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Vanguard Bonus Power


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#1
swk3000

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I'm running a Vanguard for the first time, and I'd like input on which Bonus Power to choose. I have all of them, so it's just a matter of what would work.

#2
DaVanguard

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try out reave

#3
swk3000

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I've heard that Reave is Overpowered, so I'm hesitant to take it.

#4
DaVanguard

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reave on armor acts like mini warp, on health it drains it if its an organic it will restore your health while draining theirs

#5
TwevOWNED

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Reave, Barrier, or Warp Ammo.

Can't go wrong with these.

#6
FoFoZem

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Slam allows you to forgo Shockwave and Pull entirely

#7
Samurai_Wahoo

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I like Barrier. The added protection made the Vanguard fun for me to play again

#8
swk3000

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FoFoZem wrote...

Slam allows you to forgo Shockwave and Pull entirely


That, I like the sound of. It would save me at least 3 points.

#9
FenixBlaze

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Reave or Barrier i normally go with on my vanguard

#10
TwevOWNED

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swk3000 wrote...

FoFoZem wrote...

Slam allows you to forgo Shockwave and Pull entirely


That, I like the sound of. It would save me at least 3 points.


Of course, you only have 2.5 seconds before the enemy slams into the ground.
And you could always use the infinite points glitch.

#11
swk3000

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1. I don't use Warp Explosions.



2. I don't use the Infinite Squad Point Glitch.

#12
cruc1al

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swk3000 wrote...

FoFoZem wrote...

Slam allows you to forgo Shockwave and Pull entirely


That, I like the sound of. It would save me at least 3 points.


Slam doesn't have a decent duration until you evolve it. That's why I recommend Neural shock unless you want to RP and reserve that just for Tech classes. It has the same duration, cooldown and evolutions as Pull, but it's instant like slam. Just have 1 point in it, and if you really want pull you can respec after horizon.

Modifié par cruc1al, 02 mai 2010 - 06:09 .


#13
deaddecoy

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I've found that vanguard doesn't really need a bonus power. All of their powers mesh fairly well and spending points on a bonus power tends to take away from that synergy. My build, which is probably a vanilla vanguard build is max: incinerate ammo (heavy), cryo ammo (team), charge (heavy), vanguard skill (max shields), and as many points as I can squeeze into pull. Reave is most useful for taking down barriers or semi-stunning groups units. Miranda's unstable warp can take care of barriers and it's unlikely that you'll be charging into the center of groups unless you can take em out in one go.

#14
Samurai_Wahoo

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What kind of VG build you going for?



If you are not using Cryo I say go for an AOE ability for some CC. If you are using Cryo/squad I say go with something else like Reave, Barrier, or whatever you like

#15
cruc1al

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Samurai_Wahoo wrote...

What kind of VG build you going for?

If you are not using Cryo I say go for an AOE ability for some CC. If you are using Cryo/squad I say go with something else like Reave, Barrier, or whatever you like


Squad cryo will take at least until level 16 to get, assuming you prioritise Heavy Charge / Champion.

#16
swk3000

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Heavy Charge, Heavy Cryo for Synthetic enemies, Inferno for Organic enemies, and Champion passive. That's 4 abilities, so I've got points for one more and an extra point to do whatever with.

#17
swk3000

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cruc1al wrote...

Samurai_Wahoo wrote...

What kind of VG build you going for?

If you are not using Cryo I say go for an AOE ability for some CC. If you are using Cryo/squad I say go with something else like Reave, Barrier, or whatever you like


Squad cryo will take at least until level 16 to get, assuming you prioritise Heavy Charge / Champion.


Oh.

#18
deaddecoy

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cruc1al wrote...
Squad cryo will take at least until level 16 to get, assuming you prioritise Heavy Charge / Champion.


I'd actually prioritize Champion then cryo ammo, with 1pt in charge. In the early game, charge is most effectively used against single units which can be quickly dealt with and provide a more strategic position. Maxed charge is useful when jumping into exposed crossfire, which you shouldn't be doing in the early levels.

#19
Samurai_Wahoo

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@ cru1al



Sure, it may take some time. Plan ahead as to what team to main and that should help with whatever route swk would like to go. If he is using an import ME/lvl60, then it will not take too much time at all.




#20
cruc1al

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I think he's starting out at level 3, which means he's level 5 after freedom's progress, level 11-12 after horizon... + 4 loyalty/recruitment missions before collector ship would probably mean he could get squad cryo right before the collector ship.

Modifié par cruc1al, 02 mai 2010 - 06:32 .


#21
swk3000

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cruc1al wrote...

I think he's starting out at level 3, which means he's level 5 after freedom's progress, level 11-12 after horizon... + 4 loyalty/recruitment missions before collector ship would probably mean he could get squad cryo right before the collector ship.


That's about right. I really need to pick up ME1 again and do another playthrough to get my Level 59 character up to Level 60. I'd also like to redo some of the decisions in that run (such as not romancing Liara). Unfortunately, I lack both the money and the MS Points to pick the game up again.

#22
swk3000

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Samurai_Wahoo wrote...

@ cru1al

Sure, it may take some time. Plan ahead as to what team to main and that should help with whatever route swk would like to go. If he is using an import ME/lvl60, then it will not take too much time at all.


This actually brings up a major point: what squad members would best benefit a Vanguard?

#23
Samurai_Wahoo

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In that case, swk3000, I would say ignore Squad Cryo until you get to the point where you can drop 10 in it. Cryo, IMO, is 1 or 10.



Bring squadies that can fill in the deficiancies until you can retconn. Of course though, go with what works best for you.

#24
DaVanguard

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to me the best squadmates would be kasumi- her flashbang is good for weakening enimies before a charge, and miranda for her overload and warp

#25
swk3000

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Sounds solid. I think I'll max Miranda's Cerberus Officer before starting on Overload and Warp, though.