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Element Zero
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elementzero
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Element Zero on May 7, 2024 16:25:12 GMT
BioTech Bomber Sentinel and Energy Drain Vanguard GuideThis Sentinel (or alternatively Vanguard) pairs Energy Drain, Team Support, and other Tech passives with powerful Biotics in the form of Annihilation and Lance (or Charge). It is capable of sprinting (or Charging) into the most dangerous of situations and walking out even stronger. It destroys foes with Biotic and Tech combos, (or with shotguns and melee attacks if Vanguarding), healing as its foes die. I believe it was Kronner on the old BSN who named his Sentinel the Biotic Bomber. My Sentinel's name is a nod to his original Bomber. dazk, your using a NG+ file makes this easy. I don't have to prioritize the skills from level 1, though I can certainly add that if someone needs it. If so, I'd likely post the build in its own thread. I'll be listing options as 4a, 5b, etc ... Since we get two evolution options for skills at 4 thru 6, the "a" denotes the upper line and "b" the lower line. I strongly recommend a bioconverter with this build. You are going to be healing every time you use Energy Drain, so the 5% health dip per clip is insignificant. Even out of combat, you can just Energy Drain the dirt and heal. The advantage of the bioconverter is that you can shoot non-stop when you need to do so. This pushes your damage-per-second into the stratosphere. You can unload into a charging Fiend and heal after; and you'll never be surprised by a spent heat sink when you really need to shoot someone. Here are the essential skills and passives. Naturally, every additional point spent elsewhere helps too, since every point invested in a tree boosts that branch's passive numbers. Combat I know Assault Rifles are your favorite, so I'll assume that's your primary. I'm also going to list Shotguns, since they have some important evolutions for those that use them.
ASSAULT RIFLES
4a Weight: This is personal preference. If you don't use a bioconverter, spare ammo might be better for you.
5b Clip Size: You want as much clip capacity as possible, all the more with a bioconverter.
6a or 6b: This depends upon taste. Both are good.
6a Shatter Defenses is great if you use gunfire in-between combos. It weakens enemies to all incoming damage by 2% per hit. An autofire Valkyrie is maxing this at 24% almost as soon as you start shooting.
6b Critical Hits makes Assault Rifles better in general. If you're good at headshots and shooting weak points, it gives a flat 25% damage increase, plus boosts accuracy and stability.
SHOTGUNS
4a Weight
5b Clip Size: each for the same reasons as listed above in assault rifles.
6b Melee Synergy: You are going to be close to enemies with this build, so melee is awesome. If you're using a shotgun, this skill is amazing. Shoot them with your shotgun, and your melee damage is boosted +40% for 3 seconds. Hit them with a melee attack, and your shotgun damage is boosted by +25%. This is nuts with an Asari Sword and high-damage shotgun. You'll be one-slice killing shielded Anointed within a few seconds with this.
COMBAT FITNESS
4b Regeneration
5b Heavy Lifting
6a Hold the Line: Always listen to Kirrahe. You won't need to be in cover very often, because Energy Drain and Sentinel make you nearly unkillable. For those situations in which you get surprised or caught in the open and shot up, this damage reduction will stack with Sentinel's to let you survive and regain shields. (I like carrying Shield Capacitor consumables on this guy to instantly restore shields.)
COMBAT TOOLS
4a Evasion: Even more damage resistance when dashing with your jump-jet. This is handy.
5a Aerial Melee: Aerial Melee is awesome, particularly if you put Shield Disruptors in your leg armor. This makes the aerial melee into a hard-hitting AoE. You can kill groups, strip shields, etc... with this. Since you have Annihilation, survivors will be left floating around you, waiting to be killed.
6b Martial Arts: makes melee even better, giving you increased damage with each hit and kill. Biotics ANNIHILATION
4a Radius: You want your kill zone to be as big as possible.
5a Damage Attractor: ALL Damage enemies within your radius is increased by +20%. This means everything from Annihilation itself, to combos, guns, allies... everything. This gets crazy at high levels as the whole build comes together.
6b Vortex: unshielded, unarmored enemies get lifted into the air for 8 seconds. They just hang there waiting to be killed. It lifts those sneaky, cloaked doggos. It makes fliers like Breachers and Observers wobble. It also looks awesome when cannisters and debris are floating around you. In the unlikely event that you are struggling to keep your shields up, you could select 6a Draining Field. It grants an additional +30% shields when enemies within your radius die. It's great, but I've found it completely unnecessary overkill. Vortex is just so good, but Draining Field is there if you need it.
CHARGE
I forgot to address this on my first pass, but I'm adding it now for the Vanguards.
4b Radius, but take your pick. I prefer Radius of Damage & Force because this Vanguard isn't reliant on power damage. Enemies often clump, though, and Radius allows you to hit multiple enemies with your Charge.
5a Weapons & Melee: This Vanguard deals the majority of its damage via shotguns and melee, so this is the way.
6b Bastion: Another clear choice. This fully restores your shields after Charging. It also gives you Damage Reduction 75 and +35% damage for 5 seconds after Charging. This is perfect.
LANCE
4a Force & Damage: The +20% damage is no small thing. You will feel the difference. Lance is aimed like a gun. If you're a bad shot with guns, and think you'll be a bad shot with Lance, 4b Radius might help. It doubles the impact zone. Anyone who is regularly using guns successfully is likely just going with the Damage and Force.
5b Anti-shield: I've tested this one. We fight a lot of shielded enemies in this game. Every faction has them. This makes your Lances, usually detonating an Energy Drain, hit those shields harder. The alternative gives headshot/weak-point bonuses. That's good, but I've found that it just doesn't matter often with combos. If I need a headshot, I'll use my gun.
6b Shield-powered: This is what separates Lance from other ranged detonators. It no longer works on a Cooldown, but instead draws on your shields. This sounds risky, but it really isn't. Sentinel and Vanguard Profiles reduce the shield-cost, and your passives do also. You'll be replenishing your shields so fast with Energy Drain and your Shield Oscillator that the cost never hurts. What it gives you is the ability to throw a second or third Lance whenever needed. Didn't die on the first Lance? Lance again. Cora froze a dude over there? Lance him.
BARRIER
4a Unyielding Barrier: I usually like increased regeneration, but you're getting it elsewhere. Just enjoy the additional 10% shields this gives. Your shields are key to what you do.
