Okay here is my Vanguard build (well future build, I've just started):
Assualt Mastery = Maxed (Champion)
Inferno Ammo = Maxed
Charge = Maxed
Shockwave = Maxed
Slam as my bonus = maxed (by far my favorite bonus talent)
So question for you guys, should I have charge and shockwave maxed, charge and pull maxed, or shockwave and pull maxed?
Also, I can't decide on a bonus talent, Assault Rifles using the Vindicator or Collector rifle (I already have the locust), or Sniper using the Viper?
Give me your critiques and suggestions. This is my first tie playing as anything other than a soldier on both ME1 and ME2.
A Vanguard needs help
Débuté par
The BBC
, avril 14 2010 02:24
#1
Posté 14 avril 2010 - 02:24
#2
Posté 14 avril 2010 - 02:27
Not maxing charge is a travesty.
That is all.
That is all.
#3
Posté 14 avril 2010 - 02:33
keep the locust, go for the viper
skip shockwave/slam if you're playing on a REAL difficulty.
skip shockwave/slam if you're playing on a REAL difficulty.
#4
Posté 14 avril 2010 - 02:47
I'd say max out pull. Particularly going for Pull Field. With other biotics on your team, you're set for warp explosions or throws.
On Hardcore and Insanity difficulty, shockwave and slam have limited uses. I did end up using shockwave anyway because it will give a momentary stumble for your enemies. Anything to keep the husks away while I'm switching weapons. But the points I put into shockwave were just leftover points after I maxed out cryo, charge and assault.
On Hardcore and Insanity difficulty, shockwave and slam have limited uses. I did end up using shockwave anyway because it will give a momentary stumble for your enemies. Anything to keep the husks away while I'm switching weapons. But the points I put into shockwave were just leftover points after I maxed out cryo, charge and assault.
Modifié par Pacifien, 14 avril 2010 - 02:49 .
#5
Posté 14 avril 2010 - 02:50
Depends what difficulty.
Shockwave was useful for me on Veteran, but on Insanity it was useless.
You should add Squad Cryo Ammo because it helps increase survivability when you Charge.
Shockwave was useful for me on Veteran, but on Insanity it was useless.
You should add Squad Cryo Ammo because it helps increase survivability when you Charge.
Modifié par dskylark, 14 avril 2010 - 02:51 .
#6
Posté 14 avril 2010 - 02:57
Oh right, and for weapons. The Tempest/Locust did well enough for me that I didn't feel the need to get an assault rifle. I was also happy using the Eviscerator shotgun, so I chose sniper rifles as my bonus weapon training. I've been trying to figure out how to use the Viper. It's apparently really great, but I've always been a Mantis/Widow sniper.
A lot of vanguards will mention Squad Cryo Ammo. If you're on a Charge, 1) it will shatter a frozen target and
freeze surrounding enemies while you're concentrating on one target.
A lot of vanguards will mention Squad Cryo Ammo. If you're on a Charge, 1) it will shatter a frozen target and
#7
Posté 14 avril 2010 - 03:05
#8
Posté 14 avril 2010 - 03:17
Depends on difficulty.
On insanity, shockwave and slam will just get you killed if you try using them. You need to maximise your efficiency and kill speed when everything has shields or armour. If you pick your squadmates wisely for the right squad ammo for shield/armour stripping then max barrier as your spare will help you prep for tough battles or for those 'oh shiiiiii...' moments. Its enough for an extra 1/2 second of life to get behind cover, which often makes all the difference.
My build
4 Inferno Rounds
4 Heavy Charge
1 Pull
4 Champion
4 Barrier
On insanity, shockwave and slam will just get you killed if you try using them. You need to maximise your efficiency and kill speed when everything has shields or armour. If you pick your squadmates wisely for the right squad ammo for shield/armour stripping then max barrier as your spare will help you prep for tough battles or for those 'oh shiiiiii...' moments. Its enough for an extra 1/2 second of life to get behind cover, which often makes all the difference.
My build
4 Inferno Rounds
4 Heavy Charge
1 Pull
4 Champion
4 Barrier
#9
Posté 14 avril 2010 - 03:12
An exception to the Shockwave/Insanity rule: on Grunt's recruitment mission having two points of Shockwave will allow you to knock mercenaries off of ledges even when they're behind cover. It greatly speeds up that chunk of the game. It also is useful on the final wave of husks on the Collector Ship (use a pistol, Viper, or SMG to quickly strip the armor of each charging husk, then one shockwave to kill half a dozen at a time).
I used to love one point in Pull for Warp Explosions, and then I got Kasumi, and flashbangs made them kind of obsolete.
(As an aside, lexicality, I assume you just forgot to put in the two points of Shockwave you need to unlock Pull in that build.)
I used to love one point in Pull for Warp Explosions, and then I got Kasumi, and flashbangs made them kind of obsolete.
(As an aside, lexicality, I assume you just forgot to put in the two points of Shockwave you need to unlock Pull in that build.)
#10
Posté 14 avril 2010 - 03:26
Resonance wrote...
(As an aside, lexicality, I assume you just forgot to put in the two points of Shockwave you need to unlock Pull in that build.)
I think you are right mate.
The last time I played I respecced to remove pull and up barrier from level 3 to 4. That allowed me to charge far more often.
UPDATE
ok just checked and my build is
4 inferno
4 heavy charge
3 shockwave
1 pull
4 champion
4 barrier.
so its all fine.
Modifié par lexicality, 14 avril 2010 - 03:32 .
#11
Posté 14 avril 2010 - 05:20
I don't recommend an assault rifle for a vanguard since and effective vanguard will spend most of his/her time charging into close quarters. The M-9 Tempest is efficient for mid-range situations for vanguards. The M-12 Locust works too, but only has an advantage against armor when compared to the M-9 Tempest.
Assault Mastery, Charge, and Incendiary Ammo should always be maxed. I recommend only putting enough points into Shockwave to unlock Pull. From there, it's a choice between maxing Pull or the bonus talent. Most will go for maxing the bonus talent, and I'm no different.
^^ To sum it up, my answer to this is simply none of the above.
Assault Mastery, Charge, and Incendiary Ammo should always be maxed. I recommend only putting enough points into Shockwave to unlock Pull. From there, it's a choice between maxing Pull or the bonus talent. Most will go for maxing the bonus talent, and I'm no different.
The BBC wrote...
So question for you guys, should I have charge and shockwave maxed, charge and pull maxed, or shockwave and pull maxed?
^^ To sum it up, my answer to this is simply none of the above.




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