ME2 vanguard help
#1
Posté 24 janvier 2011 - 10:10
1:Incendiary Ammo (for me) lvl3
2:Squad Cryo Ammo (for my squad exclusively) lvl4
3:Heavy Charge lvl4
4:Shockwave lvl2
5:Pull lvl1
6:Champion lvl4
Bonus Power: barriar lvl3
so, should i stay a vanguard, should i redo my build completely, or should i do a new class? thank you in advance
#2
Posté 24 janvier 2011 - 10:17
1: Inferno Ammo (for me) lvl4
2: Squad Cryo Ammo (for my squad exclusively) lvl4
3: Heavy Charge lvl4
4: Shockwave - one point
5: Pull zero
6: Champion lvl4
Bonus Power: Heavy Barrier or Heavy Slam lvl4
Also, what was your bonus weapon?
And other available weapons?
#3
Posté 24 janvier 2011 - 10:21
#4
Posté 24 janvier 2011 - 10:21
#5
Posté 24 janvier 2011 - 10:24
#6
Posté 24 janvier 2011 - 10:36
#7
Posté 24 janvier 2011 - 10:39
For example the Avalanche is really good against Husks. And there are a few places where the Cain really helps a lot like the Horizon Praetorian fight.
Also, if you have the Mattock, I recommend using that over the Avenger. The Vindicator is also nice since you have the SMG's.
Where are you having the greatest difficulty with the Vanguard? We can give you some tips for the different areas.
#8
Posté 24 janvier 2011 - 10:44
Modifié par Alistair4Ever, 24 janvier 2011 - 10:45 .
#9
Posté 24 janvier 2011 - 10:45
#10
Posté 24 janvier 2011 - 10:49
There are a couple levels where you can be close and use Charge frequently. You just have to know where to drop back into cover as you engage it.
The Vanguard can be really fun when you get the hang of the class. There are some videos I can look for again and link here also.
Modifié par Praetor Shepard, 24 janvier 2011 - 10:51 .
#11
Posté 24 janvier 2011 - 11:30
#12
Posté 24 janvier 2011 - 11:33
Modifié par Aynien, 24 janvier 2011 - 11:34 .
#13
Posté 24 janvier 2011 - 11:35
the eviscator is great against armor and barrierxXSnak3Eat3rXx wrote...
Do Reave instead of Pull.
#14
Posté 24 janvier 2011 - 11:51
Alistair4Ever wrote...
k thanks. i just finished the intro on insanity pretty easily. so arc projector u say? ill try that. the worst part is purgatory so thanks for the tips!
Which part of Purgatory? I'll give some general suggestions that I've used.
The YMIR's can be taken out in a number of ways. I tend to stay at range and just keep shooting and moving around. I try to keep the squad away from me to keep shooting at the mechs and guards as they focus fire on me, and I try to save the YMIR's for last since their pattern of attack repeats, especially the one that starts deactivated at the end of that long room.
Also, bring at least one squadmate with any level Concussive Shot, so you can bring down the three shield generators down in one shot. I prefer Garrus and/or Zaeed for this with Incisors. The other squadmate can be used to setup Warp Bombs, if you have Slam and have practiced the timing. But any power will do well. Stasis can buy you time also, if you have it.
Last thing, at the ending sequence, I leave the squad in the middle cover. Then, what I do is move to the bridge on the right, but only close enough to that generator, on that right side, to target that generator at range and then I bring up the power wheel to have a squadmate use the concussive shot to bring it down fast.
Then I run back to cover in the middle, and take out the generator in the middle.
Next, I move to the left side and use concussive shot on that one on the left and then focus on the Warden. I let the squad keep the other enemy busy near the middle, and I advance along that cover as close as necessary but staying at range and whittle the Warden down.
I hope what I'm describing is making sense.
#15
Posté 25 janvier 2011 - 12:21
#16
Posté 25 janvier 2011 - 12:23
Alistair4Ever wrote...
im sorry but this is IMPOSSIBLE!!! i cant even get passed the first fight on freedom's progress! i dont want to give up but if i cant even get passed the first real fight, then what chance do i have???
What part of Freedom's Progress?
