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Post by Vortex13 on Mar 30, 2017 17:39:35 GMT
I am currently at level 15; I have just unlocked that secret tech power Peebee's been working on; as I have been working my way across Voeld. I have also been stockpiling my crafting materials and research points (in addition to a massive collection of strike team rewards) as I have have been a little leery of using the crafting station until I can create something I know will be worth the effort. The thing is though, I have been running into a brick wall lately coming across some fights that I just get shredded on. I have been relying on what ever I can find in containers and the like, but now I'm feeling that I should start to creating more specialized/efficient equipment as well as better optimizing my power selection in order to be viable.
That all being said, I am looking for a solid, all around skill choice that I can utilize equally against Kett, Outlaw, and Remnant targets (preferably a more biotic oriented build but what ever works best). I am also looking for suggestions on which type of armor and weapons I should craft (again an all round build I can utilize for generally everything would be preferable). I have no qualms about re-speccing my skills again, but just in case this would play into my choice of build, I did start the game with a biotic adept background. Any feedback would be appreciated.
I have no issues with playing a different combat role as I have multiple run throughs of the original trilogy, though I would say that I have the least amount of experience with a vanguard play style; that being said I'm up for the challenge of learning to play it better if that's what it takes.
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Post by Vortex13 on Mar 30, 2017 23:09:58 GMT
Anyone have any suggestions?
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Post by capn233 on Mar 31, 2017 1:58:15 GMT
Game still sort of new, and I haven't really used biotics on Ryder.
For crafting, there isn't too much to say. I have been using a mix of armor with Pathfinder chest and helmet, whatever arms, and now the Maverick legs, but I am playing more or less a soldier so that works for me. I like the Shield Fusion mod since it sort of works with a couple other passives and things that are based on low health.
For weapons, I like to use the Mod Slot or Double Mod Slot as one augmentation. There is an augmentation that will boost shields whenever you empty a clip, and another that will restore health every time you reload if you need it.
My main weapon loadout has been a Revenant and a Carnifex, and that might not translate all that well to biotics. The gun I actually had the most fun with was a Vanquisher III I picked up though. Now my crafted Valiant III is better, but doesn't have as good a feel for whatever reason.
I don't like the Carnifex's rate of fire all that much in this game, but it is ok with a scope to do some ranged damage, and you get the schematics as you level up.
I picked up a Hurricane this evening but haven't tried it out yet.
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Post by fraggle on Mar 31, 2017 10:23:05 GMT
Note I didn't play on Insanity yet, but it should hopefully apply to any difficulty. I've played a Sentinel, and it could be the thing you look for, except it's a more tech-heavy loadout. I use Overload, Cryo Beam and Throw. I felt prepared for any kind of protection with this. Overload and Throw tech combos are good for damage on both shields and armor I thought. I use Cryo Beam and Throw on non-protected enemies. Of course, if you want, you can swap out Cryo Beam for Incinerate, and use it together with Throw to create combos. I haven't used Incinerate, but it was always good against armor types in the trilogy... though frankly, there are not too much armored enemies in the game anyway. I used the Mattock primarily. There's a mod for your armor chest slot that reduces all power cooldowns by 50%, but reduces weapon damage by 30%. If you want to primarily play a caster, maybe it's worth looking into that. It's called Fusion Mod of Rapid Deployment. If you want to know where it can be found, I put it in spoilers. It's on one of the planets: When you clear the vault on Kadara As for armor, I use Pathfinder Scout Armor simply because I loved the look of it. I crafted it with Power Recharge speed and Tech Power damage.
