(no subject)
Oct. 29th, 2016 11:43 pmFinally got around to seeing "The Accountant" with the usual suspects today. I thought it was enjoyable enough, cool action and Anna Kendrick is cute as always. As I've mentioned before, parts of it were filmed on campus. I had seen the Student Center in the trailer, but amusingly enough, they used Klaus for the company the Accountant was looking into.
ME blather- Since I finished Rannoch the other day and had Tali officially back on the crew, went ahead and started tackling the DLC. I actually was halfway through the Leviathan DLC before Rannoch, but finished it up today. Had to bring Tali for the last mission of it, since you get special LI dialogue at the end. Which is the other reason I waited until I finished up Rannoch, since Tali gives special dialogue if she's your love interest, but only if she's engineering instead of the war room.
But dammit, I missed the option to get the husk head from Dr Bryson's lab. On the one hand, it feels like I missed something, on the other, I never got wanting to have a decapitated Husk head on your desk that screams when you interact with it.
Once that was done, started up the Citadel DLC. Ah, I had almost forgotten how fun it was. But continuing my squad mate builds, here's Wrex.
Wrex- Okay, he has a ridiculous amount of health and barriers. 2600+ health and 1600+ barriers when spec-ed correctly, and with barrier on top of it (not to mention the shield boost from popping a stim pack), he is the definition of tank. Unfortunately, the AI has him charge into the thick of things and engage opponents in melee. Basically, treat him as if he were under the "berserk" status effect, if you're familiar with that from other RPGs. And as I've mentioned before, he'll auto activate a stimpack whenever his shields (well barriers, which is always confusing to say since there's also the power "barrier", which he has. I get biotic types have barriers instead of shields, but if they were going to do that, maybe they should have named the barrier power something else to avoid confusion. But I digress). This happens even if you have squadmates set to manual use. So there's only one real way to spec him.
Weapons:
Shotgun- I usually go for the Wraith with the heavy shotgun barrel mod and the shotgun omni-blade attachment. He'll be going into melee a lot, so something that boosts his melee damage is wise.
Pistol- Again, why would you switch to this? The Carnifex is as good as any, but there's something appropriate about giving him a big-ass hand cannon like the Paladin or Executioner.
Powers: Some things to note- 1) You can't reset his powers in the Normandy, so make sure you get him right the first time around. 2) He starts with everything at 3. (the same goes for all the Arena-only squadmates) The problem with that is normal squad mates start out with 1 point, and earn 89 points by the time they max out. With Wrex and the Arena-only squadmates, they're missing that extra point. Which is annoying, because that means you can only max out 3 skills instead of 4, and so instead of doing 6/6/6/6/3, you're forced to do 6/6/6/5/4.
Krogan Battlemaster- Since he's just going to charge into the thick of things, make him as tanky as possible. So durability/shield recharge/fortification. Fortification at 6 not only makes his health and barriers even more ridiculous, it beefs up his melee damage. Which is good since he's slugging it out.
Barrier- Again, go for resiliency. Barrier Strength/Shield Recharge/Barrier Strength. I mean, he only has one offensive power on cooldown, carnage, so you're just throwing points away if you do power recharge at 6.
Stimpacks- He's going to use these on his own anyways, so might as well make the most of them. Keeping with the tank theme, shields and survival at 4 and 6, and pack capacity at 5. Duration is a definite waste. When I say he uses stimpacks whenever his shield breaks, that includes even if he's under the influence of a stimpack at the time. So its not really helpful to increase the shield boost time, because if he is at the point where the normal duration isn't sufficient enough, his shields are just going to break and he's going to pop another stim anyways.
Lift Grenades- It doesn't really matter what you pick at 4, because really, you're not going to be using these all that much. I usually go with damage. Max grenades at 5. Since lift grenades and stim packs share the same capacity pool, you just want the capacity increases so you have more stimpacks. As I said before, since Wrex will just pop a stim whenever he's in trouble, you'll prolly run out of "grenades" before you get a chance to throw them anyways. So best to just save them for him to use as a stim.
