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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Corvus
Unlocked the Geth Infiltrator yesterday - though still haven't got the Gethgineer :( Even though I'm not much good at aiming (everything seems to know just when I've lined them up and moves just a fraction before I shoot), I'm still enjoying it.
Except for one thing.
The Hunter mode kills my eyes. Even turning brightness all the way down like some people have recommended doesn't do anything.
It means, sadly, until such stage as something is done about it I'm not going to be able to play Geth much.
I have exact opposite reaction. It is easier for me to see things in hunter mode or Krogan rage than not - or at least, adapting to hunter mode is much faster and easier than adapting back to regular.
Between that and green text I think we've established that my eyes Werner Terrible.
Quote:
Originally Posted by
Zevox
Then I'm lost on what you're arguing. You're making rheotorical statements that you don't think are right, which you know I also don't think are right, in order to illustrate... what, that we agree? Doesn't seem like that's what you're getting at, which is confusing the hell out of me here, because that's the only logical conclusion I can come to from that setup.
I was afraid of that. A rehash would just be picking a fight do I suppose this is a loss for me.
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Nova works while you're up there eh? Yeah, that would've been nice in that case. Though I actually didn't have shields half the time, due to enemies firing on me just enough to keep them down.
I was able to charge by randomly highlighting portions of the floor at one point. And nova travels along the ground kind of. I've notice that online some powers it won't hit enemies on platforms above you.
Quote:
I was on Condor, so I had a view of Palaven instead.
Zevox
Fire base ghost is gorgeous, once you get past the pallette issues. On glacier though I sunk into the floor in constant free fall a couple meters below the ground :smalleek:
Quote:
Originally Posted by
Arbitrarity
If you're playing vanguard, host. It prevents the flying bug, and helps a lot with charge failures.
If you're using the Falcon or Striker, host. It prevents them from firing duds.
If you're using the Graal Spike Thrower, Harpoon Gun, or Scorpion, you may want to host. They have problems with long fire delay.
If you're playing anything else, hosting isn't that important.
Somewhat. I've had this problem as the host. Even solo on bronze a couple times. Can't comment on the striker thing; I've had it hit cover even when it should have gone over, but never just not fire.
Quote:
Originally Posted by
Zevox
So, I've opted to go with the full Barrier, ignore Carnage route for my Krogan Vanguard. Won't use Barrier until it's maxed (so I can get that drop in cooldown effect from the max rank), but considering how great I'm doing even without it, I look forward to seeing it in action.
Fun discovery: a Krogan Vanguard in Rage can charge a Cerberus Turret on Silver and live, killing it with heavy melee (one if it was already weakened by about half its shields, two otherwise). A Krogan Vanguard with the effect of Martial Artist on (+75% melee damage for 30 seconds after a Heavy Melee kill) can do the same, but it's riskier and not advised if the Turret has support.
Also, with the shotgun weight reduction from my class skill, my Disciple II gives me 200% recharge rate on its own, 184% with the Predator X equipped as a backup weapon.
Zevox
for the sake of science, use barrier anyway. See if the difference is troublesome or not. And more importantly; when you hit rank 6, drop the predator for a while. I would like to see where tech armor interacts (or barrier, in this case). I theorize that the twenty percent cooler penalty is approximately the same as having 20% less bonus; the same as going from +200% to +180%.
I know capacity points directly affect percent. I know weapon weight decreases do not. Similarly, the recharge speed bonuses on individual powers work differently than the global +/-200% bonus. It will be good to know.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Krade
Edit: Nevermind. Looked it up on the wiki. Bonus item that comes with specific purchases no longer available.
That's annoying. Or at least it would be if anyone used it. But apparently it's not good enough for anyone to use.
On another note, how are people building their Krogan vanguards? Did anyone take the bigger area effect on charge? And how about the Rage tree? I'm torn between health and melee.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
SiuiS
Fire base ghost is gorgeous, once you get past the pallette issues. On glacier though I sunk into the floor in constant free fall a couple meters below the ground :smalleek:
I've flown Krogan Airlines on Glacier and Hydra. On Glacier, I ended up falling forever down the chasm just off the side of the map. On Hydra, I ended up soaring high above the dam. I actually ended up finding where the shuttle parks during the fight.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Fawkes
I've flown Krogan Airlines on Glacier and Hydra. On Glacier, I ended up falling forever down the chasm just off the side of the map. On Hydra, I ended up soaring high above the dam. I actually ended up finding where the shuttle parks during the fight.