5b Biotic Alacrity: These are both good. 5a gives you huge boost to shields, but you don't really need it. 5b gives you faster movement speed, greater weapon weight capacity, and reduces the shield-cost of Lance.
6a Active Barrier: Again, both are good, but you aren't frequently in danger, so 6b loses value. 6a gives +10% Shields each time you kill with biotics. This is another easy source of shield regeneration.
OFFENSIVE BIOTICS
4a Amplitude: Pfft. We don't worry about cooldowns.
5b Detonation: Both are awesome.
For a Sentinel who is using Combos, 5b is an important bump to your combo damage.
For a Vanguard, who cares less about combo damage, 5a is better. It's a huge defensive debuff for everyone in their Annihilation radius.
6a Biotic Expert Or 6b Biotic Warrior: Both are awesome.
6a is going to boost the damage of Annihilation and Lance by +30% for 3 seconds every time you Lance. It's perfect for the Sentinel.
6b is perfect for the Vanguard, giving big bumps to weapons and melee after each Charge. Really, take your pick. They're both awesome.
CONTAINMENT
4b Radius
5a Shield Detonation
6a Event Horizon
Tech Energy Drain
4a Effectiveness
5a Extended Drain
6b Team Drain: I like B here because it restores 95% of your shield, and also restores allied shields. The damage of A is good, but I find the utility of B more useful.
TEAM SUPPORT
This skill makes the entire playstyle possible. It could've been named "Immortality". 4b Support
5a Team Recovery
6b Life Support: Here's your immortality. When you use Energy Drain (or any tech skill other than TacCloak), you and nearby allies regenerate Health for 3 seconds, and you can trigger this every 8 seconds. You use Energy Drain constantly, so your health is rarely below 100%. This is how you can use bioconverters without issue and how you can tank any damage, as long as you're actively using Energy Drain.
OFFENSIVE TECH
4b Anti-shield
5a Detonators: You trigger lots of detonations with Energy Drain, and this improves that damage by +30%.
6b Technical Rounds: Every time you use a tech skill, your Weapon Damage increases by +30%. It's insane.
AUXILIARY SYSTEMS 4a Priming: This makes your tech constructs, melee attacks, powers, and special ammo prime twice as fast.
5b Impact Dilation
6a Shield Feedback: Normally, there's a delay before your shields start regenerating. Not anymore. Your shields begin regenerating immediately when you use a tech skill. This triggers every 12 seconds and simply makes everyone even more unkillable.
Gear This one is easy. Make sure you're using the Fusion Mod of Adrenaline hidden on Havarl. It resets cooldowns every time you kill and enemy, allowing you to wade into crowds without fear.
Make sure your Chest Armor has a Shield Oscillator to regenerate +25% Shields every time you kill an enemy.
For your legs, throw in a Shield Disruptor to make your aerial melee even better.
For my BioTech Bomber Sentinel, fill your weapons and armor with Reaction Optimizers. They add +Combo Damage, which is your thing. Your weapons will still be insane without Kinetic Coils.
For the Vanguard (Charge/Annihilation/Energy Drain), you can use Kinetic Coils in your weapons, as most of your damage is coming from shotguns and melee.
I like the Hyperguardian Armor for its huge boosts to Health, Shields, and Melee Damage, but any armor can suffice when properly built.
That took a while to type on my phone, but it was fun. I hope people stumble upon it and use it. I'll throw a title on it to help the search engines. EDIT: I've added advice for the Charge skill, since I'd forgotten. I also improved ease of reading. Typing this on a phone is labor intensive, since I have to manually add the codes for bold and the like. I think it's a cleaned up, now.
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inherit
A blade answers only to the hand that wields it
3406
0
Member is Online
45,739
dazk
16,223
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
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Post by dazk on May 7, 2024 21:48:18 GMT
BioTech Bomber Sentinel and Energy Drain Vanguard GuideThis Sentinel (or alternatively Vanguard) pairs Energy Drain, Team Support, and other Tech passives with powerful Biotics in the form of Annihilation and Lance (or Charge). It is capable of sprinting (or Charging) into the most dangerous of situations and walking out even stronger. It destroys foes with Biotic and Tech combos, (or with shotguns and melee attacks if Vanguarding), healing as its foes die. I believe it was Kronner on the old BSN who named his Sentinel the Biotic Bomber. My Sentinel's name is a nod to his original Bomber. dazk , your using a NG+ file makes this easy. I don't have to prioritize the skills from level 1, though I can certainly add that if someone needs it. If so, I'd likely post the build in its own thread. I'll be listing options as 4a, 5b, etc ... Since we get two evolution options for skills at 4 thru 6, the "a" denotes the upper line and "b" the lower line. I strongly recommend a bioconverter with this build. You are going to be healing every time you use Energy Drain, so the 5% health dip per clip is insignificant. Even out of combat, you can just Energy Drain the dirt and heal. The advantage of the bioconverter is that you can shoot non-stop when you need to do so. This pushes your damage-per-second into the stratosphere. You can unload into a charging Fiend and heal after; and you'll never be surprised by a spent heat sink when you really need to shoot someone. Here are the essential skills and passives. Naturally, every additional point spent elsewhere helps too, since every point invested in a tree boosts that branch's passive numbers. Combat I know Assault Rifles are your favorite, so I'll assume that's your primary. I'm also going to list Shotguns, since they have some important evolutions for those that use them.
ASSAULT RIFLES
4a Weight: This is personal preference. If you don't use a bioconverter, spare ammo might be better for you.
5b Clip Size: You want as much clip capacity as possible, all the more with a bioconverter.
6a or 6b: This depends upon taste. Both are good.
6a Shatter Defenses is great if you use gunfire in-between combos. It weakens enemies to all incoming damage by 2% per hit. An autofire Valkyrie is maxing this at 24% almost as soon as you start shooting.
6b Critical Hits makes Assault Rifles better in general. If you're good at headshots and shooting weak points, it gives a flat 25% damage increase, plus boosts accuracy and stability.
SHOTGUNS
4a Weight
5b Clip Size: each for the same reasons as listed above in assault rifles.
