Combining seeking plasma, charged plasma, shield recharge and double mod extension makes the scattershot shotgun pretty powerful. There are plenty of good 2-3 augment combos that are strong and some of which use the vintage heat sink for non-energy based weapons. And yes, currently the grenade launcher augments are bugged with ammo collection so when it's fixed, some of the weapons will actually become decent instead of unusable.
Talon is my go to for grenade, sticky and plasma charge mods. It is technically a pistol but acts like a shotgun. So it makes all the pellets into explosives with not damage drop. Barely even have to aim with it especially if you get the hip fire perk in the soldier tree. Makes you into a one man artillery squad.
Your video comes up second in a TH-cam search for "Mass Effect Andromeda best weapons", so you must be doing something right! I enjoyed it and the research you put in.
I really appreciate you taking the time to make this vid. It bugs me that there is no testing range in the game to quickly and easily test out creations. I don't like spending resources to craft something when I don't know how it will perform. This helped me out greatly. Thanks :)
I found using the seeking plasma bullets on the revenant to be fun to use. As long as it's aimed in the general direction, it will fly to the enemy. Also helps having vintage sink
That is a good skill, I have it too since I'm now 60 something, but first play through I used nothing but biotics, and charge was what I used to recharge my shields, along with the vanguard profile where melees recharged shields. I was a up close and personal character
+lonewolf446 is it worth second playthrough? Because while idea of getting rid off classes they weren't using in storywise sense was obvious, they've also removed any feel of choices being different with lack of paragon/renegade gauge. It feels that no matter what you choose, character still says whatever they want and all answers are the same:( I'm going to drain level system dry to take a look at all equipement and then switch to mp.
Vintage Heat Sinks are the way to go endgame. Especially, funny enough, on the N7 weapons. Seriously, those guns have the most shallow ammo reserves in history. I'm quite excited to try N7 weapon Xs with Quadmods, heatsinks and mag mods.
This 'build your own class/get all the abilities on one guy if you grind enough' thing has become incredibly popular in Western RPGs over the last couple of years, but I basically agree with you. It might be fun for a bit (and I actually did have a blast with profiles) but it KILLS replayability. I've played the earlier MEs each somewhere between 3 and 6 times depending on the entry, but this one, while I DID like it a lot despite the hate, I will likely play one more time simply to level up further and get more research points and then never play again. There aren't enough things to do different in different playthroughs to really justify it. That said, this is not just ME. This has been in a lot of games lately. Fallout 4 for example.
James Lansdowne where you answering to me by any chance? If you did then I can't see how you could be agreeing with me if you don't get what I'm even talking about. Tyranny also lacks classes. But it has a lot of skillcheking related options in both dialogues and gameplay. F4 is just a sh//ty excuse for RPG with only a few such option unlike previous games. Previous ME trilogy had only 1(!) such option in the whole series as I've already mentioned. Replayability has nothing to do with classes. If you can grind everything eventually it doesn't automatically mean that you'll get all needed skills to required level for certain outcomes at certain points in the story. It only means that developers who included classes in the first place were lazy to make branching storyline and gameplay:D
Some loadouts that have been useful for me: Hornet SMG with stick grenades: Very accurate and fast firing. Combined with vintage heatsink it is exceptional at dealing damage to armored enemies or causing chaos among unarmored enemies as it knocks them down and injures groups. I usually add on a cover piercing mod Mattitock with Plasma Seeking, Plasma Charge and Shield Oscillator: Lets you shoot around cover and knocks down unarmored enemies. Great for clearing rooms with a large number of enemies. Shield Oscillator compensates for small clip size. Can also shoot it accurately at big and midsizd enemies from cover. Very effective if you add incendiary rounds against bigger guys.
Dahn seeking plasma has been amazing for me, basically makes it a near-sniper weapon with high damage output and lets you fire from and over or around cover, even when "blind-firing." Unlike the Charged Plasma system, the Seeking Plasma system does not reduce the damage per pellet so the Dahn keeps its high damage output. When combined with Shield Oscillator and Vanguard shield regen abilities to recharge on kills and reload, you end up with a steady barrage of biotics, weapon damage, and shield regen to render you nearly invulnerable at all times as long as you're actively attacking.
Electrical Conduits with the Equalizer destroys shields like no one's business, carry this just for mechs! Shotguns with Seeking Plasma System work wonders, I use the Dhan and Piranha. It's nice when all your pellets can hit even out to a medium/long range. Cool guide, keep it up!
This video was really great to watch! I gave up even trying with weapon augments after a few abysmal first experiences with the beam and plasma charge augments so it was really good to actually get to see how the others work and how I might want to use them. Would love to watch a video on the ammo and special augments (I love my Isharay with Vintage Heat Sink)
Glad its of help and that can be arranged, ill have a think about the best way to surround those augments! Planning a revisit on a few of the behavior augs anyway so should be able to fit vintage and bio converter in with those
Odd that people suggested using the plasma charge system on a sniper rifle.. I use that augment on the hornet smg and it's fantastic. Ridiculously high damage, high rate of fire, perfect at mid and even close range, it's my go to weapon now. I can even take out an armored enemy like the fiend in just a few seconds.
For a defensive tanking shotgun go back to the plasma charge system, put it on a remnant scattershot, also add a shield oscillator, double/single mod extension, and +damage. Then put a receiver and a melee mod that ***reduces*** clip size and change your shotgun combat skill and get rid of extra clip sizes. You want the shotgun to have one shot. This makes the gun a single shot plasma grenade launcher that recharges your shield with every shot, with reload buffs my fire rate is about once every half second. Its a great tanking weapon. I use it with a tech-pet build(remnant VI and turret), and two melee centric companions(Cora and Drack).
So the electrical conduits actually amazing if you pair it with a remnant equalizer smg. It's recharge rates nearly instantaneous and it melts through mobs of kett almost effortlessly
This Guide has been very helpful, I have gave my Inferno sniper rifle both the Seeking plasma & charge plasma augmentation & the effect with these two on that sniper made it amazing. I'm hoping in the near possible future there will be a guide on which augments can work together & what effects will each of these have
I actually start work on that today, but the testing to put them into section of what works with what is a bigger job that I thought, not something that can be done quickly and as I'm short on time this week it's on hold for a little while, but it is coming.
Piranha Shotgun with Seeking Plasma and Bio Converter is an absolute beast. The game doesn't tell you but the Seeking Plasma takes away any distance damage drop-off, meaning it will do the same damage at close range or distance. I ploughed through Insanity with it. Combined with Turbocharge and Tactical Cloak, it melts anything.
In case anybody is wondering, the Bio-Converter Heleus mod works on the remnant assault rifles, it is a really strong combination, pair it with a shield oscillator and the health loss isn't much of an issue, not that 5% hp is anyways. I made the mistake of doing seeking plasma too though, what he doesn't mention in the video is how SLOW the plasma projectiles are.
I found that the forward station outside New Tuchanka in Elaaden has a research station built in, allowing you save, research, develop and test everything right there, saving a lot of time loading and running around. Think it might only be the case with an outpost. The Revenant Equalizer SMG has higher damage output and clip size than the P.A.W., you should try it with Sticky Grenades. Add the bio something-or-other if you rely mostly on shield and you believe the only way to kill is to overkill.
Isharay/Blackwidow with Bioconverter all you need is Life Supprt (Rank 6 from team support tech) and a tech skill, best one is Remnant VI (as you can spam the "Attack" button, as it will count as a tech skill) to never lose your HP. Bioconverter gives you infinite ammo and 0 reloading time. Making it far superior than Vintage Heat sink for dps. N7 Piranah or whatever it's called with BioConverter + Seeking Plasma is also pretty insane.
N7 Piranah + Bioconverter + seeking plasma + Turbocharge + Tactical cloak(with the combat cloak rank 6) + Tech Weapons (Offensive Tech rank 6) + Life support (Team support Rank 6). It can kill pretty much anything without any issues at Insanity. All you do is holding down the attack button and randomly click on the Remnant VI button after you've summoned it to heal you up. You can use the same build but with Isharay/BlackWidow if you get another Bioconverter, don't use seeking plasma on them tho. If can also give Remant VI the Missles Rank 6, giving you the ability to do some combos occationally.
