmates (except Morinth, because I never get her) should have their Squad Points assigned when being leveled up. What skill or skills should I focus on? Should I max that skill first, or spread pointsKeep in mind that I'm a Soldier, so I don't need to bring people along for Squad Ammo Powers. In fact, I plan to make sure that no-one has any Ammo Power.

#2
sinosleep

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Even as a soldier, it's handy to have at least Jacob invest in squad incendiary so you can max out AR and your passive straight away instead of wasting time on an ammo power in the early game. In practically every rpg, I see it as kind of a waste so spread points around, the same goes for ME 2. I tend to max the class skills, then the passive, then whatever is left on my PC. I tend to do something similar on squadmates, I max whatever skill it is I'm primarily bringing then on a mission for, and then max the passive.



So for soldiers what I tend to do is while I max out AR and my passive I have



1.) Jacob max squad incendiary, then work on pull

2.) Miranda max overload, passive, warp

3.) Grunt max regen, fort, your choice

4.) Jack max pull (think shockwave is crap), max passive, your choice



you get the idea. Max whatever you are going to primarily use that squadmate for then move on.

#3
Kronner

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It really comes down to your needs. Squad Ammo can be very useful for some classes, for other classes it is annoying since they keep overwriting your ammo power.
Anyways, these are the builds I usually go with:

Shepard:
Inferno Ammo 10
Squad Cryo Ammo 10
Heavy Charge 10
Shockwave 3
Pull 6
Champion 10
Slam 1

Miranda:
Area Overload 10 (3rd)
Unstable Warp 10 (2nd)
Cerberus Leader 10 (most important for me)
Slam 1 (automatic point)

Jacob
Squad Inferno Ammo 10 (1st) - I never use him once I get Grunt
Pull Field10 (2nd)
Passive 6 (3rd)
Barrier 3 (last)

Mordin
Area Incinerate 10 (1st)
Cryo Blast 3 (3rd)
Passive 10 (2nd)
Neural Shock 6 (last)

Garrus
Area Overload 10 (1st)
Consussive shot 3 (last)
Passive 10 (2nd)
AP Ammo 6 (3rd)

Jack
Pull Field 10 (1st)
Shockwave 6 (3rd)
Passive 10 (2nd)
Warp Ammo 3 (last)

Thane
Unstable Warp 10 (2nd)
Throw 3 (1st)
Passive 10 (3rd)
Ammo 6 (last)

Samara
Pull  Field10 (1st)
Throw (i think?) 6 (3rd)
Passive 10 (2nd)
Reave 3 (cos I hate Reave) 4th

Tali
Hacking 3 (1st)
Attack Drone 10 (2nd)
Passive 6 (3rd)
Area Energy Drain 10 (last)

Legion
Drone 10 (1st)
Hacking 0
Passive 10 (2nd)
Geth Shield 10 (3rd)

Zaeed
Concussive Blast 10 (last)
Disruptor Ammo 0
Passive 10 (1st)
Inferno Grenade 10 (2nd)

Grunt
Concussive Blast 10 (2nd)
Inferno Ammo 0
Krogan Pureblood 10 (1st)
Heavy Fortification 10 (last)

Sorry for any grammar or game-info mistakes, I am writing this from a bus so I did not check if this is correct, but I think this is pretty much what I do when playing a Vanguard from level 5 and I take Miranda+Grunt on 90% (just guessing) of the missions, just because Miranda is hot and Grunt is..a krogan. But I like all squadmates in combat, even Tali.
For Soldier and Infiltrator I do pretty much the same builds, for Sentinel/Engineer/Adept I prefer squad ammo provided by Grunt, Jacob, Garrus or Jack.

edit: btw I do realize Miranda+Grunt is not an optimal squad, but since I kill basically every enemy with a Claymore/Eviscerator blast, I may as well take characters I like the most, not to mention that Miranda is probably the best squadmate anyways.

Modifié par Kronner, 19 mars 2010 - 02:34 .


#4
cruc1al

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Generally speaking, I've found it best to put minimum points in each (useful) ability apart from the passive, then start maxing out one skill, and then max out another skill etc.

Since Soldier unlocks cryo ammo only after two levels in disruptor and incendiary, and since Soldiers are weak on crowd control, it could be useful to max out Mordin's Full Cryo Blast ASAP.

It might be one of the most useful CC abilities in your whole team because it has only a 4.5 second cooldown (exclusive to the evolved stage). As a soldier you'll rip through defenses quickly, then just use Mordin's cryo on anyone just down to health and it'll be a breeze.

After that, Incineration blast is essential, and then the class passive for survivability. Neural shock is useless because of full cryo, IMO.


