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OP Classes in the Mass Effect series.

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  • Jul 3, 2012 7:16 am GMT
    There's a little problem with that. My soldier won't be using the Pistol.

    Yes, I have heard about the Pistol VS Assault Rifle arguments.

    My argument is that whether you choose Pistol or Assault Rifles will depend on your class. If you are Adept, Vanguard, Engineer, Infiltrator, you already have the Pistol talent. Why would you need the Assault Rifle? If you are a Sentinel, you can't get Marksman, you have to consider taking the Assault Rifle or Sniper Rifle.

    If you are a Soldier, you have to take 7pts into assault rifle, before you can get Sniper Rifle. With that being said, I'd rather just spend 5pts to fully use assault rifle, then another 12pts into Pistol.

    In otherwords, the Marksman cooldown wasn't what I was considering. To be honest, the Adrenaline Burst seemed more useful for cooldown.

    So my choices won't involve marksman.

    I can only decide between Health, Damage Reduction and Adrenaline Rush, and Weapon Damage and Sniper Rifle Cooldown.

    My argument is that I can easily get the same Damage Reduction with Energized Plating, but getting weapon power is harder.
    ---
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  • Jul 3, 2012 12:23 pm GMT
    If I don't use the Pistol, would commando still be a better choice? Or will Adrenaline Burst be better
    ---
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  • Jul 4, 2012 2:06 am GMT
    So, will it really still be advisable to use the Pistol? I mean, you have to put at least 7pts into Assault Rifles anyway.
    ---
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  • Jul 4, 2012 9:23 am GMT
    mech gouki posted...
    So, will it really still be advisable to use the Pistol? I mean, you have to put at least 7pts into Assault Rifles anyway.


    You only need 7 points in assault rifle to unlock sniper rifles training and plan to use it, which if your going to make sniper build then commando is still the better option for the increased damage on top of the sniper.

    Adrenalin burst is more useful if you going to be using a lot of carnage and assassinate, possibly unity and medi gel usage if your taking too much damage or squad is dying. The burst ability is more useful on a vanguard then it is on a soldier imo.

    A right set up soldier is already defensive as it is and sure shock trooper adds slightly more to it but it is an unnecessary gain that is better giving to commando regardless of what weapon you plan to use.

    But if your adamant about shock trooper then take it, all i'm trying to get across is the bonus of shock trooper is little gain over commando because of the OP immunity ability
    ---
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  • Jul 4, 2012 12:41 pm GMT
    woodym posted...
    But if your adamant about shock trooper then take it,


    I didn't say that Shock Trooper was for sure better.

    You see, the problem is that if I want to be a Pistol Soldier, I'm going to have to waste 7 points on a weapon that I don't use.

    Whereas, I have the alternative that I could just use the Assault Rifle instead of the pistol. That way the points aren't wasted.

    7 talent points is a lot, no matter the class. You can do a lot of things with 7 points.

    My problem is that if I don't use the Pistol, I don't think I will benefit as much as from a Commando, as one that does.

    So you see, I can either:
    1) Waste 7 talent points. Be a Commando with high dps in Sniper Rifle and Pistol.

    2) Don't waste points and use Assault Rifle. Be a shock trooper, get more more defense, and Adrenaline Burst.

    3) Don't waste points and use Assault Rifle. Be a Commando, but lose out in the Pistol cooldown effect.

    As you can see here, it's a tough choice if I don't want to lose that 7 points! Very tough choice!

    And how about this way? Shall we compare the class advantage based on Upgrades?

    I mean, when I look at it, it is easy to get Damage Protection from Energized Plating, easily reach 23% per piece.

    But when I check weapon upgrades, it's kinda hard to find one that increases the damage without increasing the heat output.

    So what do you think? I mean, by comparing Equipment and Class benefits? Comparing by equipment, would you say that Commando is a better choice, because it is easy to get Damage Protection, but difficult to get Weapon Damage?

    And is it still viable for me to go Commando if I am an Assault Rifle and not Pistol user?
    ---
    http://pileofsecrets.wikidot.com/articles - Castlevania Strongest Characters
    http://cyberakumamechgouki.blogspot.com/ - Skip Beat! PS2 story
  • Jul 4, 2012 6:37 pm GMT
    1) Waste 7 talent points. Be a Commando with high dps in Sniper Rifle and Pistol.