Good video. Thanks! Just wanted to mention, try the sticky grenade on the cyclone. I have it lvl X. It's got med-high damage, due to impact dmg as well as the boom. Add special ammo for even more. Plus rate of fire makes for great spray the area fun!
thx, though I have found some use in the electrical conduits since, one of the assault rifles and a few of the smg's, smg video coming out tomorrow night, ill be revisiting these augments once I have completed the weapon tests as by then I will have about 100 more hours of purely testing experience
Just wanted to add one thing here. I really enjoy your work, you are doing a great job so don't get discouraged. You have great content and, like me, you go the extra mile to show not only the best, but why it's the best. I enjoy your content and if I ever get another chance to continue my TH-cam I will highly recommend your channel in my videos for reference is its related. I would trust your judgment. Any way, still looking into mixed mod combinations. So far the sticky grenade is hands down the best augmentation for assault rifles in my opinion. That being said, i prefer it on the PAW sense it already comes with a never ending supply of ammo and has a descent magazine. Any high mag assault rifle should do great with this mod. That being said, I don't have very many, would you mind testing out the mod on a larger magazine weapon. combo it with the vintage heat sink and let me know how it goes. I'm very curious. On the PAW its amazing. My reasoning: Infinite ammo without wasting a Vintage Heat Sink Great amount of damage, even more than any other augmentation I have found thus far Though small, has AOE damage. Bonus to that is not only can it do some damage to nearby enemies but it also detonates nearby explosive canisters. No BS on this, I took down a FIEND in one magazine because of this. He was charging and as my grenades went off, they hit several nearby canisters causing insane damage. Swear, 100% to 20% in just a few seconds. The grenades are actually very accurate and do not drop off so you don't have to ark the weapon. The only draw back is you lose critical hit damage but the greatness far outweighs the negative. Sorry the long box but I wanted to let you know what I found. In a side note, I have not combined the Vintage Heat Sink with the sticky grenades so it may have unwanted side effects. Either way, give it a shot and let me know what you think. I really think you'll add it to your arsenal.
First off, thank you very much, your words are very kind, may I ask why you don't do regular videos and such? As far as the test request, High mag AR specifically or High Mag weapon in general? And I'll try that out a bit aye, I'm thinking after the weapon and armour tests I might do special augment specific tests to further narrow down what works best with what Do one per video trying many combinations of the augs with one as the base to go mega indepth. And wall of text is fine, if people sit through my 30 mins AR vid, I should be fine with reading a few long comments, haha :)
Xaine's World I used to. That's how I got my 2,000+ subscribers. Unfortunately my new job gives me very little "me-time" to work on videos. And, same as you, my video's go very in depth when i break them down. But, unfortunately for me I can't stream as much as I used to... I know a 30 minute video, with text, can take several hours to put together. Keep up the good work man. I know it can get... discouraging sometimes when you put hours of work into a video and not get a high view count or likes... But trust me, It only gets better as you go. And, you definitely have the patients and ability to go far on TH-cam. Only thing you might add to your videos is how a weapon handles in normal mode vs Insanity mode. Having a good weapon on normal doesn't always mean that weapon will be good going into insane mode as the combat factor becomes a bigger issue for the weapons to deal with. Kind of why I like the sticky grenades. It stuns the enemies who peak out of cover so they can't get back down and uou can simply keep shooting them in the face. Then, if you take damage you can go into cover and the grenades are stilly going off doing damage. This gives you a few extra seconds to recharge the PAW. I would like to see a Soned Assault Rifle with the Sticky Grenade vs a Soned Assault with Sticky grenade and A Vintage Heat Sink. 1 to see if they combo 2 to see if the damage changes and 3 to see if the Vintage Heat Sink gives it a larger or smaller Magazine
yeah I took a quick look down your videos list before, 2k subs is good going considering the intermittent uploading. Your voice is clear and satisfying to hear. When you linked the video, thought you must be a youtuber then looked at sub count hehe. Yeah the 30 min vid took 3 days, 8-12 hours per day, the editing itself only took about 10 hours, the rest was all research and testing/recording. I juggled full time work and daily uploads for the first 7 months on here and yeah, it's a real bitch, requires no life just to pull off adequately. Thanks man, your words are motivating :) and aye it's amazing how it tends to work, took 7 months to get first 100 subs, 3 more to get second 100, 2 more for 350, then the last 3 weeks for nearly 2000. Insanity vs Normal is something I want to do for sure, but there isn't really room atm in this format, the 30 minute video has 40% average retention, which is risky, i'm surprised it's that high tbh, if I go further, the vid will just bury itself. So insanity testing etc will come after ive finished the last few guides like the SMG one is now. I can definitely work that soned test into a video soon, ill have a think about how to best do it.
Xaine's World FYI the Sticky Grenades are far superior to the regular grenades in every way. More Reliable, consistent, and they do more damage. Do not waste your time with the regular grenade Augmentation. Just so you know
ok, here's my weapon of choice so far; Isharay with vintage heat sink, charge plasma, and seeking plasma. infinite ammo (yeah a second between each shot, but it's a hell of a powerful shot), the shot does extremely high damage in an area, and the seeking gives it back its range (it also makes it a slow moving projectile, but I'm ok with that). try it out and see if you like it.
very helpful, although as a sniper who excels at head-shots, it mostly just told me don't use augments. That being said, I have been using the regar, and thinking of replacing it, so im now really interested in trying it out with the grenade or even maybe seeking plasma.
Personally, for a 2 wep setup, i'd go with whichever sniper rifle you love the most and a Dhan with bio converter double mod extension etc for close and medium range, slam in the team support with life support skill to negative the health effects of the bio converter and youre good for all ranges, the Dhan is a beautiful weapon made for those who like the precision shooting.
Electrical Conduits as well as others change depending on what you put it in rapid fire weapons give a stream were as single or burst fire weapons have it fire out single shot precision bolts witch give the gun a similer feel to defualt bullets not sure if it changes damage or if its just for looks in this case
it would most likely be for looks as while on the automatic it appears to be a stream it is still acting like a projectile, the hits are still calculated as individual bullets etc, I believe they just have a semi tracking ability for very close to make it more fluid
Plasma seeker on the auto shotgun Piranha is devastating at mid and short range. Stability can be all over the place but the seeker ability allows me to shoot at a distance with an enemy behind cover for devastating results. I also have the Health Reload that allows me to reload a clip instantly at a small cost to health. This is the best for close quarters when reloads on a shotgun can get you killed.
They'll go back and tweak these augments I hope. The creativity is there, but the effectiveness in most of these are make it seem like there is only a single best option for most of the augments. Thanks again for this vid :)
Thanks for doing this. I have already felt burnt by researching weapons and augments that have ended terribly. I really wish there was some sort of practice range to test out weapons and augments. My favorite augments so far are the shield recharge on empty clip for SMGs and vintage ammo-recharge for shotguns while playing a vanguard build so that I can work in shotgun blasts between melee attacks and abilitie uses.
Thank you for this video, as I ended up wasting a crafted Valkyrie and plasma charge system augment, only to have the weapon behave completely differently and nearly unusable for tradition Valkyrie engagements. I wanted to offer up an alternate suggestion as far as the grenade launcher augment: the Equalizer. The weapon itself has a withering rate of fire, and, at least as I had seen, fired both the natural energy rounds as well as the grenade themselves. I am unsure if this was a glitch or not, but there was also little to no bullet drop, increasing the viable range to at least longer rifle ranges, with the ability for the grenades to bounce sometimes as well. Tricky to use, absolutely, but worthwhile once mastered.
I have a sidewinder with heatsink, grenade, plasma. added ways to increase clip size, because normally the sidewinder would overheat in two shots with the heatsink aug. I also have the remnant equalizer with sticky, homing, and flame augs, with increased clip size. and finally the P.A.W with electric and Dmg augs with again increased clip size. Side winder for close encounters, PAW for medium to long range and equalizer for high health enemies.
