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Reave vs Slam?


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94 réponses à ce sujet

#1
Sneelonz

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This is a pretty noob question... but what does Reave do? Posted Image

Thanks! Okay, so which one is better Reave or Slam? 

Modifié par Sneelonz, 20 octobre 2010 - 03:32 .


#2
lazuli

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Sneelonz wrote...

This is a pretty noob question... but what does Reave do? Posted Image


What doesn't Reave do?

Reave does the following:
  • Significant damage to armor and barriers
  • Significant damage to organic health over time
  • Drains organic health to heal the caster (be it Shepard or Samara)
  • Often holds organic enemies (at health) in a pained animation that stuns them
  • Instantly travels to its target(s)
  • Hits a large area when properly evolved


#3
Sneelonz

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Okay thanks! I'm not sure what the 5th bullet it saying exactly. And how long does it stun them?

#4
ScroguBlitzen

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 Reave also does double damage to Barrier and Armor.
Good source of this info is here: Mass Effect 2 Wiki

#5
lazuli

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Reave and Slam are so different that comparing them is almost pointless. They have dramatically different functions. Reave is probably more powerful in the sense that it has game-breaking potential and utility. Slam, however, is nice for shutting down a single target or starting Warp explosions. They both have their strengths, though I think Reave is more widely regarded as overpowered than Slam. Take that for what you will.



The fifth bullet means that Reave isn't a projectile like most powers that Shepard uses. Try using Throw or Incinerate on an enemy with Shepard as the caster. Shepard will fire a projectile at the target. Reave doesn't have a projectile; it hits instantly, like Overload. This means you cannot arc it around cover. To counteract that, you don't have to factor in travel time.



Check your power description or the wiki for more details, but Reave typically stuns enemies for 3-4 seconds.

#6
Killjoy Cutter

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Area Reave is too much fun.



On Soldiers and Infitrators, I almost always take Reave as my bonus power.


#7
Kronner

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Slam is a much better bonus power for me. Lower cooldown, more versatile. Reave has 6 seconds (base, about 4s after upgrades and evolved passive skill) cooldown, that is way too long and I am not willing to wait that long. Reave is also inefficient against shields, and there are far more shields than armor/barriers combined.

Modifié par Kronner, 20 octobre 2010 - 07:35 .


#8
Bozorgmehr

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I like Slam too, it's also instacast and combined with a squadmate's Warp it will out damage and offer better CC than (Area) Reave. On it's own Reave is very powerful, but Slam can be equally effective (Warpbombs) and it's on half the cooldown of Reave thus making it an excellent choice for classes highly depend on their unique skill. You don't want to wait for Reave's cooldown before being able to Charge or use AR again; playing Vanguard or Soldier respectively. Slam (and Neural Shock) don't really interfere with playstyle and can be very useful in many situations. Reave on the other hand requires you to change your usual strategy into a more caster-like style.



Check Kronner's Vanguard: Suicide Mission (in his sig) to see how deadly Slam can be but without influencing the Vanguard's aggressive gameplay - excellent vid, far better than those (Vanguards) using Reave bonus power imho.

#9
Guest_m14567_*

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I don't care much for Reave, until you get the area version it isn't terribly useful. If you play NG+, then obviously that doesn't matter. However you are still stuck with its base 6 second cooldown.



To seriously consider Slam, you have to want to make it work. It has a low cooldown, mild CC and can setup warp explosions.



As to whether I'd take Reave vs Slam comes down to which class I'm playing and personal preference. I would never take Reave or Slam on an Adept or Soldier. I prefer Slam for a Vanguard but that is highly subjective. On a sentinel I usually prefer an ammo power but you could make a case that Reave is pretty useful due to sentinel's large cooldown bonuses. Slam isn't very useful for a sentinel cause you have access to warp and throw.



Don't really see the point to Reave on an Infiltrator or Engineer since you have access to Incinerate and neural shock is a much better fit.


#10
Sailears

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Reave is a little boring. Personally I feel that the combat in ME2 is easy enough to fight through - the challenge is in making it stylish. Reave totally demolishes any style. Slam has a lower cooldown, and is visually a lovely finishing move (or set up for warp bomb).

#11
Nooneyouknow13

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I love Slam on my Vanguard. The low cooldown, instant hit, and crumple at the end are really nice when I'm forced into one of the very few situations I can't charge. At Rank 2 or higher it's a beautiful warp bomb set up as well like others have said. Heavy does pretty solid damage in locations with low ceilings as well, since it'll register two full force hits from what I can tell. Crippling is just hilarious.



Not fond of Reave at all. Cooldown is just too long, or it's a redundant power. It's a very good power, it just doesn't really fit into any of the player classes for me.


#12
Saibh

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General consensus is that Reave is better all around--particularly for Vanguards. I'm sure Slam is useful to some classes, but people especially hate it on Miranda. This guide (well, compendium of guides) is my best friend.