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Post by zeypher on Mar 31, 2017 19:25:01 GMT
I went full on remnant (armor included) except for the asari sword. I love the PAW augmented with a bio converter for infinite firing and a Inferno as my combat sniper. Now for profiles i had three, first was soldier with turbocharge, invasion and barricade. Second was vanguard with charge nova and invasion for now and finally third was soldier again with concussive shot specced to power cells, flak cannon and omni grenades. Profile 3 was for when i needed to unload everything quickly at something, great for bosses etc if you have some cover.
now some tips:
1: Look at tech tree passives properly as they provide massive value. HP regen on demand which counters the bio converter perfectly, 30% more weapon damage, shield regen etc etc 2: get barrier passive from biotic tree 3: melee weapons augments like 3% weapon damage also apply to any other weapon you use as the melee weapon is always equipped. So a asari sword with 5 kinetic coils will provide permanent 15% weapon damage. 4: Barricade with shield delay evolution is literally a life saver and is a near must. 5: On havarl get the adrenaline fusion mod as it is one of the best and allows easier use of profile system since cooldowns stop being an issue. 6: DO NOT use augments that change a weapons firing behaviour, ie grenades electricity and that stuff. They will generally mess up your weapon. 7: Research the shield oscillator augment in the remnant tree and always put one in your chest piece. That coupled with power restore bonuses from tech tree means instead of just 25% you get close to 50% shield restore on kill and a bit more with vanguard profile if you have to get up close and personal.
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Post by LightningPoodle on Apr 1, 2017 19:10:55 GMT
Insanity Level 61 as of this post.
I have been using the Engineer Profile, Tactical Cloak, Overload and Incinerate since the beginning. I have them so that they both prime and detonate combos. Tactical Cloak is if I'm being targetted and am about to die. This works pretty well for me.
I generally rely on my sniper rifle in engagements, though I use my Falcon a fair amount too. As for shotguns, the Reegar Carbine is the one you want. It rips shields, health and armour reliably and hasn't let me down yet, though you don't want to rush in with it. Stay back, switch to it when they get close to you.
As for squad mates, Vetra is a must. I also like to use Drack and Jaal along with her. Jaal moreso than Drack, though I'm at a stage now where Drack just won't go down.
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Post by LightningPoodle on Apr 1, 2017 19:39:30 GMT
Drack is shit against Architects. So is Cora probably. You need range to deal with them. Drack and Cora don't really have any.
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Post by capn233 on Apr 6, 2017 23:21:02 GMT
Drack is shit against Architects. So is Cora probably. You need range to deal with them. Drack and Cora don't really have any. Depends on what you are looking for, but also I think in general the squadmates are shit in this game in no small part because you can't really control them properly, and then partly because the skillsets they have. Speaking to them specifically, Cora has a little utility against Architects proper once she has Shield Boost. Without it, she has a bit against the adds that always show up. Drack's Incinerate at least sort of does something to the Architect. Looking at the alternatives doesn't really inspire me though. Jaal's trademark is also a melee range attack. Stickies and EDrain are semi-useful though. Peebee's debuff is ok, Pull and Shockwave useless for the Architect. Vetra has Concussive Shot I guess, even though her cooldown is long. Liam has a trademark melee range power (because we didn't have enough squaddies with this crap), a grenade and at least Overload. For the most part I have really only cared if the squadmates weren't completely useless against the adds given squadmate design and control in this game.
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Post by commandcodes on Apr 7, 2017 7:37:53 GMT
Not biotic at all but what I do on Insanity: Playstyle: Aerial bombardment then swooping in and mopping up the trash.
Skills & Profile: Flamethrower / Turbocharge / Flak Cannon spec for stun. Combat Tools spec DR & melee, then eventually Combat Fitness & Team Support. Soldier profile. Flak stun and Combat Tools DR are probably the most important
Weapons & Gear: Falcon augmented with Plasma (non seeking). Eagle secondary. Shield Oscillator Chest augment; restores 20% shields on kill
Squadmates: Not Vetra and not Peebee. With Cora's Shield Boost, Cryo, & melee knockdown a Cora and Drack team is probably best for this mobile aggressive playstyle.
