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Post by morinna on Apr 4, 2017 20:48:47 GMT
What strategies have you folks found best to balance survivability and (combo) damage for mid-low level Ryder? My Ryder is Level 12 and at present, I haven't really ventured beyond the tech tree, and focused on upgrading current offensive abilities (overload and incinerate for fire combos) and some of the tech passives. But I'm thinking about branching out.
Have you folks found the mixing and mashing of tech/combat/biotics worthwhile in the early levels? Or should I just stick with upgrading and maximising the passive benefits of one tree before venturing out to the others?
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Post by zeypher on Apr 5, 2017 6:17:05 GMT
Stick to a main profile initially and get that sorted before you branch out. Then when you done go for the passives specifically, team support, barrier and combat fitness and after that start working on your second profile.
I initially went with soldier profile filling out turbocharge, flak cannon , omni grenades, assault rifle, sniper, combat fitness and tools. Then went on my vanguard profile with charge, annihilation, barrier, lance, offensive biotics and containment. Finally after this came tech tree with flame thrower and team support. Now with my basics done went back to soldier profile to rank it up to 6 which also ensures that vanguard is at 6 as well.
Do also pay attention to your armor and gear and spec them depending on your character.
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Post by thisisme8 on Apr 5, 2017 10:35:38 GMT
I agree with zeypher, maxing out passives gives you a lot more punch and survivability, which you need at the beginning. If you are in the tech tree, make sure you get life support and prime/detonation on your incinerate. Overload is the better anit-shield option (imo) on everything but Insanity, so good choice. Mixing too early before you get the combo detonation passive for that tree will gimp your combo damage if you hit biotic combos instead of tech combos.
Take a look at your playstyle - do you shoot more or use powers more, then pick a profile based off of that. If you use weapons with a bit of powers thrown in, consider using the Infiltrator profile. More powers, consider using the engineer profile. Run and gun out of cover? Use Sentinel.
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Post by capn233 on Apr 6, 2017 23:08:47 GMT
I suppose I mostly agree with above. Although at level 12 it isn't like you are swimming in points anyway.
If you want to be an Engineer but invest somewhere else, I would go to the weapon class passive for the type that you like the best first.
As a more or less Soldier, I haven't really found much utility in worrying about more than 3 active powers though, as the way Favorites reset your cooldowns doesn't really make it seem beneficial to me to switch in the middle of fights. Which means the passives area good way to dump points.
Profiles have been pretty secondary to me, switching from Soldier profile to say Engineer to screw around with something like EDrain or Flamethrower didn't end up making a lot of practical difference, but part of that was that Soldier was always ranked ahead of Engineer by a bit... and Infiltrator's bonuses weren't that great for the weapons I mostly was using.
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Post by godlike13 on Apr 6, 2017 23:51:46 GMT
Get Charge
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Post by zeypher on Apr 7, 2017 6:11:02 GMT
Btw did any one actually figure out how to use the flak cannon properly, its extremely inconsistent. The only way i could get some use out of it is via stunning. But atm more and more it feels like mass effects version of the flakker from BL2.
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Post by capn233 on Apr 7, 2017 22:38:13 GMT
Btw did any one actually figure out how to use the flak cannon properly, its extremely inconsistent. The only way i could get some use out of it is via stunning. But atm more and more it feels like mass effects version of the flakker from BL2. I don't know that there is a properly. Maybe get real close and blow all your power cells. Really the only combat power I liked that took cells was trip mine, and that is only if leveled up all the way with EMP.
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Post by zeypher on Apr 8, 2017 7:03:27 GMT
With the kett armor and full soldier the omni grenades are excellent. Trip mine is not my style as i suck at using them, barricade is always good. Finally flak when it works it devastates a group especially if you have it set to stun and more shrapnel explosions and with kett armor adding 49% more combat power damage. It absolutely murders enemy shields but its unpredictable.
I mainly use it for close to mid range stunning and damaging a group of enemies and it works nicely when explosive barrels are near by. Still wish a profile had atleast 4 slots as that would have been handy, just having three is way too limiting.
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Post by capn233 on Apr 8, 2017 16:27:17 GMT
Mine was especially easy when anybody arrived by a shuttle. But I thought it was pretty simple to place against any mobs since the arm time is not very long.
Anyway, it also seems like either combos were buffed or the enemy HP was dropped enough that tech bursts and fire explosions are doing more damage to them so I would rather just use DA or IA consumable with detonators and take care of them that way.
I didn't really ever feel the need for portable cover, even if it has a few damage buffs.
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Post by zeypher on Apr 8, 2017 19:38:38 GMT
Portable cover is useful for instant shield regen. As long im behind it i have no shield regen delay and i get 100 more DR when im in cover in general. That helps a lot when i screwed up and need to survive. Besides some random spawn sites like shuttle crashes etc end up having 10+ enemies/kett without any cover and barricade really is a life saver in that situation.
Hoping they add a few more abilities in the future as i really would like power armor, fortification etc basically some defensive abilities in the combat tree. And more skill slots per profile, 3 is way too little.