Is there an actual landing pad there, or does it just stop?
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
SiuiS
for the sake of science, use barrier anyway. See if the difference is troublesome or not.
I can do that.
Quote:
Originally Posted by
SiuiS
And more importantly; when you hit rank 6, drop the predator for a while. I would like to see where tech armor interacts (or barrier, in this case). I theorize that the twenty percent cooler penalty is approximately the same as having 20% less bonus; the same as going from +200% to +180%.
I know capacity points directly affect percent. I know weapon weight decreases do not. Similarly, the recharge speed bonuses on individual powers work differently than the global +/-200% bonus. It will be good to know.
Don't know if I can do that. I'm not very good at telling the difference in recharge times when it isn't a very big one, and there's no way that 20%, whether taken directly from the weight cooldown or not, would be when I have basically minimum cooldown to start with.
Quote:
Originally Posted by
Sholos
On another note, how are people building their Krogan vanguards? Did anyone take the bigger area effect on charge? And how about the Rage tree? I'm torn between health and melee.
For Charge I always take Force & Damage at rank 4. Though I almost always take damage bonuses over area ones (exception being Chain on Overload), for Charge the force bonus should theoretically help stagger bigger targets when I charge them, so on it especially I'd rather have that.
For Rage I'd certainly say take the melee bonus at rank 5. The alternative is 15% faster shield recharge, but you're recharging your shields from Charge most of the time anyway. Plus the benefit from that rank's melee upgrade, 75% extra melee damage for 30 seconds after any heavy melee kill, is pretty huge. For ranks 4 and 6, it's more a personal call. Arbitrarity has advised in the past that while melee specced Krogan do well on Bronze and Silver, you want the shields instead on Gold, but I've only played Gold with my Asari Adept so far, so that I can't say. I personally went with Durability at 4 and Pure Rage at 6. I figure more shields to recharge is a big benefit, but Pure Rage reducing the number of melee kills needed to activate Rage mode from 3 to 2 (on top of general melee damage boosts) is a bigger one.
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Zevox
For Rage I'd certainly say take the melee bonus at rank 5. The alternative is 15% faster shield recharge, but you're recharging your shields from Charge most of the time anyway. Plus the benefit from that rank's melee upgrade, 75% extra melee damage for 30 seconds after any heavy melee kill, is pretty huge. For ranks 4 and 6, it's more a personal call. Arbitrarity has advised in the past that while melee specced Krogan do well on Bronze and Silver, you want the shields instead on Gold, but I've only played Gold with my Asari Adept so far, so that I can't say. I personally went with Durability at 4 and Pure Rage at 6. I figure more shields to recharge is a big benefit, but Pure Rage reducing the number of melee kills needed to activate Rage mode from 3 to 2 (on top of general melee damage boosts) is a bigger one.
Zevox
On Gold, I have Martial Artist on Rank 5 Fitness. Shield recharge is pretty useless as a Vanguard.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Zevox
I can do that.
Don't know if I can do that. I'm not very good at telling the difference in recharge times when it isn't a very big one, and there's no way that 20%, whether taken directly from the weight cooldown or not, would be when I have basically minimum cooldown to start with.
For Charge I always take Force & Damage at rank 4. Though I almost always take damage bonuses over area ones (exception being Chain on Overload), for Charge the force bonus should theoretically help stagger bigger targets when I charge them, so on it especially I'd rather have that.
For Rage I'd certainly say take the melee bonus at rank 5. The alternative is 15% faster shield recharge, but you're recharging your shields from Charge most of the time anyway. Plus the benefit from that rank's melee upgrade, 75% extra melee damage for 30 seconds after any heavy melee kill, is pretty huge. For ranks 4 and 6, it's more a personal call. Arbitrarity has advised in the past that while melee specced Krogan do well on Bronze and Silver, you want the shields instead on Gold, but I've only played Gold with my Asari Adept so far, so that I can't say. I personally went with Durability at 4 and Pure Rage at 6. I figure more shields to recharge is a big benefit, but Pure Rage reducing the number of melee kills needed to activate Rage mode from 3 to 2 (on top of general melee damage boosts) is a bigger one.
