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Post by lynx7386 on May 25, 2018 5:07:20 GMT
I just started a new play through of andromeda, haven't played for a year-old.
My first play through was a male ryder engineer that went all constructs - remnant vi, assault turret, and tactical cloak/flamethrower/overload/etc as necessary, using angaran armor and a reegar/paw.
My second play through was a female ryder vanguard using charge/nova/annihilation and an asari sword/biotic amp
My ps4 hard drive failed earlier this year so I lost all my game data, which means I'm having to start fresh.
I'm wanting to do something different this time. I'm running a male ryder that took the leadership training,only just now getting to eos but I can't figure out what direction I want to take the character.
So I'm looking for examples of sentinel and explorer builds including armor and weapons that work for the playstyle. Wanting to do some kind of hybrid, but one that makes sense story wise. I'll probably romance peebee this time around so i would like to keep her as one of the two squad members, and have that compliment my build.
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Post by dazk on May 25, 2018 5:52:14 GMT
I just started a new play through of andromeda, haven't played for a year-old. My first play through was a male ryder engineer that went all constructs - remnant vi, assault turret, and tactical cloak/flamethrower/overload/etc as necessary, using angaran armor and a reegar/paw. My second play through was a female ryder vanguard using charge/nova/annihilation and an asari sword/biotic amp My ps4 hard drive failed earlier this year so I lost all my game data, which means I'm having to start fresh. I'm wanting to do something different this time. I'm running a male ryder that took the leadership training,only just now getting to eos but I can't figure out what direction I want to take the character. So I'm looking for examples of sentinel and explorer builds including armor and weapons that work for the playstyle. Wanting to do some kind of hybrid, but one that makes sense story wise. I'll probably romance peebee this time around so i would like to keep her as one of the two squad members, and have that compliment my build. Element Zero here's another opportunity to share your great knowledge of MEA gameplay!!!!
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Post by Element Zero on May 25, 2018 6:51:49 GMT
Thanks for the tag, dazk . You know how I like these discussions. lynx7386 , my current build ticks a lot of your boxes. I'm playing a Sentinel (Lance/Annihilation/Energy Drain). I like to call him the BioTech Bomber. I'll explain why I think it's awesome both in gameplay and in terms of RP. You've chosen "Leader", so you're already headed down this path. Sentinel, Energy Drain and Annihilation are already open to you by design. Lance perfectly fits the mix since Sentinel was tailor-made for it. RP Advantages: This is easy. Sentinels are fun because they're techie biotic soldiers. They do it all! There's no RP situation in which you'll think, "Would my Ryder really be conversant on this topic?" Talking tech with an Angara? No problem. Talking Biotics with your Asari/Huntress waifu? No problem. Guns? You use those well, too, and have customized some real killers. No skill or approach is too far outside the Sentinel's likely area of expertise. This build combines the Tech of Energy Drain and flash-forged Tech Armor (cool-looking and effective) with badass Biotic skills Lance and Annihilation. Gameplay: This could get long, so I'll try to build a reasonable list of all the great synergies in this build. Sentinel Profile: You get the absolute perfect perks for this build! * Combo Damage: This is the only Profile with a straight combo damage increase. You're also going to craft gear to build upon this. * Tech Recharge Speed: Useless, mostly, since you're going to get the Fusion Mod of Adrenaline on Havarl. It resets cooldowns every time you kill a foe in any fashion. Glorious! * Power Shield Cost Reduction: Could be called "Lance Cost Reduction". You'll evolve Lance to run off of your barrier, rather than a cooldown. (You may've done this with Nova, previously). Between this perk, your passive skill evolutions and the gear you'll use, Lance becomes very "inexpensive" in terms of shields. * Power Restoration and Defense: I'd wager most players don't know what this does. It improves the effectiveness of skills and effects that restore your shields. This is awesome, since you'll be in a cycle of using restorative Energy Drain and destructive Lance to prime and detonate foes. Explorer: It's not as perfect as Sentinel, but Explorer is still great for this build. You lose Tech Armor, but gain lesser damage reduction and Biotic Blink. Most importantly, you retain PR&D. The biggest loss is the Power Shield Cost Reduction. Your Lances will be notably more costly without it. You do get a solid weapon damage boost. SkillsAnnihilation: You've used it, so maybe you know how awesome it is. Build for radius (4A?) and damage attractor (5A?). I prefer 6B Vortex over the more supportive 6A evolution, since you'll have more than enough shield regen happening. Vortex makes ambushing wraiths and charging foes a triviality by lifting them into the air. Lance: The exact evolution you choose is up to personal choice. I actually go for radius and dmg vs shields, since I'm on PS4 and this better fits that controller (and the game's hidden headshot workings). You definitely want 6B, making Lance run on barrier in lieu of cooldown. This allows you to throw that extra Lance or two if a combo doesn't kill everything. It's great against bosses who won't be triggering your FMoA. Plus, it's lore- and logic-friendly. Siphoning a little barrier to form a projectile just makes sense. Energy Drain: It's base damage is unimportant, so evolve for AoE, support-effects and Prime/Detonate duality. This power, combined with your Tech Passives, is going to make you immortal. You'll constantly be priming, detonating, healing and regenerating shields. Tech Passives: These are the most powerful skills in the game, but are often overlooked by many players. * Team Support 5A and 6B go a long way toward making your entire team unkillable. 6B, Life Support, heals you for 3 sec after using a tech power. You'll be using ED a lot. * Offensive Tech improves your detonations and gives you 6B Technical Rounds, which improves weapon damage by +30% for 5 sec after using a tech skill. Again, ED a lot. * Auxiliary Systems improved priming rates and radiuses. 