6b Melee Synergy: You are going to be close to enemies with this build, so melee is awesome. If you're using a shotgun, this skill is amazing. Shoot them with your shotgun, and your melee damage is boosted +40% for 3 seconds. Hit them with a melee attack, and your shotgun damage is boosted by +25%. This is nuts with an Asari Sword and high-damage shotgun. You'll be one-slice killing shielded Anointed within a few seconds with this.
COMBAT FITNESS
4b Regeneration
5b Heavy Lifting
6a Hold the Line: Always listen to Kirrahe. You won't need to be in cover very often, because Energy Drain and Sentinel make you nearly unkillable. For those situations in which you get surprised or caught in the open and shot up, this damage reduction will stack with Sentinel's to let you survive and regain shields. (I like carrying Shield Capacitor consumables on this guy to instantly restore shields.)
COMBAT TOOLS
4a Evasion: Even more damage resistance when dashing with your jump-jet. This is handy.
5a Aerial Melee: Aerial Melee is awesome, particularly if you put Shield Disruptors in your leg armor. This makes the aerial melee into a hard-hitting AoE. You can kill groups, strip shields, etc... with this. Since you have Annihilation, survivors will be left floating around you, waiting to be killed.
6b Martial Arts: makes melee even better, giving you increased damage with each hit and kill. Biotics ANNIHILATION
4a Radius: You want your kill zone to be as big as possible.
5a Damage Attractor: ALL Damage enemies within your radius is increased by +20%. This means everything from Annihilation itself, to combos, guns, allies... everything. This gets crazy at high levels as the whole build comes together.
6b Vortex: unshielded, unarmored enemies get lifted into the air for 8 seconds. They just hang there waiting to be killed. It lifts those sneaky, cloaked doggos. It makes fliers like Breachers and Observers wobble. It also looks awesome when cannisters and debris are floating around you. In the unlikely event that you are struggling to keep your shields up, you could select 6a Draining Field. It grants an additional +30% shields when enemies within your radius die. It's great, but I've found it completely unnecessary overkill. Vortex is just so good, but Draining Field is there if you need it.
CHARGE
I forgot to address this on my first pass, but I'm adding it now for the Vanguards.
4b Radius, but take your pick. I prefer Radius of Damage & Force because this Vanguard isn't reliant on power damage. Enemies often clump, though, and Radius allows you to hit multiple enemies with your Charge.
5a Weapons & Melee: This Vanguard deals the majority of its damage via shotguns and melee, so this is the way.
6b Bastion: Another clear choice. This fully restores your shields after Charging. It also gives you Damage Reduction 75 and +35% damage for 5 seconds after Charging. This is perfect.
LANCE
4a Force & Damage: The +20% damage is no small thing. You will feel the difference. Lance is aimed like a gun. If you're a bad shot with guns, and think you'll be a bad shot with Lance, 4b Radius might help. It doubles the impact zone. Anyone who is regularly using guns successfully is likely just going with the Damage and Force.
5b Anti-shield: I've tested this one. We fight a lot of shielded enemies in this game. Every faction has them. This makes your Lances, usually detonating an Energy Drain, hit those shields harder. The alternative gives headshot/weak-point bonuses. That's good, but I've found that it just doesn't matter often with combos. If I need a headshot, I'll use my gun.
6b Shield-powered: This is what separates Lance from other ranged detonators. It no longer works on a Cooldown, but instead draws on your shields. This sounds risky, but it really isn't. Sentinel and Vanguard Profiles reduce the shield-cost, and your passives do also. You'll be replenishing your shields so fast with Energy Drain and your Shield Oscillator that the cost never hurts. What it gives you is the ability to throw a second or third Lance whenever needed. Didn't die on the first Lance? Lance again. Cora froze a dude over there? Lance him.
BARRIER
4a Unyielding Barrier: I usually like increased regeneration, but you're getting it elsewhere. Just enjoy the additional 10% shields this gives. Your shields are key to what you do.
5b Biotic Alacrity: These are both good. 5a gives you huge boost to shields, but you don't really need it. 5b gives you faster movement speed, greater weapon weight capacity, and reduces the shield-cost of Lance.
6a Active Barrier: Again, both are good, but you aren't frequently in danger, so 6b loses value. 6a gives +10% Shields each time you kill with biotics. This is another easy source of shield regeneration.
OFFENSIVE BIOTICS
4a Amplitude: Pfft. We don't worry about cooldowns.
5b Detonation: Both are awesome.
For a Sentinel who is using Combos, 5b is an important bump to your combo damage.
For a Vanguard, who cares less about combo damage, 5a is better. It's a huge defensive debuff for everyone in their Annihilation radius.
6a Biotic Expert Or 6b Biotic Warrior: Both are awesome.
6a is going to boost the damage of Annihilation and Lance by +30% for 3 seconds every time you Lance. It's perfect for the Sentinel.
6b is perfect for the Vanguard, giving big bumps to weapons and melee after each Charge. Really, take your pick. They're both awesome.
CONTAINMENT
4b Radius
5a Shield Detonation
6a Event Horizon
Tech Energy Drain
4a Effectiveness
5a Extended Drain
6b Team Drain: I like B here because it restores 95% of your shield, and also restores allied shields. The damage of A is good, but I find the utility of B more useful.
TEAM SUPPORT
This skill makes the entire playstyle possible. It could've been named "Immortality". 4b Support
5a Team Recovery
6b Life Support: Here's your immortality. When you use Energy Drain (or any tech skill other than TacCloak), you and nearby allies regenerate Health for 3 seconds, and you can trigger this every 8 seconds. You use Energy Drain constantly, so your health is rarely below 100%. This is how you can use bioconverters without issue and how you can tank any damage, as long as you're actively using Energy Drain.
OFFENSIVE TECH
4b Anti-shield
5a Detonators: You trigger lots of detonations with Energy Drain, and this improves that damage by +30%.
6b Technical Rounds: Every time you use a tech skill, your Weapon Damage increases by +30%. It's insane.
AUXILIARY SYSTEMS 4a Priming: This makes your tech constructs, melee attacks, powers, and special ammo prime twice as fast.
5b Impact Dilation
6a Shield Feedback: Normally, there's a delay before your shields start regenerating. Not anymore. Your shields begin regenerating immediately when you use a tech skill. This triggers every 12 seconds and simply makes everyone even more unkillable.