Zevox
I've always been taking multiple targets at rank 4 charge, on the basis that you're often charging into groups and that way you get a big stagger on everything and if you're not charging a group, it probably doesn't matter anyway. I also usually take area increases over damage, so yay empirical comparisons. I can't really speak to gold, but on silver and below you'll one-shot regular trooper regardless, so it makes no difference. Centurions and hunters take an extra headbutt I think compared to going full melee damage and maxing charge damage, possibly even an extra heavy melee if you compare all shield boosts to all melee spec.
The biggest advantage I've seen from group charge damage is that if you charge within a group of enemies you'll get a bunch of staggers and even random kills. For example, charging a couple specials and a couple regular troopers is no problem if they're close together due to the aoe damage and stagger. It still staggers brutes, geth primes, and phantoms even without the extra force. Not sure about atlases and banshees as I won't charge those as a rule (too many stupid instant deaths).
As for other powers: more radius on proximity mine is a must, that power is all about stopping and staggering everything in an area. More radius on throw is surprisingly good (most of the time you won't notice, but when you need to stop an advancing horde, you really need it). I took damage on energy drain though, I think that one is better single target and the extra damage means you can always take down shields in 2 uses or less, even on gold. I also took damage on incinerate because when I have that power I only use it to take down armored targets. As for other things, I hope that the area version of stasis is obvious and you already mentioned the area version of overload. Carnage I never use, but as far as I can tell it's about the same as incinerate and just wants pure damage. All grenades benefit from the area upgrade, as they're best suited to groups of enemies, can already be hard to aim, and you usually want grenades for their stun more than pure damage.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Sholos
That's annoying. Or at least it would be if anyone used it. But apparently it's not good enough for anyone to use.
On another note, how are people building their Krogan vanguards? Did anyone take the bigger area effect on charge? And how about the Rage tree? I'm torn between health and melee.
With the ability to, basically, full heal every 5 seconds, there is no reason not to get damage. Biotic charge is neat, but it's not an attack; it's a method of getting within range. My melee damage makes slapping banshees a viable tactic due to her being staggered 25% of the time, and taking five hits to kill her. It's that pesky lag (where the host swears I had it coming but she was still throwing warp on my screen) that gets me. I end up somewhere in the +300% melee damage region, from memory.
I always take area on biotic charge. Charge is not an attack; it is a setup. With human, it gets me primed for nova, the stronger attack. For battle master, it heals me and boosts my melee for a bit, so I can oneshot shielded enemies without martial artist. With drell it's a travel power that works with pull, or partners. With Asari, it's a panic button between sniping shots. In all cases, charge is not used for damage.
I have points in carnage I can only justify by thinking that I didn't need lighter shotguns anyway.
Quote:
Originally Posted by
Zevox
I can do that.
Don't know if I can do that. I'm not very good at telling the difference in recharge times when it isn't a very big one, and there's no way that 20%, whether taken directly from the weight cooldown or not, would be when I have basically minimum cooldown to start with.
Hmm. Well, it should be about the same as the difference ... No, dang. Alright.
I guess I'll do it myself in about six to twelve weeks :smallannoyed:
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
SiuiS
for the sake of science, use barrier anyway. See if the difference is troublesome or not.
Tried it, and after a control match not using it. Silver game against the Reapers. It was noticeable, but not a problem for the first few waves - I guess the damage reduction helped make up for the longer cooldown against weaker foes. It did start costing me in later waves though, so I'll definitely stick with decreasing the cooldown effect at rank 6.
Oh, and I'm coming to think that the best plan for a Krogan Vanguard vs a Banshee is "target its support and let your allies worry about it." Because really, I don't seem to have anything on Banshees with this guy. I really can't charge, since the lack of ability to roll means I can't get out of melee range quickly when I do. Melee is ill-advised for the same reason. Heck, I've probably been insta-killed by Banshees more as my Krogan Vanguard than as any other character I've played, and those have all been just from the Banshees teleporting up on me outright, since I can do little about it thanks to my lack of dodge rolling. And the weapons I'm packing (Disciple II and Predator X) mostly just annoy them. Maybe once I get a better shotgun to a high enough rank to consider using it (Graal, Claymore) I'll have the ability to help with those, but right now I feel like my only option is to haul out a missile launcher.
