lynx7386
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Post by lynx7386 on Jul 28, 2017 14:18:31 GMT
At first I was going pet based with the angaran armor and remnant vi, but I just wasn't enjoying the vi much. The lightning beam was always blinding me and it seemed to get stuck in rooms all the time.
I like the turret more I think, since I can place it where I need it, but it doesn't do as much damage. I'm also a fan of energy drain and overload in my arsenal for chaining detonations. I like cloak as an oh crap button, but I also like tech armor for the tankiness.
So at the moment I'm using heleus defender armor/helm with energy drain, overload, and tactical cloak on a sentinel profile, which seems like some kind of Frankenstein build.
Any advice?
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Post by Deleted on Jul 28, 2017 14:26:38 GMT
Try building a few favorite profiles, combining all the abilities you like in different ways, and then see what works for you the best. Don't think of your builds as Frankenstien. Half the fun is to let you customize the character to your liking AND to swap the different builds depending on what you are fighting AND to collect those builds via NG+
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kino
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Post by kino on Jul 28, 2017 15:00:56 GMT
Cryobeam, Incinerate and Flamethrower all fall in the tech category, right? Could try one, or more, of those in a profile along with energy drain and/or overload to maximize combos.
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Sharable Horizon
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Post by Sharable Horizon on Jul 28, 2017 15:17:48 GMT
I've run tech Ryder since release and I've refined it down to two favourite slots that fit my style of play. Slot one is based on the engie profile with: 1) Overload (set for maximum stagger) 2) Remanent Drone (set to close and draw aggro/ trigger detonations with missiles) 3) Incinerate This is my hunker down and blast from a distance build. Usually I hug cover and fling incinerate over the top, whilst Zap flies into their faces and detonates for me. Assault turret can also work quite well here, but you have to trigger your combos yourself. Slot two is for when I need to get up close and personal! Based on the Infiltrator profile: 1) Flamethrower 2) Tac Cloak 3) Energy drain Pretty simple here. Cloak. Run into mook mob. Set said mob on fire. Detonate with ED. Finish off any survivors with Bio converter Piranha (aka Bolter.) Loads of fun! The beauty of the tech tree is that they're powers for every playstyle. Find the combos that work for you and enjoy!
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Post by congokong on Jul 28, 2017 17:04:39 GMT
I found an infiltrator build with cloak, remnant VI, and assault turret to be the most fun with the bio-converter/life support combo to never have to reload; using the isharay or dhan shotgun. It made the game easy even on insanity so I intentionally made the game harder by taking cloak duration boosts instead of damage ones and wearing crappy armor that looked slimmer than the later upgrades.
The assault turret isn't meant to do much damage (on this difficulty especially), but rather to freeze enemies with cryo ammo and recharge your tech powers faster with the appropriate upgrade when in proximity. Besides being fodder, your drones can heal you through life support by using their targetting feature.
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lynx7386
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Post by lynx7386 on Jul 28, 2017 17:13:26 GMT
Targeting counts as a tech ability for life support? Didn't know that.
I might try the vi + turret setup. Wonder if cryo beam with snap freeze would help that build any? And the remnant cryo gauntlet to melee freeze. That could be a fun ice focused build come to think of it.
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VanSinn
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Post by VanSinn on Jul 28, 2017 23:25:15 GMT
Honestly, I go for a combo heavy sentinel build, with Energy Drain, Incinerate and Throw, but you could quite easily substitute another tech power for throw and drop the biotics for a purer tech build.
I've been toying with the idea of having a Cryo Beam/Incinerate/Energy Drain Engineer, that would combo all day every day. Cryo beam to freeze and weaken armor, incinerate to combo the cryo and apply burning damage, then ED to burst the flames. Could be quite nasty on Fiends and the like. Not to mention the combat drone at least primes for a tech burst similar to how Overload can (not sure if it detonates, though)
Elemental Wizard FTW!
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Post by Deleted on Jul 28, 2017 23:25:30 GMT
I run mostly with tech-heavy profiles, both based on the Infiltrator:
Tactical Cloak, Incinerate, Energy Drain Tactical Cloak, Remnant VI, Energy Drain
With max'd out passives in the tech tree, max'd out weapons skills, max'd out passives in both combat and biotics (my third favorite being a biotic profile) and my fourth favorite is actually empty.
I've also max'd out all my weapons. I started out my NG+ run on hardcore, but I increased it again to insanity and haven't died yet. My Ryder. My armor is a mix, with one piece providing a tech boost, one providing a biotic boost, one providing an XP boost, and the remaining one increasing damage resistance. So far my Ryder seems quite OP and I'm quite comfortable using pretty much any combination of squad mates.
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Post by Psychevore on Jul 28, 2017 23:49:32 GMT
Energy Drain, Incinerate, Shock Wave. All specced to detonate as well as prime. Run with Explorer profile, and maximize every passive till you reach level 6. At some point you'll have to level another biotic skill to reach level 6 though. In the combat tree you only take passives. Though I guess you wanna use the VI or Turret
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Post by Pearl on Jul 28, 2017 23:51:14 GMT
I went with Overload, Energy Drain, and Flamethrower on my first playthrough. Worked out pretty well.
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lynx7386
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Post by lynx7386 on Jul 29, 2017 3:43:36 GMT
So tonight I tried changing it up again and found a really fun build: remnant vi, assault turret, and cryo beam. I set the vi to close range/tank and detonating missiles, assault turret to cryo ammo, and cryo beam to snap freeze. The turret freezes, and either I get cryo detonations from the vi, or I gun down the frozen target for a snap freeze explosion (chaining snap freeze combos is awesome btw). Also using cryo gauntlet and the leg augment for adding cold damage to jump melee.