Gear This one is easy. Make sure you're using the Fusion Mod of Adrenaline hidden on Havarl. It resets cooldowns every time you kill and enemy, allowing you to wade into crowds without fear.
Make sure your Chest Armor has a Shield Oscillator to regenerate +25% Shields every time you kill an enemy.
For your legs, throw in a Shield Disruptor to make your aerial melee even better.
For my BioTech Bomber Sentinel, fill your weapons and armor with Reaction Optimizers. They add +Combo Damage, which is your thing. Your weapons will still be insane without Kinetic Coils.
For the Vanguard (Charge/Annihilation/Energy Drain), you can use Kinetic Coils in your weapons, as most of your damage is coming from shotguns and melee.
I like the Hyperguardian Armor for its huge boosts to Health and Shields, but any armor can do the job when properly built.
That took a while to type on my phone, but it was fun. I hope people stumble upon it and use it. I'll throw a title on it to help the search engines. EDIT: I've added advice for the Charge skill, since I'd forgotten. I also improved ease of reading. Typing this on a phone is labor intensive, since I have to manually add the codes for bold and the like. I think it's a cleaned up, now. Thanks mate.
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A blade answers only to the hand that wields it
3406
0
Member is Online
45,739
dazk
16,223
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
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Post by dazk on May 8, 2024 0:27:22 GMT
Yesterday on Havarl, Sara unfroze some Angaran scientists, found some lost data for a scientist, helped some Turians, spoke to some Sages up a really high tower and found a relic gauntlet to help bring on the memories of a long dead Roekar. in the process she killed lots of wildlife, Angaran Roekar, and Remnant Murder Bots. Took Vetra for the whole trip on Havarl as I have never had her as a companion there and she had the total sum of two comments in about 3 hours. Pic's Found the next Turian Pathfinder Going Up I really love Havarl, shame the other planets could not be this exotic. First Destroyer down, tough on Insanity, well takes a lot more rounds and Tech Shots Sara shots
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A blade answers only to the hand that wields it
3406
0
Member is Online
45,739
dazk
16,223
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
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Post by dazk on May 8, 2024 0:48:02 GMT
Element Zero thanks for the info. I think in the past you must have shared this before as my skills are almost identical with only two that would need to change and only one that probably would make a big difference. That is using 6B instead of 6A in Auxiliary systems. There are some others but they are probably personal preference things and I am not a melee person so most of that isn't relevant. So for 1 change I am just going to leave it rather than do a full reset. Thanks again for going to so much trouble.
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inherit
ღ Voice of Reason
169
0
17,737
Element Zero
7,445
August 2016
elementzero
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Element Zero on May 8, 2024 1:42:30 GMT
dazk, maybe you just have good judgment in powers. 😉 Auxiliary Systems 6b is excellent for players not using the Fusion Mod of Adrenaline. If I didn't use it, I'd definitely respec for that skill evolution. I got to play some, today. I had an appointment and later had to bathe my pup, so it wasn't as long as usual. I have a medical procedure the day after tomorrow. I'll either get a lot gaming time, or I'll be too sleepy to play at all. Today, Scott, Cora, and Drack finished up Eos. We descended the most eastern path down the Sheartop into the Presson Dunes. Before hitting the dunes, we visited some sites, found an Initiative shuttle crash (no survivors), and fought Kett and Remnant. Scott found the thieves stealing supplies and granted them amnesty at Prodromos. In the dunes, we met Bane Massani, the Kett Expert who wanted to meet the Pathfinder. The team destroyed two Kett barracks (and later two more), before continuing our exploration. In the eastern reaches of the dunes, we found more Remnant sites, and tagged another lost Initiative drone. We also attacked a Kett structure from which they were trying to transmit intelligence concerning Prodromos. That fight was a lot of fun. I'm still rounding out my Sentinel build, so I had no alternative build into which to swap. That made the fight less of a slaughter for them, as I mostly had to fight at range with no weapons skills yet evolved. I had just reached level 20 and constructed a Valkyrie with bioconverter. That was great timing, since it helps mow down Anointed more easily, and can shoot Kett at long range through cover. We made our way to Blackrock Tande and entered a Remnant structure the Kett had infiltrated. I guess the door was left open? We killed them and came away with lots of data regarding Eos' native flora and fauna. After, we ramped off the western cliffs and continued exploring, fighting Kett and Remnant. Eventually, after ridding the dunes of Kett, it was time to go back to Sheartop. We told the Advent guys the bad news that we would not be tapping natural gas, and they would need to cut a different deal for water. Then, we fought Eos' Architect. I was surprised that it didn't take longer, considering Scott's total lack of Combat Skill investment. With the Valkyrie, Disruptor Rounds, and Invasion (I invested 1 point for this fight), it went down easily. It almost seemed like it was going easy on us. Maybe Eos' Architect is always easiest, and I usually kill it too quickly to notice? After the Architect, I was able to max out Barrier. That was as I'd hoped, because now it was time to boot the Kett from their Power Station Stronghold. That was a blast, as always. There was a weird bug that created permanent Tech explosion hazards on the ground in random places. I didn't notice them until I stepped onto one while fighting and got zapped like Polgara T'Souza when she lost that Kepesh-Yakshi match to Traynor. 😄 Fortunately, Scott shook it off and kept killing. I love that final interior hallway as we approach Invictor. The hallway is covered wall-to-wall by Annihilation, and his dudes get nuked in seconds. It feels good. Invictor himself died from a Lance to the face that detonated a Tech combo. That also felt great. 😄 That was it for Eos, and we headed for Prodromos after our victory lap. Next up is Voeld. I finally upgraded the Nomad, because it was badly needed, particularly with Voeld up next. I need Beryllium to get my sword upgraded. Voeld has Beryllium, so that's good timing. These levels are fun with aggressive builds. Ryder is still fragile enough that there's a real risk in pursuit of the rewards. By the time he's finishing Voeld, I think Scott will be somewhere around level 40, already grown well past the risky stage. The levels pile on fast on Voeld, with all the combat-heavy missions and Kett encounters. The rapid transformation is a pretty cool experience, as you feel your character rapidly growing stronger.
