Stasis - Yay or nay?
#326
Posté 19 septembre 2010 - 07:30
#327
Posté 21 septembre 2010 - 12:09
#328
Posté 21 septembre 2010 - 02:39
#329
Posté 26 septembre 2010 - 11:47
#330
Posté 27 septembre 2010 - 11:08
#331
Posté 27 septembre 2010 - 02:05
#332
Posté 27 septembre 2010 - 03:07
#333
Posté 27 septembre 2010 - 04:10
just interfere with the bowling madness. Stasis is awesome for insanity on
an adept. Nearly as good for other classes in insanity playthroughs.
lazuli wrote...
Aradace wrote...
Why be methodical when you can just gun a swathe through enemies as it is? lol
It's been said before, but I'll repeat it. Stasis is useful on higher difficulties, difficulties where it isn't as easy to recklessly gun down enemies. That's where it shines.
If I were playing on a lower difficulty level I would choose a different bonus power.
#334
Posté 27 septembre 2010 - 09:08
Bozorgmehr wrote...
Yeah, YMIRs are pathetic faced with Stasis. It's a great power, but it acts kinda weird now and then. Yesterday I used Stasis on Captain Wasea right at the start of the fight - I rushed to her, but she was gone (Stasis transported her into another dimension or something), I only had to kill her goons to finsh the fight.
I also just experienced that effect on Wasea...I was planning to just chain stasis her, kill the adds, then finish her off but surprise surprise she just vanished after the first stasis.
#335
Posté 27 septembre 2010 - 11:00
#336
Posté 27 septembre 2010 - 11:17
NAY
I'll stick with Warp Ammo for my adept thank you very much.
#337
Posté 27 septembre 2010 - 11:20
#338
Posté 27 septembre 2010 - 11:22
Jade5233 wrote...
I've played with it a little. And so far it seems to be useful. Especially since as fegede said, the enemy is down for a few seconds after the stasis wears off and you can shoot at will.
I told you it was useful little power to use.
#339
Posté 28 septembre 2010 - 07:53
Trefecka wrote...
I also just experienced that effect on Wasea...I was planning to just chain stasis her, kill the adds, then finish her off but surprise surprise she just vanished after the first stasis.
It happened to you too? Gonna reload and try again, maybe it's some kind of bug - haven't experienced this while using Stasis on other bosses. We'll see.
#340
Posté 28 septembre 2010 - 10:53
I tried to use the cain on the terminator in his fall of death to ohk him but I wasn't able to do it lol
#341
Posté 28 septembre 2010 - 04:00
PWENER wrote...
Used it for a whole playthrough...
NAY
I'll stick with Warp Ammo for my adept thank you very much.
It depends on the difficult level you play on, I find. I generally play on Normal and I didn't really find it all that useful on my Adept - practically the only thing it got used on was YMIRs and even then, I didn't find it that effective in comparison to just hammering them with my Arc Projector and biotics.
On Insanity, however, it was great. Really filled a hole in the Adept's arsenal, purely because of defences.
#342
Posté 16 octobre 2010 - 05:03
Can you Stasis 1 enemy .. wait for the cooldown .. and when that enemy is still in stasis -- stasis another enemy (so you have 2 people in stasis)?
Also .. what exactly did it mean when it says that the enemies build up resistances? I'm trying to figure out the differences between the 2 version of max Stasis .. which is better?
Modifié par X-Frame, 16 octobre 2010 - 05:05 .
#343
Posté 16 octobre 2010 - 05:21
X-Frame wrote...
I'm considering using Stasis on my Widow Soldier playthrough (Insanity) because I hear Stasis is so dirtybut curious about one thing ..
Can you Stasis 1 enemy .. wait for the cooldown .. and when that enemy is still in stasis -- stasis another enemy (so you have 2 people in stasis)?
Also .. what exactly did it mean when it says that the enemies build up resistances? I'm trying to figure out the differences between the 2 version of max Stasis .. which is better?
First of all, there's can only one enemy hit by stasis.
The resistances other mentioned is if you keep hitting the same target with stasis, it/she/he will recover faster and faster and possibly with have no effect after all. But before that happen, I believe you have already finish it off.
I would say that longer stasis can hold, the more time you have to destroy other targets first.
#344
Posté 16 octobre 2010 - 03:16
#345
Posté 16 octobre 2010 - 03:46
X-Frame wrote...
So if you attempt to inflict Stasis on a 2nd target .. the first one will automatically come out of Stasis?
No, you can have two stasised enemies if you have the long version and quick cooldowns.
The resistence to Stasis is when you keep stasising enemies the duration drops, especially with bosses. With level one 5 second stasis, YMIRs give you 5 seconds, then around 2 second then maybe 1 second in durations for subsequence useages. I have just recently got the improved version of Stasis, so I don't know how this will change, the run will be a test.
I have also experienced a bug with the collectors using Stasis. On Horizon, playing a Vanguard I dropped a Stasis on an advancing Collector, right after you get the particale beam, and he was in the glowing field immobile shooting at other Collectors like he was dominated, and I don't think they could hurt him. This glitch didn't happen often, maybe once or twice, but I was like WTF!!!
#346
Posté 16 octobre 2010 - 03:46
X-Frame wrote...
So if you attempt to inflict Stasis on a 2nd target .. the first one will automatically come out of Stasis?
Yes. As soon as you cast Stasis the second time, the original Stasis wears off immedietaly. It does not matter if you have Deep Stasis.
Modifié par Kronner, 16 octobre 2010 - 03:52 .
#347
Posté 16 octobre 2010 - 05:00
#348
Posté 16 octobre 2010 - 05:09
#349
Posté 16 octobre 2010 - 05:48
Seems like a grreeeeat power.
BTW Bozo .. you need to make more videos. Watching yours made me realize I've been going about my playthrough all wrong. I have points in all the wrong places for squadmates.
#350
Posté 16 octobre 2010 - 06:51
X-Frame wrote...
And even if the Stasis time limit is getting smaller because of the resistance - the enemies (even if they were in Stasis for 1 second) still fall down and take the same amount of time to get back up?
It doesn't matter how long enemies remain in Stasis, all that matters is putting them in Stasis. The only difference between ranks is the duration. Only the Enhanced version reduces immunity. I haven't tested all possible option yet, but with just one point in Stasis it can be use 3 times on YMIRs before they'll get immune and at that point they don't fall anymore. Good thing is you can (almost) oneshot YMIRs when they're falling (not when they're on the ground) so with the right timing Stasis needs to be used only once.
Seems like a grreeeeat power.
BTW Bozo .. you need to make more videos. Watching yours made me realize I've been going about my playthrough all wrong. I have points in all the wrong places for squadmates.
It is a great power, perhaps a bit too great.
Thanks X-Frame, but remember that in most of my vids I selected and leveled squadies for that vid. Take Miranda for example, her Overload is very useful on shield heavy missions, but useless on Collector mission. I spent points on skills needed for the mission I want to record. This can help a lot, esspecially early on. If you have the LotSB dlc you can retrain squadies' powers indefinitely (with enough ezo).
A little common sense is all that's needed to get the most out of your squad; Warp explosions for example are very powerful and with the right team you can set them up almost instantly. To do so you'll need 3 different powers (one per squadmate and one for Shep - it doesn't really matters who takes what); so against shielded enemies you'll need Overload (or ED); Pull, Slam or Singularity, and Warp (strip shields > Pull > Warp - BOOM). Remember there isn't a 'best' build for squadies, only an effective team.





Retour en haut