6A Shield Feedback starts your shields recharging immediately after using a tech skill. See a pattern? With these three, you'll be constantly regenerating health and shields because of Energy Drain. Sentinel's PR&D and the gear you'll use make this even better. Biotic Passives: You'll want all of these, too, naturally. Always go for radius, combo damage and more utilitarian boosts over niche benefits or recharge (unnecessary, given FMoA.) I can give specific advice if desired. Combat Passives: You'll eventually want all of these, too. Start with your preferred weapon training and Combat Fitness, then expand from that point. WeaponsYou'll likely want a custom Valkyrie or Shotgun. The Valkyrie is nice because it's long range. Even though this build is invincible up close, it's still great at range. An AR helps with that. If you love or prefer shotguns, I can suggest several insanely powerful, fun designs. The Valkyrie I suggest is this: Valkyrie (Automatic Fire; Bioconverter; Dual Mod Extension; Kinetic Coils x2) with Barrel, Clip, Receiver and Stock mods. This turns the vanilla Valkyrie into a fully auto, very accurate fountain of death. It's the only gun you'll ever need. Melee is important, too. It's useful in its own right, but most importantly it gives you 4/5 augmentation slots for "always on" boosts to your character. I'd recommend the following: Asari Sword (5 Reaction Optimizers): This pairs the best melee weapon in the game (complete with frames of invincibility via that thematically appropriate biotic slash) with +12-15% Combo Damage. Nice! Between Sentinel, this and your armor, your combo damage is really boosted. Alternatively, you could use the Remnant Cryogauntlet. It's also an Ultra Rare with the augmentation slots you want, but isn't quite as great as the Asari Sword. ArmorThe game is easy enough that you can likely use whatever you want. That said, Pathfinder Armor is great for this. It's advantages are as follows: * No R&D cost: You get the blueprints for free, allowing you to focus R&D on your gun and sword. * Damage Resistance: Who doesn't want this?! (Tann voice) * Weapon Accuracy: Universally useful, especially with an autofire AR. * Power Restoration and Defense: Just like the Sentinel Profile! This makes your ED and Tech Passives even more useful, and pushes your closer to invincibility. * It looks badass. Seriously, it's awesome looking armor. Armor Augmentations: This is pretty simple. *Chest: Every chest piece you ever make should contain a Shield Oscillator. It restores +25% of shields when you kill a foe. Perfect for anyone, but especially for you. * Legs: I like to use one slot to add elemental damage (electrical, cold or fire) to my jump melee, since I like to use melee pretty often. This is up to personal choice. An extra Reaction Optimizer might be more optimal. * Everything else in every slot: Reaction Optimizers to boost Combo Damage. You'll be destroying most of your foes via combos, and this gives you that extra damage to ensure few survivors after your initial onslaught. Fusion Mod of Adrenaline: This is a crucial piece of gear for any combo caster build, but especially ultra aggressive builds like this one. If you don't know where it is, I'm sure we can find and link a vid. It's found on Havarl via an unmarked Remnant Puzzle. This will allow you to tread upon your enemies, hurling death (in the form of ED and Lance) as you like. Cooldowns are for mortals. You are a BioTech god. Am I forgetting anything? It's late and I'm sleepy, but I think this covers most bases. Ask questions as needed, and I'll clarify anything, give specific advice, share my experiences, etc... I'll say now that I wade through my foes in a non-stop storm of Combo Detonations, melee attacks and gunfire with this build. It's one of the most powerful possible builds in the game, but isn't as prone to staleness as the Charging Vanguard. I can attack and combo at range, up close, whatever I like. EDIT: Tomorrow, after a proper night's sleep, I can list the build I use (if the interest exists) in the X: 4A, 5B, 6A style.
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Post by dazk on May 25, 2018 7:16:18 GMT
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lynx7386
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Post by lynx7386 on May 25, 2018 13:19:52 GMT
Thanks for the input element zero.
A few things:
I've done the full auto valkyrie before and as powerful as it is I just wasn't a fan. It almost feels like cheating. I love the reegar carbine and would like to use it at least as a backup (and for some shotgun melee bonuses, possibly), but obviously it's kinda weak in a lot of situations. I also tried a rozerad with beam emitter on my engineer at one point and found it fun, but maybe not the most effective. Problem is I tend to like guns that just aren't very good: the disciple, paw, equalizer, ushior, talon, etc.
For melee, I'm not a huge fan of the asari sword (screams weeb to me, hate the katana fandom), but other than the remnant cryo gauntlet there don't seem to be many good alternatives. I love the feel of the biotic amp and firaan, but neither primes and they both have limited mod slots.
On gear, I honestly hadn't considered pathfinder armor, but I'll give it a look. Would definitely be nice to save research points for other things, armor always seems to eat up a lot of them.
For abilities, your setup seems good all around, but I think I'd get bored using the same thing for the entire game, I tend to use a few profiles set up for different situations.
One combo I want to try out (when I get enough points) is singularity and chain overload. I've heard that combo really wrecks groups of enemies and can even prime shielded and armored enemies.
I'm also a fan of backlash as far as looks, but honestly haven't found it very useful this far (my abilities right now are backlash, energy drain, and overload).
From my engineer and multiplayer characters, I've grown to live snap freeze on cryo beam for the huge cryosplosions but I'm not sure if cryo beam needs to actually be slotted to benefit from that perk. Any idea there? If it doesn't, I can use that with the remnant cryo gauntlet to get the effect.
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Post by lynx7386 on May 25, 2018 13:28:37 GMT
Also should note: I want to include as much tech focus as possible to offset the biotic abilities some - I'm not a fan of pure biotic characters (honestly only enjoyed my vanguard because it was a melee powerhouse), I tend to prefer tech characters as they fit my personality a little better.
