Shockwave on Insanity: You asked for it.
#1
Posté 21 février 2011 - 04:09
ME2 - Shockwave Insanity - The Lazy Vanguard
Note: Really this works with an Adept just as much as a Vanguard.
Is Shockwave the worthless power it is made up to be on Insanity? You decide. I will say that it was a breeze of a run.
#2
Posté 21 février 2011 - 04:52
#3
Posté 21 février 2011 - 05:00
#4
Posté 21 février 2011 - 05:03
#5
Posté 21 février 2011 - 05:20
#6
Posté 21 février 2011 - 05:34
#7
Posté 21 février 2011 - 05:39
#8
Posté 21 février 2011 - 05:54
NICKjnp wrote...
I love shockwave..especially on my Assault Rifle adept. It is only useful as at level three and higher though. Vanguard it is fun but only if you take area reave and have samara with area reave.
I love being Vanguard and I use shockwave a lot with reave ...My Squad is normally Miranda/Kasumi and Garrus/Zaeed and it works just fine for me...even on insanity
#9
Posté 21 février 2011 - 07:09
#10
Posté 21 février 2011 - 07:29
Modifié par Kronner, 21 février 2011 - 07:30 .
#11
Posté 21 février 2011 - 07:36
Kronner wrote...
Interesting. I don't have a single Vanguard with AR/SR, but I will try this Shockwave run on my AR Adept. What team have you used? Heavy or Improved Shockwave?
I would suggest this build:
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwavve
Lvl 1 pull
Lvl 4 champion
Lvl 4 heavy/area reave
Alternate
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwave
Lvl 4 pull field
Lvl 4 champion
Lvl 1 stasis
#12
Posté 21 février 2011 - 08:29
Squad Incendiary
Squad Cryo
Heavy Charge
Wide Shockwave?
Champion
Had a point left over. I go wide so I can get as many people in it as possible. The trick is moving around to line up the enemies. Always take defense strippers for that mission. Miranda gets a lot of use early on as she can handle all defenses. Go area everything to get as many people as possible in it and throw in some liberal use of heavy weapons. It's tons of fun.
Just a note though, the Cryo was for Husk missions. Frozen enemies tend to not cooperate with biotics.<_<
Modifié par thisisme8, 21 février 2011 - 08:30 .
#13
Posté 21 février 2011 - 09:06
NICKjnp wrote...
Kronner wrote...
Interesting. I don't have a single Vanguard with AR/SR, but I will try this Shockwave run on my AR Adept. What team have you used? Heavy or Improved Shockwave?
I would suggest this build:
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwavve
Lvl 1 pull
Lvl 4 champion
Lvl 4 heavy/area reave
Alternate
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwave
Lvl 4 pull field
Lvl 4 champion
Lvl 1 stasis
Lvl 0 cryo? Interesting choice since vanguard is the class the benefits the most from cryo ammo.
#14
Posté 21 février 2011 - 09:34
swn32 wrote...
NICKjnp wrote...
Kronner wrote...
Interesting. I don't have a single Vanguard with AR/SR, but I will try this Shockwave run on my AR Adept. What team have you used? Heavy or Improved Shockwave?
I would suggest this build:
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwavve
Lvl 1 pull
Lvl 4 champion
Lvl 4 heavy/area reave
Alternate
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwave
Lvl 4 pull field
Lvl 4 champion
Lvl 1 stasis
Lvl 0 cryo? Interesting choice since vanguard is the class the benefits the most from cryo ammo.
As stated above...frozen enemies tend not to be affected by biotics.
#15
Posté 21 février 2011 - 10:43
#16
Posté 22 février 2011 - 01:57
thisisme8 wrote...
Is Shockwave the worthless power it is made up to be on Insanity? You decide.
Yep, still worthless. Good video, but Shockwave performed about as well as we all expect it to on Insanity. Good way to have fun with it, but I would definitely run that build with an Adept since you'd get more use out of Singularity than Charge with that technique.
#17
Posté 22 février 2011 - 01:58
@scrog
You say it's useless, but I did the whole game with it and it performed great. Guess there's just no convincing you.
Modifié par thisisme8, 22 février 2011 - 01:59 .
#18
Posté 22 février 2011 - 02:06
thisisme8 wrote...
Area Pull doesn't affect everyone in front of you and while you can aim it behind cover in most situations, Shockwave works every time.
