Heavy Incinerate or Incineration Blast?
#1
Guest_gmartin40_*
Posté 18 mai 2010 - 02:33
Guest_gmartin40_*
#2
Posté 18 mai 2010 - 02:39
the times foes get close enough for a shot, is usually close enough for heavy.
And most of the time, enemies dont stay in close enough range for blast.
#3
Posté 18 mai 2010 - 02:40
Same goes for the Concussive Shot.
Incineration Blast is also useful on the Reaper IFF mission where you face many husks, where I find the Infiltrator is at a minor disadvantage.
Modifié par MarshalMeLee, 18 mai 2010 - 02:40 .
#4
Posté 18 mai 2010 - 03:25
But again is playing style.
I take concussion blast though since its dmg is very low to begin with.
Kind a like with neural shock, or ......cryo blast, area over damage IF the damage is already low to begin with..... few exception though.
#5
Posté 18 mai 2010 - 03:37
As for humanoid opponents being spread out, this is true, but I rarely use Incinerate on these opponents anyways. Most don't have armor, Incinerate doesn't work well on shields/barriers, and an Infiltrator goes through health very fast.
To each their own.
Modifié par MarshalMeLee, 18 mai 2010 - 03:41 .
#6
Guest_gmartin40_*
Posté 18 mai 2010 - 03:38
Guest_gmartin40_*
#7
Posté 18 mai 2010 - 04:03
#8
Posté 18 mai 2010 - 04:23
Vladiostroke wrote...
As far as I've seen and know, Incineration Blast is very good when you've popped Singularity and gotten like 3 people clustered.
that would be an exception yes, blast over damage would be great for a combo.
#9
Posté 18 mai 2010 - 04:58
area overload
unstable warp (well, this one is simply a bigger radius and shorter cooldown, I'm aware what the heavy version does)
area reave
incineration blast
full cryo blast
concussive blast (players actually get this to rank 4 really?)
improved flashbang
pull field
throw field
wide singularity
area drain
area ai hack
improved shockwave
inferno blast grenade
The ability to hit multiple targets is simply too valuable coupled with the usually shorter cooldown.
#10
Posté 18 mai 2010 - 05:15
Zaeed:
Concussion blast: the point is not dmg but aoe
Disruptor: no points
Passive....more hp always
Inferno grenade: heavy, already has wide range and heavy dmg, made heavier is better
Legion:
Drone: COmbat, explosive is to unstable requires too much attention, and most of the time there aren't that close together:
Ai: heavy hack, when done in area, hacked geth just shoot each other instead of my enemy.
Passive skill: hp+
Geth shield: heavy baby
Samara:
Throw: same as concussion blast, dmg is not great to begin with do aoe
pull: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
passive: cooldown shorter
reave: area its attack is great already, and is one of the exceptions, it doubles health no matter who it damages, it also disables anyone without protection, good for cc and attack. Area reave
Tali:
Same as legion really:
Attack drone: higher hp, lil more distraction etc etc etc
Hack: heavy....
Passive: longer skill time etc etc
Drain: heavy, is like overload, when somebody has defense, strip em fast, those with shields are not usually clustered, so is a waste to have area type.
Garrus:
Concussion blast: already talked about it
Heavy overload: same as energy drain, few enemies with shields are clustered often enough:
Passive: HP
Ap: with my wonderful A+X , I DONT NEED IT muhahaha:O:devil:
Miri:
Unstable warp: the only power that has reduced dmg, but reduce cool down, overall DPS is higher in the long"short run" do the math
overload: heavy.. etc
Passive: hp for everyone wooot
Slam: DONT need it, so I take it out.
Jacbo:
Field pull: no dmg... so etc
Ammo fire: with A+X I dont need it, and I can use that point to max out heavy barrier...in yo face Bio:devil:
passive: HP
barrier: heavy, doesn't matter how long it lasts, only matters how powerful it is, once shield/barrier goes down, the skill goes with it, so dont matter length , matters strength.
Mordin:
heavy incinirate: enemies not close enough and when it matters you need to burn through it quick, besides already has 1.5 meters so w/e
cryo blast: kind a like field pull
passive: more shields, given his weapons, is better more ....hp??? via shields lol
neural shock: same as cryo blast, or pull field, area, area, area, area
Jack:
Pull..... already talked about it
Shockwave: better to have the area version since it can't affect anything with protection, might as well make it worth it when they dont have protection, and is mostly to knock out and not do dmg.
passive: biotic cooldown
Warp ammo: need I mentioned my nice A+X stunt????
Grunt:
Concussive shot....bla bla bla
NO AMMO...already mentioned my A+X stunt.
passive: no need to say which one....but just in case <3<3<3<3<3<3<3<3<3<3 that
fortification: same as barrier or GSB....heavy heavy heavy.
kasumi:
Stabs: lower cool down 80%
OVerload Heavy: already know why
Passive: shorter cooldown
flashbang: with my nice A+X I can max heavy overload.... but you already knew that :innocent:
dont think I missed any...
