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Post by souljahbill14 on Mar 27, 2018 17:21:34 GMT
I couldn’t find a thread like this anywhere. What are your favorite builds? Powers, profiles, guns, armors, mods. How you rollin’?
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Post by cszoltan on Mar 27, 2018 18:16:49 GMT
Biotic Charge Annihilation Field (debuff) Lance (shield cast) Prianha (bio converter)
Biotic Charge Flamethrower Cryo Beam Piranha (+20% power damage when clip is full)
Tactical Cloak Turbo Charge Invasion Piranha (bio converter, heat seaking plasma)
Tactical Cloak Lance (shield cast) Energy Drain Valkyrie (+20% damage when clip full)
These are the ones I used so far.
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Post by tatann on Mar 27, 2018 20:19:24 GMT
Tech Soldier : Concussive Shot Invasion Turbocharge (or Assault Turret)
Adept : Double Warp Double Thrown Backlash
Vanguard : Charge Nova Concussive Shot (Warp would be better but I keep a combat power for RP purpose)
Engineer : Energy Drain Incinerate Remnant VI (or Shield Boost for viability)
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Post by souljahbill14 on Mar 27, 2018 21:11:40 GMT
My 4 Ryders Scott 1 (Casual/Logical)-Explorer (C) Turbocharge (BAA) ( Annihilation (AAB) (T) Assault Turrent (AAA) Pathfinder Deep Impact shotgun Asari Sword Pathfinder Vigilant Helmet Pathfinder Vigilant Chest (Adrenaline Mod) Pathfinder Vigilant Arms Pathfinder Vigilant Legs Sarah 1 (Logical/Professional)-Sentinel (T) Energy Drain (AAA) (T) Incinerate (BAA) ( Throw (AAB) Pathfinder Pioneer assault rifle Remnant Cryo-Gauntlet Heleus Icon Helmet N7 Chest (Adrenaline Mod) Angaran Commando Arms Angaran Commando Legs Scott 2 (Emotional/Professional)- Infiltrator (C) Concussive Shot (ABB) (T) Tactical Cloak (BAB) (T) Invasion (BBA) Pathfinder Observer sniper rifle Krogan Hammer Kett Unity Helmet Maverick Deadeye Chest (Adrenaline Mod) Kett Unity Arms Kett Unity Legs Sarah 2 (Emotional/Casual)- Vanguard ( Charge (AAA) (C) Omni Grenade (AAA) ( Lance (ABA) Pathfinder Ranger pistol Kett Carfalon N7 Helmet HyperGuardian Chest (Adrenaline Mod) N7 Arms N7 Legs
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ahglock
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Post by ahglock on Mar 28, 2018 1:55:05 GMT
This is the area I felt the game was its weakest in gameplay. 3 active powers with access to all powers and a crappy way to change powers is just off. I usually just stuck with 3 powers for like 95% of the play through which then defeats the entire purpose of unlocking and maxing out all those powers.
I've tried a lot of builds but through multiplayer and my favorite there is the human adept so I my SP playthroughs are usually a similar build.
My current which I'm just starting singularity Pull Throw Sidewinder.
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Post by tatann on Mar 28, 2018 5:19:13 GMT
This is the area I felt the game was its weakest in gameplay. 3 active powers with access to all powers and a crappy way to change powers is just off. I usually just stuck with 3 powers for like 95% of the play through which then defeats the entire purpose of unlocking and maxing out all those powers. I've tried a lot of builds but through multiplayer and my favorite there is the human adept so I my SP playthroughs are usually a similar build. My current which I'm just starting singularity Pull Throw Sidewinder. With the mod to remove cooldowns when switching profiles, it becomes a bit more tolerable, but I agree, 3 active powers only was a huge mistake
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Post by cszoltan on Mar 28, 2018 6:10:34 GMT
This is the area I felt the game was its weakest in gameplay. 3 active powers with access to all powers and a crappy way to change powers is just off. I usually just stuck with 3 powers for like 95% of the play through which then defeats the entire purpose of unlocking and maxing out all those powers. It's not like it was worth using more than 4 powers in ME2&3 anyway and you couldn't even get creative about it.
