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Post by cheezyaj on Mar 28, 2017 0:11:24 GMT
I've come to the conclusion that the profile switching/ favorites thing is as much about preparation as it is about on the fly decision making. That is why you have to look at a likely tactical situation, pick the profile you feel matches, and then go with it. So if you have a profile you use for long range sniping you might use it out in the open or large areas. Then you might have one for Remnant, one for Kett, and one for CQB situations. The only time you really have to switch your favorites, ideally, is when you have to transition between one and the other. So like if you were long range and now you want to go in close. ... Which leaves my fourth profile but really have no idea at this point. May go Backlash. May go Singularity. May go even a power that I do not traditionally like...but I imagine I will have a long time building up the other three favorites anyways. Consider a profile that emphasizes crazy burst damage. Typically I just stuck with an Engineer build that uses Overload, Incinerate, and Energy Drain for combo damage, but then I figured out how devastating Combat Powers can be... Use a power loadout consisting of the following: -Omni-Grenade -Trip Mine -Concussive Shot specced for Repeat Concussion (allowing it to trade cooldown for 5 charges) -Flak Cannon Spec all of the powers for capacity and armor damage, and you can deal devastating damage in a short amount of time to those heavily armored targets such as the Fiend by spamming all of the powers all at once (due to no cooldowns but limited by charges). Usually what I do is use all of my Engineer powers for combos, then switch immediately to this profile. Since all of the powers are charge-based with no cooldowns, you can almost immediately use the powers after switching to the profile. This deals crazy burst damage, and then after running out of charges, just switch back to your normal profiles until you can replenish the charges again.
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Post by colfoley on Mar 28, 2017 0:15:33 GMT
I've come to the conclusion that the profile switching/ favorites thing is as much about preparation as it is about on the fly decision making. That is why you have to look at a likely tactical situation, pick the profile you feel matches, and then go with it. So if you have a profile you use for long range sniping you might use it out in the open or large areas. Then you might have one for Remnant, one for Kett, and one for CQB situations. The only time you really have to switch your favorites, ideally, is when you have to transition between one and the other. So like if you were long range and now you want to go in close. ... Which leaves my fourth profile but really have no idea at this point. May go Backlash. May go Singularity. May go even a power that I do not traditionally like...but I imagine I will have a long time building up the other three favorites anyways. Consider a profile that emphasizes crazy burst damage. Typically I just stuck with an Engineer build that uses Overload, Incinerate, and Energy Drain for combo damage, but then I figured out how devastating Combat Powers can be... Use a power loadout consisting of the following: -Omni-Grenade -Trip Mine -Concussive Shot specced for Repeat Concussion (allowing it to trade cooldown for 5 charges) -Flak Cannon Spec all of the powers for capacity and armor damage, and you can deal devastating damage in a short amount of time to those heavily armored targets such as the Fiend by spamming all of the powers all at once (due to no cooldowns but limited by charges). Usually what I do is use all of my Engineer powers for combos, then switch immediately to this profile. Since all of the powers are charge-based with no cooldowns, you can almost immediately use the powers after switching to the profile. This deals crazy burst damage, and then after running out of charges, just switch back to your normal profiles until you can replenish the charges again. Good idea for my Soldier/ Infiltrator hybrid but I am building Cassandra to be more of a power dealer and stuff. I agree with you though powers and power combinations is actually a really effective way to go but I was actually thinking of making a pure biotic build (no charge though) with my last favorite slot considering I have a full tech build. Just spec it for Sentinel so I can charge and run around and be a bit on the tanky side. I can also report I am really enjoying my...well both my profiles. But the one with Backlash is doing exactly what I want it to. I can run around in the open world and just summon cover to myself whenever I need it.
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Post by PillarBiter on Mar 29, 2017 8:46:18 GMT
Allright, level 36 now guys. These 2 are my go to profiles: Explorer with turbocharge, tac cloak and charge. Tac cloak with the angaran heavy-hitting sniper rifle and adrenaline fusion mod instant resetting tac cloak and turbocharge instant reloading the SR never gets old. charge and asari sword melee never fails to amuse either with andrenaline resetting after the melee kill. Infiltrator with turbocharge, incinerate and energy drain. This lets me shock and fire combo all I want, and rain a turbocharged death upon my enemies with the vintage revenant (specced for maximum accuracy and stability) and bio-condensor sticky-grenade sidewinder. I have 2 backup profiles (but haven't worked these out yet fully, due to lack of skill points ). Soldier with trip mine (will be specced for priming), turbocharge and concussive shot (specced for power cells) for that quick takedown of the big bosses. Adept with singularity, annihilation field and charge. For - quite frankly - a ridiculous amount of biotic 'splosions. Also. Singularity-ing a group of enemies and then launching grenades at them from either my sidewinder or my soldier profile really brings out the sadisticity in me.