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A blade answers only to the hand that wields it
3406
0
Member is Online
45,739
dazk
16,223
February 2017
dazk
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
DazK1805
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Post by dazk on May 8, 2024 2:05:07 GMT
dazk , maybe you just have good judgment in powers. 😉 Auxiliary Systems 6b is excellent for players not using the Fusion Mod of Adrenaline. If I didn't use it, I'd definitely respec for that skill evolution. I got to play some, today. I had an appointment and later had to bathe my pup, so it wasn't as long as usual. I have a medical procedure the day after tomorrow. I'll either get a lot gaming time, or I'll be too sleepy to play at all. Today, Scott, Cora, and Drack finished up Eos. We descended the most eastern path down the Sheartop into the Presson Dunes. Before hitting the dunes, we visited some sites, found an Initiative shuttle crash (no survivors), and fought Kett and Remnant. Scott found the thieves stealing supplies and granted them amnesty at Prodromos. In the dunes, we met Bane Massani, the Kett Expert who wanted to meet the Pathfinder. The team destroyed two Kett barracks (and later two more), before continuing our exploration. In the eastern reaches of the dunes, we found more Remnant sites, and tagged another lost Initiative drone. We also attacked a Kett structure from which they were trying to transmit intelligence concerning Prodromos. That fight was a lot of fun. I'm still rounding out my Sentinel build, so I had no alternative build into which to swap. That made the fight less of a slaughter for them, as I mostly had to fight at range with no weapons skills yet evolved. I had just reached level 20 and constructed a Valkyrie with bioconverter. That was great timing, since it helps mow down Anointed more easily, and can shoot Kett at long range through cover. We made our way to Blackrock Tande and entered a Remnant structure the Kett had infiltrated. I guess the door was left open? We killed them and came away with lots of data regarding Eos' native flora and fauna. After, we ramped off the western cliffs and continued exploring, fighting Kett and Remnant. Eventually, after ridding the dunes of Kett, it was time to go back to Sheartop. We told the Advent guys the bad news that we would not be tapping natural gas, and they would need to cut a different deal for water. Then, we fought Eos' Architect. I was surprised that it didn't take longer, considering Scott's total lack of Combat Skill investment. With the Valkyrie, Disruptor Rounds, and Invasion (I invested 1 point for this fight), it went down easily. It almost seemed like it was going easy on us. Maybe Eos' Architect is always easiest, and I usually kill it too quickly to notice? After the Architect, I was able to max out Barrier. That was as I'd hoped, because now it was time to boot the Kett from their Power Station Stronghold. That was a blast, as always. There was a weird bug that created permanent Tech explosion hazards on the ground in random places. I didn't notice them until I stepped onto one while fighting and got zapped like Polgara T'Souza when she lost that Kepesh-Yakshi match to Traynor. 😄 Fortunately, Scott shook it off and kept killing. I love that final interior hallway as we approach Invictor. The hallway is covered wall-to-wall by Annihilation, and his dudes get nuked in seconds. It feels good. Invictor himself died from a Lance to the face that detonated a Tech combo. That also felt great. 😄 That was it for Eos, and we headed for Prodromos after our victory lap. Next up is Voeld. I finally upgraded the Nomad, because it was badly needed, particularly with Voeld up next. I need Beryllium to get my sword upgraded. Voeld has Beryllium, so that's good timing. These levels are fun with aggressive builds. Ryder is still fragile enough that there's a real risk in pursuit of the rewards. By the time he's finishing Voeld, I think Scott will be somewhere around level 40, already grown well past the risky stage. The levels pile on fast on Voeld, with all the combat-heavy missions and Kett encounters. The rapid transformation is a pretty cool experience, as you feel your character rapidly growing stronger. I have the Fusion Mod of Adrenaline equipped. I want to try Annihilation, how do you use it in combat do you deploy it first? I plan on keeping two of Incinerate, Energy Drain and Overload.
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Post by Element Zero on May 8, 2024 4:40:11 GMT
dazk, of those three I'd use Incinerate and Energy Drain, with Incinerate evolved to prime and detonate. I've used this in the past, and it works well. Energy Drain is important to your survivability, so I'd definitely keep that one. You activate Annihilation and it creates a zone around you. It will stay active until you end it. Any enemy in the zone is immediately primed for a biotic detonation. It will go boom as soon as you hit it with either skill. You can chain Biotic, Tech, and Fire explosions really well with that loadout. When you get into clumps of enemies, and they all start exploding, it is addictive fun.
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Post by dazk on May 8, 2024 6:08:28 GMT
dazk , of those three I'd use Incinerate and Energy Drain, with Incinerate evolved to prime and detonate. I've used this in the past, and it works well. Energy Drain is important to your survivability, so I'd definitely keep that one. You activate Annihilation and it creates a zone around you. It will stay active until you end it. Any enemy in the zone is immediately primed for a biotic detonation. It will go boom as soon as you hit it with either skill. You can chain Biotic, Tech, and Fire explosions really well with that loadout. When you get into clumps of enemies, and they all start exploding, it is addictive fun. Yeah even with incinerate, energy drain and overload I get lots of Combo's and especially with Cora in the squad freezing things. Died today for the first time in years (literally) due to a glitch in the Havarl Vault, camera went all wonky then Sara just keeled over and died!!!!
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Post by Element Zero on May 8, 2024 12:45:26 GMT
dazk , of those three I'd use Incinerate and Energy Drain, with Incinerate evolved to prime and detonate. I've used this in the past, and it works well. Energy Drain is important to your survivability, so I'd definitely keep that one. You activate Annihilation and it creates a zone around you. It will stay active until you end it. Any enemy in the zone is immediately primed for a biotic detonation. It will go boom as soon as you hit it with either skill. You can chain Biotic, Tech, and Fire explosions really well with that loadout. When you get into clumps of enemies, and they all start exploding, it is addictive fun. Yeah even with incinerate, energy drain and overload I get lots of Combo's and especially with Cora in the squad freezing things. Died today for the first time in years (literally) due to a glitch in the Havarl Vault, camera went all wonky then Sara just keeled over and died!!!! That build is awesome for combos, one of the best. The Annihilation build is just a more in-your-face way to do something similar. My favorite combos are biotic, because of the boom and force. They're all great, though. Fire and Tech as so beautiful and colorful. You'll get all three!
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Post by Element Zero on May 9, 2024 0:56:04 GMT
I was too busy to play much, today. Scott and team arrived on Voeld and got to work. The biggest event was liberating Niilj and his comrades from a Kett labor camp. That group had in their possession a floorplan and security layout for the Kett C2 Base on Voeld. Scott agreed to help in that attack when the time came.
