Mass Effect Andromeda single-player build equipment accessories and play strategy details
The core accessory of the build is the "shield Oscillator" under milky way research. Its effect is to fixedly restore 25% of the maximum shield value when you empty the magazine. This effect and the supernatural system of Lance, Nova (Nova) pair can be arguably perfect; both can consume shields to release.
And in the game, as long as the magazine is empty, this shield return effect is always effective, your shield value will always refresh to [25% of the current shield + shield maximum value]
The way to play this build is to just bring a gun and empty all the ammunition. Next just use the skill output.
[Deliberately opened the modifier to brush this accessory, there seems to be only one normal game flow, which is to spend 200 research points to get. However, the advantage of these accessories is that you can disassemble the current armor/gun and the accessories will be returned to you】
This is the character's basic data (levels are modified, my normal game save level is 30). MEA's enemy health will fluctuate with the level, a character at full level 132 corresponds to at least 5,000 health for each minion in crazy difficulty, and Kett's heavy machine gunner shield is also thousands, which is overloaded and sucked at this time The shield can no longer cause much effective damage to the enemy's shield. Instead, skill combos can also cause damage visible to the naked eye; I personally suspect that maybe the damage caused by combos in this game is calculated as a percentage of the maximum blood volume?
In short, the character shield 570 in the picture is because Chest carries a +50% maximum shield module, I personally recommend a module that increases blood volume rather than a shield, the specifics will be mentioned later.
In the case of level 132, except for the level 10 sniper headshot with 1400 damage, which can deal a lot of damage at once, even Black Widow is a bit unable to hit. Of course it is difficult to reach this level without modifiers, the following content is discussed according to enemies around level 30.
Several core skills are shown below
Singularity and Long Spear of the Biotic system
Singularity 4B 5B 6B
Long Gun 4A 5A 6B
Where Long Gun 6B must be released, consume 50% of the current shield to release. The excellence of this skill is that the single shot damage of the long gun is excellent
with the buffs of several passive skillsPriority to Lance during the upgrade process, this is the main output + small field control, Lance can cause hard straight to all small-sized enemies
Singularity can be clicked out of level 3 first, and then priority to finish the passive of the superpower system
To use another analogy, after pointing out Offensive Biotic's 6B, the base damage expectation of the long gun is:
320*(1+35+.18+.3)=585.6,
At the same time the damage expectation of the long gun to the shield is:
585*(1+0.25+0.18)=862
Due to the ability to critically hit, I think the damage output of the long gun is still qualified. Of course, the above damage does not take into account the buff effect of the equipment. The V-class N7 series armor can increase the damage by about 40%, so the single-shot long gun damage exceeds 700, and the damage to the shield breaks a thousand. And according to my observations in the game, the actual damage caused by a lance on crazy difficulty is about the same as the highest single-shot sniper gun in the entire game (MEA's new Angara clan sniper gun, level 5 damage more than 700), also in line with the calculation.
Another key skill is the singularity, which, as a powerful field control, can repeatedly trigger supernatural combos, and the long gun works well. At the same time, even if the singularity cannot absorb units with shields and armor, it is still able to trigger supernatural combos, which is very important.
However, the algorithm for damage bonus on the Wiki has not yet been released, so these formulas are my own estimates; they may differ from the actual algorithm. But I did observe that the gap between the damage of the lance and Angara's sniper is not particularly large.
Tech system's energy draw ensures survival and endurance, upgrades 4B 5A 6A.
5B allows suction as a continuous fuze to trigger an electric explosion.
Energy Drain can also be replaced with Overload, which controls multiple enemies at once, and the Overload control field is stronger than Energy Drain, which can cause a few seconds of hard straight on shielded units. Which is more important, battery life or field control? This mainly depends on the player's personal choice.
Equipment accessories: All choose the N7 series, when building equipment it is recommended to fully hit the supernatural charge acceleration. Through various buffs, the CD of the singularity can be pressed to about 12 seconds.
In addition, I highly recommend the chest enchantment Shield Sensor, which was also obtained from the research project below Milky Way.
Its effect is to have a 25% chance of recovering 10% of the maximum health when the shield is broken, combined with the +100% health chest module, the level 30 character has about 1000 health, and each time it uses light Shields are equivalent to you have a 25% chance of eating a small blood pack, improving character endurance.
Although the shield value is suppressed to 200 more than 300, but with barrier passive, singularity as long as you encounter the enemy, the maximum shield strength will increase by 40%, the total shield shield rises to 400, It's almost the original shield value without adding modules. The overall increase in blood volume is still worth it.
Although possibleThe above +50% shield accessories, but the shield in this build is used as a consumption value, so I personally prefer to increase the health.
Of course, this build also has weaknesses, that is, it is relatively weak against armored targets. Unless the boss is standing stupidly in the singularity, it will be difficult to explode multiple times. At the same time, the spear cannot seem to do 100% damage to armored targets.
The advantage of this build is that it is very efficient when facing large-scale enemies. It has the passive ability of superpowers and the passive ability of triggering a small superpower explosion after the enemy hits the wall after a combo. If enough enemies are sucked into the singularity, a single super blast can trigger a chain reaction. The passive function of returning shield upon kill ensures DPS and survivability. In an encounter, start by throwing singularities at a place where enemies are densely packed, and then lance will explode with special powers continuously. After throwing the light shield, he will absorb the shield and start another round.
In addition, the core accessory Shield Oscillator can also be perfectly integrated with the pioneer style of play.
Since Nova and Charge are invincible during the animation process, Pioneer Streamer becomes a brainless terminator with this accessory. Due to the invincible attribute of animation, as long as the instant kill animation is not triggered, it can completely defeat any type of enemy. After opening Annihilation, all you need to do is mindlessly charge + Nova infinitely. In addition, OffensiveBiotic and Nova are also perfectly integrated, with an additional 30% enhanced damage each time, so that Nova's AOE damage can reach about 500-600. To put it simply, it is almost the pioneer of ME3, with unlimited collision + shooting. And because of the passive effect, Nova's maximum shield consumption can be reduced to 60%. With the Shield Oscillator, collision + shooting can still have 65% of the shield. Extremely strong survivability
In addition, Annihilation in this game can levitate enemies. As long as the enemies take control, they can only be hit to death in mid-air.
At level 32, the HP of a Fiend is about 50,000+ by personal inspection. Except for the infinite charge nova, other builds are not particularly easy to use.