I'm not opposed to using biotics at all, but things like the reegar, remnant gauntlet, etc. Help maintain a techy feel for me. I also tend to internally rationalize many of the biotic abilities as simply other forms of tech (backlash being an extension/improvement of shield tech, for example)
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Post by Element Zero on May 25, 2018 14:39:11 GMT
It’s possible to go completely tech with great results, if you like. Honestly, because of those insane Passives and their general utility, Tech skills are tops in MEA. You don’t need biotics if you don’t want them. If you’re trying to include them, swapping Singularity for Annihilation, or Overload for Lance (in the above listed build) is an option. That’s the beauty of this classless system. You can do several of these things in a single PT from level-1, or all of them in a NG+. They can be saved as Favorites and activated with a single button/key.
A purely Tech Sentinel that I enjoyed is Sentinel (Incinerate/Assault Turret/Energy Drain). It had Fire, Cryo and Tech explosions all over the screen. Working in biotics is as easy as replacing one skill with another solid primer/detonator like Throw, Shockwave, etc... My favorite “Soldier” build uses two Tech skills, Tactical Cloak and Invasion. (Invasion is awesome! It staggers, debuffs and spreads like the plague.) Tech is king in MEA.
In regard to Cryobeam, I suspect that the Snap Freeze Evo applies only to that skill; but I can’t say with certainty. That doesn’t mean the Gauntlet isn’t pretty badass all the same. I love the visuals in particular.
The PAW is actually a solid weapon. It’s no Valkyrie, but it’s solid. Patch 1.08 (May 2017) fixed the Beam Emitter and added all of the RoF augmentations. Using those, you can make some really interesting and effective weapons. I’ve built a Dhan that plays like an Assault Rifle ray-gun (Burst-fire, Beam Emitter). I’ve built a Hesh that can melt any foe in seconds, even at range (Autofire, Seeking Plasma). Most weapons can be made more interesting and effective via creative customization. It’s a matter of deciding what you want and then seeing how the augmentations/bonuses can be aligned in your favor.
In regard to other weapons, the Cryogauntlet is good. It’s not as optimal as the Asari Sword, but it’s still very good. Plus, I agree about the Asari Sword. I’ve just grown numb to its cheese. It works okay for Explorers, Vanguards, and maybe other biotics. Still, even it’s default name is annoying. (I rename mine as Metamaterial Blades.)
If you like the Reegar Carbine, but want to try something new, have you looked at the Electrical Conduit augmentation? Put into a PAW, or any high RoF weapon, it’s pretty damn effective. Maybe you run with two PAWs, saving on R&D: one slightly vanilla for armor, the electrical one for shields and “red-bar” enemies. Another techie/SciFi weapon I’ve really enjoyed is the Hornet (Autofire; Beam Emitter; Bioconverter). It’s fun to melt foes with my little SMG particle beam. Anything that works with a Beam Emitter can likewise work in a slightly narrower way with Electrical Conduits.
The Talon can be made a bit better with Burst-fire. Adding Seeking Plasma helps too, if that’s not too far afield for you. (When playing a techie, I feel like getting creative with gun builds fits the RP.) The Ushior is actually insanely powerful, just very specific in its style. Plasma Charge System works well with it, since it already is a slow-shooter. I’d need to check, but this could be the one weapon for which the Single-Fire augmentation works. (Not a recommendation, since I don’t know the pros and cons offhand. In general, that aug sucks hard.)
I’m in a bad spot for posting, at the moment. That’s why this was sort of chaotic, stream-of-thought in style.
The game is easy enough that bleeding-edge optimization easily breaks it. Don’t feel like you can’t make a few suboptimal choices without weakening your character. Having the right skill evolutions, for instance, is better than having a few extra augmentation slots on your gun. Use whatever you want to use.
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lynx7386
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Post by lynx7386 on May 25, 2018 15:20:54 GMT
I know that in mp it works with the assault turrets cryo ammo, the human engineer is my main mp character. I just don't know how it works if you skill up cryo beam but don't put it on your active abilities (i -hate- being limited to 3 abilities in this game, so much).
What I'm thinking of doing is setting up profiles for different scenarios so I can swap as needed. Something like:
Aoe profile: singularity, overload, ? Single target ranged: energy drain, lance, ? Melee: annihilation, lance, ? Defensive: backlash, energy drain, invasion?
Just still working out the full abilities. For melee maybe I could work in cloak or flamethrower, or cryo beam. For single target maybe incinerate or concussion round. For aoe maybe shield powered nova or shockwave as another detonator.
These would all be with the sentinel profile, so I still want to base everything on combos really.
