![]() ![]() ![]() The armor's main drawback is that it lacks any specific bonuses for power recharge or offensive boosts, both of which are useful in combo detonations. In terms of defense, the power restoration and defense bonuses synergize well with powers that recharge player stats, such as Annihilation Field's vampiric qualities or Energy Drain's shield sapping when it redirects into the player's. Given that there are weapons in each class already with rapid fire capabilities, notably the Indra sniper rifle, Soned heavy machine gun, and N7 Piranha shotgun in addition to all of the submachine gun pistols, and that any weapon can be modified for burst or rapid fire, gives the player a benefit at any range. While equipped, the armor helps to narrow the reticle spread of fast-firing weapons and is devastating when combined with the passive Combat skills to further reduce recoil. This frequently leads a to a gunslinger-style of combat, with the player able to effectively operate at mid-range with a variety of weapons, with enhanced durability or defenses to keep from staying in cover exclusively. Given that Ryder can build access to powerful profiles, Pathfinder armor allows Ryder to maximize the Sentinel and Explorer profiles to greater effect than other armors, as they incorporate similar bonuses. When used as a complete set, Pathfinder armor works best for playing styles favoring run-and-gun tactics, particularly with fast-firing weapons and powers emphasizing shield/barrier/armor boosts. Pathfinder armor favors weapon-based offense and powers/profile-based defenses. Rank I Arms, Helmet, and Legs armor pieces use Titanium for development while Ranks II - X use Platinum. ![]()
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