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Post by RedCaesar97 on Oct 8, 2016 16:22:19 GMT
Attention: The following posts were copied from the old BioWare Social Network (BSN) forums from a discussion started by Abraham_uk with capn233 and myself. This thread is intended for new players, but can also provide a good thought exercise for experienced players.
This thread assumes the following:
The player is NOT playing with an imported character. The player is NOT playing with a game plus character. The player does NOT have any downloadable content including Collector's Edition goodies. The player has done MOST but NOT ALL side missions. The player has NOT used any bonus powers.
With the above considerations, it is very likely that the above player would have reached level 40. (Also I like round numbers).
So take a look at the below builds and feel free to comment.
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Post by RedCaesar97 on Oct 8, 2016 16:22:44 GMT
Engineer level 40 build: 1 - Combat Drone 6 - Sabotage: Backfire, Explosive Hack, Tech Vulnerability 6 - Overload: Damage, Neural Shock, Shield Damage 6 - Incinerate: Damage, Burning Damage, Armor Damage 6 - Tech Mastery: Damage, Damage and Capacity, Power Mastery 5 - Fitness, whatever you want. I prefer Health and Shields, Shield Recharge
Leveling the Engineer: 1. As soon as possible, put 1 point into Sabotage, Overload, and Incinerate. I think you start with 1 point in Combat Drone; but if not, then you already start with 1 point in Overload or Incinerate so then put that 1 point into Combat Drone. (I only use Combat Drones to get Guardians to turn around). 2. Max Sabotage. You want Tech Vulnerability as soon as possible. Sabotage should be your go-to power for starting power combos and Tech Vulnerability has the added benefit of increasing tech combo damage. 3. Max Incinerate. You could always max Overload first if you are so inclined. I just think Incinerate would be better to help with armor. 4. Max Overload (or Incinerate if you maxed Overload first). 5. Max Tech Mastery. You want maximum power damage. 6. Put remaining points into Fitness. You can live just fine without Fitness as long as you are careful and/or combo everything to death before it has a chance to kill you..
Adept level 40 build: 6 - Throw: Force/Radius, Detonate, Double Throw (I prefer Force I think for the little extra damage) 6 - Singularity: Duration/Radius, Lift Damage, Expand (I took Radius on my one Adept, but Duration may work better for some other builds. Expand over Detonation since I never keep it around long enough to explode, or no enemies are left alive) 6 - Warp: Detonate, Expose, Pierce 6 - Fitness: Durability, Barrier Recharge, Fitness Expert 5 - Biotic Mastery: Damage and Force, Damage and Capacity 1 point left over. Put it in Pull if you want to remove Guardian shields yourself.
1. Put 1 point into Warp, Throw, and Singularity as soon as possible. 2. Level up Warp to rank 4 Detonate. 3. Level up Throw to rank 5 Detonate.
Not sure where I would go from there. If you rely on Liara/Javik for Pull/Slam and Singularity, then you can hold off on Singularity. I would probably max Fitness next for more survivability, followed by Warp, Throw, Singularity, and finally Biotic Mastery. Adepts rely more on combo damage than actual power damage, so that is why I would max Fitness before Biotic Mastery.
Level 40 Power-centric Sentinel: 1 - Tech Armor (you start with a point) 6 - Throw: Force/Radius, Detonate, Double Throw 6 - Detonate, Expose, Pierce 6 - Overload: Damage, Neural Shock, Shield Damage 6 - Offensive Mastery: Force and Damage, Weight Capacity, Force and Damage 5 - Fitness: Durability, Shield Recharge
Possible leveling advice: 1. I think you start with 1 point in Tech Armor, so put at least 1 point into Throw, Warp, and Overload. 2. Max Throw. It is a good skill early. 3. I would probably max either Warp or Overload next, and then max the other one. That will give you the most combo damage out of each of them. 4. I would probably max Offensive Mastery next, then save Fitness for last.