I use the PAW with the electric coils, when you combine it with a magazine mod and a spare thermal clip mod it actually has about 4.5 to 5 seconds of firing time before it over heats and it recharges in about 1 second and while playing on hardcore or insane it actually works out great because you usually can't stick your head out of cover for much more than 5 seconds any way before eating a lethal dose of enemy fire. I pair that with a Ishtar with a vintage heat sink that I use for mid to long range
Yeah, definitely. The benefits are high rate of fire, decent damage, and unlimited clip. If you mod for extra clip size it adds to the stack, plus talent perks from maxing out pistol for extra clip size or damage. And the cool down is very fast. My rank VIII Equalizer can cool from 0% red to 100% in probably 1.7 seconds. But if I stop around 40%, it will go back up to 100% in less than 1 second. I can take down an Observer in about 18 - 23% of the clip. (level 65.)
Thanks Xaine. Much research went into this and its greatly appreciated. You likely can answer a question, when using a weapon without regular bullets, such as grenades, plasma, etc, is there any advantage to also using cryo/disrupter/incindiary ammo ?
Have you tried talon with the grenades or plasma charge augments? It seems to me that with the talon you do not get the reduced damage per shot due to it being a shotgun. So every pellet seems to be an explosive with full damage.
Note: Sticky Grenades DON'T have the same drop off problem as standard grenades, making them much better suited for longer range weapons like SMGs and assault rifles. Seriously; they actually have super long range and maintain a surprising amount of accuracy there. The only real drawback is the short delay before they explode. That said, it is still awesome to empty an entire clip into a foe at long range and then sit back and watch the fireworks.
That is a really fun gun man, but check this out: try the Angaran Ushior pistol with the plasma charge system augment and heat sink augment. Hands down my favorite gun so far!
I had similar experiences in game. I tried out most and opted for not using any of them. Like you, I prefer using scopes, so I used scoped assault rifles or sniper rifles. Once I put the Vintage Heat Sink on a sniper rifle though, I basically just stuck with that for the rest of my playthrough and rarely used an assault rifle again.
Nice video. I was considering putting the beam emitted on the revenant for the same reason as you state, so thank you for saving me from that mistake. I disagree about the lightning mod on SMGs. I put it on the Equalizer and use that with Sandstorm for long range.
Thanks for the vid. I actually use the remnant P.A.W with plasma seeking. You can just stay in cover and blindfire. Really useful for higher difficulties.
my two favourites at the moment are plasma charge on a carnifex with retro heat sinks, barrel mod and clip size = overkill revenant with seaking plasma, barrel mod, clip size and retro heat sinks = by by everything in the general direction you're shooting (same for the kett mini gun but revenant doesn't have the charge)
I like using seeking plasma on shotguns. The scattered pellets would converge again on the target, dealing full damage even on mid-range target. The slow flying drawback is also minimized since you won't be using shotgun on faraway targets anyway.
Jeffrey Basurto Nah, you just have to know which works best with what weapons. Seeking Plasma is great with SMGs & Assault Rifles with a high rate of fire. I'll have to try out the electric conduit augment on my next playthrough.
I don't think the electrical conduit augments are extremely circumstantial at all. They don't particularly enhance weapons against regular enemies, but do provide the bonus of melting shields, which are quite ubiquitous. Unless I missed it, I feel that should have been mentioned in the video, since you were being quite so detailed about everything else and analysing their pros/cons.
Ooooh I didn't see this string of comments :), I'll happily admit since I made this original guide I have learned a lot more about the game and it's augments and I'll even say I was wrong with the Extremely circumstantial comment, I've since found them to work very well with most automatic weapons, see the SMG video for proof of this, I recommend for all but about 1 gun. The P.A.W. has also made the top picks with the electrical conduits in the assault rifle field test video as when I made this guide the shield aspect wasn't largely known (I'm sure many of you will say you knew, but the fact is, however many things I missed in this guide, it was still by far the most accurate at the time) +AnonEyeMouse aaaw such a flirt The Behaviour augments video has been in need of a revisit for a little while now, and it is coming, just a few more field test videos to get through first.
Great weapon testing, thanks for it. Just one question - does seeking augumentation decrease weapon damage? I am trying to use that on Black Widow and its damage seems to be low. Right now i cant compare with vanilla version so i wonder - do auguments change damage of weapon?
In short, they do change the weapon damage, almost entirely for the worse, I don't know for sure asbout the seeking, infact I was under the impression that one didn't but cant be certain, I would avoid on a sniper anyway as it slows the projectile, a sniper rifle is a very precision item so doesn't require a seeking attribute. electrical conduits and plasma charge I believe both have their own damage rating that changes slightly per gun, on almost everything it lowers the original damage, the beam emitter is also this way, though beam emitter is better on armour and electrical on shields. I've tested a P.A.W once more with an electrical conduit but also this time a bio converter and it's quite powerful specifically on shields and remnant, the video will be out hopefully within a good few hours, assault rifle testing vid if youre interested
+Dark Saint more and more, for instance plasma charge with plasma seeking, in my experience, it ends up being worse than just one of them, but some viewers swear by it. It's difficult to know whether people just think it's good as that what they have, or whether there genuinely something there, I'll be revisiting these augments soon, for a more indepth look after 100 hour more purely texting experience than i had in this original
Xaine's World One combo I've been testing is the electric stream with the plasma rounds. It doesn't do either, instead it turns it into a single, high power stream of energy. it turns full auto into semi auto so that is a draw back. I'm testing the damage though and can't really get a solid base line as sometimes its amazing, and sometimes its crap.
Xaine's World I was using the PAW. It didn't do a whole lot of damage but when it does over heat, it recharges extremely quickly. i am curious if it would be better on a shotgun or sniper maybe...
Xaine's World Also like to add that I play on Insanity so the damage may simply be in relation to my difficulty. That being said, I have hit harder. I will let you know if I find a decent weapon to combo this with. as of now... no such luck. It is interesting making a full auto into a semi auto
I use the sticky grenade aug with the Revenant and it's a fucking BEAST. That, with bioconverter, and you can just hold R2 and wreak havoc, especially useful against bigger-non mobile baddies like the architects
Nice video. Question: doesn't the Falcon already ricochet without the aug? The double explosion from plasma charge + ricochet looks awesome though! Here are some other suggestions: Dhan + Plasma Charge Equalizer + Electrical Conduits (massive clip size with no spin-up like cyclone) Indra M90 + Sticky Grenades
in all honesty I can't remember if it ricochets, I think it does though. haven't tried that on the dhan yet or the indra with sticky, but the equalizer with elec is my SMG top pick, there's an annoyingly long video on SMG's somewhere in the channel :) Learned a lot in my well over 100 hours extra experience in testing since I made this original video, a new revisit one will be coming at some point to clear up some things and bring new info to the table
scratch that on the Indra M90 with sticky grenades. The damage is just too low. It looks cool and fires fast but the damage is dismal. I'm going to try the Reegar with sticky.
great vid. really helped me out. i was wondering if you knew if multiple augments can be thrown on at once without canceling eachother? I want to try to Soned w/seeking plasma and sticky nade (seeking stickys) maybe just regular frags
How does it affect the damage though? it even specifically says it lower the per grenade power on shotgun and the dhan only fires a single projectile making it lower in deeps
i dont know men it still delivers quite a punch i mean the damage from the dhan is already insane so i guess it kinda lowers it but not That much to be noticeable the projectiles are slower though that much i can tell but hardly missing with the dhan is weeeelll worth it IMO give it a try
haha, ill give it a go when I'm building my next Dhan, which is not too long from now :), I use it at mid and close range so the even slower than before may be a problem
I was hoping to see vintage heat sink on here. I had some luck with it on a piranha shotgun in a vanguard build because the massive 50% cut in clip size made it pointless on anything else, but 5 shots, plus melee plus powers is enough time for it to recharge, mostly. Was hoping for better ideas.
