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Best rank 1 power?


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54 réponses à ce sujet

#26
jwalker

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numotsbane wrote...
once you get the cooldown bonuses, barrier and GSB cease to be useless. the difference between 6.6 and 12 seconds is... well, its 5.4 seconds.
but also thats impressive in gameplay terms.


Not every class has that type of cooldowns. And I that's assuming  your wearing the Archon visor

Adept, Engineer (both "versions" of their passive), Raider (Sentinel) 20% bonus = 6.6 seconds
Assassin (Infiltrator) and Destroyer (Vanguard) 9% = 7.92 seconds
Agent (Infiltrator) and Champion (Vanguard) 15% = 7.20 seconds
Guardian (Sentinel) 30% = 5.4 seconds
Soldier (no cooldown bonus at all) = 9 seconds

Besides, 1 point offers little protection on insanity.

If that point in Barrier o GSB is meant to help you to get out of trouble, each class a better way of doing that.
The Sentinel has Tech Armor. The Infiltrator can cloak. The Vanguard can charge. The soldier has Adrenaline rush and can run like hell.
Maybe it could help the Adept or Engineer. But if I'm in trouble and I need my shields restored inmediatly, medigel
does a much better job (only 1.5 seconds)

#27
numotsbane

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I agree, I would only ever use GSB or barrier on an adept or engineer. its a very situational power - most times medigel will be better. but I also don't think those classes benefit as much from taking another active power, because their arsenal is already well rounded.

Also I don't really classify charge as a movement power - it'll get you somewhere and restore your shields, but its situational and almost almost purely offensive.



so barrier and GSB aren't the best rank 1 power, they're just not useless.

#28
JaegerBane

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numotsbane wrote...

I agree, I would only ever use GSB or barrier on an adept or engineer. its a very situational power - most times medigel will be better. but I also don't think those classes benefit as much from taking another active power, because their arsenal is already well rounded.
Also I don't really classify charge as a movement power - it'll get you somewhere and restore your shields, but its situational and almost almost purely offensive.

so barrier and GSB aren't the best rank 1 power, they're just not useless.


Barrier's greatest advantage, as far as I can see, is that it's virtually 100% reliable. I've managed to trigger Barrier while being stunlocked by a husk mob or being flamed by a Pyro. There doesn't appear to be any time where it can't be cast.

Once the heavy cooldown has been brought under control and it's been upgraded to 4, it is a potent choice for an Adept, but it retains some usefulness at level 1 thanks to it's reliability. Just not that much. By far my preferred choice, but only after I've hacked the Adept to have two bonus powers (first one being Warp Ammo).

#29
Collider

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Barrier worked wonders on my Adept. It saved him many times. I maxed it out though. Thinking about it, barrier would indeed be useful even as a rank 1 power, because it recharges the shields if I'm not mistaken.

#30
ajayatfringefx

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Slam is pretty awesome as a bonus if you don't have access to pull. Instakill husks and allows for warpsplosions, and when you slam on a collector while the platforms are moving, when they fall, the will die if held up for while.

#31
numotsbane

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I'm tempted to say combat drone is the best rank one power. 3s cooldown and it can distract most of the big nasties you'll find. its also useful aginst everything, which can't be said for every power. but in the name of completeness, lets have a look at everything, shall we?

* - this power is just useless, no matter how many points you put in to it
** - definitely an average power with just one point, and doesn't gain much from more points
*** - its ok with 1 point, but it'd be better with more
**** - good, but not the best. highlighted pink
***** - one of the best powers you can get with one point. highlighted red

combat
Adrenaline rush: *** (6 second vs 3 second cooldown in my mind really punishes this power)
concussive shot: **
Fortification: *
Inferno grenade: *
Flashbang grenade: **** (1pt flashbang is almost as good as 10 pt flashbang, really.)

ammo
AP ammo: ***
Cryo ammo: **** (squad is better, but 1pt is ok)
disrupter ammo: ***
incindiary ammo ***
Shredder Ammo: * (unless your on normal or below, in which case ***)
Warp ammo: ***

tech
overload: ***
ininerate: ***
cryo blast: **** (maybe five stars?)
AI hacking: ***
drone: ***** (even though it gains a lot from being maxed, at 1pt it is still awesome)
cloak: **** (even though it gains a lot from being maxed, at 1pt it is still awesome)
Tech armor: ***
Neural shock: *****
Energy drain: ***
Geth Shield boost: ****

biotic
warp: ***
pull: *****
throw: *****
shockwave: **
singularity: ***
charge: ***
slam: *****
barrier: ****
reave: ***
dominate: ****

So, does that pretty much sum it up?

