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Heavy Incinerate or Incineration Blast?


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#1
Guest_gmartin40_*

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Seeing which one would be best for my infiltrator.

#2
Spartas Husky

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heavy.



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
MarshalMeLee

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I generally pick the Blast. The chance to hit multiple targets is more appealing than a small single target damage boost.

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
Spartas Husky

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But most times, foes aren't clustered like the husks.



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
MarshalMeLee

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I don't use Concussive Shot for the damage, I use it for the Crowd Control. Hence Blast is more useful to me.

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_*

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But if an infiltrator goes through health fast, isn't that what cloak is for?

#7
Foune

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As far as I've seen and know, Incineration Blast is very good when you've popped Singularity and gotten like 3 people clustered.

#8
Spartas Husky

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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
Atmosfear3

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I almost always go for the aoe evolutions, no matter the skill.



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
Spartas Husky

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Skill time:

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::devil: I get to max out concussive blast

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????:devil: with it I can max out pull field.

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???:devil:

Modifié par Spartas Husky, 18 mai 2010 - 05:56 .


#11
Mightyg

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I go with wide area for incinerate. Like what's been mentioned, the aoe can be useful to stagger/hit clustered enemies/husks, and you can deal heavy armor damage already with your sniper rifle and pistol. It's good to have at least 1 aoe power for crowd control, and heavy incinerate can really pull you out of a bind fighting organic enemies by causing the stagger effect.

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
Atmosfear3

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@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.

#13
Spartas Husky

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Only power evolution, that has reduced coodown is Warp. So I choose Unstable warp, I said...if I typed something else my bad didn't mean to.



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



:P

#14
JaegerBane

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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
Spartas Husky

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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.

#16
OniGanon

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Unlike shielded enemies, armoured enemies (other than husks) don't bunch up as much and I rarely find the aoe evolution pays off. And while it does pay off against Husks, Heavy Pistol + Cryo Ammo/Blast is better there anyway. So I'd rather it just do more damage.

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
JaegerBane

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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
Spartas Husky

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Well I guess to each his own style, we are all happy.....with ourselves NOT WITH BIOWARE!!! :P



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
vadrillan

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The way I see it, my single-target armour removers are my weapons (sniper/HP), so I find more mileage in aoe Incinerate.

#20
Gravbh

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Blast, always. Reason being heavy isn't really that much stronger than blast. Any target that heavy will completely remove the armor of in 1 shot, blast will as well. The only benefit you will see from using heavy over blast is when you're using it on scions and other strong enemies. For general use the extra damage is by and large useless.

#21
Miss Yuna of Atlanta

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I always go with the wider area of effect, no matter what the power is. Concussive Blast, Area Reave, Pull Field, you name it. This holds especially true for Unstable Warp. The only time I don't do this is with Heavy Charge. The slowdown is just too important.

#22
OniGanon

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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
mosor

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Blast is great for husks and groups of loki's though. Everything else I pretty much go heavy. Most other enemies are either in the 1.2M radius or they fan out beyond the 3M radius,. So most of the time you'd be better with the heavy.

Modifié par mosor, 18 mai 2010 - 07:24 .


#24
Atmosfear3

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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
Alamar2078

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I hate husks sooooo much I almost always take Blast. Basically I can 1 or 2 shot most "goons" in the game but it's nice to have a power that can panic multiple targets / scorch multiple armor.