Trying the Grenade or Sticky grenade augmentation on the Ushior pistol may prove interesting. might turn the pistol into a high powered single shot version of the scorpion pistol.
thank you very much for those kind words :) and good choice man! and unfortunately no, due to the extreme amount of weapons available I had to narrow down to the test subjects, no where mentioned the PAW but a few mentioned shotgun so I went from there. With another quick search I still can't find any mention, wouldn't take long for a single gun if you just save before making it then revert to that save after to give it a test, it's how I did all of mine. Damn Eiroch sacs for the soned required me selling everything to afford them lol
love the "fathers comment" Isharay+Plasma Charge system+Seeking Plasma System+Bio-Converter+TurboCharge+Killing Spree (Sniper Rifle Combat Passive Morph) = Micro Rocket Launcher tho its got limited use due to your HP pool, and the projectile speed on the SPS is slow, the SPS gives the PCS near infinite range, you can attack from well beyond 150m and rapid fire against a group of enemies at a range they simply panic and go into cover and stay in cover.. on maps like Kadara you can usually wipe out any camp from a overlooking ledge at distances there is no chance of them fighting back anyways much faster than you probably can with a normal sniper. simply because you can literally saturate a area with it. i love one shotting on insanity with a normal Isharay, but compaired to how fast i can clear a camp with my Rocket launcher....
nice, tbh, after the initial burst, if you take it steady, team support will keep you at 45% health, so it is infinite, just slows you down a bit after the first barrage
P.A.W. X with plasma seeking, bio convert ammo (no overheat, good for bosses / prolonged fire), 2x kinetic coil and double mod slots mods are damage, penetration, clip size, and stability( no need for this but assault rifles I guess don't have weight reduction parts)
Xaine's World I would have but my annoyance was the overheating and there's currently no Aug that changes it from heat sinks to clips, I forgot what shield sensor did but you could only pick 1 of those anyways and I know I preferred oscillator, bio especially helps on enemies like the ascendant where you finally lower his bubble shield but are now either low on ammo or even if you pumped the entire clip he's only a few shots away but yeah I literally sat at the crafting menu for like an hour trying to figure out what I wanted and put bio on that and oscillator on chest piece
fair enough, it's almost all opinion based anyway, tend to your playstyle and you're golden, and the sensor aug has 25% chance to fill clip by 50%. Oh also, on those guy, I use my inferno to take out the spinning shield generator, then as soon as it drop down, I equip my dhan, give him 3 shots and unload my 6 concussive shots in one, by then he usually got the shield back up
Xaine's World ah at the time I didn't have inferno cause remnant research is scarce and yeah for shield sensors since I hate overheat I avoid it so an augment requiring overheat wasn't useful 4 me and my skills are backlash flamethrower and remnant vI so none of my skills are especially useful for bosses / ascendants in particular I mostly play multiplayer now anyways trying to get turian havoc and using cyclone till I get valkrie assuming valryie is in my taste
valkerie aint bad, its got some power but its fairly unstable and the 3 burst semi automatic nature makes it difficult at time to keep it steady, but with some mods and skills to assist it could be rather nifty
Very helpful. Would like to see the seeking plasma on the Revenant as that is a very satisfying gun that unfortunately has awful accuracy. I would also like to see more of the interesting combos you come up with. I can image, for instance, that a high rate of fire assault rifle with ricochet, heat seeking rounds would be a death dealer. But I could be wrong, and that would be those resources wasted.
+BeachHead79 well, lightning is said to be beast against shields, but as it lowers the damage on most I'd say go for energy drain to whackem at the start, then as you go higher into energy drain you can spec it to hit armour to. It's one of my favourite powers for the hard enemies
Equalizer + Plasma Seeking = one of the best combos I've found. Throw an extended mag and a barrel mod on there and that sucker will take down an Architect no problem.
Hi, thank you for your videos they are very informative and well made! Great vocal audio and music balance! Quick question, I really want the electrical conduit mod however after researching I must have been an idiot and sold it to a vendor or something... I have been trying to find another one and had no luck so far during my NG+ play-through. Any advice on how to obtain a new one?
I've been using plasma charge on a carnex pistol. Been working pretty well as a low weight grenade launcher also I think the beam emitter is supposed to be used on shotguns.
like the lightning it appears to lower the dmg considerably so logically it doesn't fit, but it's worth a bit of a test! and ill have to try the carnex with plasma when doing my pistol testing
I am using a sandstorm AR which is augmented with a sticky grenade... I added a scope and aim for their heads... lots of damage. Works very well against Remnants, Hydras and Fiends.
URGENT MESSAGE!!!
This video has a new version and can be found here th-cam.com/video/oJjy6bLCais/w-d-xo.html
I've been searching for days to find a review like this. Very thorough and great presentation!
why thank you very much, glad it's helped!
I found this helpful. I wondered about all of these augments but have not had time to do all the testing. Thanks.
Glad to hear it helped :D
sky he didn't do all the testing either. This is probably 40%
Combining seeking plasma, charged plasma, shield recharge and double mod extension makes the scattershot shotgun pretty powerful. There are plenty of good 2-3 augment combos that are strong and some of which use the vintage heat sink for non-energy based weapons. And yes, currently the grenade launcher augments are bugged with ammo collection so when it's fixed, some of the weapons will actually become decent instead of unusable.
Talon is my go to for grenade, sticky and plasma charge mods. It is technically a pistol but acts like a shotgun. So it makes all the pellets into explosives with not damage drop. Barely even have to aim with it especially if you get the hip fire perk in the soldier tree. Makes you into a one man artillery squad.
Oooh nice combo :)
Your video comes up second in a TH-cam search for "Mass Effect Andromeda best weapons", so you must be doing something right! I enjoyed it and the research you put in.
+Entropy wow thank you!
I really appreciate you taking the time to make this vid. It bugs me that there is no testing range in the game to quickly and easily test out creations. I don't like spending resources to craft something when I don't know how it will perform. This helped me out greatly. Thanks :)
+luckdragon88 awesome! Happy to help, Assault Rifles coming in the next day or 2
I really like your display, showing the aug and the weapon. Made it much easier to skip back and forth to double check at the end.
+MrNicoJac aah excellent :)
I found using the seeking plasma bullets on the revenant to be fun to use. As long as it's aimed in the general direction, it will fly to the enemy. Also helps having vintage sink
That is a good skill, I have it too since I'm now 60 something, but first play through I used nothing but biotics, and charge was what I used to recharge my shields, along with the vanguard profile where melees recharged shields. I was a up close and personal character
+lonewolf446
is it worth second playthrough? Because while idea of getting rid off classes they weren't using in storywise sense was obvious, they've also removed any feel of choices being different with lack of paragon/renegade gauge. It feels that no matter what you choose, character still says whatever they want and all answers are the same:( I'm going to drain level system dry to take a look at all equipement and then switch to mp.
Vintage Heat Sinks are the way to go endgame. Especially, funny enough, on the N7 weapons. Seriously, those guns have the most shallow ammo reserves in history. I'm quite excited to try N7 weapon Xs with Quadmods, heatsinks and mag mods.
This 'build your own class/get all the abilities on one guy if you grind enough' thing has become incredibly popular in Western RPGs over the last couple of years, but I basically agree with you. It might be fun for a bit (and I actually did have a blast with profiles) but it KILLS replayability. I've played the earlier MEs each somewhere between 3 and 6 times depending on the entry, but this one, while I DID like it a lot despite the hate, I will likely play one more time simply to level up further and get more research points and then never play again. There aren't enough things to do different in different playthroughs to really justify it.
That said, this is not just ME. This has been in a lot of games lately. Fallout 4 for example.
James Lansdowne where you answering to me by any chance? If you did then I can't see how you could be agreeing with me if you don't get what I'm even talking about. Tyranny also lacks classes. But it has a lot of skillcheking related options in both dialogues and gameplay. F4 is just a sh//ty excuse for RPG with only a few such option unlike previous games. Previous ME trilogy had only 1(!) such option in the whole series as I've already mentioned. Replayability has nothing to do with classes. If you can grind everything eventually it doesn't automatically mean that you'll get all needed skills to required level for certain outcomes at certain points in the story. It only means that developers who included classes in the first place were lazy to make branching storyline and gameplay:D
Your videos like this with proper explanation and demonstration are in my opinion some of the best MEA videos on the internet. Keep up the good work.
