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Heavy Throw or Throw Field


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#1
HEATFANMAN

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Can heavy kill an enemy in one hit?

Also, which is better, Heavy Warp or Area Warp?

#2
Homebound

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Area and Field are the best imho. The Heavy skills are only good vs 1 target. And odds are, the thing you'll use it on the most is a boss. Thus defeating its purpose.

#3
FaolonSD

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Just_mike wrote...

Area and Field are the best imho. The Heavy skills are only good vs 1 target. And odds are, the thing you'll use it on the most is a boss. Thus defeating its purpose.


Wait... what?

It's good vs 1 target, but bad because you'll use it against one target?

#4
termokanden

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Throw is mainly CC, not damage. Therefore you are better off getting the area version. It works great on husks. The heavy version and the area version both have exactly the same effect on 1 husk by the way. You are unable to throw some of the harder enemies, and so heavy throw doesn't really help you there.

As for Warp, I am not so sure. I personally prefer the Heavy version because I use it a lot as a single target nuke against tough enemies or in situations that make it hard to go out of cover to shoot. There I find that very rarely enemies will be close enough to hit two with Warp Field. But against tough enemies, the damage bonus is very welcome.

However, I think if you really want a good nuke, the heavy version of Reave is the strongest power.

Modifié par termokanden, 10 août 2010 - 03:50 .


#5
mcsupersport

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It depends on how you play.
I almost never use throw past 1 on any Hardcore and above play, but lower levels throw field works well, especially on Husks.

Warp will also depend on how you play, and how you see enemies grouping. I usually take heavy warp for main characters, and area warp on squaddies, when I am playing an Adept. If I am playing a character w/o lift/singularity, then squaddies get Heavy warp. Reason is heavy warp is great for individuals and will hit harder in smaller areas, which I usually need to protect main character. Squad mates give me the larger but not as damaging blasts when playing adept. Now for non-adept classes, I don't usually get a bunch or any warp explosions due to no lift/sing component so I want single damage to be maxed so squads get Heavy in that case.

Unstable warp only effects Warp Explosions, so if you are not exploding a bunch of people Heavy is by far the better.

If you are playing Adept area pull has much more use than throw, and if playing Sentinel, well get it only if you don't have ANYTHING else to spend the extra points on, this is of course for Hardcore and above.  Husks are armored HC and above, so throw has very limited use.  Lower levels the rapid regin of throw is good, when used in area can clear well, but again, I like other skills better, and the rapid regin makes multiple throws at level 1 work too.

Modifié par mcsupersport, 10 août 2010 - 03:54 .


#6
termokanden

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I think for squaddies you should always take the version that has a 9 second cooldown. If you spam it, it actually has higher DPS than the Heavy version due to the weird situation with the cooldown.

#7
Homebound

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But I think we can all agree, Throw is strictly crowd control.

#8
termokanden

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Yep. And it's not super useful either. Harder to hit someone on the floor than floating in the air.



Against husks though, Pull, Slam and Throw are all fun and almost spammable. That is, unless you are playing on Insanity.

#9
numotsbane

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on insanity, I'd definitely go with heavy throw (in fact, I do) because you're unlikely to find muliple enemies without defences within the area-of-effect. though on normal, pull field + throw field kicks ass.

#10
termokanden

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Not quite as fun as the good old ME1 Lift + Throw and watch them sailing away into the atmosphere though :)



Or lifting a Colossus. Or Saren.

#11
Arhka

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Heavy Throw is rather comical on enemies though. Just watch em fly.

#12
mcsupersport

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numotsbane wrote...

on insanity, I'd definitely go with heavy throw (in fact, I do) because you're unlikely to find muliple enemies without defences within the area-of-effect. though on normal, pull field + throw field kicks ass.


On Hardcore and above the following...........
Main reason I like the Area pull over throw is because if you hit the (armored/shielded)guy right next to the one you were aiming at with area pull the one you were trying to lift still goes up for a warp bomb.  IF you don't have the area version then it was a wasted cast.  Also area throw on HC and above just doesn't do much or gain much.  With area pull you can strip one, pull him, blow him up, pull again and blow the others up with the right squad.  All you can do with Area throw is stagger them for a second.

#13
lazuli

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numotsbane wrote...

on insanity, I'd definitely go with heavy throw (in fact, I do) because you're unlikely to find muliple enemies without defences within the area-of-effect. though on normal, pull field + throw field kicks ass.


Nonsense.  Enemies group up all of the time, leaving them wide open for a single Area Overload to strip all of their shields, or a single Area Reave to drop their barriers/armor.  Chain powers in rapid succession with squadmates for maximum effect.
  • Garrus: Area Overload
  • Jacob: Pull Field
  • Shepard: Unstable Warp

Modifié par lazuli, 10 août 2010 - 05:05 .


#14
mcsupersport

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Actually take Miranda and Thane with an Adept character.



Let Miranda cast the Overload if and only if you haven't managed to strip the protection off one guy first, then..



Adept pull field, thane Unstable warp(clears the other protections)

Adept Pull field Miranda Unstable warp(If she didn't overload)

Adept Pull field Adept Heavy warp (to take out stragglers if Miri explodes second or to severely damage if you are second explosion).



This way you can get 3 warp explosions in about 9-12 second of combat, which I have yet to see a group survive.




#15
OniGanon

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Heavy Throw is better.

