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Veteran/Lower Difficulty Vanguard


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#26
MadCat221

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Claymore doesn't really work well with Vet and below, because, quite simply... you don't need that absurd amount of damage to kill the average foe. When everything is a bullet sponge like in Hardcore or Insanity, yeah you do need absurd damage to be able to drop an enemy quickly. But not in <=Veteran.

Modifié par MadCat221, 26 mars 2011 - 09:32 .


#27
Kronner

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imadipp wrote...

That may have been my confusion the whole time, really. Gah. Figuring as the WEAPON damage is the only thing doubled, I can see your point more clearly now as to why the ammo power damage is so insignificant. The same can be true of my Sentinel, so maybe Ap ammo isn't so useful on his shotgun XD.

Though, it does match quite well.


Yeah, AP ammo is fairly useless. It has cool blood effect though.

Here is a good read on Ammo powers:
http://social.biowar.../index/4355737/

#28
Kronner

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MadCat221 wrote...

Claymore doesn't really work well with Vet and below, because, quite simply... you don't need that absurd amount of damage to kill the average foe. When everything is a bullet sponge like in Hardcore or Insanity, yeah you do need absurd damage to be able to drop an enemy quickly. But not in <=Veteran.


I definitely agree about that.
Though I think that enemies on Insanity have normal amount of health and defenses, and it is incredibly low on Veteran or lower. I have seen the Arrival footage with Jesse Houston playing on Normal, or Casual and the enemies had ridiculously low health.

#29
imadipp

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That might be part of the problem. When the Scimitar does so well, I wonder why the Claymore is really "Better". On higher difficulties, being able to one-shot enemies still would be a bigger advantage. I hate wasted damage, I only need as much as I need, the rest isn't really that useful.

You suggest slam for the bonus power, for instant warp bombs or Reave as a lot of enemies still have few protections?

My Sentinel will probably take up Energy drain and roll his way over my new playthroughs.If only sentinel was more fun to play x.x The Vanguard is just so much more my style.

#30
mcsupersport

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If you aren't going to use Stasis, the best power of all, then Reave if you are investing in pull, and Slam if you aren't investing in pull. Slam allows you to not put points in pull and dump them in Cryo ammo and still have a warp bomb power. On veteran and below I would rather have Reave, and use pull with the points in Shockwave giving you good use.
A Slam build would be
10 inferno
10 cryo
10 shockwave
10 Vanguard
10 heavy charge
1 slam

Pull build alternate

10 inferno
0 cyro
10 Heavy charge
10 improved shockwave
1 pull
10 Vanguard
10 area reave

You can play around with the levels of shockwave and pull, to get what you want out of the powers, but for me shockwave has too long of cooldown for what it gives, and so it takes away from charge, especially if you go area charge(which I don't like). When I want pull I generally only put two levels in shockwave, and then hit pull, but some here have said that shockwave really does have good use when maxed, but again, not really my cup of tea.

#31
Kronner

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imadipp wrote...

That might be part of the problem. When the Scimitar does so well, I wonder why the Claymore is really "Better".


I didn't say it's better. It is not better for everyone - although it is better for me, because it fits my playstyle. A lot of people prefer Scimitar. Like I said, shotguns are well balanced, the choice comes down to personal preference.
You can dominate Insanity with Katana too.

imadipp wrote...
You suggest slam for the bonus power, for instant warp bombs or Reave as a lot of enemies still have few protections?


On Veteran and below, I'd roll:
Inferno Ammo 10 - extra CC for free (activated once per mission and that's it)
Cryo Ammo 0 - no need
Heavy Charge 10 - Do not want to send multiple enemies flying
Improved Shockwave 10 - Awesome CC power on Veteran and below
Champion 10 - or Destroyer - no difference whatsoever
Pull Field 10 - Another great CC power
Stasis 1 - to easily kill YMIRs and Scions etc. OR Slam 1 for instant Warp bombs

Modifié par Kronner, 27 mars 2011 - 07:40 .


#32
imadipp

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The point of Slam with only one point is that it's instant and the amount of points doesn't add or subtract to that, so warp bombs are instant. I play on the 360, so one point will mean I have to powerwheelpause the game right after to be able to pull those off without hiccup, assuming my party member is out of my line of sight so they instacast.

Stasis, i'm assuming is for the ridiculous damage bonus you just get as stasis is ending on the target?

#33
Kronner

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Yeah, pretty much. Once Stasis wears off, you can shoot a defenseless target on the ground for a while. And then there's the Fall of Death - confirmed by a dev to be a bug though.

I prefer Slam, and put 10 points into it (Heavy Slam), because there is nothing else I can spend points on anyway (Shockwave sucks on Insanity and Pull is redundant when I have Slam).

Modifié par Kronner, 27 mars 2011 - 07:07 .