+gir1and thank you very much! I shall try to keep the same detail if not more in future vids
Some loadouts that have been useful for me:
Hornet SMG with stick grenades: Very accurate and fast firing. Combined with vintage heatsink it is exceptional at dealing damage to armored enemies or causing chaos among unarmored enemies as it knocks them down and injures groups. I usually add on a cover piercing mod
Mattitock with Plasma Seeking, Plasma Charge and Shield Oscillator: Lets you shoot around cover and knocks down unarmored enemies. Great for clearing rooms with a large number of enemies. Shield Oscillator compensates for small clip size. Can also shoot it accurately at big and midsizd enemies from cover. Very effective if you add incendiary rounds against bigger guys.
Dahn seeking plasma has been amazing for me, basically makes it a near-sniper weapon with high damage output and lets you fire from and over or around cover, even when "blind-firing." Unlike the Charged Plasma system, the Seeking Plasma system does not reduce the damage per pellet so the Dahn keeps its high damage output. When combined with Shield Oscillator and Vanguard shield regen abilities to recharge on kills and reload, you end up with a steady barrage of biotics, weapon damage, and shield regen to render you nearly invulnerable at all times as long as you're actively attacking.
It does work well from range, but I found that it hurts the Dhan's accuracy up close, which is where I mainly use it.
Electrical Conduits with the Equalizer destroys shields like no one's business, carry this just for mechs!
Shotguns with Seeking Plasma System work wonders, I use the Dhan and Piranha. It's nice when all your pellets can hit even out to a medium/long range.
Cool guide, keep it up!
Great video - there's been precious few details about these augments and this answers a lot of questions.
Liked and subbed.
Excellent! great to hear :)
This video was really great to watch! I gave up even trying with weapon augments after a few abysmal first experiences with the beam and plasma charge augments so it was really good to actually get to see how the others work and how I might want to use them.
Would love to watch a video on the ammo and special augments (I love my Isharay with Vintage Heat Sink)
Glad its of help and that can be arranged, ill have a think about the best way to surround those augments!
Planning a revisit on a few of the behavior augs anyway so should be able to fit vintage and bio converter in with those
Very helpful. I've been looking for this sort of guide. Thanks.
Thanks for posting this. It's very well done and has a lot of good information in it. I just wish I had read it sooner, but better late than never!
+Marc Alfe happy to help :)
thanks for the run down man. it was exactly what I was looking for
happy to be of assistance :)
This was an enjoyable and informative video. I hope to see more like this in future. Thanks for the video! :)
+John happy to be of service :)
I appreciated the video it saved me time and resources in game doing the trial and error myself, so thanks
go with N7 hurricane and seeking plasma bolts= no aiming required + melting capabilities
Indeed I've had so many talk about the smg's, it's on the list of things to look into
The Remnant Equalizer is also a good SMG to use with seeking.
Electric rounds on Equalizer with Incendiary ammo and Overdrive is pretty insane.
kleintimmmy N7 Hurricane with Seeking Plasma & Vintage Heat Sink = No aiming required & no fear of running out of ammo.
That sounds like a good weapon for a power-based class!
You obviously put a TON of time into this video. Well done and much appreciated. very useful information. Cheers!!
thank you for the kind words good sir!
Thank you! Been putting the electrical augment in numerous guns with me feeling like it was weaker but no proof and then thinking it was in my head
+Brendon Vealey yes there's maybe hope for SMG's but for everything else it merfs
+Brendon Vealey nerfs*
Odd that people suggested using the plasma charge system on a sniper rifle.. I use that augment on the hornet smg and it's fantastic. Ridiculously high damage, high rate of fire, perfect at mid and even close range, it's my go to weapon now. I can even take out an armored enemy like the fiend in just a few seconds.
For a defensive tanking shotgun go back to the plasma charge system, put it on a remnant scattershot, also add a shield oscillator, double/single mod extension, and +damage. Then put a receiver and a melee mod that ***reduces*** clip size and change your shotgun combat skill and get rid of extra clip sizes. You want the shotgun to have one shot. This makes the gun a single shot plasma grenade launcher that recharges your shield with every shot, with reload buffs my fire rate is about once every half second. Its a great tanking weapon. I use it with a tech-pet build(remnant VI and turret), and two melee centric companions(Cora and Drack).
So the electrical conduits actually amazing if you pair it with a remnant equalizer smg. It's recharge rates nearly instantaneous and it melts through mobs of kett almost effortlessly
This Guide has been very helpful, I have gave my Inferno sniper rifle both the Seeking plasma & charge plasma augmentation & the effect with these two on that sniper made it amazing. I'm hoping in the near possible future there will be a guide on which augments can work together & what effects will each of these have
I actually start work on that today, but the testing to put them into section of what works with what is a bigger job that I thought, not something that can be done quickly and as I'm short on time this week it's on hold for a little while, but it is coming.
Piranha Shotgun with Seeking Plasma and Bio Converter is an absolute beast. The game doesn't tell you but the Seeking Plasma takes away any distance damage drop-off, meaning it will do the same damage at close range or distance. I ploughed through Insanity with it. Combined with Turbocharge and Tactical Cloak, it melts anything.
In case anybody is wondering, the Bio-Converter Heleus mod works on the remnant assault rifles, it is a really strong combination, pair it with a shield oscillator and the health loss isn't much of an issue, not that 5% hp is anyways.
I made the mistake of doing seeking plasma too though, what he doesn't mention in the video is how SLOW the plasma projectiles are.
+Street Beast 3000 all spot on!
I love the bio on remnant weps, makes for a great mix
Thank you for this video, it was really useful and confirmed some suspicions I had about these augments.
I found that the forward station outside New Tuchanka in Elaaden has a research station built in, allowing you save, research, develop and test everything right there, saving a lot of time loading and running around. Think it might only be the case with an outpost.
The Revenant Equalizer SMG has higher damage output and clip size than the P.A.W., you should try it with Sticky Grenades. Add the bio something-or-other if you rely mostly on shield and you believe the only way to kill is to overkill.
+chris aaslid all outpost specific forward stations haven, makes my life easier :)
very helpful you just saved me loads of pain through trial.
Just subbed. Very helpful, keep up the good work boss!
+gogopossum great! Glad to have you join the fam :)
Isharay/Blackwidow with Bioconverter all you need is Life Supprt (Rank 6 from team support tech) and a tech skill, best one is Remnant VI (as you can spam the "Attack" button, as it will count as a tech skill) to never lose your HP.
Bioconverter gives you infinite ammo and 0 reloading time. Making it far superior than Vintage Heat sink for dps.
N7 Piranah or whatever it's called with BioConverter + Seeking Plasma is also pretty insane.
thank you, i'm getting lots of good info and playstyle options/combos etc from loads of people on these vids, more info is always a good thing :D
N7 Piranah + Bioconverter + seeking plasma + Turbocharge + Tactical cloak(with the combat cloak rank 6) + Tech Weapons (Offensive Tech rank 6) + Life support (Team support Rank 6).
It can kill pretty much anything without any issues at Insanity. All you do is holding down the attack button and randomly click on the Remnant VI button after you've summoned it to heal you up.
You can use the same build but with Isharay/BlackWidow if you get another Bioconverter, don't use seeking plasma on them tho.
If can also give Remant VI the Missles Rank 6, giving you the ability to do some combos occationally.
Good video. Thanks! Just wanted to mention, try the sticky grenade on the cyclone. I have it lvl X. It's got med-high damage, due to impact dmg as well as the boom. Add special ammo for even more. Plus rate of fire makes for great spray the area fun!
Thanks for your time and research, definitely helps me plan my crafting
glad to be of service :)
Great guide, thank you for testing this! I'm avoiding them all now.
thx, though I have found some use in the electrical conduits since, one of the assault rifles and a few of the smg's, smg video coming out tomorrow night, ill be revisiting these augments once I have completed the weapon tests as by then I will have about 100 more hours of purely testing experience
Excellent I'll check it out.
I found the seeking plasma system worked great on the disciple, making it much for effective for standard units, instead of large enemy focus.
Revenant and Hurricane are pretty beast with the plasma seeking as the high rate of fire kills accuracy and that augment fixes that.
certainly make a good lighter alternative to the Soned aye
Ty for doing this. Always helps to save time.
Yes more of these please. Somebody's got to do the hard work. I'll subscribe for your efforts.