#13
Sable Rhapsody

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Reave. Always Reave. Wide Singularity + Area Reave = half the map incapacitated. Yays.

#14
Sneelonz

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Saibh wrote...

General consensus is that Reave is better all around--particularly for Vanguards. I'm sure Slam is useful to some classes, but people especially hate it on Miranda. This guide (well, compendium of guides) is my best friend.


Even though Reave's supposed to be better, most of the people that replied to think thread think that Slam is. I'm really not sure which one to get. Currently (first playthrough), I'm playing a Vanguard, so I'll probably try them both out.

#15
TheBestClass

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As a Vanguard, Reave is too slow. That 6 second cooldown is going to compete too much with Charge which also has a 6 second cooldown. Besides, Charge is usually a better alternative in almost any situation anyway.



The main advantage that Reave has over Slam is that you can do AoE damage to armor and barriers instantly while with Slam you have to remove at least one bad guys defenses to set up a Warp explosion. Still, The AoE of Reave is much smaller (3 meters) than an Unstable Warp explosion (7 meters) that you can only set off using Slam, Pull, or Singularity. Both Area reave and a successful Unstable Warp explosion do the same amount of damage.



Slam has a faster cooldown, can disable unprotected enemies faster, and doesn't interfere with Charge while also allowing you to set off a Warp explosion.

#16
RGFrog

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Reave works on protections and health. Slam doesn't work until you strip... on hardcore or above.

Regardless of cooldowns, you can't use slam effectively without doing something else first, and then doing something else after.

Reave, you can use on everything. It's correct that it doesn't have any bonuses vs. shields, but on insanity there's far more Armor to strip than shields.

If you're playing Vet or below, then slam becomes more useful than Reave as you don't have a lot of protections to deal with and can set up warp bombs with Miri and Thane pretty easily (providing they're not too busy to cast when you want them to).

#17
PrinceLionheart

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I definitely prefer Reave on a Vanguard. Although at times, the cooldown can compete with charge, there's also times where Reave can be preferable because enemies are also clustered together and charging into a pack can be dangerous. Also, there's various points in the game where charge is just a plain no-go, such as enemies on unreachable platforms and specially bosses like Praetorians.



With Champion and Cooldown upgrades I've never had a problem with Reave taking up too much time.

#18
MisterDyslexo

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Reave is fifty times better than slam. Slam was good in idea, but really isn't that useful, especially on higher difficulties. Reave on Sentinel is badass

#19
Saibh

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Sneelonz wrote...

Saibh wrote...

General consensus is that Reave is better all around--particularly for Vanguards. I'm sure Slam is useful to some classes, but people especially hate it on Miranda. This guide (well, compendium of guides) is my best friend.


Even though Reave's supposed to be better, most of the people that replied to think thread think that Slam is. I'm really not sure which one to get. Currently (first playthrough), I'm playing a Vanguard, so I'll probably try them both out.


As I understand it, it has to do with difficulty--usually people don't ask for advice on the forums unless they're planning on tackling the harder difficulties. In which case, enemy protections are your mortal enemy, and you need everything in your power to strip them away. Abilities that are only useful when the enemy has no protection are incredibly obnoxious. Thane's Shredder Ammo, for instance, is completely and totally useless. While it actually has the biggest damage output of any ammo power, since it can only work on organic enemies with no protection, it's useless in battle.

So I imagine Slam is useful if you're playing Normal or Easy, and Reave is what you want for Hard and Insanity.

Modifié par Saibh, 21 octobre 2010 - 03:55 .


#20
ryoldschool

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Saibh wrote...

Sneelonz wrote...

Saibh wrote...

General consensus is that Reave is better all around--particularly for Vanguards. I'm sure Slam is useful to some classes, but people especially hate it on Miranda. This guide (well, compendium of guides) is my best friend.


Even though Reave's supposed to be better, most of the people that replied to think thread think that Slam is. I'm really not sure which one to get. Currently (first playthrough), I'm playing a Vanguard, so I'll probably try them both out.


As I understand it, it has to do with difficulty--usually people don't ask for advice on the forums unless they're planning on tackling the harder difficulties. In which case, enemy protections are your mortal enemy, and you need everything in your power to strip them away. Abilities that are only useful when the enemy has no protection are incredibly obnoxious. Thane's Shredder Ammo, for instance, is completely and totally useless. While it actually has the biggest damage output of any ammo power, since it can only work on organic enemies with no protection, it's useless in battle.

So I imagine Slam is useful if you're playing Normal or Easy, and Reave is what you want for Hard and Insanity.