On the other hand, I actually feel like I'm helping by charging their support - especially Ravagers. Oh dear, Vanguards are the bane of Ravagers everywhere, and the Krogan is no different. It's so much fun charging a group of two or three of those and just tearing them to pieces with shotgun fire, heavy melee, and charge. Keeps their fire off the others, and gets me some high-value kills at hardly any risk.
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Landis963
Is there an actual landing pad there, or does it just stop?
It stops and floats right over the dam.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
SiuiS
I always take area on biotic charge. Charge is not an attack; it is a setup.
I find the exact opposite, that charge is to spammed as much as possible in between headbutts, allowing you to keep your shields up even as you, say, psychotically charge into a Geth Prime and surrounding minions, especially with the area damage. (Geth turrets? WHAT Geth turrets?)
I virtually never use carnage (didn't even pick it up until I'd mazed out charge, rage and battlemaster) and I barely use more than a handful of shotgun rounds per match.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Aotrs Commander
I find the exact opposite, that charge is to spammed as much as possible in between headbutts, allowing you to keep your shields up even as you, say, psychotically charge into a Geth Prime and surrounding minions, especially with the area damage. (Geth turrets? WHAT Geth turrets?)
I virtually never use carnage (didn't even pick it up until I'd mazed out charge, rage and battlemaster) and I barely use more than a handful of shotgun rounds per match.
Ah, but with the area effect, you'll actually do more damage to that group you described than you would be upgrading the charge force and damage. It will hit the whole group (and perhaps even destroy that geth turrent you mention). Plus it's still strong enough to stagger the prime even without the force upgrade.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Anarion
Ah, but with the area effect, you'll actually do more damage to that group you described than you would be upgrading the charge force and damage. It will hit the whole group (and perhaps even destroy that geth turrent you mention). Plus it's still strong enough to stagger the prime even without the force upgrade.
Sorry, clarification, I did go for the area damage myself, Zevox went for the force upgrade instead.
So I totally agree with you!
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Re: Mass Effect 3.5 Does this thread have a soul?
Actually tested things a bit. More gut than math so you mileage. I found at lower levels more knockback can toss them out of melee/nova range until your aoe follow up has some radius. I ran male aoe boosting aoe/two nova vs female all dps vs asari specced melee. Still want to unlock Krogan but knockback is a detriment for an asari at any level for melee. Need to try it with stasis to see if I can get some synergy with explosions.
Hmmm... Actually, a question. Which race is easiest for each class before level 14 or so when you can reasonably get a couple of abilities into tier 6?
Assuming all unlocks I'd say:
Vanguard Asari
Adept Human (beating drell for durability)
Engineer Geth
Soldier Turian
Infiltrator ??? (not my forte)
Sentinel Turian (sorry, love overload and Krogan handle like buses)
Sago
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Re: Mass Effect 3.5 Does this thread have a soul?
Today, Bioware gives us an important PSA.
Batarians are not healed by flamethrowers.
Important information, all of it.
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Re: Mass Effect 3.5 Does this thread have a soul?
Silly, they only unlock that when they evoke to Batarizard with a magma ribbon.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Sagonene
Hmmm... Actually, a question. Which race is easiest for each class before level 14 or so when you can reasonably get a couple of abilities into tier 6?
Assuming all unlocks I'd say:
Vanguard Asari
Adept Human (beating drell for durability)
Engineer Geth
Soldier Turian
Infiltrator ??? (not my forte)
Sentinel Turian (sorry, love overload and Krogan handle like buses)
Sago
Vanguard: Krogan. Highest durability, something you really want on a Vanguard, and since they lack a power as tempting as Nova or Stasis it'll be easier to max out Charge very early.
Adept: Asari, maybe Justicar. Stasis/Warp/Throw is a power set that allows for easy biotic combos, which is where an Adept's real damage output comes from, while Biotic Sphere/Reave gives the Justicar superior defense, and Pull/Reave is better for quickly clearing mooks until the original Asari Adept maxes out Throw, plus Pull is a better anti-Guardian power than the regular Asari Adept gets until maxing out Stasis. The Human Adept is simply a poor build, with Singularity and Shockwave both not working on protections, and Shockwave in general being a weak power all around. You're better off taking a Human Sentinel, ignoring Tech Armor, and treating it as an Adept than using the Human Adept.