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Post by ahglock on Mar 28, 2018 6:20:02 GMT
This is the area I felt the game was its weakest in gameplay. 3 active powers with access to all powers and a crappy way to change powers is just off. I usually just stuck with 3 powers for like 95% of the play through which then defeats the entire purpose of unlocking and maxing out all those powers. It's not like it was worth using more than 4 powers in ME2&3 anyway and you couldn't even get creative about it. I'll disagree on both points, but everyone's game play is different. Me personally I routinely used 5-6 powers, 2 squad powers, and the timing and placing gave you creative solutions especially in Me3 where you could get the universal cool down really low. Sure that was just for the engineer, adept and sentinel in my play through, the other classes I was a lot more direct with but that might have been my lack of experience with their powers
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Post by cszoltan on Mar 28, 2018 6:30:47 GMT
and the timing and placing gave you creative solutions That's not what I meant. You have the exact same powers in every playthrough (on the same class) no matter what. You could only switch out 1 power. Also if they'd allow you to use 8 powers in MEA you'd just pick the 8 most busted powers and blow everything up. And it would also decrease build diversity. For example the 4 builds I posted above are 1 power short of fitting into 8 slots (like in MET) so those 4 thematic, coherent builds would be just one overpowerd mess without idenity.
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Post by ahglock on Mar 28, 2018 6:38:23 GMT
and the timing and placing gave you creative solutions That's not what I meant. You have the exact same powers in every playthrough (on the same class) no matter what. You could only switch out 1 power. True, I think they could have done better than Me1-3 i that regard. Like pick 5 active powers 2 passives, maybe a limit like only 1 that in MEA terms would require 9 points in a skill group. Maybe at x point in game you can pick 1 more active and passive. Every game you could have a different build, and target leveling to maxing out skills at NG+. In MEA it just feels pointless, I leveled every biotic skill every combat skill and half the tech skills, I use the passives and 3 power consistently. For your second point, the game is already busted. There is no challenge on insanity. But like I said build in a limit of how many busted powers you can take in one build for balance reasons.
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Post by cszoltan on Mar 28, 2018 9:58:48 GMT
In MEA it just feels pointless, I leveled every biotic skill every combat skill and half the tech skills, I use the passives and 3 power consistently. The more points you put into a category the better the passives are tho. So it's not entirely pointless.
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Post by Shinobu on Mar 28, 2018 11:47:10 GMT
Recently: Cloak Incinerate Energy Drain
Black Widow
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Post by Tittus on Mar 28, 2018 16:26:20 GMT
I try to use different powers but I always settle on: Adept: Nova, Charge and Annihilation Field, for mobs. Soldier: Turbo Charge, Flak Canon and Omni Grenade(or Concussive Shot) for fiends, destroyers and architects Backlash for Ascendents
I use the other two favs just for fun. A classic infiltrator with black widow, or perhaps some singularity, pulls and throws
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Post by tatann on Mar 28, 2018 19:15:11 GMT
This is the area I felt the game was its weakest in gameplay. 3 active powers with access to all powers and a crappy way to change powers is just off. I usually just stuck with 3 powers for like 95% of the play through which then defeats the entire purpose of unlocking and maxing out all those powers. It's not like it was worth using more than 4 powers in ME2&3 anyway and you couldn't even get creative about it. My ME3 engineer with combat drone, defense drone, sentry turret, incinerate and overload would disagree
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ahglock
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Post by ahglock on Mar 28, 2018 19:37:46 GMT
In MEA it just feels pointless, I leveled every biotic skill every combat skill and half the tech skills, I use the passives and 3 power consistently. The more points you put into a category the better the passives are tho. So it's not entirely pointless. Meh, enemies scaled with you so it was just basically staying even. It never went, oh look now my biotic explosion kills in one hit. And even if there were a substantive difference its just numbers or damage in a easy shooter. So I have to shoot them one more or less time, I'm not too concerned. Deciding which power to use out of a larger array on the fly I find more compelling. I liked the game, the gameplay overall was good. But the 3 powers thing was weak IMO, other things were more just irritating like gun balance sucked and rarity on crafted items you almost automatically got the recipe for was kind of silly. All it did was overly persuade you to only research ultra rare as it gave you more augments and they were generally better guns. The pirahana was a standout i the only rare category. But overall, UR just better and even among shotguns for most builds the Dhan is better, but given its low clip size it doesn't work great with bioconvertor builds. Speaking of research, way too few research points it made you feel almost locked in to a small set of guns. On replays you can get a bigger picture, but I don;t think it should require it. But that's a minor bitch, the only one that I think really weakened the experience was the limit of 3 active powers.
