Spoilers
I have to say that my favorite part of the game is the depth of customize in character progression. But, with great depth comes great confusion. And I wanted to share some tips and tricks I’ve learned to help out new players.
This isn’t going to be an in-depth guide on each category, skill, profile, or anything of the sort. Instead it’s going to be a pathway to help you design your first build.
So to start, I’m going to ask that you consider one of these options for your characters ‘iconic’ play style:
You can obviously get more in-depth with each of these decisions, but we are just looking to develop our bread and butter. Now that you’ve done that here is a quick step by step on where you should spend your skill points:
That’s it, I hope that helps you with a clear path to follow for skill distribution. Now let’s talk about the other parts of your build.
No matter what build you’re playing. You will always have at least 1 gun, and 1 melee weapon. No way around it.
In my experience in terms of pure efficiency the Asari sword is just the best melee weapon. It has an invulnerability window, it can have 5 augments (More on this later), it does insane damage, it has a built-in charge with a biotic blink. Obviously use what you like, but don’t neglect this baby.
As for guns: Experiment. I strongly suggest pooling enough research and materials to build one of every gun in the game (any rank), flying to your first outpost, saving, crafting a few guns, and then trying them out. Mass Effect does have some balancing problems (not all guns are created equal) but it’s very important that you enjoy shooting your gun. Any gun can be made useful, and in my opinion it should feel good to use over more efficient. I do strongly suggest a gun with 5 augments though (Again more on this later).
In terms of pure efficiency for armor, I really on consider 4-5 contenders:
Now obviously you can mix and match to your heart content, this is just based on my personal preference. I also did not include every bonus, as I’m not at my computer right now.
The most useful, the most hidden, and the most confusing part of the game. Augments are like mods you apply during creation. There is a Cryo perk that adds +1 augment slots to all development, so all my numbers include this perk. Subtract 1 if you don’t have it (or just go buy it already!)
A few tips on augments:
You can go to the nexus and travel between the docks and any section to refresh vendors with augments if you want to farm a specific augment (looking at you +5%/+2% combo damage).
You should almost always use a +2 Mod, +25% shield on kill, Elemental Melee Slam on your Gun/Chest/Legs respectively. They are really big bonuses. You can buy a +2 Mod on Nexus and the other two are from Research.
You receive on copy of a Augment when you research it. You can then start finding that augment out in the game as drops after that point.
You get all your augments back when you break an item down. SO USE THEM.
Last but not least, mods. We have 2 types, Chest and Gun mods.
For guns it’s pretty straight forward.
Bronze Mods offer a flat bonus. Silver mods offer a bonus at the cost of a debuff to another stat. Depending on your weapon, plan appropriately.
As for chest pieces, it’s much simpler. You can only have 1 mod, and they are few and far between. Basically you get 1 to 2 chest mods on each world. In my opinion the best is +50% shields / -50% (25%) Health. The second number is the negative bonus after getting the Cyro perk that cuts this negative in half (GO GET THIS ONE TOO).
That’s it. Please provide feedback below and I will continue to update. I hope this helped.
I am currently playing a Combo Sentinel. My loadout is Energy Drain (Set to be a primer) + Incinerate (Extended Duration and Double Shot) + Lance (Shield use instead of recharge). I use the 1 shot pistol with +2 Mods, +Heat sinks, +15% combo damage, an asari sword with +25% combo damage, Remnant gear with +25% shields on kill, +50% shields -25% health, and +24% combo damage. I enjoy it, and it synergies perfectly. I play on insanity.
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