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Why I use "Slam" as my bonus power


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#1
LeonBrass

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(And why you guys think I should reconsider)
Note: I play at vet or hardcore... never on insanity.
I have played all classes succesfully except Vanguard (still trying, I am lousy at CQC for some reason)

1. a 3 second base line cooldown, so it doesn't interfere much with other powers.
2. it damages any enemy that is down to health, and kills husks and other "weaklings" outright.
3. staggers armored and barried enemies briefly
4. works on mechs and organics (again, down to health only, otherwise see 3)
5. combines with other biotic attacks (though not as spectacular as a warp - singularity combo)
AND...
6. It's a lot of fun to see how high you can make a flaming Krogan bounce!:lol:

#2
jwalker

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7. cancels the scion's 'melee' attack.

#3
Kronner

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8. The Slam animation is awesome.

m14567's Vanguard build (Claymore + Heavy Charge + Destroyer (Champion is the same) + Inferno Ammo + Heavy Slam) is the best and most fun Vanguard I have ever played.

Modifié par Kronner, 23 novembre 2010 - 07:27 .


#4
Kurt M.

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9. This

10. (And tip) It's a quick way to completely negate a heavy mech once it's down to his health bar.

Modifié par Gladiador2, 23 novembre 2010 - 07:33 .


#5
Kurt M.

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11. (Almost forgot): In the Shadow Broker's base, while outside of it, strip off any enemy from their shields/armor, Slam them and watch them fly to the storm and get volatilized (while you can't do that with Pull). Priceless. Simply.



With Squad Disruptor ammo (occasionally switching to Inferno due to some mechs you find in the way)+ you & squad smg's/assault rifles = easiest part of the game.

#6
jwalker

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Gladiador2 wrote...

11. (Almost forgot): In the Shadow Broker's base, while outside of it, strip off any enemy from their shields/armor, Slam them and watch them fly to the storm and get volatilized (while you can't do that with Pull). Priceless. Simply.


I succesfully forgot about that :D:D

#7
Kurt M.

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Well, that strategy basically saved my life while decoding the door. I honestly don't know if I could survive that part with any other power :) (in Insanity, of course).

Modifié par Gladiador2, 23 novembre 2010 - 08:07 .


#8
jwalker

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yeah, those lightning rods pretty much do all the shield strippping for you... and SLAM!

#9
Kurt M.

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You got it. And if the rods aren't enough, disruptor ammo does the trick.

And for the enemy Vanguards, Warp + Singularity + SMG's takes out their barrier pretty quickly. I always take them out the first ones. They're a pain in the ***, and I just love to have them volatilized :)

Modifié par Gladiador2, 23 novembre 2010 - 08:25 .


#10
tonnactus

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Gladiador2 wrote...

9. This

10. (And tip) It's a quick way to completely negate a heavy mech once it's down to his health bar.

Then even concussion shot will work...
But stasis even work on "protected" enemies like this.

#11
hong

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Gladiador2 wrote...

9. This


Not sure why that shows Slam is better than Pull. Both powers will instakill a husk once its armour is down, right?

#12
tenshi_no_hone

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Plus pull does work to lift grunts off the ship in LotSB

#13
Kurt M.

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Wrong. I tested it and it didn't worked. Because Pull drives your enemies to your direction, not directly vertically like Slam.



A Pull + Throw/Singularity combo COULD work...but why use 2 powers when you can kill them with 1 alone?

#14
AntiChri5

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I have sent them high enough to kill them outside the Shadow Broker ship with Pull.

Nothing listed here so far is anywhere near enough to favour it over Pull.

#15
Kronner

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AntiChri5 wrote...

I have sent them high enough to kill them outside the Shadow Broker ship with Pull.
Nothing listed here so far is anywhere near enough to favour it over Pull.


Instant Warp bombs. Pull is not even close there.

#16
AntiChri5

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The difference is less then a second.

Still not enough.

#17
Kronner

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AntiChri5 wrote...