Sentinel: Shot in the dark since I don't have the Turian yet, but Krogan. Tech Armor + their durability gives you lots of room for error, and you could spec yourself either as a caster using lots of Incinerate and Lift Grenades, a pseudo-Soldier ignoring Incinerate entirely, or a melee beast using your other abilities as mere support.
Other classes I'd either be taking way too big of a guess at (Engineer) or have no experience with (Infiltrator, Soldier).
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Zevox
Sentinel: Shot in the dark since I don't have the Turian yet, but Krogan. Tech Armor + their durability gives you lots of room for error, and you could spec yourself either as a caster using lots of Incinerate and Lift Grenades, a pseudo-Soldier ignoring Incinerate entirely, or a melee beast using your other abilities as mere support.
Human Sentinels are pretty decent if you go the caster route. Maybe not the best, but very easy to use. It's basically Asari Adept Lite, but with Tech Armor.
Turian Sentinel is pretty easy, but relies heavily on a good weapon. Otherwise it's mostly Overload spam followed by headshots.
Of the Infiltrators, Salarian is probably the easiest, but I haven't been able to try Geth. Geth might be easier with Hunter Mode letting you see through walls, but the Salarian gets bonus points for energy drain restoring shields and making one-shots of several enemies very easy.
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Re: Mass Effect 3.5 Does this thread have a soul?
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Originally Posted by
chiasaur11
Hilarious :smallbiggrin:
Though I would ask that marine how medi-gel works on Geth, exactly.
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Re: Mass Effect 3.5 Does this thread have a soul?
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Originally Posted by
chiasaur11
Pfftahahahahaha!
Priceless. That statement from the Skyllian Blitz was perfect.
Well, you can't say Bioware aren't fighting a reargaurd action against all the backlash/hatred...!
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Khosan
Human Sentinels are pretty decent if you go the caster route. Maybe not the best, but very easy to use. It's basically Asari Adept Lite, but with Tech Armor.
Oh, I know - I played that before unlocking my Asari Adept. But for ease of use prior to top levels, a Krogan gets twice the durability of a Human, and the Sentinel in particular can be specced multiple different ways, relying on guns, powers, or melee, or any mix of the three you want. So that gets my vote over the Human not-Adept.
Anyway, a question I'd like to pose everyone: assuming that any further DLC for multiplayer includes exactly one new character for each class, what would you like or expect to see in the next one? For me:
Soldier: I'd like to see an Elcor, but barring that, I'm going to say Geth. They're reasonably durable with 750 shields; their apparent racial signature ability, Hunter Mode, seems suited to the class; and I could see them being given some kind of tech-y grenade (one that releases an electrical burst maybe?). Not sure about a third power though. Maybe just a bland one like Concussive Shot or Proximity Mine.
Adept: I'd like to see a Turian. For powers I'm going to say Cluster or Lift Grenades would be appropriate, since Turians are a more militant race, and lets say Warp, plus either Barrier or an entirely new one. Alternatively I could see a Batarian or Salarian.
Sentinel: I'm going with Asari - as I've said, this is the only biotic class they don't have a character in yet, so it seems logical. I'd assume it'll come with Barrier, the biotic-flavor Tech Armor knock-off. Beyond that, I'm going to shot-in-the-dark say Reave and Overload for powers, though perhaps that'd be too similar to the Turian. Maybe Energy Drain or Decoy instead of Overload for the tech power? Assuming those aren't being limited to Salarians only, anyway. Honestly though I could see just about any race being given this class, given it combines both major power types, and thus fits everyone to some degree or another.
Infiltrator: Drell. Tactical Cloak, obviously. Since the other Drell seem to be given grenades perhaps we'll see Sticky Grenades on this one, assuming they wouldn't think that overlaps too much with the Human and Quarian already having those. Perhaps a different tech-y grenade instead (the same as I suggested a Geth Soldier would get maybe). For a final power, either something unique, or a more caster-esque Tech power (Incinerate or Overload probably, since the Salarian and Human have Energy Drain and Cryo Blast covered). I could see a Turian instead though, to appeal to Garrus' fans.