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Post by sjsharp2010 on May 25, 2018 17:23:39 GMT
Thanks for the tag, dazk . You know how I like these discussions. lynx7386 , my current build ticks a lot of your boxes. I'm playing a Sentinel (Lance/Annihilation/Energy Drain). I like to call him the BioTech Bomber. I'll explain why I think it's awesome both in gameplay and in terms of RP. You've chosen "Leader", so you're already headed down this path. Sentinel, Energy Drain and Annihilation are already open to you by design. Lance perfectly fits the mix since Sentinel was tailor-made for it. RP Advantages: This is easy. Sentinels are fun because they're techie biotic soldiers. They do it all! There's no RP situation in which you'll think, "Would my Ryder really be conversant on this topic?" Talking tech with an Angara? No problem. Talking Biotics with your Asari/Huntress waifu? No problem. Guns? You use those well, too, and have customized some real killers. No skill or approach is too far outside the Sentinel's likely area of expertise. This build combines the Tech of Energy Drain and flash-forged Tech Armor (cool-looking and effective) with badass Biotic skills Lance and Annihilation. Gameplay: This could get long, so I'll try to build a reasonable list of all the great synergies in this build. Sentinel Profile: You get the absolute perfect perks for this build! * Combo Damage: This is the only Profile with a straight combo damage increase. You're also going to craft gear to build upon this. * Tech Recharge Speed: Useless, mostly, since you're going to get the Fusion Mod of Adrenaline on Havarl. It resets cooldowns every time you kill a foe in any fashion. Glorious! * Power Shield Cost Reduction: Could be called "Lance Cost Reduction". You'll evolve Lance to run off of your barrier, rather than a cooldown. (You may've done this with Nova, previously). Between this perk, your passive skill evolutions and the gear you'll use, Lance becomes very "inexpensive" in terms of shields. * Power Restoration and Defense: I'd wager most players don't know what this does. It improves the effectiveness of skills and effects that restore your shields. This is awesome, since you'll be in a cycle of using restorative Energy Drain and destructive Lance to prime and detonate foes. Explorer: It's not as perfect as Sentinel, but Explorer is still great for this build. You lose Tech Armor, but gain lesser damage reduction and Biotic Blink. Most importantly, you retain PR&D. The biggest loss is the Power Shield Cost Reduction. Your Lances will be notably more costly without it. You do get a solid weapon damage boost. SkillsAnnihilation: You've used it, so maybe you know how awesome it is. Build for radius (4A?) and damage attractor (5A?). I prefer 6B Vortex over the more supportive 6A evolution, since you'll have more than enough shield regen happening. Vortex makes ambushing wraiths and charging foes a triviality by lifting them into the air. Lance: The exact evolution you choose is up to personal choice. I actually go for radius and dmg vs shields, since I'm on PS4 and this better fits that controller (and the game's hidden headshot workings). You definitely want 6B, making Lance run on barrier in lieu of cooldown. This allows you to throw that extra Lance or two if a combo doesn't kill everything. It's great against bosses who won't be triggering your FMoA. Plus, it's lore- and logic-friendly. Siphoning a little barrier to form a projectile just makes sense. Energy Drain: It's base damage is unimportant, so evolve for AoE, support-effects and Prime/Detonate duality. This power, combined with your Tech Passives, is going to make you immortal. You'll constantly be priming, detonating, healing and regenerating shields. Tech Passives: These are the most powerful skills in the game, but are often overlooked by many players. * Team Support 5A and 6B go a long way toward making your entire team unkillable. 6B, Life Support, heals you for 3 sec after using a tech power. You'll be using ED a lot. * Offensive Tech improves your detonations and gives you 6B Technical Rounds, which improves weapon damage by +30% for 5 sec after using a tech skill. Again, ED a lot. * Auxiliary Systems improved priming rates and radiuses. 6A Shield Feedback starts your shields recharging immediately after using a tech skill. See a pattern? With these three, you'll be constantly regenerating health and shields because of Energy Drain. Sentinel's PR&D and the gear you'll use make this even better. Biotic Passives: You'll want all of these, too, naturally. Always go for radius, combo damage and more utilitarian boosts over niche benefits or recharge (unnecessary, given FMoA.) I can give specific advice if desired. Combat Passives: You'll eventually want all of these, too. Start with your preferred weapon training and Combat Fitness, then expand from that point. WeaponsYou'll likely want a custom Valkyrie or Shotgun. The Valkyrie is nice because it's long range. Even though this build is invincible up close, it's still great at range. An AR helps with that. If you love or prefer shotguns, I can suggest several insanely powerful, fun designs. The Valkyrie I suggest is this: Valkyrie (Automatic Fire; Bioconverter; Dual Mod Extension; Kinetic Coils x2) with Barrel, Clip, Receiver and Stock mods. This turns the vanilla Valkyrie into a fully auto, very accurate fountain of death. It's the only gun you'll ever need. Melee is important, too. It's useful in its own right, but most importantly it gives you 4/5 augmentation slots for "always on" boosts to your character. I'd recommend the following: Asari Sword (5 Reaction Optimizers): This pairs the best melee weapon in the game (complete with frames of invincibility via that thematically appropriate biotic slash) with +12-15% Combo Damage. Nice! Between Sentinel, this and your armor, your combo damage is really boosted. Alternatively, you could use the Remnant Cryogauntlet. It's also an Ultra Rare with the augmentation slots you want, but isn't quite as great as the Asari Sword. ArmorThe game is easy enough that you can likely use whatever you want. That said, Pathfinder Armor is great for this. It's advantages are as follows: * No R&D cost: You get the blueprints for free, allowing you to focus R&D on your gun and sword. * Damage Resistance: Who doesn't want this?! (Tann voice) * Weapon Accuracy: Universally useful, especially with an autofire AR. * Power Restoration and Defense: Just like the Sentinel Profile! This makes your ED and Tech Passives even more useful, and pushes your closer to invincibility. * It looks badass. Seriously, it's awesome looking armor. Armor Augmentations: This is pretty simple. *Chest: Every chest piece you ever make should contain a Shield Oscillator. It restores +25% of shields when you kill a foe. Perfect for anyone, but especially for you. * Legs: I like to use one slot to add elemental damage (electrical, cold or fire) to my jump melee, since I like to use melee pretty often. This is up to personal choice. An extra Reaction Optimizer might be more optimal. * Everything else in every slot: Reaction Optimizers to boost Combo Damage. You'll be destroying most of your foes via combos, and this gives you that extra damage to ensure few survivors after your initial onslaught. Fusion Mod of Adrenaline: This is a crucial piece of gear for any combo caster build, but especially ultra aggressive builds like this one. If you don't know where it is, I'm sure we can find and link a vid. It's found on Havarl via an unmarked Remnant Puzzle. This will allow you to tread upon your enemies, hurling death (in the form of ED and Lance) as you like. Cooldowns are for mortals. You are a BioTech god. Am I forgetting anything? It's late and I'm sleepy, but I think this covers most bases. Ask questions as needed, and I'll clarify anything, give specific advice, share my experiences, etc... I'll say now that I wade through my foes in a non-stop storm of Combo Detonations, melee attacks and gunfire with this build. It's one of the most powerful possible builds in the game, but isn't as prone to staleness as the Charging Vanguard. I can attack and combo at range, up close, whatever I like. EDIT: Tomorrow, after a proper night's sleep, I can list the build I use (if the interest exists) in the X: 4A, 5B, 6A style. Yeah Sentinel is one of my fave ways I think to play MEA. the half and half classes seem to work better than full on ones. Usually in the trilogy I'd say the only half and half that works well for me is Infiltrator but in MEA everything works well. In fact my next Ryder is going to be a Sentinel. That is once I'm finished my male engineer Shep.