Thing is in most of those cases, and that level is set up fairly well for shcokwave you hit few enough drones that a area pull would have hit them all as well. And then area pull keeps them out fo the fight much longer, and sets up warp bombs much better as well. On top of that even when you miss a batch way in the rear or something area pull has 1/2 the cooldown so you could throw another one and still be on track of roughly the same time. In most of the cases what won the fight was squadies wiping out the defenses and then an aggresive attack to finish them off. you killed plenty of them with charge, plenty just using the gun on those who were not shockwaved etc. Shockwave helped sure, knocking people prone stops them shooting at you and allows you to close in and shoot them on the ground. Again that is fine, but in the vast majority of situations pull is still the better choice.
For an adept it is an even worse option since you unlock shockwave so it is harder to max while still keeping other essentials maxed as well.
#19
Posté 22 février 2011 - 03:09
thisisme8 wrote...
Area Pull doesn't affect everyone in front of you and while you can aim it behind cover in most situations, Shockwave works every time.
@scrog
You say it's useless, but I did the whole game with it and it performed great. Guess there's just no convincing you.
I thought you said we get to decide?
I would like shockwave if they would do any 2 of these 4 changes to it:
1. Lower it's cooldown to 4.5 seconds.
2. Increase it's damage against defended targets to be equal to half a warp.
3. Increase it's speed so that it hits distant targets close to instantly. BOOOM!
4. Make the heavy version stun the target for at least 3 seconds.
Shockwave is meh right now. I want it to be awesome.
Has there been any word on a decent Shockwave in ME3?
#20
Posté 22 février 2011 - 03:14
NICKjnp wrote...
swn32 wrote...
NICKjnp wrote...
Kronner wrote...
Interesting. I don't have a single Vanguard with AR/SR, but I will try this Shockwave run on my AR Adept. What team have you used? Heavy or Improved Shockwave?
I would suggest this build:
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwavve
Lvl 1 pull
Lvl 4 champion
Lvl 4 heavy/area reave
Alternate
Lvl 4 inferno ammo
Lvl 0 cryo ammo
Lvl 4 heavy charge
Lvl 4 heavy shockwave
Lvl 4 pull field
Lvl 4 champion
Lvl 1 stasis
Lvl 0 cryo? Interesting choice since vanguard is the class the benefits the most from cryo ammo.
As stated above...frozen enemies tend not to be affected by biotics.
Frozen enemies are as good as dead.
#21
Posté 22 février 2011 - 03:51
ScroguBlitzen wrote...
thisisme8 wrote...
Area Pull doesn't affect everyone in front of you and while you can aim it behind cover in most situations, Shockwave works every time.
@scrog
You say it's useless, but I did the whole game with it and it performed great. Guess there's just no convincing you.
I thought you said we get to decide?
I would like shockwave if they would do any 2 of these 4 changes to it:
1. Lower it's cooldown to 4.5 seconds.
2. Increase it's damage against defended targets to be equal to half a warp.
3. Increase it's speed so that it hits distant targets close to instantly. BOOOM!
4. Make the heavy version stun the target for at least 3 seconds.
Shockwave is meh right now. I want it to be awesome.
Has there been any word on a decent Shockwave in ME3?
I would say a lower cooldown on it would make it too good. Remember, that means lower cooldown on Normal where it's totally OP.
#22
Posté 22 février 2011 - 04:13
#23
Posté 22 février 2011 - 04:21
Modifié par Tony Gunslinger, 22 février 2011 - 04:21 .
#24
Posté 22 février 2011 - 05:05
Shockwave is just a broken power. Overpowered on anything under hardcore and crap on hardcore or insanity.
For ME3 I think they should...
1: Give it the same barrier and armor multipliers as warp: Increasing the damage multipliers against protection is a good way to increase the power's usefullness on higher difficulties without making it even more overpowered on lower difficulties.
2: Increase the damage it does to be around 60% as much as warp: This would make it a good anti barrier or anti armor attack against multiple enemies although not nearly as good against a single enemy as warp.
3: Against Enemies Without Protection have It Fling Them Through The Air; But do No Damage: This would compensate for the increased damage I proposed against barriers and armor and make it slightly less overpowered on lower difficulties since it would still hurl unprotected enemies through the air; but wouldn't do any extra damage.
4: Increase the cooldown to 8 seconds for Shepard, 16 seconds for Allies: Increasing the cooldown would make it less overpowered on lower difficulty levels and help balance out the increased damage I've proposed on higher difficulty.
#25
Posté 22 février 2011 - 09:52
Modifié par horangi88, 22 février 2011 - 01:44 .





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