Vanguard: I'm going to say Batarian. They're nice and durable, something non-Krogan Vanguards are a bit lacking in so far. Their Blade Armor ability fits here, since Vanguards are in melee range all the time, so give them Biotic Charge and that and you're at two of three already. Toss in either a grenade of some sort, that Ballistic Blades ability the Soldier has, a biotic power that wouldn't be too out of place (Reave, maybe?), or something new, and you're good to go.
Engineer: I'm listing this last because I'm really not sure what to do with it. All the obvious tech-caster races are in already. Asari are out since they want biotic classes, being a race that always has biotics. Drell might work, but I think are better suited to be the choice for Infiltrator. Batarian might work, but I think are better suited to be the choice for Vanguard. I guess Turian could work, but I'm already guessing them for Adept, and if I were double-dipping my guesses I'd go more for Drell or Batarian. And Krogan elicits a "hell no" reaction out of me. I guess all I'll say here is that I think we're overdue for an Engineer that has Sabotage, so the next Engineer should have that ability, whatever it may be.
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Man, I found out too late that Reave in ME2 is like Warp, but with a bigger punch. I could have respecialized to max it out and replace Warp altogether. Unless there's some drawback I'm not seeing.
As for multiplayer classes... I think I agree with Zevox for the most part. I would definetly want to see a Drell Infiltrator. However, a Turian Infiltrator would also be good.
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Re: Mass Effect 3.5 Does this thread have a soul?
Once my friend finishes playing through the mass effect trilogy borrowed from me, I was thinking of making a playthrough with a new shepard, going adept all the way, hearkening back to my first days playing through ME1 and 2. That said, I would like some build advice for ME2, namely, what a good bonus power (preferrably Biotic in nature) would be, and in what order to prioritize which skills?
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Re: Mass Effect 3.5 Does this thread have a soul?
Two options for engineers
Asari Technomancer (they don't have biotic pistols, after all) I see drone, sabotage, and overload but that just sounds nasty.
Krogan Mechanic - drops portable walls (higher ranks make it taller, give it more health, pbaoe shock, etc.) For another defensive option over drone. Carnage equivalent and/or combustion for armor depletion.
Sago
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
masterjoda99
Once my friend finishes playing through the mass effect trilogy borrowed from me, I was thinking of making a playthrough with a new shepard, going adept all the way, hearkening back to my first days playing through ME1 and 2. That said, I would like some build advice for ME2, namely, what a good bonus power (preferrably Biotic in nature) would be, and in what order to prioritize which skills?
Barrier or Warp Ammo would likely be best. Barrier is good for emergency shield restoration, Warp Ammo is a good damage boost to your weapons. Dominate would also work as a more for-fun type of thing. Reave might be an option, but I don't think I ever used it in 2, so I can't give advice on it.
As for what to focus on, Singularity, Warp, your class skill, and your bonus power. Warp is your damage-dealer, Singularity disabled anything without protections and staggers those with them, and together they do biotic combos. Class skill is obvious for generic boosts, and your bonus power will probably be better than most of the other powers you can get. Put a point or two in Throw or Pull for auto-killing Husks before you reach Horizon, but otherwise they and Shockwave aren't important.
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Well as long as they're doubling up I want to see a second Quarian engineer.
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Xondoure
Well as long as they're doubling up I want to see a second Quarian engineer.
Hm. How would they differentiate a new one though? The Asari at least had a new name for their second Adept, the Justicar - I don't know that the Quarians have the like. And what powers would you like to see on it?
Zevox
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Re: Mass Effect 3.5 Does this thread have a soul?
Quote:
Originally Posted by
Zevox
Soldier: I'd like to see an Elcor, but barring that, I'm going to say Geth. They're reasonably durable with 750 shields; their apparent racial signature ability, Hunter Mode, seems suited to the class; and I could see them being given some kind of tech-y grenade (one that releases an electrical burst maybe?). Not sure about a third power though. Maybe just a bland one like Concussive Shot or Proximity Mine.
Soldier: Quarian Marine, can break out the Male Quarian Skin and we a can all pretend we are Kal'Reegar. Special ability would be "immuno-support" a temporary health boost.