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Post by capn233 on Apr 8, 2017 22:26:59 GMT
Portable cover is useful for instant shield regen. As long im behind it i have no shield regen delay and i get 100 more DR when im in cover in general. That helps a lot when i screwed up and need to survive. Besides some random spawn sites like shuttle crashes etc end up having 10+ enemies/kett without any cover and barricade really is a life saver in that situation. Hoping they add a few more abilities in the future as i really would like power armor, fortification etc basically some defensive abilities in the combat tree. And more skill slots per profile, 3 is way too little. Yeah, I wasn't trying to suggest it wasn't useful at all, just that I didn't want to give up a power slot for it since those are at an extreme premium now, and I hated that Favorites put everything on cooldown (even if grenade power cell talents 'recharge' very quickly). I actually thought they did an ok job of placing a lot of cover around where you end up having most of your engagements.
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Post by godlike13 on Apr 9, 2017 0:19:22 GMT
Liams Havoc Strike should have been a combat power for Ryder. Honestly IMO the Combat powers we have, while not ineffective, are rather boring.
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Post by zeypher on Apr 9, 2017 10:04:11 GMT
Portable cover is useful for instant shield regen. As long im behind it i have no shield regen delay and i get 100 more DR when im in cover in general. That helps a lot when i screwed up and need to survive. Besides some random spawn sites like shuttle crashes etc end up having 10+ enemies/kett without any cover and barricade really is a life saver in that situation. Hoping they add a few more abilities in the future as i really would like power armor, fortification etc basically some defensive abilities in the combat tree. And more skill slots per profile, 3 is way too little. Yeah, I wasn't trying to suggest it wasn't useful at all, just that I didn't want to give up a power slot for it since those are at an extreme premium now, and I hated that Favorites put everything on cooldown (even if grenade power cell talents 'recharge' very quickly). I actually thought they did an ok job of placing a lot of cover around where you end up having most of your engagements. Yea beginning to notice it oh well back to old turbocharge, flak and omni grenade. I have 7 flak and 6 nades might as well use em. The switching favourites cooldown is something universally hated as it basically means we now have 3 ability slots usable rather than the 8-12 before.
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Post by capn233 on Apr 9, 2017 15:36:35 GMT
Yeah, I wasn't trying to suggest it wasn't useful at all, just that I didn't want to give up a power slot for it since those are at an extreme premium now, and I hated that Favorites put everything on cooldown (even if grenade power cell talents 'recharge' very quickly). I actually thought they did an ok job of placing a lot of cover around where you end up having most of your engagements. Yea beginning to notice it oh well back to old turbocharge, flak and omni grenade. I have 7 flak and 6 nades might as well use em. The switching favourites cooldown is something universally hated as it basically means we now have 3 ability slots usable rather than the 8-12 before. Pretty much. That's why in my first game I just got 3 actives then started filling all the combat passives and then the team friendly tech passive. The downside was that halfway through I felt like I was just putting points places. Mostly just picked up powers that helped for achievements (like the secret tech power). Also I noticed something kind of annoying about the power cells, it seems like if I had 3 regular cooldown powers on the current set / favorite, I wouldn't actually pick up cells even if I was empty. So I would have to switch to a favorite that had a cell power to pick them up.
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Post by zeypher on Apr 9, 2017 16:07:05 GMT
Yup you have to switch to the right favourite to ensure the power cell abilities are recharged to the limit. Again this clearly proves it that the entire profile favourites system was done to use the MP system in SP. Hoping they get rid of it or allow us to get rid of it and just give us 12 slots again.
K if you plan on a soldier profile, then make sure your turbocharge rank 5 is 40% gun accuracy and stability. Pair the soldier profile with combat passives and Soned with a Vintage heatsink, double mods and kinetic coils makes for glorious fun. Add a adrenaline fusion mod for more turbocharge goodness supported with consumables, flak cannon and grenades works brilliantly.
PAW does not penetrate even with a penetration receiver mod attached and it has no gun force which can stop enemies in their track. Finally i think PAW suffers against defences ie shield and armor.
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Post by swk3000 on Apr 11, 2017 11:11:21 GMT
My big question is how an Adept (at least, a traditional Caster Adept like the previous games had) is supposed to survive a fresh Insanity run. I've hit a brick wall at the second monolith on Eos because there are multiple Observers. They kill my squadmates in seconds, leaving me with the entire group looking at me. Worse, Observers exclusively use that beam attack that inflicts major damage extremely quickly. If you're in destructible cover, it's destroyed in moments. If you're not in destructible cover, they meander around until they have a bead on you (because they don't take cover), and you're dead in seconds. And you can't play ring around the rosie with them, because getting out of the line of fire of one of them puts you in the cross hairs of the others. And while I can take out one of them by priming with Singularity, then Detonating with Throw or Lance, and finally shooting them for the last bit of health, that leaves me with two of 3 powers on cool down, a third that can't inflict significant damage to their Shields, much less their health, and a couple of weapons that are nowhere near being able to kill a full-health Observer in the two to three seconds I have before they kill me.