I thought Reave would be better for what you just said, but after looking at Sino's low level video using slam on the vanguard, I decided to use it on my insanity vanguard.  The fact that it lets you trash a guy that you have got down to health without using more ammo and has such a short cooldown it actually works well with vanguard.  Charge is what you want to be using and Reave has a longer cooldown that changes the pace.  I don't have a problem using Reave, I'd just rather use a charge or AR ( if soldier ) more often.

#21
Sneelonz

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Saibh wrote...

Sneelonz wrote...

Saibh wrote...

General consensus is that Reave is better all around--particularly for Vanguards. I'm sure Slam is useful to some classes, but people especially hate it on Miranda. This guide (well, compendium of guides) is my best friend.


Even though Reave's supposed to be better, most of the people that replied to think thread think that Slam is. I'm really not sure which one to get. Currently (first playthrough), I'm playing a Vanguard, so I'll probably try them both out.


As I understand it, it has to do with difficulty--usually people don't ask for advice on the forums unless they're planning on tackling the harder difficulties. In which case, enemy protections are your mortal enemy, and you need everything in your power to strip them away. Abilities that are only useful when the enemy has no protection are incredibly obnoxious. Thane's Shredder Ammo, for instance, is completely and totally useless. While it actually has the biggest damage output of any ammo power, since it can only work on organic enemies with no protection, it's useless in battle.

So I imagine Slam is useful if you're playing Normal or Easy, and Reave is what you want for Hard and Insanity.


Funny thing is, I'm playing on Veteran. Posted Image

#22
Sneelonz

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RGFrog wrote...

Reave works on protections and health. Slam doesn't work until you strip... on hardcore or above.
Regardless of cooldowns, you can't use slam effectively without doing something else first, and then doing something else after.
Reave, you can use on everything. It's correct that it doesn't have any bonuses vs. shields, but on insanity there's far more Armor to strip than shields.
If you're playing Vet or below, then slam becomes more useful than Reave as you don't have a lot of protections to deal with and can set up warp bombs with Miri and Thane pretty easily (providing they're not too busy to cast when you want them to).


So Slam does affect shields/armor on Veteran and lower right? I'm not good enough to play on hardcore or above. Posted Image

Actually, I think I might actually take Crippling Slam. The main purpose of me taking one of these two powers is to keep enemies from shooting at me and it seems like Crippling Slam does that better than Reave. Whatcha' think?

#23
Kronner

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Slam is incredibly useful on Insanity.



Sure you have to strip defenses first if you have Slam, but then you cast instant warpbomb and you can Charge right after that. You need to have a stripper and a bomber in your squad, but the same is true for Reave - you need Pull + Warp from your squad.

Reave does nothing (does not strip completly) against blue shields, Slam works the same regardless of your enemy, all you need to do is change your squad accordingly.

If you have Reave and you are facing Blue Suns or enemies with blue shields (majority of the game), you can't set up Warp bomb regardless of your squad, unless you shoot the enemies, which is a lot slower than just Overload + Slam + Warp.

#24
Bozorgmehr

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RGFrog wrote...

Reave works on protections and health. Slam doesn't work until you strip... on hardcore or above.


Slam does stagger enemies with protection

Reave, you can use on everything. It's correct that it doesn't have any bonuses vs. shields, but on insanity there's far more Armor to strip than shields.


At least 50 % (maybe up to 70-80 %)of all enemies have shields, making Reave useless. Slam works against every (unprotected) enemy

If you're playing Vet or below, then slam becomes more useful than Reave as you don't have a lot of protections to deal with and can set up warp bombs with Miri and Thane pretty easily (providing they're not too busy to cast when you want them to).


You can do the same using Slam: Warp > Slam > Warp = BOOM

Reave is an excellent power, but it doesn't fit any class imho. Adepts and Sentinels already have Warp (Reave not needed); Engineers and Infiltrators have Incinerate (better against armor), Reave will only make a difference on Collector missions (only 2 missions, don't think many players have lvl 4 Reave going to Horizon). Soldiers and Vanguards rely on their unique power and everything interfering with the flow of AR and Charge is bad imho - only (bonus) powers on short cooldown will do (for me)

Something else worth mentioning; Area Reave will not strip Collector barriers (6/6 biotic upgrades) at level 30 (it works at lvl 29 though) - for those who like to play NG+ its something to remember (Unstable Warp does strip barriers). To instastrip enemy barriers (lvl 30) yourself (Samara can't - using the Area version) you will need extra buffs. I can instastrip multiple barriers with my Adept, possible only due to the duration/power damage bonus received from passive. Without those buffs it doesn't work. Haven't tried this with a Soldier wearing the Blood Dragon armor (+15 power damage). Might work B)

#25
Leeroi

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If anybody has tried Miranda + Thane combo with Slam bonus power for vanguard, they'll know how usefull it is. Regardless of the cooldown you can always set up warp bombs with those 2 in your squad. You have slam, miranda has warp and slam, thane has warp... You practically don't need weapons.