We found a Scourge Gem, a meteorite that has passed through the Scourge. It was emitting a signal that maddened wild adhi. I felt badly looking at the piles of dead adhi as we claimed the meteorite. At least that's the end of it.
We also claimed a piece of "Rem Tech" for PeeBee's secret project. We fought Kett at every turn, uncovering several mysteries along the way that we are still chasing.
With all of the combat, levels come quickly on Voeld. When I saved, with lots left to do, Scott was nearly Level 29. It's almost time to update my gear, again.
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Post by RedCaesar97 on May 9, 2024 1:18:20 GMT
Tatiana Ryder: 1. Traveled back to Kadara.
2. Bought some liquor for Kesh.
3. Finished scanning bodies in the sulphur springs and reported them back to the Asari for future justice.
4. Got sent to a weapons cache by a Turian. She also sent some exiles to the same location. Beat the exiles and recovered the weapons.
5. Investigated Spender's Kadara connection with Drack. Found information that he was working with someone named Aroane, and that he has a scrambler in his apartment.
6. Recovered the Kett transponder that will lead to the Archon's ship.
7. Investigated a murder victim. Teamed up with Reyes and killed the murderers.
8. Picked some plants.
9. Found Kett on Kadara. Teamed up with Sloane and Kaetus to take them out.
10. Found a cave. Found the surveyor (dead). Found a Collective hideout. Helped them uncover a traitor pretending to be the Charlatan.
11. Found datapads baiting the Collective and Outcasts. Found everyone dead at the site. Collected the equipment.
12. Accepted the next quest from Reyes. Returned to the Tempest and read emails for more quests on Aya, including meeting with the Moshae and Aksuul.
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Post by dazk on May 9, 2024 2:27:46 GMT
Finished Havarl yesterday, found Taavos and made he try on the glass slipper Gauntlet and the memories of the third monolith came back to him. Headed there restarted the Monolith, got another Memory Trigger and headed off and started the Vault. Died literally for the first time in years due to a glitch when running from the vault. The camera spun around and Sara just instantly died. Reloaded and out ran the vault cleaner and headed back to the main base, did some chatting headed to the Tempest and back into space to make a call to Evfra because????? What do we have Omni Tools for? Got an invite to go find the Moshae. Then had to go back down to Havarl to call Addison because????? Not sure why I could not have done it from The Tempest. Spoke to lots of scientists and agreed to scan some large creatures, did that and found another dastardly plot by The Roekaar. I spoke to Thaldyr about Aksuul but she died due to self inflicted wounds. Killed lots of Roekaar and Adhii, found the last of the Roekaar data pads, copied some data and then deleted it. Returned the data to the scientists. Visited the Sages encampment and gave one of them the info. on his sister. Then back to The Tempest to read emails and chat with the crew. Then off to Voeld with Jaal and Cora, met with the Commander and left it there. Think the priority will be to rescue the Moshae straight away and then let her recuperate on the Tempest before returning her to Aya. Pic's
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Post by dazk on May 10, 2024 0:24:18 GMT
I struggled a bit with MEA yesterday I had a medical procedure on my hip and the local anaesthetic knocked me around I think. So just did the Moshae mission and died once, I was moving a lot but the Cardinal blind sided me. Blew the place up for the 25th+ time, poor Jaal but the Moshae told me to and she's the Moshae. See I even have photographic evidence.
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Post by Element Zero on May 10, 2024 1:46:32 GMT
I had a routine medical procedure today that required anesthesia. I don't remember being discharged, nor the trip home, nor when I started playing MEA. However, I do remember most of the stuff I did while playing.
On Voeld, Scott tracked down the Angara who were fighting to avenge their lost community. He was too late to save them, but their stories were shared with the Resistance. He tracked down a weird little setup where Kett were penning Angara with microchips. I don't know why. We killed the Kett and freed the Angara.
Killing Kett and destroying Remnant across the area, I eventually decided to initialize the Monoliths and Vault reactivation. I had just synched the third Monolith when I saved.
For being impaired, I was playing pretty darn well, but I did die several times. Since this is Voeld, loading the last save sometimes means waiting 4 or 5 minutes. I remember turning to my wife, pissed about dying and waiting, and saying, "I'd forgotten about this $#!+. I haven't experienced this in 7 years, because I never get killed in video games, ever! I don't know what is wrong." I was seriously concerned that my controller might be lagging or failing. Now that my mind is clear, I'm pretty sure the lag and failure was between my brain and my fingers. 🤣
Later, I got to hear about all the hilarious stuff I was doing while doped, such as stumbling and nearly falling on the way into my home. Then, I assured my wife this was fine and typical by precisely reenacting the stumble in slow motion, demonstrating how I was still self aware under control. Fool. 🙄🤦🏻♂️😆
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Post by RedCaesar97 on May 10, 2024 2:46:12 GMT
Tatiana Ryder: 1. Landed back on Kadara.
2. Located the satellites the Aya astronomer was asking about. They were stolen by Exiles. Took out the Exiles, then recovered what was left of the satellites.
3. Found a small shack with some exiles. One guy was sick. Fixed their antenna. The Salarian gave me some UV lights.
4. Found the stolen turbine parts for an exile, but the thiefs were dead and the parts broken. Took out an Eiroch that kill the scavengers and broke the equipment.
5. Retrieved the formula for Dr. Nakamoto.
6. Activated the monoliths. Restarted the vault. Reach level 51.
7. Headed back to the Tempest. Crafted new armor and weapons. Gave the Kett transponder to Gil. Used it to locate the Archon's ship.
8. Back to Kadara. Found a building with one dead guy because he drank the bad water.
9. Found the person who was wrongly sent to the badlands.
10. Found the weapons cache, blew up the shuttle, and killed the remaining outlaws. (Ended up running out of ammo and had to kill everything with slowly-recharging powers. Luckily the two mechs were already whittled down to almost nothing.)
11. Took out the Three Sabers. Found out they had a Nexus contact who is on Eos.
12. Back to the Temptest. Talked to Peebee about her project and crafted new weapons.
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Post by Element Zero on May 10, 2024 19:29:25 GMT
Scott and team wrapped up Voeld, today, with only the Moshae's rescue and the two related quests remaining.