You could also skip Overload and put the points into Tech Armor instead. Basically you would be an Adept that traded Singularity for Tech Armor.
Lite version of Kronner's Biotic Bomber Sentinel: 6 - Tech Armor: Durability, Power Damage, Durability 6 - Fitness: Durability, Shield Recharge, Fitness Expert 6 - Lift Grenades: Damage, Max Grenades, Damage and Radius 5 - Throw: Force/Radius, Recharge Combo 6 - Offensive Mastery: Force and Damage, Squad Bonus, Force and Damage 1 point left over
Leveling advice: 1. Put 1 or 3 points into Lift Grenades (rank 1 or 2), then max Tech Armor. 2. Max Fitness. 3. Max Lift Grenades. 4. Either max Offensive Mastery for the power damage, or level Throw to rank 5; then put your remaining points into the other talent. You could also max Throw (Double Throw) and leave Offensive Mastery at rank 5.
Level 40 Soldier (Grenade build): 6 - Adrenaline Rush: Hardening/Dilation and Damage, Melee Damage, Shield Boost 6 - Incendiary Ammo: Squad Bonus, Headshots, Explosive Burst 6 - Combat Mastery: Damage, Headshots, Weapon Master 6 - Fitness; Durability, Shield Recharge, Fitness Master 5 - Frag Grenade: Damage, Max Grenades 1 point left over. You can put it in Concussive Shot
Leveling advice: 1. You should start with 1 point in Adrenaline Rush, so put 1 point into Incendiary Ammo, Frag Grenade, and Combat Mastery. 2. Get Combat Mastery to rank 3 for the extra weight capacity. 3. Get Frag Grenade to rank 2 for more grenades 4. Max Adrenaline Rush 5. Max Incendiary Ammo 6. Max Fitness 7. Max Combat Mastery 8. Frag Grenades rank 5
Level 40 Soldier (Concussive Shot build): 6 - Adrenaline Rush: Hardening/Dilation and Damage, Melee Damage, Power Use 6 - Incendiary Ammo: Squad Bonus, Headshots, Explosive Burst 6 - Combat Mastery: Damage, Headshots, Weapon Master 5 - Fitness; Durability, Shield Recharge 6 - Concussive Shot: Radius, Recharge Speed, Amplification 1 point left over. You can put it in Frag Grenade
Leveling advice: 1. You should start with 1 point in Adrenaline Rush, so put 1 point into Incendiary Ammo, Concussive Shot, and Combat Mastery. 2. Get Combat Mastery to rank 3 for the extra weight capacity. 3. Max Adrenaline Rush. 4. Max Incendiary Ammo 5. Max Concussive Shot 6. Fitness 7. Rest of Combat Mastery
Level 40 Vanguard build (Charge-Nova): 6 - Charge: Radius, Weapon Synergy, Barrier 6 - Nova: Force and Damage, Half Blast, Pierce 6 - Incendiary Ammo: Squad Bonus, Headshot Damage, Explosive Burst 6 - Assault Mastery: Damage, Weight Capacity, Shotgunn Damage 4 - Fitness: Durability 6 points left over
Leveling advice: 1. Put 1 point in Incendiary Ammo and Nova. 2. Max Charge. 3. If you want to use the Claymore, get Assault Mastery to level 5 for the Weight Capacity Bonus. Otherwise skip to step 4. 4. Nova to Half Blast (rank 5). 5. If you leveled up Nova first, then level up Assault Mastery now. 6. Max Incendiary Ammo. 7. Fitness to rank 4. 8. Nova rank 6.