The difference is less then a second.
Still not enough.


Pull projectile travel time can be longer than a second. Insant effect is always much better.

Not enough for you, cool. :)
For some people, Slam is just better. Comes down to playstyle. For me Slam is much better than Reave so..

Modifié par Kronner, 24 novembre 2010 - 12:29 .


#18
AntiChri5

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I do not see in which universe Slam could be better then Reave.

And Pull is my favourite non class specific biotic power.

#19
Kronner

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AntiChri5 wrote...

I do not see in which universe Slam could be better then Reave.
And Pull is my favourite non class specific biotic power.


In my game yes, I do not like to strip defenses using powers. Reave's CD is too long for me to like it on a Vanguard.
I use Claymore exclusively, so no need to bother with defense stripping before Charging. When I do want to do a warp bomb, Slam is a great set up power. Squad Warp/reave - my Slam - squad Warp is quicker than myReave - squad Pull - squad Warp (meaning I can Charge sooner). I also like Pull, just not on a Vanguard, where the instant effect of Slam is just better for my playstyle.

For other biotic classes, I rather play with enemies after removing their defeses using squad powers. So yeah, Reave is a pointless and boring power for me. Energy Drain and Overload are the same. As an Adept I prefer removing defenses with guns/squad and then toying with the enemies. It's that simple.

Modifié par Kronner, 24 novembre 2010 - 12:50 .


#20
Guest_m14567_*

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I prefer slam over pull on a vanguard as well. Pull requires 3 points in shockwave and has the projectile path. Slam's instant cast and low cooldown make it a perfectly viable bonus power, if you can't see a universe in which that is better than reave that's your own shortsightedness.

#21
Kurt M.

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I've tested Reave, too, and while it has it's pros, it still doesn't convince me, either. Apart from it's paralyzation effect, it's pretty much useless to me. And boring. For me, it's either Slam or any shield bonus power. And I'm just too used to Slam to leave it out. I feel like naked when I don't have it.

As Kronner said, it's a matter of personal taste. Unlike him, I actually use all four kinds of weapons in the battlefield (pistols, SMG's, sniper rifles and shotguns), always depending of the type of defenses the enemies have, and their distance. And I think it's just great to scope someone, strip them off their defenses, and slam'em to their pain ^^

(Well, I still haven't tested Stasis properly...maybe I'll do it in my current playthough. It's the only bonus power it can interest me besides Slam).

Modifié par Gladiador2, 24 novembre 2010 - 01:21 .


#22
AntiChri5

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I prefer slam over pull on a vanguard as well. Pull requires 3 points in shockwave and has the projectile path. Slam's instant cast and low cooldown make it a perfectly viable bonus power, if you can't see a universe in which that is better than reave that's your own shortsightedness.


Slam performs two functions, both of which are provided by Pull. Reave performs five (and one of them is one of the two that Slam provides).

I don't see why it is necessary to make personal judgements/alegations based on my experiences with a particular power but, hey, whatever works for you man.

#23
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AntiChri5 wrote...

I prefer slam over pull on a vanguard as well. Pull requires 3 points in shockwave and has the projectile path. Slam's instant cast and low cooldown make it a perfectly viable bonus power, if you can't see a universe in which that is better than reave that's your own shortsightedness.

Slam performs two functions, both of which are provided by Pull. Reave performs five (and one of them is one of the two that Slam provides).
I don't see why it is necessary to make personal judgements/alegations based on my experiences with a particular power but, hey, whatever works for you man.


Yes, whatever works for you.  You originally stated that you could not "see a universe" in which slam was better than reave, I would say that ranks up there as a "personal judgement".  If you believe that that is fine but others have pointed out slam can have a variety of uses, just saying.

#24
Kurt M.

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Not to mention he says Reave provides "5 functions" and he doesn't mention even one...^^

#25
Fiery Phoenix

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11. On the Shadow Broker's ship, it causes mercs to fly away due to the storm, instantly killing them.