I'd been using the same, weak armor since the teen levels. Defeating the Architect leveled Ryder to 40, and "turning in" the quest after brought level 41. I then constructed a Spearpoint VI chest with a Shield Oscillator and Kinetic Coils ×4 for damage reduction. I went looking for fights and the difference the armor made was significant. Using the Valkyrie on my initial playthrough has had lots of knock-on effects with my other gear. Going forward, I think I'll stick with the Hornet for new games. It's simply too difficult to afford the other pieces of gear that I want on limited materials and research points.
I have leveled Ryder differently this playthrough. I instead of getting my "core 4" skills leveled and then diversifying into some weapons skills for a situational Soldier build, I narrowly focused on my single build. So, my Sentinel has all the biotic passives, and two of three tech passives. Only then did I dip into Combat Fitness and Assault Rifles. The latter made a big difference. I'll get Combat Tools next, to get my melee up to par, and then back to Tech for Auxiliary Systems. Then, I'll finally be ready to get Tactical Cloak and Turbocharge into place. I'm not sure this was the best way to do it, but it's certainly created some tougher fights in situations in which combat skills would've been optimal.
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Post by Element Zero on May 11, 2024 1:36:24 GMT
I have nothing to add to "what I did today". I've been meaning to mention something for weeks. Every time I'm traveling through spaaace, and every time I loot a ridiculously well hidden crate, I think of joshendriks. Every time I start contemplating different builds; looking at the Profiles; stop and think about the jump jets, or really any of the cool innovations, I think of Tiberius. I know they will never come here again, but it was fun having them for those months before launch. I wish they'd received a more fulfilling reward for the hard work they put into this game. Just as I told Ian that I would be, I'm still enjoying the game years later.
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Post by dazk on May 11, 2024 1:48:10 GMT
So MEA was my friend and my enemy yesterday on Voeld. I got the bug where there was no cold at all on Voeld and also the one where at least for the first half dozen Kett camps there were no enemies. Downside was there were no RNG quests spawning at all and I had to travel around with the Nomad force field in place all the time. The no cold one is a bonus so I decided to rush around placing forward stations doing the Monoliths and the Vault first Que the next bug I could not click on the Monolith icons on the map to highlight them. So decided to restart the game and that's when I had the annoying EA App issue I have been having again where it cannot remember my login and asks me to click on the privacy statement again. I finally thought to check the App was set to run as administrator and the security settings and all had been unticked, the app must have updated and changed them. I was started to get very irritated by now especially as for some reason I had developed a case of the hiccups which as I sit here and type almost 24hrs later I still have and which woke me up throughout the night. This is something that has never happened to me before!!!! Anyway logged back into the game and the RNG quests started popping and have all of them but the main one I wanted is Subjugation for the Data Module. Having started the Monoliths and activated the Vault, did Subjugation and then went and picked up the mission to rescue Nills from the labour camp. Got the bonus prize of doing that and having the quest to shut down the shuttles which takes place in the same building, so when I set off the trap I had all the rescued Angara to help in the fight. Took the data to Buxil next is the Fight at The Kett Command Centre then a clean up of the map. Pic's No Cold on Voeld Girl in a Bubble No enemies Rescued Angara lend a hand Bit to clean up but not a lot of time today
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Post by RedCaesar97 on May 11, 2024 16:20:34 GMT
Tatiana Ryder: 1. Went back to Aya.
2. Told the astonomer about his missing satellites. I told him it was exiles and now he hates me.
3. Talked to the Nexus' ambassador on Aya. Helped her with some problems: - Convinced some Angaran people to go live on the Nexus. - Resolved a potential issue between a Salarian and a Resistance member that had the potential to escalate between the Nexus and Aya. Suggested to the ambassador that the Nexus make room for more Angaran people.
4. Found Ljeta, the Angaran that a Krogan on Eladaan was looking for. Gave her the cryo bracelet and somehow convinced her the Initiative was not all bad.
5. Met with an Initiative pilot and acquired some supplies for the outposts.
6. Met with Akksul and the Moshae. Akksul threatened me and stormed off. Went back to the Tempest and recieved a call from Podromos about a potential attack.
7. Went to Eos. Found a satellite that then blew up. Called Addison who said it was from an exile named Dr. Kennedy. She wants Kennedy found.
8. Went to Podromos and talked to Bradley who gave me more information and a navpoint.
9. Talked to Yale about the Three Sabers. He pointed that it was Addison's idea (as if I did not have enough reason to continue to hate Addison).
10. Attacked the Akksul's Roekkar scouting party, then set up a decoy at Site 2 and ambushed their strike team. They moved to Site 1, so we then attacked them at Site 1.
11. Picked up some Remnant technology for Peebee on Eos, then went to Havarl and recovered more Remtech for her.
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Post by dazk on May 11, 2024 23:07:29 GMT
So cleared Voeld yesterday except for the stupid Yvara mission, may come back and do that later but not now. Managed to avoid the bridge bomb mission and the Minefield mission somehow. After dying fighting the Cardinal I was a bit wary doing the Kett Command Centre but it went as smoot as butter but I stuffed up by forgetting to speak to the History guy beforehand so could not access the data for him. Killing the Prefect alwys makes me do a fist pump or a little jig, not just that it is a tough fight especially on Insanity but the guy is a jerk right???? Prefect Down, Jaal's new tactical pose or floating meditation pose Killed the AI Died of all things doing the fight with Tej, may have been a glitch but opened the door to the building and something happened and I lost all my shields and 3/4's of my health. And that was all she wrote, second time was a treat. Took down the Architect with no dramas, did use a few Cobra's to speed it up. Back for a chat and a cup of tea with The Moshae then back to Aya.
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Post by RedCaesar97 on May 12, 2024 2:10:07 GMT
Tatiana Ryder: 1. Back to Kadara. Picked another plant. Found a building where some people were acting strange. Apparently some signal was interfering with their brain patterns. SAM traced the signal to another building within spitting distance (thanks SAM). Turns out it was a Cerberus operation. Shut the operation down and had SAM ease the signal off gradually to help the victims.
2. Fought some outlaw group for another piece of Remtech, but one the mercs (the leader?) already took it and said I can buy it back from him.
