akots
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Post by akots on Mar 23, 2017 18:00:17 GMT
Looking for advice on Angara Insurgent here. I'm now only level 9, already tried some gold with him, looks very powerful, big volus. He's got shield boost, I maxed that for healing. Also has normal turret, nothing special, similar as any engineer. There are also the trip mines same as cain mercenary had which actually don't work well. When they do, they kick ass though. But trigger is unreliable. His passives are, well, passives, I have not leveled that far yet. IMHO, if the team groups around him, shield boost is very good. He needs some power efficiency gear though, makes life easier. Any thoughts? Anybody got him to level 20? Also, Bioware twitch with Krogan Gladiator has no sound. Bioware, please fix.
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Zerfidius
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Post by Zerfidius on Mar 23, 2017 19:31:41 GMT
I'm at about the same level as you. Here's what stands out to me so far:
He doesn't have a standard targetting type power which means he's going to rely on his weapon if there's a specific target he needs to hit quick. Despite that, he doesn't have much boost weapon damage. I've been using my Sidewinder I with him so far but I think a bigger single shot weapon might be better.
Trip mines hit pretty hard. I'd be tempted to crank them up to six ranks as soon as possible and give them a combo option. Probably detonate since it will detonate all combos within its radius. A double trip mine surprise might be one of the better ways to hurt an Assendent.
I've used the turret, but haven't paid much attention to it so far. I can easily imaging builds skipping it altogether or stopping at 3 ranks. Rank four is meh.
The shield boost is pretty cool. It's been a huge bonus to the team during hacks/uploads. If he ends up being a solid melee kit, the shield boosts will be a big reason for it, especially when combined with the evade DR in his fitness tree.
Some nice stuff in the passives. The capacity/stability evolution might make him one of the more awesome Sonad wielders. Armor bonus to power damage on trip mines will be a real boss killer.
So basically, make sure you've got a big gun, spam cain mines.
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akots
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: akots
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Post by akots on Mar 23, 2017 20:09:25 GMT
I'm at about the same level as you. Here's what stands out to me so far: He doesn't have a standard targetting type power which means he's going to rely on his weapon if there's a specific target he needs to hit quick. Despite that, he doesn't have much boost weapon damage. I've been using my Sidewinder I with him so far but I think a bigger single shot weapon might be better. Trip mines hit pretty hard. I'd be tempted to crank them up to six ranks as soon as possible and give them a combo option. Probably detonate since it will detonate all combos within its radius. A double trip mine surprise might be one of the better ways to hurt an Assendent. I've used the turret, but haven't paid much attention to it so far. I can easily imaging builds skipping it altogether or stopping at 3 ranks. Rank four is meh. The shield boost is pretty cool. It's been a huge bonus to the team during hacks/uploads. If he ends up being a solid melee kit, the shield boosts will be a big reason for it, especially when combined with the evade DR in his fitness tree. Some nice stuff in the passives. The capacity/stability evolution might make him one of the more awesome Sonad wielders. Armor bonus to power damage on trip mines will be a real boss killer. So basically, make sure you've got a big gun, spam cain mines. Nice, role playing also, big guy with a big gun. I think, for gear, it may be better to use power efficiency and power cells for more mines. I have not yet figured out if there is a limit on the mines and if you can force-trip them like it were with talon mercenary. But some of the mines stick out forever, probably a visual glitch same as it were with talon. I don't have no big gun yet, and he does not have much weapon damage boosts in passives, so I'm running him with charger, priming with ammo and detonating with mines. There is no visual clue or letters about tech explosions but I think, the damage of the mines may be slightly enhanced on primed targets. I mainly use turret as a grenade, just blow it up to detonate something, it does a decent damage. Otherwise, yes, rather useless contraption and enemies pay no attention to it, even these new geth/remnants. It might have some better use further up the tree and there is one or two passives that boost it.
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P51Mus7ang
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Post by P51Mus7ang on Mar 23, 2017 20:15:19 GMT
Probably take some heat for saying this but I reset him and didn't put any points in the Turret, for the way I play the points were better elsewhere. I have him at 20 but only 3 cards so he is not max'd out but holy smokes he rocks, a welcome teammate on hacks with the trip mines. I like using the jet packs to get air and plant a mine behind the enemy behind cover, its super fun to watch them fly... Have the Tonkin at 4 and the Eagle at 3, that is what I run on him at the moment.
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akots
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Post by akots on Mar 24, 2017 4:55:36 GMT
I leveled him up to 14, maxed shield boost and mines. He kicks ass on silver even with charger, just spam the mines and shield boost. Still not very good on gold. More like medic, I got some insane number of revives though and died last on wave 6. All this with half of the mines not doing anything, not even exploding, no matter on host or off host. I wish enemy detection worked better, he is quite fun to play. Or maybe I'm doing something wrong when deploying them. Although I can clearly see a red tripwire in a door frame, enemies just run through it and nothing happens. Bioware, please fix this bs. I found that it works better as a sort of geth/turian/volus proximity mine, just throw it at enemy feet, it does explode more frequently. But damage is supposed to be less than tripwire.
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Post by joren123 on Mar 24, 2017 6:45:51 GMT
Underwhelmed by the mines post Bronze, so I ditched them completely and went for pure support. Health evolution 6 to get the ward protection, passive to 6 for the 20% weapon damage on beneficial buff. And then for shield boost, went for range and umm, something else, not in-game atm so will edit once I can check, but I think it was something like extending the shield restore over time, in case shield gating is still a thing like it was in ME3.
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