    2) Don't waste points and use Assault Rifle. Be a shock trooper, get more more defense, and Adrenaline Burst.

    3) Don't waste points and use Assault Rifle. Be a Commando, but lose out in the Pistol cooldown effect.


    1)Unless your a fan of sniping in this or any other game and plan to use it a lot in game, drop it as it is 11/12 points wasted. Either max out assault rifle or pistol, whatever you prefer. if you plan to use sniper then drop pistol and max assault rifle and sniper. You are spreading way too many points if you want to be a DPS pistol/sniper (may as well be infiltrator). A pistol or assault rifle is only needed, not wasting/spreading points and gimping other talents. Any spare points at later levels use on a second weapon of your choice. Also if your a min/maxer the thinking of wasting 7 points becomes irrelevant

    2) A commando can become nearly as defensive as a shock trooper because of armor/mods and of course immunity, but with the added damage bonus. By the time you become level 35 and above then shock trooper bonuses are really minimal at best to the point that both shock trooper and commando are near identical in terms of defensive abilities except for the health difference. You will not notice a difference in defense ability unless you nitpick

    3)Assuming you maximise the benefit of the pistol CD bonus. The cool down bonus of commando is the difference between having marksmen up indefinitely or waiting around 5 seconds longer for the cooldown after duration to then use again. It is the damage bonus that is the most beneficial to all weapons not just pistol. Assault rifle will benefit from the damage bonus as much as a pistol

    The biggest difference between the two specs is damage output and that will always be the same difference in gap between the two, where as for being more defensive, the gap will become smaller and smaller as you level up and gain new talents/armor/mods. I chose shock trooper the very first time I played and regretted it. Once I learnt how to maximise my soldier then commando just became the clear winner for me. I prefer the commando spec but like the name of shocktrooper lol.

    What it comes down to is your own opinion and preference, choose what you want but make sure you won't regret it. But I will say that if your just going to do one playthrough from level one, then shock trooper may be a better option for you.
    ---
    Aye Aye.
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    GT: woodym89
  • Jul 5, 2012 7:57 am GMT
    Thank you for the advice, Woodym.

    Is it really possible to maintain a constant Marksman?

    I used a Sniper Rifle all the time. But I was on Normal. I one shot almost all enemies. I assume its not possible on Insanity?
    ---
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    http://cyberakumamechgouki.blogspot.com/ - Skip Beat! PS2 story
  • Jul 5, 2012 10:54 am GMT
    mech gouki posted...
    Thank you for the advice, Woodym.

    Is it really possible to maintain a constant Marksman?

    I used a Sniper Rifle all the time. But I was on Normal. I one shot almost all enemies. I assume its not possible on Insanity?


    It would depend on the enemy, the most common weaker class enemies maybe one shotted or at least to minium health if you have already have a decent sniper with mods, but the stronger the enemy class the more shots it will obviously take. If you didn't know already on insanity, every enemy or at least nearly every enemy will have the immunity ability, which everyone who has played insanity will know that it makes the game hard at early levels to completely tedious as you progress in levels, that is where a sniper may have a advantage by attacking from range before they activate immunity but when they do the sniper loses its usefulness then you switch to your back up weapon.

    Its not a constant marksmen per say where you activate it once and its always up (assuming thats what you meant or i misread), but with the right set up you can make the cooldown actually lower then duration making it able to be up all the time, as soon as you know its nearly cool downed you spam the power button to activate again while its still active creating a marskmen to be up at all times without a gap. That same setup also causes the immunity to be able to be up at all times in the same way as marksmen as well as about +15 health regen. If you don't use pistol but opt for assault rifle then overkill can nearly be up at all times just a few seconds or more after duration until its available to be used again.

    That is what makes the soldier overpowered
    ---
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  • Jul 5, 2012 1:50 pm GMT
    I agree on ME1, with a few notes. There is little reason to include Soldier without also adding in Infiltrator. There is very little difference between the two's damage and defense in practice. On paper, the Infiltrator does take 40-50% more damage (depending on mods), but in practice they are both invincible. Master Immunity is very broken, you often end up regening faster than you take damage. As for Adept, I'd rank it third, and mostly for Bastion. Early game Adrenaline is nice, but late game a Bastion's Lift has an 8 and a half second cooldown, and lasts 17 seconds.

    For ME2, I'd agree on Soldier being number 2, but it's not even in the same ballpark as Assault Armor Sentinel when it comes to being overpowered.