+OGjimbo haha! That's a can do!
great vid thanks for sinking time and research points into this!
Just wanted to add one thing here. I really enjoy your work, you are doing a great job so don't get discouraged. You have great content and, like me, you go the extra mile to show not only the best, but why it's the best. I enjoy your content and if I ever get another chance to continue my TH-cam I will highly recommend your channel in my videos for reference is its related. I would trust your judgment.
Any way, still looking into mixed mod combinations. So far the sticky grenade is hands down the best augmentation for assault rifles in my opinion. That being said, i prefer it on the PAW sense it already comes with a never ending supply of ammo and has a descent magazine. Any high mag assault rifle should do great with this mod. That being said, I don't have very many, would you mind testing out the mod on a larger magazine weapon. combo it with the vintage heat sink and let me know how it goes. I'm very curious.
On the PAW its amazing. My reasoning:
Infinite ammo without wasting a Vintage Heat Sink
Great amount of damage, even more than any other augmentation I have found thus far
Though small, has AOE damage. Bonus to that is not only can it do some damage to nearby enemies but it also detonates nearby explosive canisters. No BS on this, I took down a FIEND in one magazine because of this. He was charging and as my grenades went off, they hit several nearby canisters causing insane damage. Swear, 100% to 20% in just a few seconds.
The grenades are actually very accurate and do not drop off so you don't have to ark the weapon.
The only draw back is you lose critical hit damage but the greatness far outweighs the negative.
Sorry the long box but I wanted to let you know what I found. In a side note, I have not combined the Vintage Heat Sink with the sticky grenades so it may have unwanted side effects. Either way, give it a shot and let me know what you think. I really think you'll add it to your arsenal.
First off, thank you very much, your words are very kind, may I ask why you don't do regular videos and such?
As far as the test request, High mag AR specifically or High Mag weapon in general?
And I'll try that out a bit aye, I'm thinking after the weapon and armour tests I might do special augment specific tests to further narrow down what works best with what
Do one per video trying many combinations of the augs with one as the base to go mega indepth.
And wall of text is fine, if people sit through my 30 mins AR vid, I should be fine with reading a few long comments, haha :)
Xaine's World I used to. That's how I got my 2,000+ subscribers. Unfortunately my new job gives me very little "me-time" to work on videos. And, same as you, my video's go very in depth when i break them down. But, unfortunately for me I can't stream as much as I used to... I know a 30 minute video, with text, can take several hours to put together. Keep up the good work man. I know it can get... discouraging sometimes when you put hours of work into a video and not get a high view count or likes... But trust me, It only gets better as you go. And, you definitely have the patients and ability to go far on TH-cam. Only thing you might add to your videos is how a weapon handles in normal mode vs Insanity mode. Having a good weapon on normal doesn't always mean that weapon will be good going into insane mode as the combat factor becomes a bigger issue for the weapons to deal with. Kind of why I like the sticky grenades. It stuns the enemies who peak out of cover so they can't get back down and uou can simply keep shooting them in the face. Then, if you take damage you can go into cover and the grenades are stilly going off doing damage. This gives you a few extra seconds to recharge the PAW.
I would like to see a Soned Assault Rifle with the Sticky Grenade vs a Soned Assault with Sticky grenade and A Vintage Heat Sink.
1 to see if they combo
2 to see if the damage changes
and 3 to see if the Vintage Heat Sink gives it a larger or smaller Magazine
yeah I took a quick look down your videos list before, 2k subs is good going considering the intermittent uploading.
Your voice is clear and satisfying to hear.
When you linked the video, thought you must be a youtuber then looked at sub count hehe.
Yeah the 30 min vid took 3 days, 8-12 hours per day, the editing itself only took about 10 hours, the rest was all research and testing/recording.
I juggled full time work and daily uploads for the first 7 months on here and yeah, it's a real bitch, requires no life just to pull off adequately.
Thanks man, your words are motivating :) and aye it's amazing how it tends to work, took 7 months to get first 100 subs, 3 more to get second 100, 2 more for 350, then the last 3 weeks for nearly 2000.
Insanity vs Normal is something I want to do for sure, but there isn't really room atm in this format, the 30 minute video has 40% average retention, which is risky, i'm surprised it's that high tbh, if I go further, the vid will just bury itself.
So insanity testing etc will come after ive finished the last few guides like the SMG one is now.
I can definitely work that soned test into a video soon, ill have a think about how to best do it.
Xaine's World I gained it all back when i played The Division. I subscribed to your channel
Xaine's World FYI the Sticky Grenades are far superior to the regular grenades in every way. More Reliable, consistent, and they do more damage. Do not waste your time with the regular grenade Augmentation. Just so you know
ok, here's my weapon of choice so far; Isharay with vintage heat sink, charge plasma, and seeking plasma. infinite ammo (yeah a second between each shot, but it's a hell of a powerful shot), the shot does extremely high damage in an area, and the seeking gives it back its range (it also makes it a slow moving projectile, but I'm ok with that). try it out and see if you like it.
Certainly worth a test
Did you ever test Piranha with plasma seeking? great vid by the way!
+Brandon Draheim no, but I'll be doing a video purely on the seeking augment soon, it needs a revisit
Xaine's World Awesome, can't wait! Keep up the great work!
That's what I'm using. Piranha with seeking plasma and bioconverter. My favorite combination so far.
That's what I used to plough through Insanity... By far the best combination.
very helpful, although as a sniper who excels at head-shots, it mostly just told me don't use augments. That being said, I have been using the regar, and thinking of replacing it, so im now really interested in trying it out with the grenade or even maybe seeking plasma.
Personally, for a 2 wep setup, i'd go with whichever sniper rifle you love the most and a Dhan with bio converter double mod extension etc for close and medium range, slam in the team support with life support skill to negative the health effects of the bio converter and youre good for all ranges, the Dhan is a beautiful weapon made for those who like the precision shooting.
Electrical Conduits as well as others change depending on what you put it in rapid fire weapons give a stream were as single or burst fire weapons have it fire out single shot precision bolts
witch give the gun a similer feel to defualt bullets not sure if it changes damage or if its just for looks in this case
it would most likely be for looks as while on the automatic it appears to be a stream it is still acting like a projectile, the hits are still calculated as individual bullets etc, I believe they just have a semi tracking ability for very close to make it more fluid
Plasma seeker on the auto shotgun Piranha is devastating at mid and short range. Stability can be all over the place but the seeker ability allows me to shoot at a distance with an enemy behind cover for devastating results. I also have the Health Reload that allows me to reload a clip instantly at a small cost to health. This is the best for close quarters when reloads on a shotgun can get you killed.
They'll go back and tweak these augments I hope. The creativity is there, but the effectiveness in most of these are make it seem like there is only a single best option for most of the augments. Thanks again for this vid :)
Aye hopefully, the games weapons and such do need some balancing, but balance is always a problem in any game like this.
and anytime bud :)
Thanks for doing this. I have already felt burnt by researching weapons and augments that have ended terribly. I really wish there was some sort of practice range to test out weapons and augments. My favorite augments so far are the shield recharge on empty clip for SMGs and vintage ammo-recharge for shotguns while playing a vanguard build so that I can work in shotgun blasts between melee attacks and abilitie uses.
no worries and coolio, those are 2 of the rather good augments, add double mod slot and you got top 3!
Thank you for this video, as I ended up wasting a crafted Valkyrie and plasma charge system augment, only to have the weapon behave completely differently and nearly unusable for tradition Valkyrie engagements. I wanted to offer up an alternate suggestion as far as the grenade launcher augment: the Equalizer. The weapon itself has a withering rate of fire, and, at least as I had seen, fired both the natural energy rounds as well as the grenade themselves. I am unsure if this was a glitch or not, but there was also little to no bullet drop, increasing the viable range to at least longer rifle ranges, with the ability for the grenades to bounce sometimes as well. Tricky to use, absolutely, but worthwhile once mastered.
+Kevathar1138 added to the list!
I have a sidewinder with heatsink, grenade, plasma. added ways to increase clip size, because normally the sidewinder would overheat in two shots with the heatsink aug. I also have the remnant equalizer with sticky, homing, and flame augs, with increased clip size. and finally the P.A.W with electric and Dmg augs with again increased clip size. Side winder for close encounters, PAW for medium to long range and equalizer for high health enemies.
extremely informative! Thanks!
