Oct. 30th, 2016

geebs: (vain)
ME blather- Finished the Citadel DLC today. Since I did all the side missions involving the ME2 squadmates (except for Miranda, which I guess isn't a side mission), their ally licenses were available to get in the arena. So I have those all unlocked. So onto the rest of the squad builds. Let's start with the easiest first, Grunt.

Grunt- He's basically a stronger Vega, but with concussive shot rather than carnage. Which is an improvement in my book, since concussive shot has a shorter recharge time and has a little more utility. Especially since he has incendiary ammo, meaning he can apply its properties with the amplification evolution.

Weapons:
Assault Rifle- PPR! Since he's a krogan, he's going to charge in anyways, so the particle rifle's finite range doesn't really matter to him. And it works extremely well with his incendiary ammo. Though it still feels wrong having him use an AR over a shotgun.
Shotgun- Wraith with the HV barrel and omniblade.

Powers:
Krogan Berserker- Specced just like Vega's Arms Master passive. Durability at 4, power damage at 5 to beef up incendiary ammo, then Fortification at 6.

Fortification- Same as Berserker for the same reasons, Durability/Power Synergy/Durability.

Concussive Shot- Radius at 4, Shatter at 5, and Amplification at 6 so it can take on incendiary ammo's properties.

Incendiary ammo- Unfortunately, since getting Berserker, Fortification and Concussive Shot to 6 are musts, you can't max this out. Since you can't get to six, there's no reason to get to five, so just take damage at 4 and leave it there.

Frag grenades- So at this point you have enough points to get this to 5, so do what you will. I do damage at 4 and bleed damage at 5.

Kasumi- It sucks she doesn't get Shadow Strike (its not like the power doesn't exist, since the N7 Shadow gets it in multiplayer), because Tactical Cloak is an imperfect replacement. I mean, for an Infiltrator Shepard, its fine. But since Tactical Cloak isn't an offensive power in and of itself, she's a character that needs a lot of babysitting, which is kinda a pain in the ass. I guess babysitting isn't the right word. Its just the AI will never be efficient as you in making sure she gets the most out of her cloaked damage bonus. So not only do you have to worry about yourself, once you cloak her you have to look for the best opportunity to make the most of it.

Weapons: Hurricane/Tempest and Carnifex with power magnifiers, as usual.

Powers:
Master Thief- Power Damage/Tech Damage/Squad Tech Power and Duration Increase. Mostly to boost her overload.

Overload- Her main offensive power. As per usual, chain/neural shock/shield damage.

Tactical Cloak- Damage/Recharge/Damage. Mostly this is something to do before doing overload to boost it.

Decoy- As I mentioned with EDI, this power is bugged. But still, at this point you only have enough points to get the remaining powers to 5 and 4, respectively. And for the most part, if you can't evolve the ammo power to 6, there's no reason to get it to 5. So, you might as well bump this one up to 5. Durability at 4 and Shock at 5.

AP ammo- This is actually a decent ammo power, though one of limited usefulness since you can mimic its effects with mods. Though using both does make weapons harder hitting. But freezing/stunning/immolating enemies opens up more options. Take damage at 4, though you're most likely going to use some other ammo power on her.

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