A question about staggers
#1
Posté 22 décembre 2010 - 06:36
#1: Powers that stagger: Which powers stagger, and which don't? I know that any power with a physics component to it causes stagger, i.e. Throw, Pull, Concussive Shot, etc, but of the ones that don't, which stagger? I know Incinerate does, but I've tried to use Neural Shock as a quick 3 second CD stagger, and I've not seen anyone with defenses react to it.
#2: In line with the last part of #1, is there any bonus power that staggers on a CD faster than the base 6?
The reason for this, is I'm working on my Infiltrator play, trying to be more aggressive, etc. I've been inspired by the many Infiltrator builds that have been posted in the last few weeks, and I'm kinda trying to pull 'em together to make something of my own, and for that I'd like to have access to a quick stagger.
I know Slam is a 3 sec CD, but it's a biotic ability, and I'm trying to play a purist RP run, to see if this build works without respecing, and along with that RP run, my shep is a non-biotic. So....any ideas for a 3 sec CD stagger? I'm currently using Flashbang Grenade, and it's working well, but it's got that pesky 6 second cooldown that interferes with my cloak, etc.
Yeah, this post turned out to be a bit longer than I planned. But anyways, any advice, suggestions, etc would be appreciated.
#2
Posté 22 décembre 2010 - 06:48
khevan wrote...
I know Incinerate does, but I've tried to use Neural Shock as a quick 3 second CD stagger, and I've not seen anyone with defenses react to it.
In line with the last part of #1, is there any bonus power that staggers on a CD faster than the base 6?
Neural Shock does stagger enemies with defenses up. OniGanon's Infiltrator Guide has lots of info about Neural Shock; he made a vid to celebrate NS: www.youtube.com/watch
Neural Shock is excellent bonus power; superfast cooldown, insta-cast, long duration, stagger, AoE version etc - only downside: it only works on organics. It's my favorite bonus power for the techies, Infiltrator and Engineer.
#3
Posté 22 décembre 2010 - 06:48
edit: Boz was faster
Modifié par Kronner, 22 décembre 2010 - 06:49 .
#4
Posté 22 décembre 2010 - 06:50
#5
Posté 22 décembre 2010 - 07:05
#6
Posté 22 décembre 2010 - 07:10
Modifié par Praetor Shepard, 22 décembre 2010 - 07:13 .
#7
Posté 22 décembre 2010 - 07:43
#8
Posté 22 décembre 2010 - 07:59
#9
Posté 22 décembre 2010 - 08:38
I was testing on Samara's RM, that first fight in the alley with one Eclipse Vanguard, one Eclipse Initiate, and 3 LOKI mechs. Took out the mechs first, and spent lotsa time just using NS. Reloaded the game several times to keep testing, since NS does strip barriers, just slowly.
Anyways, what I found was that approximately 20% of the time, NS won't stagger, especially if the target is in cover but exposed and shooting at you. If you time it right and hit NS as they duck back into cover, it's almost a guaranteed stagger. Also, I had more trouble staggering the Vanguard than the Initiate.
All of this was with level 1 NS, and I'm outta testing time for the day, so I'll hafta see if higher levels of NS stagger more consistantly.
Edit: Stupid board format, double spacing between paragraphs.
Modifié par khevan, 22 décembre 2010 - 08:38 .
#10
Posté 22 décembre 2010 - 08:53
#11
Posté 22 décembre 2010 - 09:35
If you're looking for staggers, you're probably better of with Flashbang - huge AoE and weapon overheating, but on a 6 s (base) cooldown.
thisisme8 wrote...
Bring Jack with maxed out Area Shockwave. People have bashed her since release, yet I find her to be one of the most useful Squadmates on most missions since staggering is a huge part of my gameplay no matter what class I'm playing.
Jack's very useful for staggers; her Shockwave can be used every ~6 s with maxed passive and biotic cd reduction upgrade.
#12
Posté 23 décembre 2010 - 12:27
#13
Posté 23 décembre 2010 - 03:06
#14
Posté 23 décembre 2010 - 05:39
khevan wrote...
After much consideration, and as much as I want the quick 3s CD of NS, I think that for me, Flashbang is the best option. May not be as quick, but it seems to be more reliable. Thanks for all the replies.
FB's 6 sec cooldown in practice is a lot less if you're using it under the right conditions. Passive reduces it to about 5 seconds. It usually takes 1 - 1.5 secs from the moment you throw it to the moment it explodes. Against protected enemies, it staggers and disables all attacks (weapons, tech, biotics) for a few more seconds, giving you somewhere between 3.5 - 4 seconds to shoot/run/whatever (assuming you can take the inital 1.5 seconds of damage). Adding the passive cooldown bonus, the next available power comes in around 1 second. Of course, if you screwed up the throw, then you did waste about 5 seconds of CD.
#15
Posté 23 décembre 2010 - 05:51





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