Modifié par MadCat221, 26 mars 2011 - 09:32 .
Veteran/Lower Difficulty Vanguard
#26
Posté 26 mars 2011 - 09:32
#27
Posté 26 mars 2011 - 09:35
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
Posté 26 mars 2011 - 09:37
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
Posté 26 mars 2011 - 11:07
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
Posté 27 mars 2011 - 06:53
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
Posté 27 mars 2011 - 07:39
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
Posté 27 mars 2011 - 06:39
Stasis, i'm assuming is for the ridiculous damage bonus you just get as stasis is ending on the target?
#33
Posté 27 mars 2011 - 07:05
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 .





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