    For ME3, I'd probably say the Infiltrator. They have enough slowdown between talents and mods to shoot rockets out of the air as they are launched for a nice AoE. Add in the cloak cooldown change, and weight isn't really an issue with them. The only thing slowing them down is lack of bleedthrough on Insanity. If not them than probably the Adept because Biotic Explosions are very nice. Or the Vanguard, just because the Biotic Pinball is all you need for most things. Hell, they have a move that takes away your shields but actually increases survivability, and does a boatload of damage. Really, any imported ME3 character seems to be pretty nuts.

    Is it really possible to maintain a constant Marksman?

    Only as a Commando, with the Pistol Achievement and 2 Medical Exos.
    ---
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  • Jul 5, 2012 11:07 pm GMT
    Glavewurm posted...
    I agree on ME1, with a few notes. There is little reason to include Soldier without also adding in Infiltrator. There is very little difference between the two's damage and defense in practice. On paper, the Infiltrator does take 40-50% more damage (depending on mods), but in practice they are both invincible. Master Immunity is very broken, you often end up regening faster than you take damage. As for Adept, I'd rank it third, and mostly for Bastion. Early game Adrenaline is nice, but late game a Bastion's Lift has an 8 and a half second cooldown, and lasts 17 seconds.


    Looking at the fact that Infiltrator might be better than the Adept, I suppose you could be right. But it is still subjective I guess.

    But you have to remember that the Infiltrator doesn't get useful passives like the Soldier. But he does get Damping, which is not bad.

    For ME2, I'd agree on Soldier being number 2, but it's not even in the same ballpark as Assault Armor Sentinel when it comes to being overpowered.


    You kind of lost me here. I used both classes, and I'm not sure what you're talking about.

    Soldier is actually number 1 to me. The reason is simple. It's practical. And the DPS is unmatched.

    I was skeptical when people told me about the Revenant, but once I tried it, I knew what they were talking about. Nothing has quite the same DPS as the Soldier.

    My Sentinel is a Guardian with Assault Armor, and I'm really not sure what you are talking about. Is there a way to play the Sentinel which I am not aware of? Like a Close Combat Sentinel? Because I really don't know what you're talking about.

    Why is Soldier the most powerful in ME2? Because it can deal the most damage. One of the best examples. In the first battle with the Oculus, I can completely obliterate the armor.

    Please explain the Sentinel. Because while I am aware of the great potential, I don't exactly see it as overpowering the Soldier.

    For ME3, I'd probably say the Infiltrator. They have enough slowdown between talents and mods to shoot rockets out of the air as they are launched for a nice AoE. Add in the cloak cooldown change, and weight isn't really an issue with them. The only thing slowing them down is lack of bleedthrough on Insanity. If not them than probably the Adept because Biotic Explosions are very nice. Or the Vanguard, just because the Biotic Pinball is all you need for most things. Hell, they have a move that takes away your shields but actually increases survivability, and does a boatload of damage. Really, any imported ME3 character seems to be pretty nuts.


    I have seen Salarian Infiltrators performing and getting awesome scores in Multiplayer. They Energy Drain their targets, then Headshot them.

    That being said, I don't see whats OP about them.

    True, the Infiltrators are even more powerful than they were in ME2, with their damage outclassing the Soldier, and even more versatility in using powers. But I don't see them as OP.

    And above all, I can't believe you fail to even put Engineer up on that list. Did I mention Overload is Overpowerful? And with Sabotage, you can chain up some insane combos. And did I mention he can even use 2 drones?

    Vanguards, you get no arguments from me.

    And the Adept may have more combos to use for the Biotic Explosion, increasing their usefulness. However, most of these triggers require the protections to be off. They are not as OP as the Engineer.

    Engineer is without a shred of doubt, the most OP in ME3.

    a Bastion's Lift has an 8 and a half second cooldown,


    Could you give me a breakdown of how it is calculated?
    ---
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    http://cyberakumamechgouki.blogspot.com/ - Skip Beat! PS2 story
  • Jul 6, 2012 7:09 am GMT
    Could you give me a breakdown of how it is calculated?