Level 40 Power Infiltrator: 6 - Tactical Cloak: Damage, Recharge Speed, Bonus Power 6 - Sabotage: Backfire, Explosive Hack, Tech Vulnerability 6 - Incinerate: Damage, Burning Damage, Armor Damage 6 - Operational Mastery: Weapon Damage, Weight Capacity, Damage and Duration 5 - Fitness: Durability, Shield Recharge 1 point left over
How I would level this Infiltrator: 1. Level Tactical Cloak to rank 4 Damage as soon as possible. That will give you all the weapon and power damage you need. 2. Put at least 1 point into both Sabotage and Incinerate, then max Tactical Cloak 3. Max Sabotage 4. Max Incinerate 5. Max Operational Mastery 6. Put remaining points into Fitness
You could put some points into Operational Mastery earlier for a little better weight capacity plus a little extra power and weapon damage and sniper time dilation.
You could also skip Fitness and put the points into Cryo Ammo (Squad Bonus).
Additional advice from capn233: I think an alternative, at 40pts anyway, might be to go to Cloak Rank 4 / Damage only, only take Incinerate to 5 and Fitness to 4 and you would have enough points to max Disruptor Ammo.
If you do that you get the ammo power without a squaddie, but you would be perhaps more reliant on EDI. If you went without it I suppose you could take James everywhere then Ash on the Rannoch arc.
Level 40 Sniper Infiltrator Build: 6 - Tactical Cloak: Damage, Recharge Speed, Sniper Damage 6 - Disruptor Ammo: Damage, Heashots, Damage 6 - Sabotage: Backfire, Explosive Hack, Tech Vulnerability 6 - Operational Mastery: Damage, Weight Capacity, Sniper Damage 5 - Fitness: Durability, Recharge Speed 1 point left over
No leveling advice given.
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Post by RedCaesar97 on Oct 8, 2016 16:23:05 GMT
At level 40, squadmates will have 50 talent points.
So, here are some suggestions. Only the final build is provided (no leveling advice provided).
EDI tank build: 1 - Incinerate (Automatic) 6 - Defense Matrix: Durability, Shield Recharge, Durability 6 - Unshackled AI: Health and Shields, Weapon Damage, Shield Recharge 7 points left over
EDI tech build: 5 - Incinerate: Damage, Recharge Speed 5 - Overload: Damage, Recharge Speed 5 - Unshackled AI: Power Damage, Tech Damage 5 points left over
James tank build: 6 - Fortification: Durability, Recharge Speed, Durability 6 - Arms Master: Durability, Shield Recharge, Fortification 8 points left over. Maybe rank 2 or 3 in Frag Grenade and the rest in Incendiary Ammo?
James fire support build: 1 - Fortification (automatic) 6 - Incendiary Ammo: Squad Bonus, Headshots, Explosive Burst 6 - Frag Grenade: Damage, Grenade Count, Armor Damage 7 points left over. Recommend putting them into Fortification.
Tali: 6 - Energy Drain: Damage, Recharge Speed, Damage 6 - Quarian Machinist: Recharge Speed, Tech Upgrade, Squad Bonus 8 points left over
Kaidan tank build: 6 - Barrier: Barrier Strength, Shield Recharge, Barrier Strength 6 - Alliance Officer: Durability, Biotic Damage, Squad Bonus (Shield Recharge) 8 points left over
Kaidan reaver build: 1 - Barrier (automatic) 6 - Reave: Radius, Recharge Speed, Barriers and Armor 6 - Alliance Officer: Weapon Damage/Durability, Biotic Damage, Squad Bonus (Power Damage)
Kaidan tech build: 1 - Barrier (automatic) 4 - Cryo Blast: Radius 6 - Overload: Damage, Recharge Speed, Shield Damage 5 - Alliance Officer: Weapon Damage/Durability, Tech Damage 3 points left over
Liara Singularity Build: 6 - Singularity: Radius/Duration, Lift Damage, Expand 6 - Pure Biotic: Recharge Speed, Duration and Force, Singularity Recharge/Squad Bonus 8 points left over
Liara Warp Build: 1 - Singularity (automatic) 6 - Warp: Detonate, Expose, Recharge Speed 6 - Pure Biotic: Recharge Speed, Duration and Force, Squad Bonus 7 points left over.