Though Ryder is considerably less tanky than MP characters, has fewer consumables and cannot be revived, the Plasma Falcon does 2x its non augmented damage, explodes groups of mooks and can be made to be much more accurate than in multiplayer ___ For Biotics you could replace Flamethrower with Annihilation Field speced for increased damage & lift field
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Post by commandcodes on Apr 7, 2017 7:41:05 GMT
As for Architects, they simply have too much hp. The only squadmates that do damage are Drack & sometimes Jaal, and Drack melees. Conveniently, Turbocharge & Shield Boost will help here - while Cora buffs your shields & DR, it will simply be up to you to fire away EDIT: maybe Vetra speced for increased damage taken instead of disruptor ammo, but she must get a good burst in during each window Or switch to Narrative to get it over with if you don't care about achieve
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Post by capn233 on Apr 9, 2017 15:38:50 GMT
^While on the subject, don't forget to grab the loot you get when you reprogram the Architect.
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Post by Vortex13 on Apr 10, 2017 18:12:39 GMT
Cool, thanks for all the tips. Currently, I've just hit lvl 30 and I have been running with: Crafted N7 chest, arms and legs + Pathfinder helmet (I liked the look of it better) Also I have been using the shield oscillator on my armor Powers and profile:Sentinel Incinerate- specced for both priming and detonating Shield Drain- specced for both priming and detonating Singularity- specced for explosion after duration ends Weapons is a bit of a toss up. I have been using a lower tier Valkyrie rifle I crafted, and an N7 Eagle I found since I have been rather shafted when it comes to Milky Way research it seems. That being said, I am thinking about mixing it up a bit now that I've finished with both Voeld and Havarel. I definitely have survivability as a sentinel, but the gameplay is a bit too boring for my taste, and my weapons are very meh. I am interested in possibly trying out a Vanguard build; or even something along the lines of commandcode's build; though I am wondering how effective some of the more interesting sounding powers like Invasion or Remnant VI actually hold up to this difficulty. That all being said, I think I need the most help with weapons and augments over power selection at this time however. I am currently starved for Milky Way research, and Remnant points are okay enough for maybe one weapon schematic to be maxed out for my level, Helus tech I have over 4,000 points worth. Problem is, I don't know what's actually any good out of that pool of weapons. As far as augments go, I have all the Helus and Remnant ones unlocked, along with the Vintage heat sink and electric conduits in the Milky Way branch, but so far every time I try and craft a weapon with a variation on it's ammo mechanic or firing type I always seem to get a gun with the effectiveness of a foam nerf pellet. For melee weapons, I am currently using the cyro gauntlet, but I may have to change that for a more CQC oriented build.
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Post by Parachroma on Apr 11, 2017 3:28:55 GMT
I am playing as the Sentinel as well. I'm about to begin my 'conversion' from 'just starting out' to badass. First, convert to the Explorer profile. Then research the Piranha shotgun. There is an augment you should have, can't remember the name atm, that converts your pellets into plasma projectiles. Use this, then all kinetic coils (you can buy these on the Nexus). The plasma augment eliminates the range issue with shotguns. There's also another augment that takes 5% of your health in exchange for no reload time. I personally prefer a sniper rifle (Isharay) and the Piranha, but you could sub the latter for the Hurricane pistol if you want. There's some augments that could do some crazy stuff with the highest rate of fire weapon in the game. Anyway, spec for weapon damage.
I use Shield Drain, Overload, and Throw atm. I will eventually move from Throw to Charge, once I get my Piranha fully RnD'd. The game in its current state is heavily weapon biased, but you must mix in some effective powers just in case you can't make it to a weapon box. Shield Drain will Tech combo off of Overload, even though there is no mention of it in the description. Always spec Tech powers vs. Shields/Synthetics. Armor isn't that big of a deal. I play on the difficulty just below insanity.
Armor, imo, is more of a personal preference. I'm not always worried about cover, not to mention enemies flank well, so the Remnant armor chest piece works well for me. If you find yourself always behind cover, then a different armor might be better for you.