Modifié par numotsbane, 15 juillet 2010 - 12:45 .


#32
Arhka

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Barrier is good as rank 1, faster than unity. Slam is also good on rank 1 too.

#33
JaegerBane

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Collider wrote...

Barrier worked wonders on my Adept. It saved him many times. I maxed it out though. Thinking about it, barrier would indeed be useful even as a rank 1 power, because it recharges the shields if I'm not mistaken.


I have a habit of playing my Adept quite agressively (inspired by Nawal Shepard), making liberal use of my heavy weapons and tending to storm forward so that I can start going all Carrie on enemies... and good lord, was Barrier useful. Once boosted, cooldown reduction and hard shields researched, you could do crazy runs right up to opponents and smash them head one with Throws and Shockwaves.

Plus, I personally think it looks nice :P

#34
Pacifien

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Moved this thread over to the new forum by request. Stasis: better level 1 power than Pull?

#35
numotsbane

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on classes with cooldown bonuses, yes. at that point you're getting about break-even for duration/ cooldown. also, I've found the low newton count of slam and pull on 1pt makes it much less effective against large targets, kilxen, etc. much harder to get off warp explosions on them.

just realised I'm practically spamming the strategy thread :/ maybe I should have a break. go eat some pizza. etc.

#36
ezrafetch

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numotsbane wrote...

on classes with cooldown bonuses, yes. at that point you're getting about break-even for duration/ cooldown. also, I've found the low newton count of slam and pull on 1pt makes it much less effective against large targets, kilxen, etc. much harder to get off warp explosions on them.
just realised I'm practically spamming the strategy thread :/ maybe I should have a break. go eat some pizza. etc.


classes getting Pull all have cooldown bonuses, so all the time? Yes.

Stasis and Neural Shock I think are about equivalent when it comes to power and efficacy.  You can still shoot dudes that are under NS, but Stasis makes it up by giving a massive damage boost when an enemy exits Stasis (and other faux-medigel bonuses it confers).  Mostly just depends on how long you want your cooldown to be.  Slam struggles a little bit with the arrival of Stasis, though it's still the best if you're looking for setting up Warpsplosions and you have no innate way of doing so (or you don't want to waste points in Shockwave to get Pull...sigh).

Modifié par ezrafetch, 10 septembre 2010 - 06:17 .


#37
jwalker

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numotsbane wrote...
just realised I'm practically spamming the strategy thread :/ maybe I should have a break. go eat some pizza.
etc.


I think I am too. :innocent:

Have you seen this vid made by Kronner ?  Is it a scion or the coyote acknowledging gravity ?


ezrafetch wrote...

Stasis and Neural Shock I think are
about equivalent when it comes to power and efficacy.  You can still
shoot dudes that are under NS, but Stasis makes it up by giving a
massive damage boost when an enemy exits Stasis (and other faux-medigel
bonuses it confers).  Mostly just depends on how long you want your
cooldown to be.  Slam struggles a little bit with the arrival of Stasis,
though it's still the best if you're looking for setting up
Warpsplosions and you have no innate way of doing so (or you don't want
to waste points in Shockwave to get Pull...sigh).


Like always, it'll depend on your playstyle.
Next thing I'm doing, is try Stasis with my assault sentinel, best class regarding cooldowns bonuses, and since you're killing stuff at close range you'll be able to take advantage of the absurd damage bonus you can get when the power wears off....

#38
NICKjnp

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I'm trying to decide if I want to have 1 point in stasis and evolve pull to pull field or have 1 point in pull and evolve stasis into ehanced stasis.

#39
Kronner

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NICKjnp wrote...

I'm trying to decide if I want to have 1 point in stasis and evolve pull to pull field or have 1 point in pull and evolve stasis into ehanced stasis.


That depends.. do you want to use Stasis as CC or just for the damage bonus (1 point is best for that).

#40
NICKjnp

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I want to make scions fall off ledges.