    Cool down bonuses:
    28% max bastion specialization
    40% savant X bio amp
    23% medical exoskeleton X
    23% medical exoskeleton X
    10% Kaidan ally achievement for lift/throw or Liara achievement for barrier/stasis
    5% getting 75% paragon score

    45 x 0.72 x 0.6 x 0.77 x 0.77 x 0.8 x 0.95 = 8.76 for lift
    ---
    Aye Aye.
    The man who smiles when things go wrong has thought of someone to blame it all on
    GT: woodym89
  • Jul 6, 2012 8:14 am GMT
    woodym posted...
    Could you give me a breakdown of how it is calculated?


    Cool down bonuses:
    28% max bastion specialization
    40% savant X bio amp
    23% medical exoskeleton X
    23% medical exoskeleton X
    10% Kaidan ally achievement for lift/throw or Liara achievement for barrier/stasis
    5% getting 75% paragon score

    45 x 0.72 x 0.6 x 0.77 x 0.77 x ??0.8?? x 0.95 = 8.76 for lift


    Thanks a for the breakdown!

    A few questions. You mean 0.9, not 0.8, right?

    And, isn't the cooldown of Lift 40sec at max?
    ---
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    http://cyberakumamechgouki.blogspot.com/ - Skip Beat! PS2 story
  • Jul 6, 2012 9:27 am GMT
    Ooops typo for the 0.9, and yes its 40 not 45, just thought of 45 when I was typing the equation. Funny thing is they both equal the same

    Just to correct myself:

    40 x 0.72 x 0.6 x 0.77 x 0.77 x 0.9 x 0.95 = 8.76 for lift
    ---
    Aye Aye.
    The man who smiles when things go wrong has thought of someone to blame it all on
    GT: woodym89
  • Jul 6, 2012 12:40 pm GMT
    But you have to remember that the Infiltrator doesn't get useful passives like the Soldier. But he does get Damping, which is not bad.

    And Overload. It might be half the strength of Warp's -DR (since most builds won't take Warp to Master), but when facing Immunity spam, it's a hell of a lot better than nothing. And yeah, Soldier can take Warp, but they give up Lift for it, which is a hard call, plus with no bioamps or much cooldown at all, their Warp is going to be taking a lot longer than an Infiltrator's Overload with a nice Omnitool, and the fact that you are using 2 MediExo's anyway for Immunity/Marksman spam, that Overload will be popping up pretty quick.

    Please explain the Sentinel.

    Assault Armor Sentinel can't die. For one thing, the "back up shielding" when Assault Armor breaks actually does factor in shield bonuses, unlike Charge, or most other abilities which only work off of base shield.

    But the main thing is shield breaks. You are immune for a little bit when your shield breaks in ME2 (they drastically lowered the duration of this in ME3). So. Assault Armor break, immune, backup shielding breaks, immune, (possible) redundancy generator breaks, immune. Refresh Assault armor. And some of those shield breaks are doing the massive Tech armor shockwave. It's pretty similar to how you can chain the immunities of Charge and Nova in ME3.

    Here:

    http://www.youtube.com/watch?v=OJ40I9k5bbk

    The guy makes a small mistake in reactivating Assault Armor late, but it doesn't really matter. Assault Armor Sentinels can do what a Vanguard does, better and safer, without needing a target so no "can't get a lock", and they have the option of have all the perks of "no cover, reshielding" while staying at mid range with an AR if they want.

    That being said, I don't see whats OP about them.

    Scaling cloak recharge means weight is pointless to them if you play smart. And in Singleplayer, with their passive and a concentration mod, they can basically pause the game to line up shots, not usually a huge deal, but it makes the Black Widow incredibly silly.

    And above all, I can't believe you fail to even put Engineer up on that list.

    I haven't actually played an Engineer in ME3 yet. My ME3 part was mainly just saying "Everyone I've played in ME3 is overpowered so far, except Soldier. But I'd probably give Infiltrator the crown".

    And the Adept may have more combos to use for the Biotic Explosion, increasing their usefulness. However, most of these triggers require the protections to be off. They are not as OP as the Engineer.

    Warp->Throw gives a +100% explosion (they both have a bonus), and can only be stopped by a barrier. (Warp bypasses all defenses for "arming" the combo, but a Barrier stops Throw from detonating) That's why I like an Adept with an AR+Warp Ammo.

    Engineer is without a shred of doubt, the most OP in ME3.