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Post by lynx7386 on May 25, 2018 19:40:26 GMT
Some other questions:
Why use electrical conduits on the reegar? Doesn't it have that functionality already?
I'm a fan of the x5 ghost, like a better avenger, but what mods work well on it?
Also thinking maybe an elementalist set up on this sentinel would be fun: singularity for biotic combos, overload or energy drain for tech, incinerate or flamethrower for fire, and remnant gauntlet for cryo. Thoughts?
In the event I get to a new game plus after this play through, I'm planning on doing another run with Sara. I want to know how well a non - vanguard melee build can work; w thinking of combining explorer profile's biotic blink with the asari sword for a teleporting melee build that's all over the place, but I'm not sure melee is all that viable as a main source of damage without vanguard damage and shield bonuses. Was thinking something like asari sword, explorer for biotic blink, tactical cloak, and maybe like grenades, invasion, or a turret for cover fire with cryo ammo?
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Post by Element Zero on May 25, 2018 23:25:01 GMT
Some other questions: Why use electrical conduits on the reegar? Doesn't it have that functionality already? I'm a fan of the x5 ghost, like a better avenger, but what mods work well on it? Also thinking maybe an elementalist set up on this sentinel would be fun: singularity for biotic combos, overload or energy drain for tech, incinerate or flamethrower for fire, and remnant gauntlet for cryo. Thoughts? In the event I get to a new game plus after this play through, I'm planning on doing another run with Sara. I want to know how well a non - vanguard melee build can work; w thinking of combining explorer profile's biotic blink with the asari sword for a teleporting melee build that's all over the place, but I'm not sure melee is all that viable as a main source of damage without vanguard damage and shield bonuses. Was thinking something like asari sword, explorer for biotic blink, tactical cloak, and maybe like grenades, invasion, or a turret for cover fire with cryo ammo? Sorry, I was unclear. The Reegar cannot accept an Electrical Conduits augmentation. You can change any other weapon in the game to a Reegar-like function with the EC. It only works in a productive, positive way on autofire, high-RoF weapons. That’s why I mentioned the PAW. The Ghost you mention is also an okay choice. In general, the Ghost is okay. It can’t compete with the customized autofire weapons, since their base DPS assumed single-fire/burst-fire. (Crafting is brokenly powerful.) The Ghost is perfectly effective, though. I completed several Insanity runs with it as my primary weapon. Any of the combinations of skills that you mention could work. As long as you have primers and detonators with which to build a nice combat-rhythm, anything can work. A few powers both prime and detonate, making them some of my favorites, since they can be deployed in any sequence. I’ve used Incinerate/Singularity/Energy Drain a bit. It was pretty fun. I think Shockwave might be even more fun than Singularity versus most foes. I haven’t tried to optimize with melee as a focus. I do use melee quite often, and do select the melee-improving skill evolutions in the Combat Tree. Explorer would definitely be my choice if I were trying to do this. It gives +Weapon Damage, Damage Reduction and Biotic Blink. I also agree with the Sword being the best weapon option, due to its teleport. I think you could effectively melee the grunts of the game on Insanity (the non-Destroyers, etc...). The question is whether you could make it effective enough to be enjoyable. I honestly doubt it, but it might be worth trying some tests. HyperGuardian Chest would be the optimal equipment, giving a big Melee Damage boost. Annihilation and Invasion would be good choices for the debuffs. Tactical Cloak is also a good choice, as you said. Cryobeam is also fun for melee. You should check out www.xainesworld.comHe has a toolset for SP and MP weapons builds that’s one of a kind. (I’ve not used it, but I followed his work in creating it.) His YouTube channel is also great. Just pay attention to which patch version each video addresses. He was always good about trying to make that clear. You might draw some good inspiration from his weapons videos. I too like to have 3 or 4 distinct Favorites, as your other post describes. I tend to build my as Primary, Tech, Biotic, Guns, Vanguard, etc... in no particular order. The only one that is absolutely always on my list is Soldier (Invasion/Tactical Cloak/Turbocharge). Nothing kills faster, or is better for melting bosses in seconds. I’d not bother with a “Defensive” favorite. Your best defense is to kill everything quickly. If you just want to try those powers together, that works. I’d not make it a Favorite into which to drop when in need of defense, though. Any Sentinel with active tech skills and good Passives will already have great defenses.
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Post by lynx7386 on May 27, 2018 4:48:33 GMT
Element Zero another thought I had: Watching a video earlier today on weapon augments, I came across the idea of using the ushior pistol - which is a single shot only - with the shield modulator augment, which restores 25% of your shields whenever you empty your weapon clip. That seems like it would work exceptionally well with shield powered lance/nova, as you basically have an extra on-demand shield regen (even without an enemy target) in addition to energy drain. What are your thoughts on that? Any idea if the power restoration & defense perks from sentinel and the pathfinder armor boost the restoration from augments?
I've gotten through a good bit of Eos on this character so far, and I've ultimately decided that I dont really enjoy the singularity + overload combo. For some reason, singularity seems to be very ineffective at priming enemies: the area of effect seems so small that even on relatively clustered enemies I often only get one or two within the field and thus primed by it. Thinking of dropping singularity altogether and trying a different setup.