Quote:
Adept: I'd like to see a Turian. For powers I'm going to say Cluster or Lift Grenades would be appropriate, since Turians are a more militant race, and lets say Warp, plus either Barrier or an entirely new one. Alternatively I could see a Batarian or Salarian.
Adept: jack-esque human adept, built around more CC abilities like throw pull and statsis.
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Sentinel: I'm going with Asari - as I've said, this is the only biotic class they don't have a character in yet, so it seems logical. I'd assume it'll come with Barrier, the biotic-flavor Tech Armor knock-off. Beyond that, I'm going to shot-in-the-dark say Reave and Overload for powers, though perhaps that'd be too similar to the Turian. Maybe Energy Drain or Decoy instead of Overload for the tech power? Assuming those aren't being limited to Salarians only, anyway. Honestly though I could see just about any race being given this class, given it combines both major power types, and thus fits everyone to some degree or another.
Sentinel: Drell, they are the Hanar's attempt to have a team of shock troops at their disposal. Neural Shock, Tech Armor and Lift grenades all around.
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Infiltrator: Drell. Tactical Cloak, obviously. Since the other Drell seem to be given grenades perhaps we'll see Sticky Grenades on this one, assuming they wouldn't think that overlaps too much with the Human and Quarian already having those. Perhaps a different tech-y grenade instead (the same as I suggested a Geth Soldier would get maybe). For a final power, either something unique, or a more caster-esque Tech power (Incinerate or Overload probably, since the Salarian and Human have Energy Drain and Cryo Blast covered). I could see a Turian instead though, to appeal to Garrus' fans.
Infiltrator: Doubling down on the Drell, for reasons above. Makes sense for the hanar to push some of them towards hit and run spec-ops.
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Vanguard: I'm going to say Batarian. They're nice and durable, something non-Krogan Vanguards are a bit lacking in so far. Their Blade Armor ability fits here, since Vanguards are in melee range all the time, so give them Biotic Charge and that and you're at two of three already. Toss in either a grenade of some sort, that Ballistic Blades ability the Soldier has, a biotic power that wouldn't be too out of place (Reave, maybe?), or something new, and you're good to go.
Vanguard: Two words "Biotic God" yeah, Volus, they don't have a charge but a biotic roll. They curl up and launch themselves bouncing off of targets and cover a few times while having some directional control.
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Engineer: I'm listing this last because I'm really not sure what to do with it. All the obvious tech-caster races are in already. Asari are out since they want biotic classes, being a race that always has biotics. Drell might work, but I think are better suited to be the choice for Infiltrator. Batarian might work, but I think are better suited to be the choice for Vanguard. I guess Turian could work, but I'm already guessing them for Adept, and if I were double-dipping my guesses I'd go more for Drell or Batarian. And Krogan elicits a "hell no" reaction out of me. I guess all I'll say here is that I think we're overdue for an Engineer that has Sabotage, so the next Engineer should have that ability, whatever it may be.
Engineer: Going with Turians, there is a Turian saying goodbye to his Asari wife on the Citadel and talking about he will be out there building up fortifications and deploying heavy munitions. So instead of a drone or turret he has some deployed cover. With Proximity Mine and Incinerate letting him set up ambushes and help direct the nature of the battlefield, something the Turians would appreciate.
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Re: Mass Effect 3.5 Does this thread have a soul?
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Originally Posted by
Derthric
Vanguard: Two words "Biotic God" yeah, Volus, they don't have a charge but a biotic roll. They curl up and launch themselves bouncing off of targets and cover a few times while having some directional control.
I'm not sure if you're joking, but Volus just wouldn't work in multiplayer. There's a reason they rely on the Turians to do any actual fighting. If they do employ biotic troops, they most likely perform roles like the students from Grissom Academy - long range powerful blasts or indirect support.
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Re: Mass Effect 3.5 Does this thread have a soul?
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Originally Posted by
Zevox
Hm. How would they differentiate a new one though? The Asari at least had a new name for their second Adept, the Justicar - I don't know that the Quarians have the like. And what powers would you like to see on it?
Zevox
Just want a male one. I'd stock up on missiles and pretend to be Reegar.
Give it two turrets and incinerate for kicks.