#16
Miss Yuna of Atlanta

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termokanden wrote...

Not quite as fun as the good old ME1 Lift + Throw and watch them sailing away into the atmosphere though :)

Or lifting a Colossus. Or Saren.


A thousand times this. I miss Lift so very much.

#17
PsyrenY

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mcsupersport wrote...

If you are playing Adept area pull has much more use than throw, and if playing Sentinel, well get it only if you don't have ANYTHING else to spend the extra points on, this is of course for Hardcore and above.  Husks are armored HC and above, so throw has very limited use.  Lower levels the rapid regin of throw is good, when used in area can clear well, but again, I like other skills better, and the rapid regin makes multiple throws at level 1 work too.



Well, don't forget that on Sentinels, you need 2 levels in Throw anyway to unlock Warp. So you may as well go all the way to Throw Field so you can fling mobs of Husks/Abominations/Varren, or fling multiple frozen enemies to make them all shatter. This is especially relevant if you're a caster sentinel, since you'll likely have Power Armor (which wont pack the same punch as Assault Armor in terms of getting melee away from you..)

If you pick Reave as your bonus you can get away with skipping them both, though that also closes off warp combos to you.

@lazuli - Unstable Warp is better on squaddies (lower cooldown) - Shep is usually better with Heavy Warp, particularly when a boss takes your teammates down and you need to drop its defenses in a hurry.

Modifié par Optimystic_X, 10 août 2010 - 01:28 .


#18
Sailears

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On the topic of heavy or area, does anyone play with heavy pull?
I haven't yet, but I'm contemplating running an adept with heavy throw/warp/singularity/pull/bastion, and maybe 1 point ap or warp ammo.
I'm just thinking on certain missions (ie Korlus), pull could be a set and forget type thing. Strip one target, pull, move on to the next, pull, and so on. By the time you've got onto the third/fourth target, the first would still be in pull, then you can have a bit of fun with them.
I dunno, 'tis a bit of a wacky idea, but I feel compelled to go all heavy and see what happens. :)

#19
PsyrenY

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There's not much point to Heavy Pull - enemies die very quickly once lifted because CC increases the weapon damage they take, and your squadmates can hit them more easily while they float - therefore, no enemy lives longer than the time it takes even a normal pull to run out, unless nobody is shooting them.



Area Pull also tends to cluster the enemies together, making the resulting Warp Combo/Shotgun blast/Heavy Weapon hit especially deadly.

#20
mcsupersport

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Curunen wrote...

On the topic of heavy or area, does anyone play with heavy pull?
I haven't yet, but I'm contemplating running an adept with heavy throw/warp/singularity/pull/bastion, and maybe 1 point ap or warp ammo.
I'm just thinking on certain missions (ie Korlus), pull could be a set and forget type thing. Strip one target, pull, move on to the next, pull, and so on. By the time you've got onto the third/fourth target, the first would still be in pull, then you can have a bit of fun with them.
I dunno, 'tis a bit of a wacky idea, but I feel compelled to go all heavy and see what happens. :)

Unless they change the rules and make heavy pull effect armor or some such, I personally think it is a waste compared to Area version.  Much easier to just strip one, pull warp explode and then area pull again, allowing you to play with all the survivors MUCH more quickly.

#21
Sailears

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mcsupersport wrote...

Curunen wrote...

On the topic of heavy or area, does anyone play with heavy pull?
I haven't yet, but I'm contemplating running an adept with heavy throw/warp/singularity/pull/bastion, and maybe 1 point ap or warp ammo.
I'm just thinking on certain missions (ie Korlus), pull could be a set and forget type thing. Strip one target, pull, move on to the next, pull, and so on. By the time you've got onto the third/fourth target, the first would still be in pull, then you can have a bit of fun with them.
I dunno, 'tis a bit of a wacky idea, but I feel compelled to go all heavy and see what happens. :)

Unless they change the rules and make heavy pull effect armor or some such, I personally think it is a waste compared to Area version.  Much easier to just strip one, pull warp explode and then area pull again, allowing you to play with all the survivors MUCH more quickly.


Yeah common sense is knocking on my head with that message.
Ah well, maybe the new DLC will bring some changes to heavy biotics.

#22
Arhka

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mcsupersport wrote...

Actually take Miranda and Thane with an Adept character.

Let Miranda cast the Overload if and only if you haven't managed to strip the protection off one guy first, then..

Adept pull field, thane Unstable warp(clears the other protections)
Adept Pull field Miranda Unstable warp(If she didn't overload)
Adept Pull field Adept Heavy warp (to take out stragglers if Miri explodes second or to severely damage if you are second explosion).

This way you can get 3 warp explosions in about 9-12 second of combat, which I have yet to see a group survive.


You can also do Miranda Slam + Thane Warp as well if your own biotics are on cool down.

#23
Njorls

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Throw Field for a Sentinel, it's your 3s cooldown CC that works on everything.

For Adept, 1 point in Throw is all you need for quick pull + throw kills on single enemies. If pull field gets more than 1 warp bomb them. Save the points for something else.


#24
Alamar2078

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In general I like Throw Field [area effect throw] because as stated before it's more for crowd control [or nudging folks off bridges] than for damage.



In terms of Warp I usually prefer Heavy Warp but if I'm an Adept I'll go for Unstable Warp as it gives a better detonation effect IIRC and I'll certainly be chaining powers to get the explosion.