Forgot to addd Thane:
Throw: Field
Warp: unstable:
passive: hp
shredder: hehehehehe A+X???
Modifié par Spartas Husky, 18 mai 2010 - 05:56 .
#11
Posté 18 mai 2010 - 05:28
Honestly I typically go with heavy concussive shot though, since I find myself using it mostly as a gimpy warp aganst collectors and vanguards.
Modifié par Mightyg, 18 mai 2010 - 05:29 .
#12
Posté 18 mai 2010 - 05:31
Are you sure we're playing the same game because enemies bunch up all the time even if only in pairs.
It is simply far more efficient and worth the sacrifice of a few damage points for the ability to hit multiple targets. Besides, heavy is often overkill and then you're on a 12sec CD versus a 9sec CD but hitting more targets.
#13
Posté 18 mai 2010 - 05:55
But I take unstable warp since its low cool down means higher DPS overall in the short and long run.
besides that.
yes, I tried my first 3 playthroughs with dam area....maybe I just suck...maybe is just that. Or something else I dunot know. Bad timing maybe? m3h.
I found it easier:
If a power already has some sort of area dmg, increase its dmg further period, if the enemy is close enough for 3, then he will get close enough for 1.5
#14
Posté 18 mai 2010 - 05:56
Atmosfear3 wrote...
@Spartas Husky
Are you sure we're playing the same game because enemies bunch up all the time even if only in pairs.
It is simply far more efficient and worth the sacrifice of a few damage points for the ability to hit multiple targets. Besides, heavy is often overkill and then you're on a 12sec CD versus a 9sec CD but hitting more targets.
I agree. At the end of the day you can boost damage for powers in any number of ways - you can only affect the AoE via the power evolution.
#15
Posté 18 mai 2010 - 05:59
But on squadmates, their long cooldowns, i feel better to make use of every time they actually manage to get a power active.
#16
Posté 18 mai 2010 - 06:00
The main armoured targets are Krogan, Varren, mechs, Harbinger, Scions, elites and bosses. These guys don't huddle in crowds. All the aoe evolution will allow you to do is occasionally get two Vorcha if you're lucky.
Also, Shepard's cooldowns don't usually change between heavy and area versions. Actually, offhand the only unusual cooldowns I can recall is for Miranda and Thane's Unstable Warp (9s), and Mordin's evolved Cryo Blast (both evolutions 4.5s).
Modifié par OniGanon, 18 mai 2010 - 06:05 .
#17
Posté 18 mai 2010 - 06:03
Spartas Husky wrote...
True but I only do that, if I am the one using powers on vanguard , adept or infiltrator. Due to me having shorter cooldowns.
But on squadmates, their long cooldowns, i feel better to make use of every time they actually manage to get a power active.
That argument could cover either choice. Conversely, using AoE allows you to hit multiple enemies at once, thus reducing the effects of a long cooldown.
I've just never seen the extra bit of damage do much. It just isn't that much extra.
#18
Posté 18 mai 2010 - 06:07
could I get a picture of the dude/gal who had the brilliant idea of taking out x+a...better yet, can I have a picture of the dude/gal who was told "hey boss, why can't we have retrain powers for everyone"....and he or/she was the one who did not allowed it through.
I can make a nice round plate, get some darts, would be nice target practice for when friends come over.
It will be right next to my Austin power target practice in my lawn.... would be nice to have somebody else to aim at.
#19
Posté 18 mai 2010 - 09:35
#20
Posté 18 mai 2010 - 03:23
#21
Posté 18 mai 2010 - 04:02
#22
Posté 18 mai 2010 - 06:31
Gravbh wrote...
The only benefit you will see from using heavy over blast is when you're using it on scions and other strong enemies.
And the enemies that have Armour and don't simply get oneshot by the Infiltrator's sniper rifle are the Scions and other strong enemies...
#23
Posté 18 mai 2010 - 07:23
Modifié par mosor, 18 mai 2010 - 07:24 .
#24
Posté 18 mai 2010 - 10:26
OniGanon wrote...
Gravbh wrote...
The only benefit you will see from using heavy over blast is when you're using it on scions and other strong enemies.
And the enemies that have Armour and don't simply get oneshot by the Infiltrator's sniper rifle are the Scions and other strong enemies...
He means for general usage, you'll get better mileage using blast as opposed to heavy, which I agree completely. Sometimes I just want to conserve ammo and finish off targets with incinerate. I area overload and ignite multiple enemies all the time.
As for the comment about infiltrators, you're going to probably get more damage using cloak headshots anyways, why bother with incinerate?
#25
Posté 18 mai 2010 - 10:48




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