The reality annoying thing is that if I could get to and complete Havarl, this would go away. After completing the Vault there, I can pick up the Fusion Mod of Adrenaline, which resets all powers on cool down when I get a kill. Killing one Observer would give me back my powers, allowing me to start on the next immediately. Unfortunately, the sheer number of Observers make me doubt that I could get that far. And sure, I could go Annihilation Field -> Charge -> Nova and still technically be an Adept, but if I wanted to play a Vanguard, I'd already be doing so.
Anyway, this was mostly to vent more than anything, and I apologize for that, but I'm hoping there's a solution that doesn't require me to throw myself at the wall over and over until the game gets stupid enough to let me win each fight.
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Post by zeypher on Apr 11, 2017 11:22:34 GMT
K new report screw the Soned, get a Thokin with either vintage heatsink/bio converter or standard, what ever you fancy. That is the most decent full auto AR in the game atm. Thokin has good damage, fire rate and accuracy making it a reliable assault rifle. Think of it as a upgraded plasma avenger making it a very solid weapon.
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Post by godlike13 on Apr 11, 2017 23:17:08 GMT
My big question is how an Adept (at least, a traditional Caster Adept like the previous games had) is supposed to survive a fresh Insanity run. I've hit a brick wall at the second monolith on Eos because there are multiple Observers. They kill my squadmates in seconds, leaving me with the entire group looking at me. Worse, Observers exclusively use that beam attack that inflicts major damage extremely quickly. If you're in destructible cover, it's destroyed in moments. If you're not in destructible cover, they meander around until they have a bead on you (because they don't take cover), and you're dead in seconds. And you can't play ring around the rosie with them, because getting out of the line of fire of one of them puts you in the cross hairs of the others. And while I can take out one of them by priming with Singularity, then Detonating with Throw or Lance, and finally shooting them for the last bit of health, that leaves me with two of 3 powers on cool down, a third that can't inflict significant damage to their Shields, much less their health, and a couple of weapons that are nowhere near being able to kill a full-health Observer in the two to three seconds I have before they kill me. The reality annoying thing is that if I could get to and complete Havarl, this would go away. After completing the Vault there, I can pick up the Fusion Mod of Adrenaline, which resets all powers on cool down when I get a kill. Killing one Observer would give me back my powers, allowing me to start on the next immediately. Unfortunately, the sheer number of Observers make me doubt that I could get that far. And sure, I could go Annihilation Field -> Charge -> Nova and still technically be an Adept, but if I wanted to play a Vanguard, I'd already be doing so. Anyway, this was mostly to vent more than anything, and I apologize for that, but I'm hoping there's a solution that doesn't require me to throw myself at the wall over and over until the game gets stupid enough to let me win each fight. Have you tired Backlash?
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Post by capn233 on Apr 12, 2017 2:10:26 GMT
My big question is how an Adept (at least, a traditional Caster Adept like the previous games had) is supposed to survive a fresh Insanity run. I've hit a brick wall at the second monolith on Eos because there are multiple Observers. They kill my squadmates in seconds, leaving me with the entire group looking at me. I found that fight to be pretty tough in my first run too as a soldier (Avenger II might have partly had something to do with it). The simplest way to do it that also can keep the squad alive is to fight them outside the safe zone in the rocks a little ways outside the hazard boarder. They can in fact be pulled out of that area.
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Post by swk3000 on Apr 12, 2017 9:38:47 GMT
I actually did try Backlash. In fact, I respecced, put one point in Pull, one point in Throw, and used the rest of my points to get Backlash to rank 5. End result: useful, but not without it's problems. Primary issue is that it focuses my attention on the Observer I'm currently engaged with, so I'm not paying much attention to my flanks while it's up. Second issue is the cool down apparently being based on the damage it absorbs; if it breaks (which it often did for me), it feels like it's taking nearly as long as Singularity to cool down. Overall, it's useful enough that I'll probably be keeping it for the time being, but I'll be looking to get rid of it for something that doesn't give me tunnel vision.
As for the fight itself, I finally managed to beat it, but I'm not happy with how I did so. In order to pull it off, I had to pull out a Reegar Carbine. It's ability to kill an Observer in seconds, followed by Backlash on a second one, allowed me to end up with two Observers instead of four. This made the fight much easier, allowing me to pull out a win. The reason I'm not happy about it is because I had to step outside my character concept in order to do it. I'm trying for a traditional caster-style Adept with only pistols as weapons. The Reegar is a Shotgun, so I'm not playing the character I wanted by using it.
I'm probably going to go back and try to find another way to do the fight within my character concept. I'm currently considering the Scorpion (pistol Grenade Launcher), the Talon (not sure if that's the right name; it's the Cerberus Shotgun pistol), or the Equilizer (Remnant SMG). The key is to find something that can deal significant damage quickly enough to knock an Observer out of the fight quickly, as two Observers, while still deadly, are easier to deal with than 4.
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