Anyhoo, I would recommend a long range weapon and a short range weapon. There's not much in between. It's easy to kill from long range, as well as short-medium range with a good weapon. Killing from long range kills the fun (pun intended), but closing the distance with Charge and getting up close and personal then blowing their heads off with a good shotgun is highly satisfying.
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Post by Vortex13 on Apr 12, 2017 14:53:23 GMT
I am playing as the Sentinel as well. I'm about to begin my 'conversion' from 'just starting out' to badass. First, convert to the Explorer profile. Then research the Piranha shotgun. There is an augment you should have, can't remember the name atm, that converts your pellets into plasma projectiles. Use this, then all kinetic coils (you can buy these on the Nexus). The plasma augment eliminates the range issue with shotguns. There's also another augment that takes 5% of your health in exchange for no reload time. I personally prefer a sniper rifle (Isharay) and the Piranha, but you could sub the latter for the Hurricane pistol if you want. There's some augments that could do some crazy stuff with the highest rate of fire weapon in the game. Anyway, spec for weapon damage. I use Shield Drain, Overload, and Throw atm. I will eventually move from Throw to Charge, once I get my Piranha fully RnD'd. The game in its current state is heavily weapon biased, but you must mix in some effective powers just in case you can't make it to a weapon box. Shield Drain will Tech combo off of Overload, even though there is no mention of it in the description. Always spec Tech powers vs. Shields/Synthetics. Armor isn't that big of a deal. I play on the difficulty just below insanity. Armor, imo, is more of a personal preference. I'm not always worried about cover, not to mention enemies flank well, so the Remnant armor chest piece works well for me. If you find yourself always behind cover, then a different armor might be better for you. Anyhoo, I would recommend a long range weapon and a short range weapon. There's not much in between. It's easy to kill from long range, as well as short-medium range with a good weapon. Killing from long range kills the fun (pun intended), but closing the distance with Charge and getting up close and personal then blowing their heads off with a good shotgun is highly satisfying. I tried out your suggestions last night, and I have to say it was an awesome change of play style that was still remarkably effective on insanity. Luckily I had just enough Milky Way R&D to craft a Piranha IV with seeking plasma, bio-converter, and kinetic multiplier augments. I also crafted the Remnant chest piece for the increased health regeneration with the shield oscillator augment. For skills I changed it up slightly from what you initially suggested. I still went with charge and energy drain, but I switched out overload for invasion. Sure I don't get as many combo detonations with this, but being able to fire it off at the beginning of a combat and have it slowly weaken an entire group of enemies while I charge in, and then explode when their health drops to 15% really comes in handy. Passives I went with your standard selection, Barrier specced for saving barrier, shotguns specced for extra clip size, combat fitness specced for increased health regen and 200 damage resistance when my health drops etc. As for Profile I went with the suggested Explorer My Ryder is now able to charge into Destroyers and dish out withering damage and then still survive long enough to blink/charge back into cover and then begin to regen any lost health before starting the process over again. As soon as I get enough Milky Way points again, I think I'm going to look into crafting the asari sword, as my remnant cryo gauntlet isn't really working with my newfound mobility.
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Post by Parachroma on Apr 14, 2017 1:27:17 GMT
I'm glad it's working out! There are some min/max-type opportunities to the build, but I think it comes at a cost of how you want/like to play. I think Charge is an effective ability as far as mobility is concerned, but to be honest, the other skills are optional. For example, swap out a skill for Turbocharge. I prefer to use a sniper rifle/long range powers to pick off enemies, then get up close and personal with the Piranha to finish the rest. Some folks like to charge in from the get go and wreak havoc. There's no right or wrong. I like that you experimented and found something that you enjoy.
Another tip: If you need kinetic coils, on the Nexus after you buy one, run to the door that exits to the Tempest. Don't go through it, but turn around and run back to the vendor. Their stock will be reset and you can buy another one...and another...
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