+kovallmi np xD thx for the feedback
If you add the plasma charge augment to the disciple shotgun you'll get something pretty good in my opinion
I use the PAW with the electric coils, when you combine it with a magazine mod and a spare thermal clip mod it actually has about 4.5 to 5 seconds of firing time before it over heats and it recharges in about 1 second and while playing on hardcore or insane it actually works out great because you usually can't stick your head out of cover for much more than 5 seconds any way before eating a lethal dose of enemy fire. I pair that with a Ishtar with a vintage heat sink that I use for mid to long range
The Remnant Equalizer with seeking plasma is amazing.
Especially at higher ranks with pistol skill fully upgraded.
+MakoRuu think I'll be trying just about every pistol with that at this rate :)
Yeah, definitely. The benefits are high rate of fire, decent damage, and unlimited clip.
If you mod for extra clip size it adds to the stack, plus talent perks from maxing out pistol for extra clip size or damage.
And the cool down is very fast. My rank VIII Equalizer can cool from 0% red to 100% in probably 1.7 seconds.
But if I stop around 40%, it will go back up to 100% in less than 1 second.
I can take down an Observer in about 18 - 23% of the clip. (level 65.)
I really love the lightning and sticky grenade augments on assault rifles! The revenant with the augments make me soooooooo happy
I found seeking plasma was really good on the disciple shotgun and allowed for high damage range and trick shots while keeping mobile as a vanguard.
Thanks Xaine. Much research went into this and its greatly appreciated. You likely can answer a question, when using a weapon without regular bullets, such as grenades, plasma, etc, is there any advantage to also using cryo/disrupter/incindiary ammo ?
Have you tried talon with the grenades or plasma charge augments? It seems to me that with the talon you do not get the reduced damage per shot due to it being a shotgun. So every pellet seems to be an explosive with full damage.
+James Hui ooooh, i like your thinking, will add that to the talon testing
Here is the build I talked about last night. th-cam.com/video/IyuVsFNeX3Q/w-d-xo.html
Note: Sticky Grenades DON'T have the same drop off problem as standard grenades, making them much better suited for longer range weapons like SMGs and assault rifles. Seriously; they actually have super long range and maintain a surprising amount of accuracy there. The only real drawback is the short delay before they explode. That said, it is still awesome to empty an entire clip into a foe at long range and then sit back and watch the fireworks.
That is a really fun gun man, but check this out: try the Angaran Ushior pistol with the plasma charge system augment and heat sink augment. Hands down my favorite gun so far!
+wayne Jacobs will be soon, SMG's and pistols after AR's for the field test
I had similar experiences in game. I tried out most and opted for not using any of them. Like you, I prefer using scopes, so I used scoped assault rifles or sniper rifles. Once I put the Vintage Heat Sink on a sniper rifle though, I basically just stuck with that for the rest of my playthrough and rarely used an assault rifle again.
really good video appreciate it your ideas give me ideas so keep it up
+Donn Vierengel awesome :) will do
Nice video. I was considering putting the beam emitted on the revenant for the same reason as you state, so thank you for saving me from that mistake.
I disagree about the lightning mod on SMGs. I put it on the Equalizer and use that with Sandstorm for long range.
No worries and ive had a lot of comments about smg's, will be exploring them soon in their very own field test video
Thanks for the vid. I actually use the remnant P.A.W with plasma seeking. You can just stay in cover and blindfire. Really useful for higher difficulties.
+meh_so_what yes the seeking for blind cover fire is amazing, great tactically for insanity
my two favourites at the moment are
plasma charge on a carnifex with retro heat sinks, barrel mod and clip size = overkill
revenant with seaking plasma, barrel mod, clip size and retro heat sinks = by by everything in the general direction you're shooting (same for the kett mini gun but revenant doesn't have the charge)
I like using seeking plasma on shotguns. The scattered pellets would converge again on the target, dealing full damage even on mid-range target. The slow flying drawback is also minimized since you won't be using shotgun on faraway targets anyway.
So basically all of the weapon behavior augments are bad.
more like extremely circumstantial, and those circumstance doesn't always make logical sense.
Easy life = avoidem
Jeffrey Basurto Nah, you just have to know which works best with what weapons. Seeking Plasma is great with SMGs & Assault Rifles with a high rate of fire. I'll have to try out the electric conduit augment on my next playthrough.
I don't think the electrical conduit augments are extremely circumstantial at all. They don't particularly enhance weapons against regular enemies, but do provide the bonus of melting shields, which are quite ubiquitous. Unless I missed it, I feel that should have been mentioned in the video, since you were being quite so detailed about everything else and analysing their pros/cons.
No... They are awesome. Just the guy making the video hasn't got a clue.
Ooooh I didn't see this string of comments :),
I'll happily admit since I made this original guide I have learned a lot more about the game and it's augments and I'll even say I was wrong with the Extremely circumstantial comment, I've since found them to work very well with most automatic weapons, see the SMG video for proof of this, I recommend for all but about 1 gun.
The P.A.W. has also made the top picks with the electrical conduits in the assault rifle field test video as when I made this guide the shield aspect wasn't largely known (I'm sure many of you will say you knew, but the fact is, however many things I missed in this guide, it was still by far the most accurate at the time)
+AnonEyeMouse aaaw such a flirt
The Behaviour augments video has been in need of a revisit for a little while now, and it is coming, just a few more field test videos to get through first.
Thanks. I was wondering what was up with the plasma charge on my Black Widow, if it was a bug or what. Thanks for saving me tons of materials.
Great weapon testing, thanks for it.
Just one question - does seeking augumentation decrease weapon damage? I am trying to use that on Black Widow and its damage seems to be low. Right now i cant compare with vanilla version so i wonder - do auguments change damage of weapon?
In short, they do change the weapon damage, almost entirely for the worse, I don't know for sure asbout the seeking, infact I was under the impression that one didn't but cant be certain, I would avoid on a sniper anyway as it slows the projectile,
a sniper rifle is a very precision item so doesn't require a seeking attribute.
electrical conduits and plasma charge I believe both have their own damage rating that changes slightly per gun, on almost everything it lowers the original damage, the beam emitter is also this way, though beam emitter is better on armour and electrical on shields.
I've tested a P.A.W once more with an electrical conduit but also this time a bio converter and it's quite powerful specifically on shields and remnant, the video will be out hopefully within a good few hours, assault rifle testing vid if youre interested
what about combo augmentations? If you combine certain augmentations they change the projectile entirely. have you tested those out?
+Dark Saint more and more, for instance plasma charge with plasma seeking, in my experience, it ends up being worse than just one of them, but some viewers swear by it. It's difficult to know whether people just think it's good as that what they have, or whether there genuinely something there, I'll be revisiting these augments soon, for a more indepth look after 100 hour more purely texting experience than i had in this original
Xaine's World One combo I've been testing is the electric stream with the plasma rounds. It doesn't do either, instead it turns it into a single, high power stream of energy. it turns full auto into semi auto so that is a draw back. I'm testing the damage though and can't really get a solid base line as sometimes its amazing, and sometimes its crap.
+Dark Saint hmm, I'll add it to my list, what weapon is that on?
Xaine's World I was using the PAW. It didn't do a whole lot of damage but when it does over heat, it recharges extremely quickly. i am curious if it would be better on a shotgun or sniper maybe...
Xaine's World Also like to add that I play on Insanity so the damage may simply be in relation to my difficulty. That being said, I have hit harder. I will let you know if I find a decent weapon to combo this with. as of now... no such luck. It is interesting making a full auto into a semi auto
Why didn't the Vintage Heat Sink make this list? It gives unlimited ammo. But seems to cut the normal magazine in half.
I cut it from the list as it doesn't change the actual ammunition and such, but I later thought I should have included it :(
Thokin with sticky grenades is pretty fun. Burst fire for better accuracy.
I use the sticky grenade aug with the Revenant and it's a fucking BEAST. That, with bioconverter, and you can just hold R2 and wreak havoc, especially useful against bigger-non mobile baddies like the architects
Nice video.
