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Which one should Miranda take? Crippling or Heavy Slam?


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#1
YR_Lim

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Topic. (I am playing on Insanity)

Modifié par YR_Lim, 20 avril 2010 - 09:20 .


#2
Tilarta

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Heavy.



I don't know if it's as efficient on Insanity (never played on that difficulty), but the ability to one shot or nearly kill an enemy with one biotic power has always served me well in the game.

#3
xiiz

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I always felt she was most effective maxing out Warp, Overload and her passive.

#4
YR_Lim

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I never really used overload, I mean there isn't much robots to blast them with, does overload disable organic enemies weapons as well?

#5
OniGanon

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I've always just left Slam at 1 so she can set up Warp bombs, which is frankly the most useful purpose Slam has. But if you really, really want to max it, go with the one that has the long disable.

#6
FlintlockJazz

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YR_Lim wrote...

I never really used overload, I mean there isn't much robots to blast them with, does overload disable organic enemies weapons as well?


Its useful against shields.

#7
Pedro Costa

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YR_Lim wrote...

Topic. (I am playing on Insanity)

Can't really tell. IMHO, her passive, Warp and Overload are too important to overlook for a pull wanna-be...
Although I guess a "crippled" enemy for ten seconds is better than an enemy with 1hp and still being able to shoot you dead.

#8
YR_Lim

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If I do get overload, is the AOE one the better option?

#9
Tlazolteotl

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Depends ... I personally prefer area overload ..

However, there are several points in the game where hitting a fully shielded target with area overload leaves a tiny bit of shields, and it's irritating (I can't use pull immediately after, for instance).

I think, on the balance, since excess damage from overload doesn't hurt health (unless you're fighting geth), the area version is probably more effective. Depends on the way you play, I guess ... I sorta like attempting using throw or pull on shielded targets (to stagger them) just so they'll be more bunched up for a double area overload.


#10
SmokeyNinjas

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I like Crippling Slam so they stay down longer & area overload to hit more enemies at once 

#11
Tilarta

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If you want Overload, use Garrus.



I don't know if it was just a quirk in my game, but even on Hardcore, his Overload oneshotted shields.



Basically, so many characters have so many skill overlaps (identical skills) that it's far more effective to maximize their unique skills over the skills everyone has.

#12
padaE

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Heavy. It's stronger and the lift duration is bigger, and that matters a lot for two things: you can shoot the enemy while its 'flying' and it's easier to detonate slam with warp.

#13
Atmosfear3

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Tilarta wrote...

If you want Overload, use Garrus.

I don't know if it was just a quirk in my game, but even on Hardcore, his Overload oneshotted shields.

Basically, so many characters have so many skill overlaps (identical skills) that it's far more effective to maximize their unique skills over the skills everyone has.


Its because Garrus is the only teammate (to my current knowledge) that receives a power damage bonus from his passive, which explains why his overload tends to strip every targets' shields, even if you use Area Overload which is slightly weaker than the heavy version.

Frankly, Slam is worthless on Miranda.  Its mildly useful on shep due to the short cooldown but Miranda has so many other useful and better abilities.  Leave it at 1 point and max out overload.  Whether you choose heavy or area is up to you.  I always pick area since the cooldown is shorter and [for me] stripping multiple targets of defense, even if not 100% is better than overkill on one single target.

#14
FoFoZem

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I would worry about OL, Warp and her Passive before even thinking about increasing Slam.

#15
Tlazolteotl

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Atmosfear3 wrote...

Tilarta wrote...

If you want Overload, use Garrus.

I don't know if it was just a quirk in my game, but even on Hardcore, his Overload oneshotted shields.

Basically, so many characters have so many skill overlaps (identical skills) that it's far more effective to maximize their unique skills over the skills everyone has.


Its because Garrus is the only teammate (to my current knowledge) that receives a power damage bonus from his passive, which explains why his overload tends to strip every targets' shields, even if you use Area Overload which is slightly weaker than the heavy version.

Frankly, Slam is worthless on Miranda.  Its mildly useful on shep due to the short cooldown but Miranda has so many other useful and better abilities.  Leave it at 1 point and max out overload.  Whether you choose heavy or area is up to you.  I always pick area since the cooldown is shorter and [for me] stripping multiple targets of defense, even if not 100% is better than overkill on one single target.


Umm, maybe it's a fault of mine, but I just assume everyone plays insanity ...

#16
FoFoZem

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Tlazolteotl wrote...



Umm, maybe it's a fault of mine, but I just assume everyone plays insanity ...


This made me laugh. I do it too. I think it's safe to say that the majority of the forumites are on Insanity

#17
Atmosfear3

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You mean people who come to this forum in particular don't play on insanity? NO WAI




#18
inversevideo

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Heavy is what I use for her.



It inflicts more damage, and really, I just want the enemy dead.

If your opponent just looks dead, then you may overlook said opponent, and that always seems to come back to bite you later.



If they don't die, after a heavy slam, slam then again, or feed them some slivers of lead.

#19
Comrade Bork

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I always go with crippling slam. That way I can constantly keep the enemy immobile. This works especially well if both Shepard and Miranda have crippling slam. No one ever gets up.

#20
Alamar2078

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xiiz wrote...

I always felt she was most effective maxing out Warp, Overload and her passive.


Agreed

#21
tonnactus

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With the x+a trick its possible to max all talents of squadmembers.(or remove points in shredder ammo...)

Its not even cheating in a game with global cooldowns and the idiotic gamedesigner choice to double the cooldown for squadmember abilities.Or decuple them like with the combat drone.(really,what did they smoked when they decide to give tali and legions drones cooldowns of 30 seconds)

#22
tonnactus

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Tilarta wrote...

If you want Overload, use Garrus.


The best talent against  shielded enemies and geth is squad disruptor anyway.

Modifié par tonnactus, 21 avril 2010 - 11:15 .


#23
Tilarta

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Atmosfear3 wrote...
Its because Garrus is the only teammate (to my current knowledge) that receives a power damage bonus from his passive, which explains why his overload tends to strip every targets' shields, even if you use Area Overload which is slightly weaker than the heavy version.


What's his passive?
And according to the Skill Point Allocation, Garrus' Overload (for me) is only Rank 3.
That's even more impressive now.

Tlazolteotl wrote...
Umm, maybe it's a fault of mine, but I just assume everyone plays insanity ...

FoFoZem wrote...
This made me laugh. I do it too. I think it's safe to say that the majority of the forumites are on Insanity


I play on normal.
Except for when I switched to Hardcore for Haestrom to get the Geth Pulse Rifle, I've always played on Normal.

tonnactus wrote...
The best talent against  shielded enemies and geth is squad disruptor anyway.


Sadly, I don't have that ability.
Rank 3 only.
And I'm still cursing I couldn't max out all the skills I use.

Anyway, Heavy Disruptor Ammo is a better choice.
Combined with the Geth Pulse Rifle, it messes up synthetics fast.

#24
Tlazolteotl

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Tilarta wrote...

I play on normal.


Well, I guess that explains why you like the geth pulse rifle.
I did some quick tests recently, and it seems a 5/5 Shuriken machine pistol (+shield piercing) kills synthetics juas as fast as a 5/5 Geth pulse rifle (+AR penetration) ...

And the Tempest is a fair bit faster.

#25
Tilarta

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Well, sadly, I can't use the Machine Pistols, because it's not available to the Soldier class.



A pity really, I don't use shotguns and I'd love to toss them out in favor of the Machine Pistols.