Cryomancer or space Elsa? Lol
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qwib
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Post by qwib on Jul 29, 2017 10:52:31 GMT
So tonight I tried changing it up again and found a really fun build: remnant vi, assault turret, and cryo beam. I set the vi to close range/tank and detonating missiles, assault turret to cryo ammo, and cryo beam to snap freeze. The turret freezes, and either I get cryo detonations from the vi, or I gun down the frozen target for a snap freeze explosion (chaining snap freeze combos is awesome btw). Also using cryo gauntlet and the leg augment for adding cold damage to jump melee. Cryomancer or space Elsa? Lol That sounds hilarious. After my Insanity run as a Vanguard, I think I would like to try out a really cheesy built like that.
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Post by burningblood on Jul 29, 2017 20:25:59 GMT
Across most of Voeld and Havarl I was using an engineer profile with Energy Drain, Incinerate, and the VI, armed with a Cryo Gauntlet. ED and Incinerate were both specced as both primers and detonators, so between them, the gauntlet, and the little defensive drone, there were plenty of combos going off.
Eventually I dropped the VI because it wasn't doing much damage, didn't really distract the enemies at all, and had a habit of wandering off on its own to start fights with enemies half way across the map without my input; but ED + Incinerate + Cryo Gauntlet were with me throughout Heleus, chaining combos off each other.
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Post by rolenka on Jul 30, 2017 2:47:53 GMT
Something to counter shields and something to counter armor. It seems to be what tech is for. Then a third ability for fun. Maybe don't rule out a combat ability? Sticky grenade or concussive shot?
I would probably take overload and incinerate just because they do those two things really, really well.
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VanSinn
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Post by VanSinn on Jul 30, 2017 4:11:44 GMT
Something to counter shields and something to counter armor. It seems to be what tech is for. Then a third ability for fun. Maybe don't rule out a combat ability? Sticky grenade or concussive shot? I would probably take overload and incinerate just because they do those two things really, really well. Here's my usual plug for Energy Drain over Overload. Overload, on it's own, is a much better shield stripper than Energy Drain, plus it's got the ability to chain between targets. Has a pretty useful momentary stun too. It's a great power, and one I certainly wouldn't dismiss. However, Energy Drain sets up tech combos more easily than Overload (you hafta be real quick to detonate an Overload prime, it doesn't last long) and a tech combo strips most, if not all, of the shields from a "standard" shielded enemy like a sharpshooter or one of the mini-gun Kett, and this is on Insanity. If the shields aren't completely removed by the combo, a very short burst from just about any weapon finishes the job very nicely. Energy Drain has added utility over Overload, in that it refills a significant portion of your shields, and a tech combo off of it leaves a very nice electric field on the ground that works as an AOE stun. I've caught quite a few mooks in that field, leaving them VERY vulnerable to weapon fire, or further combos. Energy drain is one of the few powers that is dual purpose, meaning it detonates combos (and with the right evolutions) primes for combos as well. It is my firm belief that unless you're not building your pathfinder for combos, Energy Drain is just overall more useful, even if Overload is better at the shield removal role.
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Post by bohemiadrinker on Jul 30, 2017 4:24:01 GMT
Go for incinerate + energy drain + overload.
Take the evos on energy drain and incinerate that make them both primers and detonators.
Then go energy drain -> incinerate(techcombo) -> overload (fire explosion) and kill all the things.
Resume banging.
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lynx7386
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Post by lynx7386 on Jul 30, 2017 4:25:52 GMT
For a while I ran an all electric build using energy drain to prime and then chain overload to detonate.
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Post by sjsharp2010 on Jul 30, 2017 13:36:43 GMT
Try building a few favorite profiles, combining all the abilities you like in different ways, and then see what works for you the best. Don't think of your builds as Frankenstien. Half the fun is to let you customize the character to your liking AND to swap the different builds depending on what you are fighting AND to collect those builds via NG+ yeah just keep playing with al the varoius powers till you find sets of powers that work well for you and your style of play. For example on my primary Sentinel build on Natalie as I was playing her primarily as a Sentinel I had Energy Drain, Throw from the Biotics tree and Overload. It worked really well. for me as well . Especially against the Remnant.
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Post by ioannisdenton on Jul 31, 2017 7:19:26 GMT
My set up 1st badass spec: both constructs with priming and Energy drain. Also you need a weapon with technical rounds and the aug where mid-air you fire 30% faster, i chose ghost. it meelts. fun build and absolute mayhem since there are 5 people in your party. Robotic fusion is advised for maximum battlefield dissaray 2 profile: incinerate, overlod and energy drain. 3 and 4 profiles : cloak with energy drain and ceyo beam or Flamethrower respectively.
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ioannisdenton
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Post by ioannisdenton on Jul 31, 2017 10:00:34 GMT
My set up 1st badass spec: both constructs with priming and Energy drain. Also you need a weapon with technical rounds and the aug where mid-air you fire 30% faster, i chose ghost. it meelts. fun build and absolute mayhem since there are 5 people in your party. Robotic fusion is advised for maximum battlefield dissaray 2 profile: incinerate, overlod and energy drain. 3 and 4 profiles : Infiltrator cloak with energy drain and ceyo beam or Flamethrower respectively.
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Post by PillarBiter on Jul 31, 2017 11:43:02 GMT
I never run pure tech, but I do have hybrids: [Sentinel] Pull, lance and shield drain with an ammo primer (preferable cryo, but fire is also ok) is absolute destruction if specced for combo damage and with adrenaline fusion mod.
[soldier/explorer/infiltrator] invasion, tac cloack and turbocharge for gun-heavy play.
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