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Which is the better Biotic? Adept, Sentinel, or Vanguard?


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#26
PsyrenY

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mcsupersport wrote...

Reave is too much like Warp to really be useful, and doesn't explode anyone.


Very untrue. Warp's only advantage over Reave is that it explodes. Reave trumps it on almost every other count:

1) No travel time - strikes instantly regardless of distance, like Overload.
2) Acts just like Warp on Armor/Barriers (burst damage) to strip defenses fast.
3) Drains away health on unprotected organic targets - healing you, paralyzing them and lifting them out of cover.
4) Hits through Collector beehive shields.
5) Can hit multiple targets without needing to setup a combo.

They are both "super-effective" versus armor and barriers, and they both stop regeneration. For Adepts, Warp is more useful since they live on combos, but for a Sentinel/Vanguard Reave is the better option unless you have something else in mind for your bonus.

Modifié par Optimystic_X, 17 août 2010 - 01:22 .


#27
mosor

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Kronner wrote...

IMNWME wrote...

Well, obviously, Adept because they get Singularity. After the Adept, tho, it's definitely Sentinel w/ Slam. If you're using biotic combos, you're generally relying on teammates for one half of the equation. Run a full biotic squad with the Sentinel + Slam, and you'll see Warp explosions all day, especially because with the Guardian spec, the Sentinel has a 50% (!) power cool-down after upgrades. Usually, you'd pick Power Armor if you're going to be casting a lot, but I'd still run Assault, because the increased survivability is just ridiculous. I've taken multiple rockets to the face on Insanity, just to laugh and refresh my Armor.

So, the following build:

Heavy Throw (1.5s)
Heavy Warp (3s)
Assault/Power Armor
Area Overload (3s)
Guardian
Slam 1 (1.5s)

I find it's best to bring Thane/Jacob for this setup. Jacob to provide Squad Incendiary + Pull, and Thane for his Warp and high DPS.


Are you sure cooldowns work like that? Recently I tested Charge cooldown on a Champion (-15%) and Destroyer(-9%) Vanguard, with -20% biotic cooldown upgrade. Charge has default cooldown of 6 seconds.
But, Champion can Charge every 4.9 seconds and Destroyer 5.2-3. This is not even close to 35 or 29% cooldown reduction. Now, I am not sure if Charge gets special treatment or not, but I would like to find out the exact formula for cooldown reduction.


Don't know about vanguard, but on a sentinel guardian with the cooldown bonus' the cooldown for tech armor is around 6 seconds, warp is around 3 and throw is within 2 secs but it's probably 1.5. I watched one of my own vids to be sure, but you know youtube, they don't have split seconds. Looked at 2 vids, one with the archon visor and one without. The cooldowns are exactly the same. Guess that helmet is absolutely usless.

Modifié par mosor, 17 août 2010 - 01:51 .


#28
JaegerBane

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Kronner wrote...
Are you sure cooldowns work like that? Recently I tested Charge cooldown on a Champion (-15%) and Destroyer(-9%) Vanguard, with -20% biotic cooldown upgrade. Charge has default cooldown of 6 seconds.
But, Champion can Charge every 4.9 seconds and Destroyer 5.2-3. This is not even close to 35 or 29% cooldown reduction. Now, I am not sure if Charge gets special treatment or not, but I would like to find out the exact formula for cooldown reduction.


I've got a feeling that the percentages work on the base times and amount rather than cumulative - I believe the devs have mentioned that ammo powers work on the base weapon damage, not the upgraded. They might use the same model.

#29
Kronner

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JaegerBane wrote...

Kronner wrote...
Are you sure cooldowns work like that? Recently I tested Charge cooldown on a Champion (-15%) and Destroyer(-9%) Vanguard, with -20% biotic cooldown upgrade. Charge has default cooldown of 6 seconds.
But, Champion can Charge every 4.9 seconds and Destroyer 5.2-3. This is not even close to 35 or 29% cooldown reduction. Now, I am not sure if Charge gets special treatment or not, but I would like to find out the exact formula for cooldown reduction.


I've got a feeling that the percentages work on the base times and amount rather than cumulative - I believe the devs have mentioned that ammo powers work on the base weapon damage, not the upgraded. They might use the same model.


Well that is not the case either. -20% cooldown upgrade alone SHOULD push Charge to 4.8. You cannot get that low no matter what. Not to mention Champion 15% cooldown reduction.
And yes, the Archon Visor is useless.

Modifié par Kronner, 17 août 2010 - 02:51 .


#30
PsyrenY

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Kronner wrote...

And yes, the Archon Visor is useless.