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Post by Deleted on Mar 29, 2017 9:07:47 GMT
Something to keep in mind.
As much as you want to stick to a profile that has pure biotics and no tech. It actually wouldn't be a bad idea to include some tech powers due to some useful passives like omni vents that increases recharging speed for all powers by 50% after using a tech power, which would actually solve a lot of the biotic power and their lengthy cooldowns.
Mixing and matching can prove to be quite useful.
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Post by PillarBiter on Mar 29, 2017 9:23:55 GMT
Something to keep in mind. As much as you want to stick to a profile that has pure biotics and no tech. It actually wouldn't be a bad idea to include some tech powers due to some useful passives like omni vents that increases recharging speed for all powers by 50% after using a tech power, which would actually solve a lot of the biotic power and their lengthy cooldowns. Mixing and matching can prove to be quite useful. Although true that many passives apply to all types of powers. Adrenaline fusion mod (resetting cooldowns on kills) mostly trumps all of that in practice. But still, good point to keep investing in all passives
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Post by laughingbanana on Mar 29, 2017 10:20:41 GMT
Something to keep in mind. As much as you want to stick to a profile that has pure biotics and no tech. It actually wouldn't be a bad idea to include some tech powers due to some useful passives like omni vents that increases recharging speed for all powers by 50% after using a tech power, which would actually solve a lot of the biotic power and their lengthy cooldowns. Mixing and matching can prove to be quite useful. It kinda feels like the tech trees are altogether just plain more powerful and useful compared to biotics, which makes me sad because I like playing as a pure mage. Well right now I am playing as an Engineer and to be frank, it really feels like the Overload + Incinerate combo is already powerful enough to carry me throughout the entire game, hahah, even in hardcore. Well, I would probably put Pull or something in between those two, just for more variety.
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Post by ProbeAway on Mar 29, 2017 11:46:09 GMT
I'm using overload, cryo beam and backlash as my main powers, with a sentinel profile. My secondary profile will be an engineer with Remnant VI, and I'm planning on unlocking tactical cloak to use with an infiltrator profile for bosses. Right now tho I'm still on Voeld so I haven't unlocked enough powers to worry about switching.
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Post by Hellkite on Mar 29, 2017 18:25:27 GMT
I agree the Tech powers seem a little stronger this time around. I figured oh well the biotic explosions are gonna be the strength of the biotic skills but strangely doesn't seem to be the case. That said, how does everyone find the cryo combo? I think it's not as strong either.
Backlash is probably my favourite biotic ability though- saved my butt too many times to remember. I also like the shield and armor evolutions on lift and shockwaves.
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Post by PillarBiter on Mar 30, 2017 6:25:57 GMT
I agree the Tech powers seem a little stronger this time around. I figured oh well the biotic explosions are gonna be the strength of the biotic skills but strangely doesn't seem to be the case. That said, how does everyone find the cryo combo? I think it's not as strong either. Backlash is probably my favourite biotic ability though- saved my butt too many times to remember. I also like the shield and armor evolutions on lift and shockwaves. Tech powers do seem to pack a punch this time around. Well, combo-wise anyway. Biotic (explosions) are also good, but they require a significant amount of investment in the passives. Cryo combo isn't worth the investment, sadly... Fire explosion for the win! Tech explosion if you want to remove shields. And if all else fails? Turbocharge. God I love that skill.
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Post by Deleted on Mar 30, 2017 8:13:28 GMT
Something to keep in mind. As much as you want to stick to a profile that has pure biotics and no tech. It actually wouldn't be a bad idea to include some tech powers due to some useful passives like omni vents that increases recharging speed for all powers by 50% after using a tech power, which would actually solve a lot of the biotic power and their lengthy cooldowns. Mixing and matching can prove to be quite useful. Although true that many passives apply to all types of powers. Adrenaline fusion mod (resetting cooldowns on kills) mostly trumps all of that in practice. But still, good point to keep investing in all passives Didn't realise that fusion mod existed until I looked it up. Looks really good and punishing at the same time if I can't kill something. Not a 100% sure if I would use it, in the scenario of like killing an ascendant as the only enemy left while suffering a power recharge penalty. Or maybe I'm overestimating the penalty, I haven't tried it out for myself yet.