    I'll have to try it some time. I just find the drone so boring. Well, I find Tech Armor boring, but I don't really play Sentinel the "right way". I go Power Armor/Guardian, and see how high I can launch ice statues. They are the only class that's really set up to do this, and I still have no idea why Cryo messes with Throw's physics so much. Sometimes they barely move, other times I get Krogan stuck in rafters, or one of my favorites, was launching a LOKI over the warehouse ceiling lights on Garrus's Loyalty. Or ramping one off of a box in Miranda's Loyalty and it slid along the ceiling at Mach 5. That the was time that proved to me that allies are super accurate, Miranda was tagging him the whole time, with the Tempest.

    But anyway, other than that aside I have a hard time getting myself to play Sentinel or Engineer in any of the 3 games.
    ---
    http://www.smbc-comics.com/comics/20120528.gif
  • Jul 6, 2012 3:59 pm GMT
    all the perks of "no cover, reshielding"

    Wanted to clarify on this, since "no cover" by itself doesn't sound like much of a perk. In ME2, if you can get through a battlefield quickly, often you can keep extra waves of enemies from spawning. It's one of the things I like about playing a Vanguard, you are playing very risky, but often you can end a fight much earlier just by getting to the right spot.

    Assault Armor Sentinel can do the same thing, only without the risk. Going all upclose and meleeing and everything has nowhere near the risk of a Vanguard doing it, and they still have the option of playing it even safer by pushing forward while staying midrange, and still getting a similar result.
    ---
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  • Jul 7, 2012 5:43 am GMT
    This may have been mentioned, but in ME2, Infiltrator is absolutely OP. That Tac-Stealth is insane. It's a get out of jail free card with a bang. What more could you want in a skill?

    =)
    ---
    Bump.
  • Jul 7, 2012 10:12 am GMT
    @Glavewurm

    Oh. My. God. OMG

    I've never seen a sentinel being played that way before. And I thought those Vanguard youtube vids were impressive.

    With the right person playing, may even do better at a Vanguard at what a Vanguard does best.

    However, I noticed that he came close to dying several times. This kind of style cannot be applied to all battles. If the battle was a little more intense, I doubt he could pull that off.

    I am convinced that the Sentinel is OP, just not this way.

    I don't consider the Vanguard OP, despite the videos I've seen. The performance displayed was due to the player's skill, not the class' basic abilities. In other words, it is the player that is good, not the class that is good.

    When I talk about OP, that class has to have basic advantages and much higher performance.

    And I say Soldier is that OP class. Why? Simple, he gets 2x the DPS of any other class within a set time frame, in addition to boosted defenses.

    We're talking about a very high output load at close/mid range, with Revenant. Believe me, I wasn't convinced when people talked about it. Then I tried it myself. Reduced Oculus first battle to no armor.

    BTW, I've also seen a few out of cover hardened adrenaline soldiers. Not out of cover 100% of the time though. I don't recommend it. It's not the best way to use a Soldier imho anyway.

    ---

    @Sange

    I believe you are wrong.

    In ME2, the Infiltrator is a powerful class. I have no doubt about that.

    Personally I suck with the Infiltrator. As in I am fail Infiltrator. But I have heard many good things about the Infiltrator, and I take their words for it.

    The Infiltrator is capable of escaping tight spots, switching positions easily, and get a damage boost from a Sniped shot.

    However, while it is powerful, it is not OP. Powerful and OP are two different things.

    The Infiltrator is powerful. I will not argue with that. But it is not on the same level as the Soldier and Sentinel.
    ---
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    http://cyberakumamechgouki.blogspot.com/ - Skip Beat! PS2 story
  • Jul 7, 2012 11:16 am GMT
    However, I noticed that he came close to dying several times.

    He only really came close once, and his Tech Armor was already cooled down before his shield even broke, he just wasn't using it for some reason. Maybe he likes the veins =p.

    This kind of style cannot be applied to all battles. If the battle was a little more intense, I doubt he could pull that off.

    I've always found Horizon the hardest mission. The game gets easier as you level for the most part. I haven't beaten the game with my Assault Armor Sentinel, but those who have seem to agree that it's godmode. As for why I haven't beaten it, I find it really boring. It really is a better Vanguard, but the risk is a lot of what makes the Vanguard so much fun.

    I don't consider the Vanguard OP

    I died on my first Vanguard more than other playthrough, so I'd agree. A lot of those deaths are from it being pretty hard to dodge a singularity at point-blank. This hurts me.

    The performance displayed was due to the player's skill, not the class' basic abilities.