Your energy drain / annihilation / lance setup is good, but requires being in close range to prime with annihilation (when energy drain is on cooldown). What alternatives would you suggest for a ranged primer? Guess maybe I could try incinerate in it's place for a ranged build (using favorites to have one for up close and one for long range), since energy drain and incinerate would give me both primers/detonators (on top of lance) as well as benefits vs both shields and armor.
I have definitely been enjoying backlash, though. It takes some proper circumstances and timing, but it seems really effective against the kett with soned miniguns, and against remnant observers with their laser beam. Both allow me to reflect a lot of damage while being more or less immune, and I can use that as a holdout until cooldowns are back for other abilities. I'm assuming the "power restoration and defense" stat also improves the amount of damage backlash can absorb?
Still wish there were more than 3 ability slots at a time, I feel like my options would be far less limited with four abilities active.
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Post by Lebanese Dude on May 27, 2018 13:20:27 GMT
Still wish there were more than 3 ability slots at a time, I feel like my options would be far less limited with four abilities active. I agree, although I think that's the intent.
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Post by lynx7386 on May 29, 2018 19:27:16 GMT
Element zero I tried your drain/annihilation/lance build and tbh I'm not a fan. Its mostly to do with lance, though - for some reason I have issues reliably hitting with it and the shield powered bit has gotten me killed twice now and often my shields are out and I'm waiting on energy drain to cool down and can't use lance without any shields. Lance seems particularly hard to use up close for some reason on faster moving enemies (havent unlocked vortex yet).
I'm thinking about going with drain, annihilation, and overload or incinerate instead. I've enjoyed doing multi combos with the current build (annihilation prime, lance, melee prime with cryo gauntlet, lance, energy drain to tech prime, lance again, three combos in a row). With incinerate instead I could do all four combo types as needed.
Also I'm still deciding on armor and weapons. Been using pathfinder but I might try Heleus defender or angaran armor instead. Also considering using an ushior with the augment that boosts power damage by 20% when your clip is full, as it would be active all the time with the 1 round magazine.
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Post by Element Zero on May 29, 2018 22:17:36 GMT
Element zero I tried your drain/annihilation/lance build and tbh I'm not a fan. Its mostly to do with lance, though - for some reason I have issues reliably hitting with it and the shield powered bit has gotten me killed twice now and often my shields are out and I'm waiting on energy drain to cool down and can't use lance without any shields. Lance seems particularly hard to use up close for some reason on faster moving enemies (havent unlocked vortex yet). I'm thinking about going with drain, annihilation, and overload or incinerate instead. I've enjoyed doing multi combos with the current build (annihilation prime, lance, melee prime with cryo gauntlet, lance, energy drain to tech prime, lance again, three combos in a row). With incinerate instead I could do all four combo types as needed. Also I'm still deciding on armor and weapons. Been using pathfinder but I might try Heleus defender or angaran armor instead. Also considering using an ushior with the augment that boosts power damage by 20% when your clip is full, as it would be active all the time with the 1 round magazine. It sounds like a few things are at play. 1) Lance does not autotrack/target-assist like most powers. You have to aim it accurately, as if using a weapon. That's why it benefits from higher combo Damage multipliers, weak point multipliers, etc... It's not a spray-and-pray/cast in a general direction skill. 2) You're throwing your last Lance with no means to regenerate your barrier. That's sometimes fine, but you have to be ready to account for your lack of shielding. In general, though, you should rarely be spending your entire Barrier. It should be constantly regenerating via ED and augmentations. 3) Energy Drain is on cooldown. Why? A key part of these aggressive builds is the Fusion Mod of Adrenaline. If you're hitting targets with primer->detonator-> few gunshots or primer-> detonator+primer -> detonator (-> shooting if needed), the targets should be dying rapidly. When they die, your cooldown is reset and you regain +25% shields (Shield Oscillator). Essentially, unless you're fighting a boss, ED doesn't have a cooldown. The build just becomes better with time, as passive skills boost overall efficacy. Not every build is fun for everyone, of course. It could be you won't like Lance, even with practice. I've played the build with Incinerate in lieu of Lance. I don't like it as much, but it is good. You'll have two powers that detonate and prime, assuming you evolve them to do so. You'll lose the power-on-command of Lance and some of the coolness of biotic detonations (I love that sound). Everything is a trade-off. If you choose Incinerate, and if you've evolved you Tech Passives, you'll be nearly immortal, since your two main skills are each Tech and therefore trigger the three great passive perks. [One of my favorite "Engineer" builds is Sentinel (Incinerate/Assault Turret/Energy Drain). The Turret primes and incapacitates with cryo blasts and draws a lot of enemy attention. The other powers provide constant detonations. All three trigger Passives. Invasion might be a good alternative for AT/Zap. It staggers, hits multiple enemies, and debuffs. I use it on all of my Soldiers.) As for the armor, it's possible to use any armor. The game is easy enough to not really demand full optimization. That said, Pathfinder, Remnant and Hyperguardian will be far and away best for this particular type of build. Angaran armor offer cooldown bonuses, which are useless with FMoA. Heleus is okay, but best on a weapons-specialist build. It's only two pieces, instead of four, so you lose 6 augmentation slots (that's 12-30% of something; in this case 12% combo damage). Again, you should use whatever is fun. I just wanted to reiterate my reasons for suggesting Pathfinder.