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Post by ahglock on Mar 29, 2018 2:32:35 GMT
Apparently you can get the game for $10 now. With potential new people to the game looking for answer I'd want to add one thing about builds, some you kind of grow into.One of my coworkers bought it at launch, but just played it for the first time. She didn't want to start until she finished her insanely long final fantasy 15 run, so new people are still coming in even if not in large numbers.
Annihilation is a fantastic power, but it is a close range build. Until you are comfortable moving into close range, it might not be the build for you.
My favorite power is singularity, but it comes with a massive(imo unjustified) cool down, that starts when singularity ends. Early game, that cool down is crazy long and effects your survival fairly dramatically. But, after a few levels the cooldown is reduced, get the right fusion mod and its 1/2d. Next thing oyu know you are throwing a singularity pretty damn fast after one ends.
Also some things work better in SP, as a quick example in singularity expansion is a great end game mod for a adept focused character. In MP it works but generally detonation is better. The difference is all the passives and other benefits you gain in SP. Eventually with expansion your singularity is just insanely huge ad might last a crazy long time. Sadly expansion isn't graphically represented as far as I can tell so its kind of hidden, the dudes floating are the cue that it works, but the glowing circle doesn't seem as big as the actual effect.
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Post by Deleted on Mar 29, 2018 16:01:44 GMT
My favorite build is still probably the basic infiltrator: Tactical Cloak, Incinerate, and Energy Drain, Black Widow SR. I regularly switch into a Biotic profile with various powers, but often keep the Tactical Cloak skill in order to get into close range undetected or as a fallback for getting myself out of trouble.
I enjoy switching profiles up. Since I generally make my changes during the lulls in combat that exist in all the missions have, the short cooldown that people seem to love to complain about is not a factor for me in the least. I also find that I am quite able to synchronize my use of my own powers to affect enemies my squad have primed for me since they generally tell me what it is they're doing with phrases like "Gravity goes away in 3, 2, 1" or "He's vulnerable, hit him now." It certainly beats the AI in ME1, where, if left to use their own powers at all, squad mates would blow their entire wad upon first entering into combat or in ME2 where after you used 1 power each from everybody, powers all went into cooldown (effectively limiting you to using 3 at a time anyways).
I also enjoy that any class can carry any combination of weapons and that the passives from all profile areas (combat, tech, and biotic) are always on (so my biotic profiles can still carry 4 weapons or 2 or 3 heavier ones without affecting the cooldowns.
I really liked that I could effectively sample all the powers during my first playthrough... I didn't have to start new games with a new PC in order to change from being an engineer to being an adept. I didn't have to start whole new playthroughs in order to get all the skill related achievements as well, something that was simply not possible to do in a single playthrough in ME1. I also enjoyed being able to change my Ryder's name and gender when importing into a new game plus. IMO, Bioware made the system far more flexible and far more enjoyable.
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simit
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Post by simit on Mar 30, 2018 2:10:56 GMT
Sure it was charge/ energy drain/ incinerate i used with double piranha because why not an some all in one suit i cant remember name of.
