JaegerBane wrote...
FoFoZem wrote...
In all honesty I would forget about pull and go with Slam. Slam is just as effective at Warp'splosions as Pull once you evolve it to the increased lift duration option.
And, yes, Slam does only work on one target but if you're using it for a warp detonator only, it shouldn't be a big deal.
Pull Field rarely even picks up more than one target anyway as the enemy AI has a natural tendency to spread out when they get too close to each other.
I'm not sure this is accurate. Pull Field isn't that difficult to plant on enemy groups (the blue suns in particular seem to often start off in groups) and the mass-reducing effects of Pull tend to pay back dividends when you detonate a guy in the middle and the level 2 throw force of Warp explosions sends everyone off into oblivion.
The Blue Suns, or shielded enemies in general, will want to group up at the onset of a battle, however the AI on Insanity tends to move around as often as possible.
I am not saying it is impossible to get 2 or 3 enemies into a single pull field, but by the time you have 2-3 enemies' shields down, they are almost always already isolated.
Pull is one of my favorite abilities and I agree that it is a superior power to Slam. However, in my opinion, putting 2 points into Shockwave in order to unlock the power isn't worth when there is a note-worthy alternative available at the beginning of the game.
And while it may be rewarding to see an extra enemy get projected with the force of a level 2 throw (a force which is considerably low in-game), I don't think it is wise to gimp your build just for the aesthetics of a power.
Your Vanguard will have a lot more CC potential with Squad Cryo, Inferno Ammo, and Slam than with Inferno/Sq.Cryo (one or the other) and Pull.
And let's face it, Shockwave is essentially a novelty item on Insanity. The Vanguard's bioics weren't designed well enough that they complement each other very well. And the same goes for the Sentinel. Neither of those classes has the ability to set up their own biotic combo. Which means playing as one of these classes with a focus on biotics requires you to build your character around your squadmates if you want to combo.
Slam arguably gives the Vanguard its best option for CC/CQC. And, of course, you don't need to max it. It works fine as a one-point wonder if you are mainly concerned with Warp'splosions.
But in the end, it's all a matter of preference. If dumping 3 points into Shockwave to get Pull is better for you, I respect that entirely.
Modifié par FoFoZem, 13 juillet 2010 - 12:33 .