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Post by dazk on May 30, 2018 0:02:42 GMT
Element zero I tried your drain/annihilation/lance build and tbh I'm not a fan. Its mostly to do with lance, though - for some reason I have issues reliably hitting with it and the shield powered bit has gotten me killed twice now and often my shields are out and I'm waiting on energy drain to cool down and can't use lance without any shields. Lance seems particularly hard to use up close for some reason on faster moving enemies (havent unlocked vortex yet). I'm thinking about going with drain, annihilation, and overload or incinerate instead. I've enjoyed doing multi combos with the current build (annihilation prime, lance, melee prime with cryo gauntlet, lance, energy drain to tech prime, lance again, three combos in a row). With incinerate instead I could do all four combo types as needed. Also I'm still deciding on armor and weapons. Been using pathfinder but I might try Heleus defender or angaran armor instead. Also considering using an ushior with the augment that boosts power damage by 20% when your clip is full, as it would be active all the time with the 1 round magazine. Yay its not just me, I struggled with Lance too
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Post by Element Zero on May 30, 2018 2:15:24 GMT
Element zero I tried your drain/annihilation/lance build and tbh I'm not a fan. Its mostly to do with lance, though - for some reason I have issues reliably hitting with it and the shield powered bit has gotten me killed twice now and often my shields are out and I'm waiting on energy drain to cool down and can't use lance without any shields. Lance seems particularly hard to use up close for some reason on faster moving enemies (havent unlocked vortex yet). I'm thinking about going with drain, annihilation, and overload or incinerate instead. I've enjoyed doing multi combos with the current build (annihilation prime, lance, melee prime with cryo gauntlet, lance, energy drain to tech prime, lance again, three combos in a row). With incinerate instead I could do all four combo types as needed. Also I'm still deciding on armor and weapons. Been using pathfinder but I might try Heleus defender or angaran armor instead. Also considering using an ushior with the augment that boosts power damage by 20% when your clip is full, as it would be active all the time with the 1 round magazine. Yay its not just me, I struggled with Lance too On my first PT, I used Lance for half the game before switching to Throw (Adept with Pull/Singularity/Throw). I was too spoiled by auto-targeting powers since 2010. At some point, I decided to give it another go and found my aim was much more crisp. I was probably just out of practice during that first PT more than anything. For this build, I don't find it hard at all to hit. I've only had one enemy dodge a Lance all game. Generally, I'm Lancing a target that I've momentarily staggered by Energy Drain or lifted by Annihilation. It's almost never my opening attack against a target. Throw is fun and classic, but Lance hits dramatically harder in SP. It's definitely my detonator of choice for Adept builds.
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Post by lynx7386 on May 30, 2018 2:47:26 GMT
I just think I prefer tech over biotic abilities, habit I guess as I've always played an engineer or infiltrator main in past games.
I'm still working on getting the adrenaline mod, but after that things should go better. Annihilation seems useless except against charging dogs, as I more often play at range and use cover. Maybe I should just go energy drain, overload, and incinerate for endless combos?
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Post by Element Zero on May 30, 2018 2:56:36 GMT
I just think I prefer tech over biotic abilities, habit I guess as I've always played an engineer or infiltrator main in past games. I'm still working on getting the adrenaline mod, but after that things should go better. Annihilation seems useless except against charging dogs, as I more often play at range and use cover. Maybe I should just go energy drain, overload, and incinerate for endless combos? Yeah, Annihilation isn't a good use of your skill allotment if you aren't going to get into short range. This build is good at range, but it's designed for close-quarters. For a more ranged build, I'd defintely swap Annihilation for something more complementary. This game has awesome tech skills, so it's easy to pick something fun. My pitch for selling you on Biotics in the IP: Biotics and Mass Effect Tech are essentially the same thing. Most people use technology to run an electrical current through a quantity of eezo, thus achieving the "mass effect". Biotic lifeforms have eezo nodules within their nervous system, so they don't necessarily need eezo to achieve the mass effect. Humans use an amplifier to boost the current, but Asari and biotic creatures do not. You might always prefer the way tech skills play. My preference varies from one playthrough to the next, and shapes how I view my protagonist. I thought I'd offer a viewpoint in case it was some space-magic vibe that you got from Biotics that turned you off. The technology and biotics are all the same space-magic.
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Post by dazk on May 30, 2018 3:50:52 GMT
Yay its not just me, I struggled with Lance too On my first PT, I used Lance for half the game before switching to Throw (Adept with Pull/Singularity/Throw). I was too spoiled by auto-targeting powers since 2010. At some point, I decided to give it another go and found my aim was much more crisp. I was probably just out of practice during that first PT more than anything. For this build, I don't find it hard at all to hit. I've only had one enemy dodge a Lance all game. Generally, I'm Lancing a target that I've momentarily staggered by Energy Drain or lifted by Annihilation. It's almost never my opening attack against a target. Throw is fun and classic, but Lance hits dramatically harder in SP. It's definitely my detonator of choice for Adept builds. Patience is not my strong suit!!!! I wasn't too bad with the aim, I got sick of Kett etc doing there little jump sideways thing and not being able to anticipate it. So have been running CC/ED/ZAP which has been fun but going to dump ZAP its having spawning issues in that the bloody thing won't go away, ever. Its even appearing on the Tempest all the time. Trying not to go back to my soldier build, will have a look and try and find something I haven't used.
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Post by Element Zero on May 30, 2018 3:59:48 GMT
On my first PT, I used Lance for half the game before switching to Throw (Adept with Pull/Singularity/Throw). I was too spoiled by auto-targeting powers since 2010. At some point, I decided to give it another go and found my aim was much more crisp. I was probably just out of practice during that first PT more than anything. For this build, I don't find it hard at all to hit. I've only had one enemy dodge a Lance all game. Generally, I'm Lancing a target that I've momentarily staggered by Energy Drain or lifted by Annihilation. It's almost never my opening attack against a target. Throw is fun and classic, but Lance hits dramatically harder in SP. It's definitely my detonator of choice for Adept builds. Patience is not my strong suit!!!! I wasn't too bad with the aim, I got sick of Kett etc doing there little jump sideways thing and not being able to anticipate it. So have been running CC/ED/ZAP which has been fun but going to dump ZAP its having spawning issues in that the bloody thing won't go away, ever. Its even appearing on the Tempest all the time. Trying not to go back to my soldier build, will have a look and try and find something I haven't used. I'm trying to figure out what CC was meant to be. Concussive Shot? Cryobeam? Zap was fun during my second PT; but they ruined it via a patch that was supposed to "fix it". That's when I started seeing the annoying behaviors you describe. In the meantime, they buffed Assault Turret, so that became my drone power if I wanted one. Are you leaning toward a certain type of combo build (as in primarily uses combos instead of weapons for damage)? Adept? Tech? Sentinel hybrid? Are you in the habit of priming and detonating, or have you typically tended to just cast what seems to make sense on an individual basis?
