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ME2 Vanguard bonus power


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59 réponses à ce sujet

#51
lazuli

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Sparroww wrote...

Instead of starting a new topic I'll ask this here, which is the best evolution of Slam, Heavy or Crippling? I'm running a Vanguard atm and already using Slam as bonus which is very handy for Warp Bombs.
Thoughts?


Heavy Slam is attractive for a slightly longer lift duration, perhaps giving your squadmates enough time to hit the target with a Warp if they're on your screen and you have to witness their animation.  If you're flagging correctly and always in front of your squadmates, that will never be an issue.  Regardless, .2 seconds isn't that much anyway.  Whenever I max out Slam, I take Crippling Slam.

#52
jwalker

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Sparroww wrote...

Instead of starting a new topic I'll ask this here, which is the best evolution of Slam, Heavy or Crippling? I'm running a Vanguard atm and already using Slam as bonus which is very handy for Warp Bombs.
Thoughts?


I always take Slam as bonus power and I never spend more than 1 point on it.

The only problem with Slam for warp bombs is lift's short duration. You have to make sure Miranda or Thane are out of sight, so there won't be any delay showing the Warp animation on them. This is very easy for a Vanguard. I don't think is worth spending another 9 skill points just to get half a second improvement.

The other shortcoming for Slam is that there is no AeE version for the power.

Slam is awesome, but at rank 1, IMO.

#53
Bozorgmehr

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Yeah, I agree with jwalker. Slam is great at rank 1. But since there's no need to go for Pull, there are enough skill points available to max Slam. I always do this last (Heavy Charge > Passive > Inferno Ammo > squad Cryo Ammo > Slam)

I only use Slam to warp detonate and for insta-killing husks, but if you're planing to use it like a CC power - Crippling Slam should be best. If not, Heavy Slam is a little better.

#54
Sparrow44

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Yeah I'm going for maxed Inferno, Cryo, Charge and Champion and not interested in putting points for Shockwave just to get Pull. And Slam rank 1 has already been useful to me at the beginning so there's no urgency to spend more points straightaway.

Crippling Slam does sound a bit better and extra CC duration is never a bad thing so will go for that after I've maxed everything else out. Cheers guys. =)

#55
amcnow

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I prefer Slam:
1. Shorter cooldown means less interference with Charge.
2. All the cool peeps are doing Warp Explosions.
3. Wasting points in Shockwave just to get Pull is for suckers. Image IPB

Sandbox47 wrote...

Use engineer. That'll save you the trouble of being weak.


KILL IT WITH FIRE!!! Image IPB

#56
jwalker

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amcnow wrote...

[...]
3. Wasting points in Shockwave just to get Pull is for suckers. Image IPB
[...]


Yeah, and then they can have Stasis as bonus power. Such a waste :lol:

#57
ryoldschool

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I'm a sucker then case I use pull with stasis most of the time. Pull on lotsb outside and the reaper iff. Stasis for dcs trap ( scion ) and ymir mechs. I use slam only on horizon. We are also only talking 1 pt in stasis and pull.

#58
Sailears

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On vanguard I only make a point of going for pull if it's going to be pull field, to justify wasting points in shockwave, and this would be endgame when you have enough points to throw around.

Before that, slam is certainly more preferable.

#59
jwalker

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Curunen wrote...

On vanguard I only make a point of going for pull if it's going to be pull field, to justify wasting points in shockwave, and this would be endgame when you have enough points to throw around.
Before that, slam is certainly more preferable.


Once I have enugh skill points, my choice is between Pull Field or Squad Cryo. Thanks to useless shockwave, you can't max out both. But I take Stasis as BP as soon as I can have Pull rank 1.

#60
Sailears

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^Yeah, sad that choice with two of the best powers in the game (pull field and squad cryo).

I agree that pull 1 is good when you want to take stasis.