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Post by PillarBiter on Mar 30, 2017 8:22:35 GMT
Although true that many passives apply to all types of powers. Adrenaline fusion mod (resetting cooldowns on kills) mostly trumps all of that in practice. But still, good point to keep investing in all passives Didn't realise that fusion mod existed until I looked it up. Looks really good and punishing at the same time if I can't kill something. Not a 100% sure if I would use it, in the scenario of like killing an ascendant as the only enemy left while suffering a power recharge penalty. Or maybe I'm overestimating the penalty, I haven't tried it out for myself yet. The penalty is actually pretty tolerable considering how often you make a kill. Also, you can research a cryo pod which cuts fusion mod penalties in half! A little adrenaline mod advice: - tactical cloak, sniper rifle with vintage augmennt. Cloak yourself, fire and make a killshot. Your SR will overheat, but TC resets because of the kill! so while it is overheating, re-apply cloak. Then you have ample time to re-aim your SR for the next killshot. Repeat untill all is dead. - if you use a power to detonate a combo (either) and the combo kills the enemy, your power is reset instantly! Great for chain-casting.
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Post by Deleted on Mar 30, 2017 8:37:11 GMT
I actually don't snipe in this game at least not as much as the vanquisher people.. But if you say it's tolerable then, I shouldn't worry too much about it then.
And I already knew about the cryo pod bonus in cutting down fusion mod penalties. Most of the time I just do the classic biotic charge + Insert powerful af shotgun and blow someone's face off.
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Post by lastpawn on Mar 30, 2017 10:10:09 GMT
All right, some observations, and a question.
Vanguards are still insanely OP. Frankly, that's a little bit disappointing. I like a challenge, and feel like I shouldn't have to handicap myself to achieve it.
This is the first ME game where the tech stuff looks really interesting, especially the passives, possibly more so than the biotics. I'm usually much more interested in biotics, so I'd say that's a welcome change. So, great job there.
Cloak + Energy Drain (or Overload) + Incinerate and it feels like every possible situation is taken care of. It's actually a bit too good compared to what a pure biotic gets.
I'm not a huge fan of the Cryo Beam, think I preferred the blast.
OK, next, something I'm hoping people in this thread can help with. Bioware games almost always have some power-related bugs (like the shatter bug in DA:I). I'm wondering whether all the powers in MA:A work as intended.
For example, Throw can be specced into Swift Detonation, which increases "Combo Detonation Damage" by 30%. This seems to suggest it should increase ALL combo damage as long as Throw was used to detonate. But I kind of suspect that it only works with Biotic Combos (ME3 had something similar going on with Throw).
Offensive Biotics passive evolution called Detonation is supposed to "increase the radius of all combo detonations." Does that mean that if I prime with Incinerate, and detonate via Energy drain, the resulting combo will be affected by this passive? Despite it being purely a tech combo?
If anyone has any sort of insight, help a brother out. I have my reasons to be suspicious of these descriptions, but I haven't rigorously tested them by any means.
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Post by PillarBiter on Mar 30, 2017 10:24:26 GMT
Vanguards are powerful, yes, but I feel just about every class can hodl it's own as long as your build is solid this time around. It's all pretty well balanced.
Honestly, I haven't seen a lot of bugs involving the skills. Everything works properly as far as I experienced. Although I haven't measured detonation radiuses or anything like that...
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Post by Duke Cameron on Mar 30, 2017 10:30:30 GMT
I'm a level 6 Sentinel.
Backlash Remnant VI Flamethrower
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Post by PillarBiter on Mar 30, 2017 11:06:34 GMT
I'm a level 6 Sentinel. Backlash Remnant VI Flamethrower Damn, boi. Interesting way to utilise the sentinel's bonuses. I'm intrigued. Mine has energy drain, incinerate and singularity.
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Post by souljahbill14 on Mar 30, 2017 14:21:53 GMT
I'm a level 6 Sentinel. Backlash Remnant VI Flamethrower I'm a level 6 Sentinel too!