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Post by dazk on May 30, 2018 4:50:38 GMT
Patience is not my strong suit!!!! I wasn't too bad with the aim, I got sick of Kett etc doing there little jump sideways thing and not being able to anticipate it. So have been running CC/ED/ZAP which has been fun but going to dump ZAP its having spawning issues in that the bloody thing won't go away, ever. Its even appearing on the Tempest all the time. Trying not to go back to my soldier build, will have a look and try and find something I haven't used. I'm trying to figure out what CC was meant to be. Concussive Shot? Cryobeam? Zap was fun during my second PT; but they ruined it via a patch that was supposed to "fix it". That's when I started seeing the annoying behaviors you describe. In the meantime, they buffed Assault Turret, so that became my drone power if I wanted one. Are you leaning toward a certain type of combo build (as in primarily uses combos instead of weapons for damage)? Adept? Tech? Sentinel hybrid? Are you in the habit of priming and detonating, or have you typically tended to just cast what seems to make sense on an individual basis? CC - Concussive Shot, I can't give it up it gives me too much pleasure detonating things with it!!!!! No real plan, been playing as a Sentinel but switched back to Soldier for a bit yesterday to see what difference it made in combat. TTK (Time to Kill) was definitely shorter but not a game changer so happy to switch to Sentinel again or something else. Make a suggestion and I'll run it. For now will change back to shockwave that primes doesn't it?
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Post by Element Zero on May 30, 2018 5:19:51 GMT
I'm trying to figure out what CC was meant to be. Concussive Shot? Cryobeam? Zap was fun during my second PT; but they ruined it via a patch that was supposed to "fix it". That's when I started seeing the annoying behaviors you describe. In the meantime, they buffed Assault Turret, so that became my drone power if I wanted one. Are you leaning toward a certain type of combo build (as in primarily uses combos instead of weapons for damage)? Adept? Tech? Sentinel hybrid? Are you in the habit of priming and detonating, or have you typically tended to just cast what seems to make sense on an individual basis? CC - Concussive Shot, I can't give it up it gives me too much pleasure detonating things with it!!!!! No real plan, been playing as a Sentinel but switched back to Soldier for a bit yesterday to see what difference it made in combat. TTK (Time to Kill) was definitely shorter but not a game changer so happy to switch to Sentinel again or something else. Make a suggestion and I'll run it. For now will change back to shockwave that primes doesn't it? Yeah, Shockwave primes if evolved to 6B (Lifting Shockwave). It detonates from tier 1. There are so many possibilities. I've still not paired Singularity and Overload in a serious way, since ED is like a much better Overload, in my opinion. Still, chaining detonations throughout a Singularity via Overload could be fun. I like Throw (and Lance!) better than Concussive Shot, in part because it can optimized a bit more. You can either double the projectiles with 6B Double Throw, or add a lot of Combo Damage via 6A Swift Detonation. Plus, 5A Duration allows Throw to prime, turning it into one of the handful of detonating-primer skills. Shockwave can often be substituted for Throw, with each having advantages. I'm thinking a build that uses Singularity, Throw/Shockwave and Overload could be cool. With FMoA, Singularity's long CD is basically eliminated. That makes one of the most powerful, versatile and coolest skills in the game even more appealing. The downside would be that enemies primed by Throw/Shockwave still have momentum that carries them away from Ryder. They sort of float away in the direction of the Throw's force. The upside is that Singularity can be detonated multiple times during its duration, and that it typically doesn't allow things to be expelled or escape. Overload would be fun because of its chaining. It can stagger and stun a crowd of enemies and detonate combos. I doubt I'd like the above as much as a pure Adept, or even a build that swaps AoE Energy Drain for Overload; but it's something different. I know you prefer to play at mid to long range. I've been contemplating a build that primes up close with Nova and then detonates with something else (that isn't Charge). Nova is fun because it's almost like dropping a grenade right on something. If I recall correctly, though, it's kind of loud. 😒 A simple tech build for longer ranges might be Incinerate/Overload/Energy Drain. The detonations and regen would be non-stop. No enemy type would be resistant to your base skills, either.
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Post by dazk on May 30, 2018 5:33:36 GMT
CC - Concussive Shot, I can't give it up it gives me too much pleasure detonating things with it!!!!! No real plan, been playing as a Sentinel but switched back to Soldier for a bit yesterday to see what difference it made in combat. TTK (Time to Kill) was definitely shorter but not a game changer so happy to switch to Sentinel again or something else. Make a suggestion and I'll run it. For now will change back to shockwave that primes doesn't it? A simple tech build for longer ranges might be Incinerate/Overload/Energy Drain. The detonations and regen would be non-stop. No enemy type would be resistant to your base skills, either. Will give this a try tomorrow, have run out of time for today only got an hr. Cheers
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Post by griffith82 on May 30, 2018 12:58:27 GMT
A simple tech build for longer ranges might be Incinerate/Overload/Energy Drain. The detonations and regen would be non-stop. No enemy type would be resistant to your base skills, either. Will give this a try tomorrow, have run out of time for today only got an hr. Cheers Never enough time. Work, kid, family then games in that order in my life.
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