3. Rendevoused with Reyes to recover some cargo, only to find out it was trap set up by his ex-girlfriend Zia and some other smugglers. Helped Reyes take them all out.
4. Went with Peebee to buy back the Remtech, but because the entire Tempest crew was off sight-seeing or some crap, the mercs snuck on board and stole Peebee's bot (they left the Remtech piece as payment or something).
5. Sloane threw a party. Went to the party with Reyes and shared a drink with him.
6. Went to Havarl to help Jaal get his some of his family out of Akksul's hands. Stopped Akksul from destorying the Forge. Akksul tried to get Ryder to kill him. He shot at Jaal, which caused some of the Roekaar to leave Akksul.
7. Went back to Kadara. Helped Peebee convince a guy to give up the location where she can recover Poc.
8. Found some buildings with a lot of dead Angaran. They were murdered by having their filtration system tampered with by a nearby exile camp. When to the camp and confronted them. They attacked us, we killed them.
9. Recovered an ancient Angaran artifact.
10. Followed an S.O.S. signal. Gave the guys some UV lights. (I think you are supposed to take the plant back to sure the sick guy at the refuge on the opposite end of the map, but you cannot get the plant either manually or automatically, or the quest does not actually trigger so you cannot help him.)
11. Found Ruth Bekker (the contagious person). She had been captured by Roekaar who wanted to turn her into a weapon to attack the Initiative. Made a deal with her captor: he let her go and I let him go free. SAM said the virus sample was degdraded, possibly beyond use.
12. Met with the hackers. Scanned for data, which alerted their AI detector. Killed the hackers and used the terminal. Raced to the Nexus and disabled their EMP devices. Welcomed the Asari to the Nexus (mandatory cutscene triggered at a weird time). Confronted Knight. Sniper shot her.
NOTE: First time doing the scanning method. Guarantees Knight gets sniped, but no EMP devices get detonated. Alain is pissed.
13. Recovered Spender's scrambler. Returned some ingredients to the bar. Tried the "Lucky Leprechaun", passed put hard, and woke up on the stage. Confronted Addison about the Three Sabers. Replayed another memory.
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Post by Element Zero on May 12, 2024 2:17:17 GMT
I had finished Voeld with Scott, was level 43 and the game was 42% completed; but I just wasn't having fun. The different approach I'd taken with gear and skills felt stifling. This was a good reminder that my habits were formed across 16 previous 100% completions before my recent return to the game. I'd long since perfected my approach.
So, I dumped that playthrough and restarted Sara. I could've resumed the one I saved at Kadara. It would've been almost picking up at the spot I dropped Scott. Instead, though, I just started fresh. I did NG+ because I wanted the freedom to constantly try new loadouts, and it's been much more fun. I actually just drove around Eos on her 100% save, picking fights, before beginning the NG+.
I used a bunch of different loadouts up to and through the Eos Vault. On Habitat 7, I used Lance/Singularity/Energy Drain. During the battle at the Vault door, I swapped Singularity for Assault Turret, since I love how the Turret helps hold both sides with zero micro-managing.
On Eos, I used my favorite BioTech Bomber and Tactical Soldier, but also rotated through different combinations of skills on the Sentinel. My two favorites will never change, but there are so many fun ways to play.
Storywise, Sara went to Habitat 7 as part of the team led by her dad. She returned on a gurney (no doubt a levitating, 22C medical sled version), died for 22 seconds, and woke up to Alec's death and her own ascension to Pathfinder. After some tedious, overly long minutiae on the Nexus, she led the team to Eos aboard her beautiful new starship.
On Eos, she encountered a more than a few fellow visitors. The Kett were there, as expected; but so were several Initiative personnel. Clancy, a Nexus dockworker, has been quietly running a salvage crew, reclaiming materials from the previous, failed outposts. It's hard to be mad at him. It's a much more productive way of spending his time than most.
We also encountered PeeBee, an smart, bouncy, fast-talking Asari who's likewise been slipping off station. In PeeBee's case, she sneaks to Eos to study the alien tech she's dubbed Remnant. She officially joined our venture after joining us in reactivating Eos' Vault.
We encountered a Krogan named Drack. He seems to be on Eos simply to kill Kett for kicks. He and Vetra were already friends, but he politely rejected her suggestion that he join our team. Shame. We could use a Krogan badass.
I saved for the night just outside the Eos Vault, under the freshly cleared sky.
I think I'm going to use my NG+++ hoard of Research Points to try some new stuff. I might mess around with the N7 Eagle pistol. Obviously, it's never going to be competitive with the autofire Hornet, but that's not the goal. I want to see if I can make any fun variations of this really solid sidearm.
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Post by Element Zero on May 12, 2024 2:26:26 GMT
dazk, I must've tried a Cobra RPG at least once, to see how they work. If so though, I've forgotten. How do they work? Do they fire instantly? Do they "activate", and then you aim and fire like a gun?
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A blade answers only to the hand that wields it
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Post by dazk on May 12, 2024 4:58:12 GMT
dazk , I must've tried a Cobra RPG at least once, to see how they work. If so though, I've forgotten. How do they work? Do they fire instantly? Do they "activate", and then you aim and fire like a gun? I took until about my 5th PT that I stopped selling them as I didn't know how to use the damn things, cmoe had to tell me and it was a god send when I started playing on Insanity for the first time. Open the weapon weel, you have to have them loaded in a consumables slot and click on them it will come up with an animation then it's just aim and shoot. I have accumulated over 2,000+ in 25+ PT's I don't use them much as it feels like cheating. But it's good if you don't want to stuff around or are in a hurry. If you want to have fun when a Kett (or other) shuttle comes and hovers before dropping the troops shoot one at it.
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Post by Element Zero on May 12, 2024 16:59:11 GMT
I tried to squeeze in some playtime this morning. The only combat I had was the 10 seconds I spent saving Jennings' crew from Remnant.
I had to tour Prodromos and then head back to the Nexus. New stuff pops up in the Nexus. I know the goal was probably to make the game in general, and the Nexus specifically, rich in content. The problem is that the Nexus is boring. Put the content in the field where we can see new things and fight.
Then, it was on to Aya for more talking. Sigh. They didn't do themselves any favors in the early game. It featured too much talky talky, which only further spotlighted those bad facial animations at release.
I hope to play more later and fit in some actual gameplay.
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