My Sentinels always use Sentry Visor =]

#31
mosor

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Kronner wrote...

JaegerBane wrote...

Kronner wrote...
Are you sure cooldowns work like that? Recently I tested Charge cooldown on a Champion (-15%) and Destroyer(-9%) Vanguard, with -20% biotic cooldown upgrade. Charge has default cooldown of 6 seconds.
But, Champion can Charge every 4.9 seconds and Destroyer 5.2-3. This is not even close to 35 or 29% cooldown reduction. Now, I am not sure if Charge gets special treatment or not, but I would like to find out the exact formula for cooldown reduction.


I've got a feeling that the percentages work on the base times and amount rather than cumulative - I believe the devs have mentioned that ammo powers work on the base weapon damage, not the upgraded. They might use the same model.



Well that is not the case either. -20% cooldown upgrade alone SHOULD push Charge to 4.8. You cannot get that low no matter what. Not to mention Champion 15% cooldown reduction.
And yes, the Archon Visor is useless.


Not sure, maybe the charge works on a different principle.

Here i'll post a vid of my assault sentinel fighting krogan on grunts loyalty
mission. I use all the powers I mentioned above. The cooldowns seem
inline with the 50% bonus sentinels get. Maybe because 50% is a nice
round number, who knows.

For anyone else interested in how an  assault sentinel without a shotty plays, feel free to watch. It's not
perfect and I make mistakes, but you'll get the drift.

www.youtube.com/watch

Modifié par mosor, 17 août 2010 - 03:02 .


#32
IMNWME

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Haha, yeah, that's exactly how I'm playing right now sans Shotty.



I know, cool-down times can be pretty buggy depending on ability and class, but the Sentinel's 50% cd reduction seems to be pretty accurate. Can't say the same for the duration of Cloak for Infiltrator.

#33
mosor

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IMNWME wrote...

Haha, yeah, that's exactly how I'm playing right now sans Shotty.

I know, cool-down times can be pretty buggy depending on ability and class, but the Sentinel's 50% cd reduction seems to be pretty accurate. Can't say the same for the duration of Cloak for Infiltrator.


Seeing those old vidoes made me nostaligic for my assault sentinel. You must be having a lot of fun. I know I did.

#34
mcsupersport

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Optimystic_X wrote...

mcsupersport wrote...

Reave is too much like Warp to really be useful, and doesn't explode anyone.


Very untrue. Warp's only advantage over Reave is that it explodes. Reave trumps it on almost every other count:

1) No travel time - strikes instantly regardless of distance, like Overload.
2) Acts just like Warp on Armor/Barriers (burst damage) to strip defenses fast.
3) Drains away health on unprotected organic targets - healing you, paralyzing them and lifting them out of cover.
4) Hits through Collector beehive shields.
5) Can hit multiple targets without needing to setup a combo.

They are both "super-effective" versus armor and barriers, and they both stop regeneration. For Adepts, Warp is more useful since they live on combos, but for a Sentinel/Vanguard Reave is the better option unless you have something else in mind for your bonus.


No arguments on what Reeve does or how effective it is in other classes, but if you read the top of my post you quoted, it says FOR ADEPTS.  I was speaking about adepts who should be making their money off warp explosions and the effects caused by them.  I don't care how big an area Reeve hits, it probably will not match a unstable warp of 40 feet diameter of 160pts damage, or heavy of 30 feet diameter of 200pts damage.  This clears the protections of all close by enemies so it can be biotic playtime.

Reeve difinitely has it place especially in Sentinels, and even Vanguards(not my choice but some love it), and other classes.  It doesn't make a good choice in Adepts, because the bonus talent can be used better to get something the Adept doesn't have, ie Energy drain(shield damage), Barrier(extra protection), Dominate(organic hacking), or Flash Bang(damping), rather than getting something very close to existing talent.

#35
mosor

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mcsupersport wrote...

Optimystic_X wrote...

mcsupersport wrote...

Reave is too much like Warp to really be useful, and doesn't explode anyone.


Very untrue. Warp's only advantage over Reave is that it explodes. Reave trumps it on almost every other count:

1) No travel time - strikes instantly regardless of distance, like Overload.
2) Acts just like Warp on Armor/Barriers (burst damage) to strip defenses fast.
3) Drains away health on unprotected organic targets - healing you, paralyzing them and lifting them out of cover.
4) Hits through Collector beehive shields.
5) Can hit multiple targets without needing to setup a combo.

They are both "super-effective" versus armor and barriers, and they both stop regeneration. For Adepts, Warp is more useful since they live on combos, but for a Sentinel/Vanguard Reave is the better option unless you have something else in mind for your bonus.