Every build i did would involve charge tbh, boring to some maybe, but i found it to much fun to leave of for any amount of time an i just lpreferred the shotguns in this ME
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Post by souljahbill14 on Oct 18, 2018 15:01:49 GMT
My 4 Ryders Scott 1 (Casual/Logical)-Explorer (C) Turbocharge (BAA) ( Annihilation (AAB) (T) Assault Turrent (AAA) Pathfinder Deep Impact shotgun Asari Sword Pathfinder Vigilant Helmet Pathfinder Vigilant Chest (Adrenaline Mod) Pathfinder Vigilant Arms Pathfinder Vigilant Legs Sarah 1 (Logical/Professional)-Sentinel (T) Energy Drain (AAA) (T) Incinerate (BAA) ( Throw (AAB) Pathfinder Pioneer assault rifle Remnant Cryo-Gauntlet Heleus Icon Helmet N7 Chest (Adrenaline Mod) Angaran Commando Arms Angaran Commando Legs Scott 2 (Emotional/Professional)- Infiltrator (C) Concussive Shot (ABB) (T) Tactical Cloak (BAB) (T) Invasion (BBA) Pathfinder Observer sniper rifle Krogan Hammer Kett Unity Helmet Maverick Deadeye Chest (Adrenaline Mod) Kett Unity Arms Kett Unity Legs Sarah 2 (Emotional/Casual)- Vanguard ( Charge (AAA) (C) Omni Grenade (AAA) ( Lance (ABA) Pathfinder Ranger pistol Kett Carfalon N7 Helmet HyperGuardian Chest (Adrenaline Mod) N7 Arms N7 Legs I’ve done some tinkering and playtesting and I’ve changed up my Vanguard and Explorer builds. I couldn’t get the Pathfinder shotgun to be useful. It’s the worse of the set. Now that I’ve rearranged powers, it’s far more effective being the kill shot after a tech combo detonated by charge. So now the builds are: Scott 1 (Casual/Logical)-Explorer (T) Overload (ABB) (C) Omni Grenade (AAA) ( Charge (AAA) Pathfinder Deep Impact shotgun Asari Sword Pathfinder Vigilant Helmet Kett Unity Chest (Adrenaline Mod) Pathfinder Vigilant Arms Pathfinder Vigilant Legs and Sarah 2 (Emotional/Casual)- Vanguard (C) Turbocharge (BAB) ( Annihilation (AAB) ( Backlash (ABB) Pathfinder Ranger pistol Kett Carfalon N7 Helmet Pathfinder Vigilant Chest (Adrenaline Mod) N7 Arms N7 Legs
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Post by sjsharp2010 on Oct 20, 2018 1:42:23 GMT
My favouite and probably most successful build so faris probably Adept with Pull, Throw and Shockwave as the primary powers. In terms of weaponry I tend to use a fast firing Assault rifle like the Ghost and a sniper rifle usuall yeither the Viper or Incisor. But I enjoy playing with all kinds of builds especially the biotic ones.
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Post by Deleted on Oct 20, 2018 21:03:14 GMT
Turbocharge Charge Tactical Cloak or Energy Drain
Valkyrie with Auto Fire, Bio Converter and Kinetic Coils
Mix of Maverick and Kett armor
Everything on Insanity dies in seconds...
Never did a second playthrough.
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ewigDunkelheit
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Post by ewigDunkelheit on Oct 25, 2018 1:06:45 GMT
I didn't use the profile system, but tested out numerous builds with a couple of different characters before settling on my canon. It ended up being a case of finding a couple of surprise powers that were really fun to use for me. My canon is an Engineer built around approximating an elemental battlemage. I ended up loving flamethrower, so that had to be incorporated into the build. I added one construct ability, plus another element, an electrical conduit smg, an elemental jump melee ability, a grenade launcher, and occasional consumable ammos. Some builds that I tested, really liked, but ultimately discarded were triple-drone-Engineer sniper, partial and/or full biotic user doing running and jumping novas while closing in, mines-and-flamethrower-from-stealth Infiltrator, and, my favorite of the others, a "duelist" sniper rogue using the Soldier profile with the Valiant plus the Barricade, Trip Mine, and Invasion abilities. Trip Mine worked best for me either being set in melee while cloaked, or as a trap out in front. If you are not cloaked, the enemies will try to come after you and set it off. My "duelist" would just plop down a barricade out in the middle of the fight and start indiscriminately picking off enemies with Valiant shots. With all of the different weapon types and firing behavior augments, it was nice to be able to equip multiples of the same weapon type. EDIT: I was going over my builds, and some game variety and planning stuff, when I decided to ultimately change my canon Ryder's build. I decided to go with the drone specialist Engineer sniper. This build also uses Invasion, the Remnant helmet, and the Fusion Mod of Robotics. I just feel like a robotics expert makes a great focus for a science-oriented Sarah with an A.I. implant in her head that learns to manually interface with Remnant technology near the end of the game.
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