Modifié par cruc1al, 19 mars 2010 - 03:40 .


#5
Sabresandiego

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Here are the best tips in building effective squadmates from my playthroughs:



1. Area Overload, Pull Field, and Unstable Warp are the 3 best abilities in the game so get them on every character that can use them.



2. Miranda is good on every mission in the game, there are only a few missions where shes not the best choice but she is always a good choice. The squad passive is great and she has 2 of the best abilities.



3. Samara is a special case, she is easily the second best character in the game if you utilize area reave properly. The correct way to build her is to avoid maxing throw and her passive, and instead get Pull Field and Area Reave. Do her loyalty early and you can pair her with Miranda early on for pretty much the best squad in the game for almost every mission.



4. Only get squad ammo on characters that you plan on always using their ammo with, because they will constantly be overwriting any other ammo.


#6
swk3000

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Alright. Thanks for the advice. My main concern was figuring out what was actually worth getting, and what would be a waste of points. Thanks for the input.

#7
Leon Zweihander

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I myself just recently learned about warp explosions. I've stuck with biotic companions since then, specifically Miranda and Samara as an Infiltrator. For Miranda I've focused on getting cerberus leader first for the bonus on health and weapon damage, followed by area overload then unstable warp last.

For Samara priorities are sapiens justicar, throw 2, pull 1, area reave, throw 3 then pull 2. My plan is to have each member focus on an area power to strip off a defense bar; armor for myself, shields for Miranda, and barrier for Samara. On Insanity difficulty I haven't seen much use for field pulls since every mob has a defense, normal pull works for setting up warp detonates.

Modifié par Leon Zweihander, 19 mars 2010 - 10:24 .


#8
Hyunsai

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On my adept insanity run, I find maxing Miranda's Warp ASAP much more efficient than her group buff... I always do Instable Warp first, then Overload, and the squad passive. Only one point in slam.

#9
VirtualAlex

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Shockwave and Slam are probably the biggest wastes.

I think Nueral Shock is a waste too actually. Not sure when it's better then Cryo Blast.

Modifié par VirtualAlex, 19 mars 2010 - 09:53 .


#10
Atmosfear3

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Sabresandiego wrote...

Here are the best tips in building effective squadmates from my playthroughs:

1. Area Overload, Pull Field, and Unstable Warp are the 3 best abilities in the game so get them on every character that can use them.

2. Miranda is good on every mission in the game, there are only a few missions where shes not the best choice but she is always a good choice. The squad passive is great and she has 2 of the best abilities.

3. Samara is a special case, she is easily the second best character in the game if you utilize area reave properly. The correct way to build her is to avoid maxing throw and her passive, and instead get Pull Field and Area Reave. Do her loyalty early and you can pair her with Miranda early on for pretty much the best squad in the game for almost every mission.

4. Only get squad ammo on characters that you plan on always using their ammo with, because they will constantly be overwriting any other ammo.


Pretty much nails it.  

I would like to point out for #4 that personally, I always get squad ammo for teammates including Zaeed, Jack (don't use her much though), Grunt, and Jacob.  You rarely ever need more than 1 squad ammo per mission and those that do you can easily just have one of your squad use their own ammo (by switching up the weapons and applying) and the other one plus Shepard use another.

#11
Sabresandiego

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Leon Zweihander wrote...

I myself just recently learned about warp explosions. I've stuck with biotic companions since then, specifically Miranda and Samara as an Infiltrator. For Miranda I've focused on getting cerberus leader first for the bonus on health and weapon damage, followed by heavy overload then unstable warp last.

For Samara priorities are sapiens justicar, throw 2, pull 1, area reave, throw 3 then pull 2. My plan is to have each member focus on an area power to strip off a defense bar; armor for myself, shields for Miranda, and barrier for Samara. On Insanity difficulty I haven't seen much use for field pulls since every mob has a defense, normal pull works for setting up warp detonates.


Pull field isnt an absolute must on Samara but pull is. Pull field makes targeting errors less likely, and is extremely effective when used in conjunction with area reave or defense stripping attacks. I personally prefer pull field on Samara to sapiens justicar, but as long as she has both pull and area reave she is a wrecking ball.

#12
Kronner

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Atmosfear3 wrote...
...
I always get squad ammo for teammates including Zaeed, Jack (don't use her much though), Grunt, and Jacob.  You rarely ever need more than 1 squad ammo per mission and those that do you can easily just have one of your squad use their own ammo (by switching up the weapons and applying) and the other one plus Shepard use another.


For come classes yeah, for Vanguard, squad ammo on a teammate sucks.

Modifié par Kronner, 19 mars 2010 - 10:07 .