No arguments on what Reeve does or how effective it is in other classes, but if you read the top of my post you quoted, it says FOR ADEPTS.  I was speaking about adepts who should be making their money off warp explosions and the effects caused by them.  I don't care how big an area Reeve hits, it probably will not match a unstable warp of 40 feet diameter of 160pts damage, or heavy of 30 feet diameter of 200pts damage.  This clears the protections of all close by enemies so it can be biotic playtime.

Reeve difinitely has it place especially in Sentinels, and even Vanguards(not my choice but some love it), and other classes.  It doesn't make a good choice in Adepts, because the bonus talent can be used better to get something the Adept doesn't have, ie Energy drain(shield damage), Barrier(extra protection), Dominate(organic hacking), or Flash Bang(damping), rather than getting something very close to existing talent.


The area reave is a good power to have if you want to stop a husk or varren rush.

Modifié par mosor, 18 août 2010 - 07:10 .


#36
Bozorgmehr

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mosor wrote...

The area reave is a good power to have if you want to stop a husk or varren rush.


Yes, but warp explosion is much better. Both the Adept and Sentinel don't need Reave (Warp is superior) - just bring Samara or Mordin to remove their armor; someone with Pull (Field) and warp 'm. Sentinel shouldn't be too worried about a couple of Varren or Husk - I don't think you've had any sort of problems dealing with these enemies with your Assault Sentinel Mosor, even without Warp or Reave ;)

#37
mosor

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Bozorgmehr wrote...

mosor wrote...

The area reave is a good power to have if you want to stop a husk or varren rush.


Yes, but warp explosion is much better. Both the Adept and Sentinel don't need Reave (Warp is superior) - just bring Samara or Mordin to remove their armor; someone with Pull (Field) and warp 'm. Sentinel shouldn't be too worried about a couple of Varren or Husk - I don't think you've had any sort of problems dealing with these enemies with your Assault Sentinel Mosor, even without Warp or Reave ;)


Heh, you got me. I'm mostly guns and melee on a sentinel:lol: Varren are just punching bags when I play one. I was remembering more my time playing the adept. It was one of the first classes I played when I went insanity so I obviously wasn't all that experienced.. Always hated varren and husks since singularity didn't affect varren much, and husks are combo immune since biotics insta kills them if unarmored.

Without a shotty, I always found that between your area reave, your throw/pull field and mordins area incinerate and cryo made the reaper IFF a cakewalk.  Having reave along with singularity also helped with that one biotic bubble stop on the suicide mission where you fight the husks and scion a lot easier too.

Modifié par mosor, 18 août 2010 - 08:28 .


#38
Bozorgmehr

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mosor wrote...
Heh, you got me. I'm mostly guns and melee on a sentinel:lol: Varren are just punching bags when I play one. I was remembering more my time playing the adept. It was one of the first classes I played when I went insanity so I obviously wasn't all that experienced.. Always hated varren and husks since singularity didn't affect varren much, and husks are combo immune since biotics insta kills them if unarmored.

Without a shotty, I always found that between your area reave, your throw/pull field and mordins area incinerate and cryo made the reaper IFF a cakewalk.  Having reave along with singularity also helped with that one biotic bubble stop on the suicide mission where you fight the husks and scion a lot easier too.


The IFF mission is like target practice for Adept; and a walk in the park for (Assault) Sentinel (Adepts can use Singularity against Scions, the only enemies to keep an eye on - they can be dangerous for a Sentinel). I was wondering (can't remember my Sentinel IFF run); does the Scion Shockwave destroys Tech Armor instantly? It does with my Adepts Barrier (Heavy Barrier provides better protection 100 - 75 % compared to Assault Armor). I believe I've got 650 pnt Barrier; nasty Scions :?

How do you approach Scions?

Biotic bubble is great for warp explosions, maybe best place in ME2 - you'll face lots of abonations and you can Warp them - double fun: Warp Explosion Plus abonations' Inferno grenade (or whatever you may call it) - love that part.

#39
Super ._. Shepard

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Adept

#40
mcsupersport

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For adepts Husks are EASY!! To defeat a husk swarm, takes two steps, one: Cast Singularity on the ground at your feet, and two: pull out heavy pistol and shoot husks once to strip armor, then rinse and repeat for whole swarm. For variety you can melee them and or use companion powers to speed the process but a singularity trap means Husks aren't a problem.



Varren and loki mechs are a pain, because they ignore singularity when armored(stupid decision) but hey, it is what it is. Companions can deal with the armor then lift warp to finish, or singularity trap and occasional warp explosions.