Javik: 1 - Dark Channel (automatic) 6 - Pull: Radius, Lift Damage/Expose, Recharge Speed 6 - Vengeful Ancient: Durability, Power Damage, Squad Bonus (either) 7 points left over. Could put them in rank 2 Dark Channel (for recharge speed) and the rest in Lift Grenades
Garrus: 3 - Concussive Shot 6 - Overload: Damage, Recharge Speed, Shield Damage 6 - Proximity Mine: Radius, Damage Taken, Recharge Speed 2 points left over
Ashley: 3 - Inferno Grenades 6 - Concussive Shot: Radius, Recharge Speed, Shredder (Amplification can work too) 6 - Disruptor Ammo: Squad Bonus, Headshots, Stun/Damage (depends on your preferred weapons) 2 points left over
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Post by Darth Dennis on Oct 8, 2016 20:20:10 GMT
Interesting Engineer build - last time I just used the same build as my MP Human Engineer + Sabotage.
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Post by griezz on Jul 8, 2021 3:10:45 GMT
At level 40, squadmates will have 50 talent points. So, here are some suggestions. Only the final build is provided (no leveling advice provided). Garrus: 3 - Concussive Shot 6 - Overload: Damage, Recharge Speed, Shield Damage 6 - Proximity Mine: Radius, Damage Taken, Recharge Speed 2 points left over Wouldn't Garrus be better built using the "God of War" meme?: 6 - Turian Rebel: Weapon Damage, Assault Rifles, Sniper Rifles 6 - AP Ammo: Damage, Headshots, Damage or Pierce 3 - Overload This way, Garrus would still have some anti-shield ability, while maximizing his effectiveness with his weapons. Maxed AR or SR damage, weapon damage armor, extended barrel (and spare ammo) mods... everything you'd need to max out Garrus' DPS.
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Post by RedCaesar97 on Jul 8, 2021 14:09:48 GMT
At level 40, squadmates will have 50 talent points. So, here are some suggestions. Only the final build is provided (no leveling advice provided). Garrus: 3 - Concussive Shot 6 - Overload: Damage, Recharge Speed, Shield Damage 6 - Proximity Mine: Radius, Damage Taken, Recharge Speed 2 points left over Wouldn't Garrus be better built using the "God of War" meme?: 6 - Turian Rebel: Weapon Damage, Assault Rifles, Sniper Rifles 6 - AP Ammo: Damage, Headshots, Damage or Pierce 3 - Overload This way, Garrus would still have some anti-shield ability, while maximizing his effectiveness with his weapons. Maxed AR or SR damage, weapon damage armor, extended barrel (and spare ammo) mods... everything you'd need to max out Garrus' DPS. Squadmates deal only 30% of base weapon damage. So even if you max their weapon damage -- or in this case, Garrus's sniper rifle or assault rifle damage -- they are still dealing less than 100% of base weapon damage. * Squadmate base weapon damage is reduced to 30% of base, and all weapon damage bonuses are additive to the 30% base damage value. So if a weapon has a base damage of 100, and the squadmate has a +100% weapon damage bonuses, then (0.30 x 100) + 100% = 30 + 30 = 60. * NOTE: Squadmates will deal something like +200% weapon damage for a short duration when ordered to attack a specific target. All this to say that squadmates will not use weapons very effectively unless you micromanage them. Certain weapons -- such as the Typhoon -- seem to work better on squadmates than others (not sure why). Incendiary Ammo's explosive burst can also give reliable damage from weapons. However, you (Shepard) will be killing most enemies yourself using either powers or weapons, meaning squadmates are better left as additional power functions rather than gun turrets. This is especially true on higher difficulties. Since enemy values scale with your level, Garrus needs max power damage to ensure his Overload can completely strip enemy shields at level 60. Hence why I recommend a power-based approach on Garrus rather than weapon-based approach. Powers can prime and/or detonate power combos. Depending on the power, powers can also provide some crowd control as well through knockdowns or staggers, or can outright disable enemies.
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