Question: doesn't the Falcon already ricochet without the aug? The double explosion from plasma charge + ricochet looks awesome though!
Here are some other suggestions:
Dhan + Plasma Charge
Equalizer + Electrical Conduits (massive clip size with no spin-up like cyclone)
Indra M90 + Sticky Grenades
in all honesty I can't remember if it ricochets, I think it does though.
haven't tried that on the dhan yet or the indra with sticky, but the equalizer with elec is my SMG top pick, there's an annoyingly long video on SMG's somewhere in the channel :)
Learned a lot in my well over 100 hours extra experience in testing since I made this original video, a new revisit one will be coming at some point to clear up some things and bring new info to the table
scratch that on the Indra M90 with sticky grenades. The damage is just too low. It looks cool and fires fast but the damage is dismal. I'm going to try the Reegar with sticky.
+wolfmanjacksaid good to know, cheers for the follow up :)
great vid. really helped me out. i was wondering if you knew if multiple augments can be thrown on at once without canceling eachother? I want to try to Soned w/seeking plasma and sticky nade (seeking stickys) maybe just regular frags
Plasma seeking plus Pirhana shotgun is good. Can fire over cover and melt anything that runs at you.
good video very helpful
have you tried the plasma seeking on the dhan
its glorius
you shot is slower but you cand do some fancy hover shots
How does it affect the damage though? it even specifically says it lower the per grenade power on shotgun and the dhan only fires a single projectile making it lower in deeps
i dont know men it still delivers quite a punch i mean the damage from the dhan is already insane so i guess it kinda lowers it but not That much to be noticeable
the projectiles are slower though that much i can tell but hardly missing with the dhan is weeeelll worth it IMO
give it a try
haha, ill give it a go when I'm building my next Dhan, which is not too long from now :), I use it at mid and close range so the even slower than before may be a problem
Does the beam emitter on the shotguns give you the "laser shells" like in one of the briefing videos?
I don't think so but can't be sure
I've found the Grenade launcher aug to be awesome on the Soned
I was hoping to see vintage heat sink on here. I had some luck with it on a piranha shotgun in a vanguard build because the massive 50% cut in clip size made it pointless on anything else, but 5 shots, plus melee plus powers is enough time for it to recharge, mostly. Was hoping for better ideas.
+Christian Pena might have to do a purely vintage and bio converter builds vid
Trying the Grenade or Sticky grenade augmentation on the Ushior pistol may prove interesting. might turn the pistol into a high powered single shot version of the scorpion pistol.
good vid, very informative. Plasma charge on my falcon^^
do you know what happen if you put a grenade augment on a PAW?
thank you very much for those kind words :) and good choice man!
and unfortunately no, due to the extreme amount of weapons available I had to narrow down to the test subjects, no where mentioned the PAW but a few mentioned shotgun so I went from there.
With another quick search I still can't find any mention, wouldn't take long for a single gun if you just save before making it then revert to that save after to give it a test, it's how I did all of mine.
Damn Eiroch sacs for the soned required me selling everything to afford them lol
I tried it. Its kitten sweet, much better than the elecric conduit on paw. Like a full auto grenade launcher with HUGE range^^
love the "fathers comment"
Isharay+Plasma Charge system+Seeking Plasma System+Bio-Converter+TurboCharge+Killing Spree (Sniper Rifle Combat Passive Morph) = Micro Rocket Launcher
tho its got limited use due to your HP pool, and the projectile speed on the SPS is slow, the SPS gives the PCS near infinite range, you can attack from well beyond 150m and rapid fire against a group of enemies at a range they simply panic and go into cover and stay in cover..
on maps like Kadara you can usually wipe out any camp from a overlooking ledge at distances there is no chance of them fighting back anyways much faster than you probably can with a normal sniper. simply because you can literally saturate a area with it.
i love one shotting on insanity with a normal Isharay, but compaired to how fast i can clear a camp with my Rocket launcher....
nice, tbh, after the initial burst, if you take it steady, team support will keep you at 45% health, so it is infinite, just slows you down a bit after the first barrage
So, why not put the seeking augment on the revenant? Sounds like that is the augment to fix accuracy, no?
you could sure, but the Soned is better for that augment, and you cannot mix the beam emitter with the seeking plasma system unfortunately
P.A.W. X with plasma seeking, bio convert ammo (no overheat, good for bosses / prolonged fire), 2x kinetic coil and double mod slots
mods are damage, penetration, clip size, and stability( no need for this but assault rifles I guess don't have weight reduction parts)
wouldn't you prefer to use a damage aug instead of the bio on a PAW? like Shield oscillator or even shield sensors?
Xaine's World I would have but my annoyance was the overheating and there's currently no Aug that changes it from heat sinks to clips, I forgot what shield sensor did but you could only pick 1 of those anyways and I know I preferred oscillator, bio especially helps on enemies like the ascendant where you finally lower his bubble shield but are now either low on ammo or even if you pumped the entire clip he's only a few shots away but yeah I literally sat at the crafting menu for like an hour trying to figure out what I wanted and put bio on that and oscillator on chest piece
fair enough, it's almost all opinion based anyway, tend to your playstyle and you're golden, and the sensor aug has 25% chance to fill clip by 50%.
Oh also, on those guy, I use my inferno to take out the spinning shield generator, then as soon as it drop down, I equip my dhan, give him 3 shots and unload my 6 concussive shots in one, by then he usually got the shield back up
Xaine's World ah at the time I didn't have inferno cause remnant research is scarce and yeah for shield sensors since I hate overheat I avoid it so an augment requiring overheat wasn't useful 4 me and my skills are backlash flamethrower and remnant vI so none of my skills are especially useful for bosses / ascendants in particular I mostly play multiplayer now anyways trying to get turian havoc and using cyclone till I get valkrie assuming valryie is in my taste
valkerie aint bad, its got some power but its fairly unstable and the 3 burst semi automatic nature makes it difficult at time to keep it steady, but with some mods and skills to assist it could be rather nifty
Very helpful. Would like to see the seeking plasma on the Revenant as that is a very satisfying gun that unfortunately has awful accuracy. I would also like to see more of the interesting combos you come up with. I can image, for instance, that a high rate of fire assault rifle with ricochet, heat seeking rounds would be a death dealer. But I could be wrong, and that would be those resources wasted.
glad to help and lots more vids coming including some fun combo tests etc
Interesting video. Little was mentioned what is good against what. What should I go for if I want a gun to blast away shields quicker than normal?
+BeachHead79 well, lightning is said to be beast against shields, but as it lowers the damage on most I'd say go for energy drain to whackem at the start, then as you go higher into energy drain you can spec it to hit armour to. It's one of my favourite powers for the hard enemies
Equalizer + Plasma Seeking = one of the best combos I've found. Throw an extended mag and a barrel mod on there and that sucker will take down an Architect no problem.
Hi, thank you for your videos they are very informative and well made! Great vocal audio and music balance! Quick question, I really want the electrical conduit mod however after researching I must have been an idiot and sold it to a vendor or something... I have been trying to find another one and had no luck so far during my NG+ play-through. Any advice on how to obtain a new one?
I've been using plasma charge on a carnex pistol. Been working pretty well as a low weight grenade launcher also I think the beam emitter is supposed to be used on shotguns.
like the lightning it appears to lower the dmg considerably so logically it doesn't fit, but it's worth a bit of a test!
and ill have to try the carnex with plasma when doing my pistol testing
I am using a sandstorm AR which is augmented with a sticky grenade... I added a scope and aim for their heads... lots of damage. Works very well against Remnants, Hydras and Fiends.
I basically put heat sink on all my weapons. Just nice not having to worry about having enough ammo.
the piranha with the seeking plasma aug is pretty devastating as well. nullifies the damage drop off from distance shots
Plasma charge with seeking system best mix for long range artillery - turns sniper rifle into cannon.
I like a Piranaah with seeking plasma. Works well at longer ranges, good size clip for a shottie and decent damage.
The angaren pistol is amazing with the stick grenade launcher mod, since is only one shot and deals a ton of damage
I use the seeking plasma system with the Revenant to amazing effect, it's honestly the best way to make the Revenant a really good gun.