#17
Posté 25 janvier 2011 - 12:25
#18
Posté 25 janvier 2011 - 12:33
I focus on shooting the dog mechs first to strip the armor with the pistol and I try to have Jacob Pull one.
If one dog mech is right on top of me I charge it and have the squad focus fire on it and try to drop behind the cover before I take too much damage.
Also you can tap the fire button really fast with the Shuriken to take down the mechs faster. Sometimes either Jacob or Miranda dies on me in that fight because of the cross-fire, but I try to save the MediGel for later.
#19
Posté 25 janvier 2011 - 12:48
Alistair4Ever wrote...
im sorry but this is IMPOSSIBLE!!! i cant even get passed the first fight on freedom's progress! i dont want to give up but if i cant even get passed the first real fight, then what chance do i have???
You're doing a NG+ Insanity run?
BAD idea. If you haven't run a new game on Insanity first, you're going to have an incredibly difficult time with NG+.
The issue is that NG+ enemies are scaled to lvl 30 but at the beginning of the game, you have ZERO upgrades.
I'd recommend starting a fresh game on Insanity instead. Not only will it be easier to get started, but it will also give you the ME1 import bonuses (if you used an import). NG+ does not give you the morality or Rich ME1 bonuses.
So far, I've only done 1 NG+ insanity run (with a Vanguard) and it was one of the more frustrating playthroughs I've ever done. Garrus's recruitment mission was absolutely the least fun experience I've ever had in this game. The shutters are ridiculous when you have no upgrades and "The Pyro" is more annoying than ever.
#20
Posté 25 janvier 2011 - 02:36
#21
Posté 25 janvier 2011 - 03:12
Alistair4Ever wrote...
well if i have to start a new game might as well play as a sentinal since they have tech armor and warp and stuff
Did you start with a new Shep, or import an ME1 or an ME2 Shep?
#22
Posté 25 janvier 2011 - 09:46
1: Inferno Ammo (for me) lvl4
2: Squad Cryo Ammo (for my squad exclusively) lvl4
3: Heavy Charge lvl4
4: Shockwave - one point
5: Pull zero
6: Champion lvl4
Bonus Power: Heavy Barrier
#23
Posté 25 janvier 2011 - 09:47
#24
Guest_Aotearas_*
Posté 25 janvier 2011 - 10:12
Guest_Aotearas_*
Incendiary Ammo - Lv4 (Inferno Ammo)
Cryo-Ammo - Lv4 (Squad Cryo-Ammo)
Biotic Charge - Lv4 (Heavy Charge)
Shockwave - Lv1
Pull - Lv0
Passive Talent - Lv4 (Champion)
Stasis - Lv4 (Enhanced Stasis)
Or you could try Flashbang Grenade - Lv4 (Improved Flashbang Grenade) if you have the Kasumi - Stolen Memories DLC.
Stasis let's you savely neutralize powerful enemies like YMIRs and Scions (foes a charging Vanguard might have serious problems with / does't work on Harbinger, Preatorians, Ocolus, Gunships, Thresher Maw and the Colossus however) whilst Flashbang Grenade can safely neutralize most enemies (even Harbinger) and make them sitting ducks for following attacks and presenting great crowd control. Stasis is more to lock out powerful foes like YMIRs, whilst the Flashbang is great to go against mostly mooks and give you an advantage over biotic enemies (or enemy engineers).
Weapon of Choice of course the M300-Claymore, but if you really don't like it (like not being able to perform the reload trick which grossly disadvantages the weapon in comparision), you can always go with Eviscerator and an Assault Rifle of Choice (Mattock is great, but Vindicator has its big points too). I generally discourage people in choosing Sniper Rifles for the Vanguard as the whole class layout doesn't really shine with ranged playstyles. Besides, with Zaeed and Thane, you have two excellent SR-wielders with big boni on damage (up to 50% both of them) that do already tons of damage (especially with the Incisor, woah) which can deal with pretty much anything enemies can throw at them (Zaeed can max out Disrupter Ammo to counter Shields and Synthetics whilst Thane is essentially a walking Anti-Biotic (excuse the pun)).
#25
Posté 25 janvier 2011 - 10:50





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