Carnage- You only have 5 points left at this point, which is not enough to get the last evolution in Lift Grenade, so you might as well bump this up to 4.
ME blather- Since I finished Rannoch the other day and had Tali officially back on the crew, went ahead and started tackling the DLC. I actually was halfway through the Leviathan DLC before Rannoch, but finished it up today. Had to bring Tali for the last mission of it, since you get special LI dialogue at the end. Which is the other reason I waited until I finished up Rannoch, since Tali gives special dialogue if she's your love interest, but only if she's engineering instead of the war room.
But dammit, I missed the option to get the husk head from Dr Bryson's lab. On the one hand, it feels like I missed something, on the other, I never got wanting to have a decapitated Husk head on your desk that screams when you interact with it.
Once that was done, started up the Citadel DLC. Ah, I had almost forgotten how fun it was. But continuing my squad mate builds, here's Wrex.
Wrex- Okay, he has a ridiculous amount of health and barriers. 2600+ health and 1600+ barriers when spec-ed correctly, and with barrier on top of it (not to mention the shield boost from popping a stim pack), he is the definition of tank. Unfortunately, the AI has him charge into the thick of things and engage opponents in melee. Basically, treat him as if he were under the "berserk" status effect, if you're familiar with that from other RPGs. And as I've mentioned before, he'll auto activate a stimpack whenever his shields (well barriers, which is always confusing to say since there's also the power "barrier", which he has. I get biotic types have barriers instead of shields, but if they were going to do that, maybe they should have named the barrier power something else to avoid confusion. But I digress). This happens even if you have squadmates set to manual use. So there's only one real way to spec him.
Weapons:
Shotgun- I usually go for the Wraith with the heavy shotgun barrel mod and the shotgun omni-blade attachment. He'll be going into melee a lot, so something that boosts his melee damage is wise.
Pistol- Again, why would you switch to this? The Carnifex is as good as any, but there's something appropriate about giving him a big-ass hand cannon like the Paladin or Executioner.
Powers: Some things to note- 1) You can't reset his powers in the Normandy, so make sure you get him right the first time around. 2) He starts with everything at 3. (the same goes for all the Arena-only squadmates) The problem with that is normal squad mates start out with 1 point, and earn 89 points by the time they max out. With Wrex and the Arena-only squadmates, they're missing that extra point. Which is annoying, because that means you can only max out 3 skills instead of 4, and so instead of doing 6/6/6/6/3, you're forced to do 6/6/6/5/4.
Krogan Battlemaster- Since he's just going to charge into the thick of things, make him as tanky as possible. So durability/shield recharge/fortification. Fortification at 6 not only makes his health and barriers even more ridiculous, it beefs up his melee damage. Which is good since he's slugging it out.
Barrier- Again, go for resiliency. Barrier Strength/Shield Recharge/Barrier Strength. I mean, he only has one offensive power on cooldown, carnage, so you're just throwing points away if you do power recharge at 6.
Stimpacks- He's going to use these on his own anyways, so might as well make the most of them. Keeping with the tank theme, shields and survival at 4 and 6, and pack capacity at 5. Duration is a definite waste. When I say he uses stimpacks whenever his shield breaks, that includes even if he's under the influence of a stimpack at the time. So its not really helpful to increase the shield boost time, because if he is at the point where the normal duration isn't sufficient enough, his shields are just going to break and he's going to pop another stim anyways.
Lift Grenades- It doesn't really matter what you pick at 4, because really, you're not going to be using these all that much. I usually go with damage. Max grenades at 5. Since lift grenades and stim packs share the same capacity pool, you just want the capacity increases so you have more stimpacks. As I said before, since Wrex will just pop a stim whenever he's in trouble, you'll prolly run out of "grenades" before you get a chance to throw them anyways. So best to just save them for him to use as a stim.
Carnage- You only have 5 points left at this point, which is not enough to get the last evolution in Lift Grenade, so you might as well bump this up to 4.