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Post by Hellkite on Mar 31, 2017 2:39:57 GMT
I agree the Tech powers seem a little stronger this time around. I figured oh well the biotic explosions are gonna be the strength of the biotic skills but strangely doesn't seem to be the case. That said, how does everyone find the cryo combo? I think it's not as strong either. Backlash is probably my favourite biotic ability though- saved my butt too many times to remember. I also like the shield and armor evolutions on lift and shockwaves. Tech powers do seem to pack a punch this time around. Well, combo-wise anyway. Biotic (explosions) are also good, but they require a significant amount of investment in the passives. Cryo combo isn't worth the investment, sadly... Fire explosion for the win! Tech explosion if you want to remove shields. And if all else fails? Turbocharge. God I love that skill. Totally agree Turbocharge is awesome!!!! Been having fun with that, Flamethrower and Backlash or Singularity
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Post by Hellkite on Mar 31, 2017 2:41:09 GMT
I'm a level 6 Sentinel. Backlash Remnant VI Flamethrower As a Sentinel enthusiast, I approve of this skill set up
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Post by RageUnderFire on Mar 31, 2017 2:44:08 GMT
anyone got a good build for a shotgun wielding tactical cloak using cryo beam artist?
I keep getting my azz whooped
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Post by PillarBiter on Mar 31, 2017 6:46:57 GMT
anyone got a good build for a shotgun wielding tactical cloak using cryo beam artist? I keep getting my azz whooped You need a restorative skill: either energy drain or charge (I'd choose the latter), and a profile which boosts either your mobility (explorer) or your stamina (sentinel).
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Post by maxzero on Mar 31, 2017 13:51:22 GMT
So I posted earlier about my Sentinel Incinerate, Energy Drain, Lance combo build and I have been experimenting lately.
I always felt that Lance not priming hurts my damage a bit. Plus the no cooldown of Lance is wasted because a ability can only be detonated once per target (or has a significant delay).
Is it possible to make a triple prime/detonation build (as in 3 abilities 3 detonations constantly)?
Apparently it is.
Been trying out Shockwave as a replacement to Lance. Shockwave is starts as a detonator but can be made into a primer as well. Whats so interesting about that? That 2 second lift seems to prime when armour is up (have not tested shields yet. I was getting Biotic combos on a Fried (pure armour) on the desert world.
While it needed a Fusion mod with -50% recharge I was able to chain non stop Biotic/Tech/Fire explosions by simply chaining Incinerate->Shockwave->Energy Drain constantly. Throw in the -20% from having biotics on target upgrade and it seems a winner.
Anyway more testing required.
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Post by souljahbill14 on Mar 31, 2017 14:03:03 GMT
So I posted earlier about my Sentinel Incinerate, Energy Drain, Lance combo build and I have been experimenting lately. I always felt that Lance not priming hurts my damage a bit. Plus the no cooldown of Lance is wasted because a ability can only be detonated once per target (or has a significant delay). Is it possible to make a triple prime/detonation build (as in 3 abilities 3 detonations constantly)? Apparently it is. Been trying out Shockwave as a replacement to Lance. Shockwave is starts as a detonator but can be made into a primer as well. Whats so interesting about that? That 2 second lift seems to prime when armour is up (have not tested shields yet. I was getting Biotic combos on a Fried (pure armour) on the desert world. While it needed a Fusion mod with -50% recharge I was able to chain non stop Biotic explosions by simply chaining Incinerate->Shockwave->Energy Drain constantly. Throw in the -20% from having biotics on target upgrade and it seems a winner. Anyway more testing required. Throw can also do double duty
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Post by Vortex13 on Mar 31, 2017 14:04:24 GMT
I was fiddling around with my powers the other day, re-specing and the like, and I had a crazy idea: What about a "minion master" Ryder?
Engineer Profile (so you get the combat drone)
Invasion Remnant VI Assault Turret
Plus some passives in the tech tree
Would this load out work at all? Espeically on the harder difficulties?
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Post by PillarBiter on Mar 31, 2017 14:08:26 GMT
So I posted earlier about my Sentinel Incinerate, Energy Drain, Lance combo build and I have been experimenting lately. I always felt that Lance not priming hurts my damage a bit. Plus the no cooldown of Lance is wasted because a ability can only be detonated once per target (or has a significant delay). Is it possible to make a triple prime/detonation build (as in 3 abilities 3 detonations constantly)? Apparently it is. Been trying out Shockwave as a replacement to Lance. Shockwave is starts as a detonator but can be made into a primer as well. Whats so interesting about that? That 2 second lift seems to prime when armour is up (have not tested shields yet. I was getting Biotic combos on a Fried (pure armour) on the desert world. While it needed a Fusion mod with -50% recharge I was able to chain non stop Biotic explosions by simply chaining Incinerate->Shockwave->Energy Drain constantly. Throw in the -20% from having biotics on target upgrade and it seems a winner. Anyway more testing required. very interesting. but the shockwave priming is very short, isn't it? You'd have to be fast?
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