I actually might do 3 shockwave, 2 pull, and 1 stasis.  I like shockwave on harder difficulties.  If you have someone who can strip defenses for you then it becomes very effective (but you need to have it at rank 3 and higher for that).

Modifié par NICKjnp, 10 septembre 2010 - 08:05 .


#41
Bozorgmehr

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Kronner wrote...

NICKjnp wrote...

I'm trying to decide if I want to have 1 point in stasis and evolve pull to pull field or have 1 point in pull and evolve stasis into ehanced stasis.


That depends.. do you want to use Stasis as CC or just for the damage bonus (1 point is best for that).


Yes, I prefer 1 point, it takes way to long before enemies get out of Stasis and since I use it on my Adept, I've got Singularity to keep other enemies out of the fight. I just like to put Stasis on an enemy, get close, wait for the "Fall of Death" and it's bye bye:D 

Stasis might very well be 'better' at level 1 than to max power.

#42
SirRengeti

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I'd also go with pull.

Especially during the fighting on the hull of the shadow brokers ship.

Energy drain to strip shields and stay alive and then pull them up and all enemies are instantly killed. It is amazing.

#43
Sailears

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In order of preference:

Stasis (only above pull, because I evolve pull to pull field anyway)

Pull

Barrier (no medigel "Oh s***!" button)

Neural Shock



Cryo ammo is great, but that usually goes to squad as well.


#44
Glory71

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Tlazolteotl wrote...

Pacifien wrote...

Simbacca wrote...
Cryo Ammo

Cryo Ammo is all or nothing for me. Otherwise, I'd just think about how my squadmates could be having as much fun freezing the targets as I am.


A single point in cryo ammo is really nice if you just put it on the pistol.
Almost a guaranteed freeze, used conditionally.

Personally, I also like a single point in AI hacking.
The entire point being to take down your target faster ... it's not shooting you, and its friends are shooting it so they're not shooting you either.
Used that way, not giving a hack target shields is actually faster.


Pacifen is correct. Cryo ammo is all or nothing. You max it out to SQUAD cryo ammo then...ahhh...I guess this is better explained with this video (Me2 - Collectors vs. Cryo vs. Vanguard - Insanity)

#45
Mr_Raider

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Tlazolteotl wrote...

I just realised no one mentioned throw.
A single point in throw is good enough to fling foes off ledges or lock down a tough target that's on health (such as krogans, YMIRs, geth primes). You can also use it against objects, such as destroy destructible boxes (when foes use it for cover) or flinging explosive canisters at your enemies if you feel really fancy.
After all, the cooldown is so very short.


Do people pefer to run their adepts with 4 throw/1 pull or 4 pull/1throw?

#46
Guest_crumbsucker_*

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I prefer Heavy Throw/Pull 1

I use throw alot and want the most powerful version of it, and pull I only use for setting up pull+throw and pull+warp combos

An upgraded rank 1 pull keeps enemies in the air long enough for me to do either(or shoot em full of warp ammo)

#47
Simbacca

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1. Stasis
2. Pull
3. Slam
4. Neural Shock/Dominate/AI Hacking

The key to the ranking is versatility.

Modifié par Simbacca, 10 septembre 2010 - 03:05 .


#48
CaolIla

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When I'm playing adept, i always go on Pull Field and unstable Warp.

And i don't know if husk have Shield/armor/barrier on insanity but being able to pull and kill 3 or 4 husks at the same time with a 3 second cooldown or bombing large groups where just one enemy has to be unprotected is very effective (it's awesome :D ).



I like throw as a rank 1 power, because of husks and all these guys that come too close and it's just so disrespectful to throw someone off a bridge or just against the wall. "Who dares to stand in the way of SHEPARD???" :D

#49
coinop25

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On Adept, I tend to run Throw Field or Heavy Throw and Pull 1, using Singularity for crowd control. (And have you noticed how much damage fully upgraded Throw does against shields? It's surprisingly high...) Throw 1 is okay, but I feel like Pull 1 has the same "last minute save" function while also a better "get enemy out from behind cover" power.



I am surprised to hear people praise Neural Shock at 1. I will have to go read some more on this...

#50
numotsbane

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I would put neural shock above slam at one point; Slam just doesn't work as well when without the increased force.

I maintain that while only the engineer can get drone, its actually the best one point power of all. really.