Iff mission and Collector missions are where adepts really shine. All the enemies are either barrier or singularity stoppable, and plenty of cliffs to drop and throw them off of.



Adepts to me are one of the stronger classes if you know how to play them, they have weaknesses but they can clear boards and destroy levels if played correctly. I dare you to find any other class that can completely finish a game without shooting a gun like an adept can on Hardcore and above, the only hope you would have would be Sentinel, and I don't think he could do it anywhere near as fast as an adept.


#41
mosor

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Bozorgmehr wrote...

mosor wrote...
Heh, you got me. I'm mostly guns and melee on a sentinel:lol: Varren are just punching bags when I play one. I was remembering more my time playing the adept. It was one of the first classes I played when I went insanity so I obviously wasn't all that experienced.. Always hated varren and husks since singularity didn't affect varren much, and husks are combo immune since biotics insta kills them if unarmored.

Without a shotty, I always found that between your area reave, your throw/pull field and mordins area incinerate and cryo made the reaper IFF a cakewalk.  Having reave along with singularity also helped with that one biotic bubble stop on the suicide mission where you fight the husks and scion a lot easier too.


The IFF mission is like target practice for Adept; and a walk in the park for (Assault) Sentinel (Adepts can use Singularity against Scions, the only enemies to keep an eye on - they can be dangerous for a Sentinel). I was wondering (can't remember my Sentinel IFF run); does the Scion Shockwave destroys Tech Armor instantly? It does with my Adepts Barrier (Heavy Barrier provides better protection 100 - 75 % compared to Assault Armor). I believe I've got 650 pnt Barrier; nasty Scions :?

How do you approach Scions?

Biotic bubble is great for warp explosions, maybe best place in ME2 - you'll face lots of abonations and you can Warp them - double fun: Warp Explosion Plus abonations' Inferno grenade (or whatever you may call it) - love that part.


If I'm remembering correctly, I think a sentinel can withstand a couple shockwaves before the assault armor blows, and take one more from the 50% shield recharge you get.  I think the shockwave happens more often the closer you are to one. Usually I'm cooled down after three shockwaves anyway.

As for how I handle the scions. Usually, I take out the husks really fast, and then get close but not shotgun range close to the scions (Don't want them shooting shockwaves too fast). I find at that range, the predator (with all the upgrades) pistol with incindiary will demolish a scion almost as fast as a viper if you shoot it on the blue part of it's back.

#42
termokanden

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I don't understand why the IFF mission is even considered difficult for any class. All classes are able to backtrack, and the husks will be funneled in at a gentle pace, with the scions unable to hit you.

For the final part you can't backtrack, but running around works just fine too. Husks are incredibly bad at hitting you when you move around for some reason.

In my opinion, the colossus encounter on Haestrom and the shutters part of Garrus' recruitment mission are the hardest fights in the game by far.

Modifié par termokanden, 18 août 2010 - 11:13 .


#43
Acero Azul

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 Vanguards are awesome

#44
Bozorgmehr

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That's weird, Heavy Barrier can withstand 3 rockets / enemy warp / incinerate etc attacks before going down. But shockwave destroys my Heavy Barrier with one go. Think I'm heading back to the Derelict Reaper with both Adept and Sentinel to find out.

#45
mosor

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Bozorgmehr wrote...

That's weird, Heavy Barrier can withstand 3 rockets / enemy warp / incinerate etc attacks before going down. But shockwave destroys my Heavy Barrier with one go. Think I'm heading back to the Derelict Reaper with both Adept and Sentinel to find out.


No you're right. I did a quick replay of the reaper IFF to see. Havent played the sentinel in a couple months It's 1 shot for the armor to explode, and 1 more for the 50% shields. So 2 shots. Seems strange that I don't go in the red when the shockwave hits my 50% shields considering one of them fully destroyed the other,  Heh, I just stood there in front of the scion taking it like a man. Plenty of time between shockwaves for the  shields to recharge.  After getting tired of being shown sweet love by the scion, I killed it with the predaor. Really slaughters the scion quickly. Don't know about the new pistol, but the predator you start off with  is excellent.

Again, I apologize  for the misinformation.

Modifié par mosor, 19 août 2010 - 12:03 .


#46
termokanden

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The new pistol does the highest damage per shot of any pistol, much higher than the others. However, it has a low rate of fire and you have to aim using the blue laser beam, which I consider much more difficult than using crosshairs.



The Phalanx is like a sniper rifle replacement. Useful when you don't want an actual sniper rifle due to the autoscoping when you use powers. Not particularly useful in terms of DPS.