    I find the most useful thing to learn as a Vanguard is to use Line of Sight to your advantage. Pillars are god's gifts to Vanguards, since half a second of their bullets hitting metal instead of you is half a second closer to another charge. In other words, it's all about the foot work =p. Same with Scions, hold down shotgun trigger, get close then back away, it'll use it's burst and miss, keep repeating. If there are 2, Charge whenever you hear the other guy Shockwave while doing this. I usually think that if I'm cowering in cover as a Vanguard, I messed up. Or there is a Pyro in a bad spot.

    When I talk about OP, that class has to have basic advantages and much higher performance.

    Well, then why list Adept for ME1? Its DPS is only decent with an AR, and it most likely won't put more than 7 points in that AR. Its defense is average at best, since Barrier is absolutely terrible next to Immunity and a lot of things bypass shields in ME1 anyway. Its draw is quickcasted crowd control.

    Soldier has great DPS true (mostly due to a really dumb design decision with Adrenaline, but whatever), but it isn't immortal. Soldier eventually has to duck its head down. Sentinel has an immortality ability that also functions as a pretty decent damage and crowd control power. In a game like this though, I find the defense more overpowered, on Insanity an Eviscerator shot to the head plus a punch kills the majority of what you fight without the need for massive damage buffs. As for defense, take Praetorians, when they use Death Choir or whatever it's called, and you get hit, most classes die. A Vanguard will just charge after the initial hit and come out ahead. I actually can't remember if you can Tech armor after that hit, but I don't see why not. Hell, backup shielding should take the second hit. You could always stay at range and avoid Death Choir, but weapons do damage based on range.
    ---
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  • Jul 7, 2012 4:24 pm GMT
    mech gouki posted...
    @Sange

    I believe you are wrong.

    In ME2, the Infiltrator is a powerful class. I have no doubt about that.

    Personally I suck with the Infiltrator. As in I am fail Infiltrator. But I have heard many good things about the Infiltrator, and I take their words for it.

    The Infiltrator is capable of escaping tight spots, switching positions easily, and get a damage boost from a Sniped shot.

    However, while it is powerful, it is not OP. Powerful and OP are two different things.

    The Infiltrator is powerful. I will not argue with that. But it is not on the same level as the Soldier and Sentinel.


    I say OP because you don't have to be all that good to get through Insanity with one. Especially true if you took the Geth Shield Boost. You have two "Oh $#!7" cards in your back pocket, so it's incredibly difficult to kill you. Also, once you do Kasumi's LQ, you have the best SMG in the game (one of the best weapons in the game). I'm not saying it is the only class that is, but it definitely is one of them.
    ---
    Bump.
  • Jul 7, 2012 9:08 pm GMT
    @Glavewurm

    I know this is going to sound stupid, but when I was using the Sentinel, my shields get busted quickly, even with Assault Armor.

    But you know what's the worst part? I WAS UNDER COVER!!!!!

    I considered it OP, I just didn't consider it able to survive out of cover.

    As for why Adept in ME1.

    You realize with that kind of crowd control, he locks down the whole battle field, right? I wasn't just talking about DPS. The Adept can lock down the battlefield, totally removing any threat of being attacked.

    Now if being able to lock down the battlefield like that, throwing them, lifting them, spinning round and round, and killing all of them before they have a chance to fight back isn't OP, I don't know what is.

    Yes, the Vanguard can do that, but the Bastion Adept does it best. That's why I listed it as OP.

    OP is the same as getting that serious advantage. I'm sure Adept qualifies.

    If we're in a situation like in ME2 where most crowd controls don't work unless the defense is down, that will be another issue.

    @Sange

    I believe the Infiltrator is very powerful, but it is not in the same level as Soldier or Sentinel.

    Normally, people don't use Geth Shield Boost and Tactical Cloak together. They kind of conflict each other.

    As for the Locust, you have to remember that the DPS output of the SMG is NOT the same as an Assault Rifle.

    The Tactical Cloak allows him to draw attention away, shift position, even get a damage boost. But that really doesn't make him more powerful than the Soldier and Sentinel.

    You're mistaken. The Infiltrator is powerful, no doubt. But it is not OP.

    Although, to be perfectly honest, I would have considered him being OP, if only the Widow had more than 12 shots. What is it like, each battle we get to kill 12 enemies only? They throw more than 12 enemies at us per battle. -_-
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