Vanguard build-opinions wanted
#1
Posté 22 mai 2011 - 01:27
Inferno Ammo-10
Squad Cryo Ammo-10
Heavy Charge-10
Shockwave-6
Pull-3
Champion-10
Stasis-1
#2
Posté 22 mai 2011 - 01:40
#3
Posté 22 mai 2011 - 01:49
Depends who you talk to about Cryo, myself, I think it is the best thing since sliced bread on Insanity. Defenses are stripped easy in battle and with Cryo it helps close out and CC enemies at the same time.
Modifié par Samurai_Wahoo, 22 mai 2011 - 01:50 .
#4
Posté 22 mai 2011 - 01:56
#5
Posté 22 mai 2011 - 06:25
I don't much care for Shockwave on higher difficulty levels, but it's certainly entertaining on Veteran and below.
#6
Posté 22 mai 2011 - 06:35
I don't like Cryo Ammo at all. I'd rather invest my 10 points into Pull Field or Reave.
#7
Guest_iOnlySignIn_*
Posté 22 mai 2011 - 08:30
Guest_iOnlySignIn_*
If you're worried about Cryo glitching up Pull, and really like Pull to set up Warp Explosions, you can forgo Cryo altogether and go for Pull Field, and dump some more points into Stasis. That's what I call the Fake Adept. Bring a Warp capable squadmate (or two, if you like) and you're practically a Charging Adept with Inferno Ammo. Not bad at all.
#8
Posté 22 mai 2011 - 09:37
My current vanguard has Reave instead of Stasis and I spend the points there.
Modifié par termokanden, 22 mai 2011 - 09:40 .
#9
Posté 22 mai 2011 - 10:37
Inferno Ammo
Heavy Charge
Improved Shockwave
Pull Field
Champion
Stasis (1 point)
It's the closest you can get to becoming a biotic warrior; Shockwave is great to knock enemies off ledges and to stagger entire rooms. Pull Field is great CC, and Stasis speaks for itself. The choice is between squad Cryo Ammo which is nice on your teammates or getting Pull Field - I really liked using Pull Field, Improved Shockwave and the occasional Stasis between Charging. Vanguard feels like a 'gimped' Adept with awesome CQC abilities instead of a Charge monster only (which isn't too bad either
Here's a video : Adept or Vanguard?
#10
Posté 22 mai 2011 - 01:39
As for the build itself, you ought to max out Pull and Shockwave, otherwise you are simply gimping the Vanguard. I would advise ditching one of the ammo powers. Inferno may be worthwhile but you can afford its removal if you bring along Jacob or Grunt with the squad variety. Likewise, you could sub in Zaeed, Jack or Garrus for a different ammo. Personally, I say trade off Cryo though.
#11
Posté 22 mai 2011 - 05:51
Bozorgmehr wrote...
My latest (Claymore) Vanguard:
Inferno Ammo
Heavy Charge
Improved Shockwave
Pull Field
Champion
Stasis (1 point)
It's the closest you can get to becoming a biotic warrior; Shockwave is great to knock enemies off ledges and to stagger entire rooms. Pull Field is great CC, and Stasis speaks for itself. The choice is between squad Cryo Ammo which is nice on your teammates or getting Pull Field - I really liked using Pull Field, Improved Shockwave and the occasional Stasis between Charging. Vanguard feels like a 'gimped' Adept with awesome CQC abilities instead of a Charge monster only (which isn't too bad either
Here's a video : Adept or Vanguard?
Thanks for the build idea, it sounds good, I'm gonna try it out. Did you come up with that yourself or is it a common one? I've never seen it before.
And a biotic warrior is excactly what I'm going for with this build, that's what I liked about the ME1 vanguard, traditonal ME2 charge vanguard, while fun, lacks the same sort of feeling.
I'm considering the following build as well, trying to get the biotic warrior feel while still having squad cryo ammo.
Inferno Ammo
Squad Cryo Ammo
Heavy Charge
Improved Shockwave
Champion
1 Stasis
Modifié par Mars Nova, 22 mai 2011 - 06:49 .
#12
Posté 22 mai 2011 - 07:39
Mars Nova wrote...
Thanks for the build idea, it sounds good, I'm gonna try it out. Did you come up with that yourself or is it a common one? I've never seen it before.
And a biotic warrior is excactly what I'm going for with this build, that's what I liked about the ME1 vanguard, traditonal ME2 charge vanguard, while fun, lacks the same sort of feeling.
I'm considering the following build as well, trying to get the biotic warrior feel while still having squad cryo ammo.
Inferno Ammo
Squad Cryo Ammo
Heavy Charge
Improved Shockwave
Champion
1 Stasis
The most 'common' Vanguard builds have Inferno- and squad Cryo Ammo, Heavy Charge, Champion/Destroyer, and either Heavy Slam or Area Reave. The main issue here is squad Cryo Ammo. It's not very useful for your Vanguard (Inferno is better) but it provides 'free' CC for your squadies. Problem with Cryo Ammo is that biotic powers don't work when enemies are freezing - which can seriously screw up biotic combos
The build I used focuses on biotic powers (including squad powers) so I ignored Cryo Ammo completely and invested skill points in Shockwave and Pull. Going for Pull makes taking Slam bonus power redundant - Slam is great bonus power if you're going to ignore Pull though. Pull and Slam are perfect for Vanguards because of the ridiculous low cooldown (I went for Champion for the small extra cooldown reduction) which means you can use Pull/Slam without risk as long as you still have some shield up. Even when taking heavy fire, cooldown will be ready before enemies can touch your health (so you can Charge to get your shield back).
Slam's effect is instant allowing instant Warp explosions (with squad) but it's single target only and the window to detonate target (with Warp) is small. Pull travels towards target, but you can get Pull Field which can catch multiple enemies (and stagger multiple (protected) enemies within AoE. Pull will also CC enemies longer than Slam.
Shockwave is a more situational power, but it can be really good when there are ledges around and it's fun to use. It's also a great power to stagger. It can be used at the start of a fight, when you still have full shields so no need to Charge straight away, to stagger multiple enemies while you move in for the (close range) kill - Pull can be used similarly but SW has a huge AoE capable to stagger an entire room full of enemies.
Your build looks interesting and you can easily respec and trade Cryo Ammo for Pull Field to test that build. It's all about Cryo Ammo versus Pull Field. Whichever works best for you ought to do
P.S. Adept is my favorite class (check my sig if you're interested); and I learned a trick or two which can be used by other classes too. My aim with this build was to try how far I could go with an 'Adept wannabee' Vanguard without concessions to playstyle > as little cover possible
#13
Posté 22 mai 2011 - 08:31
Combine that with sniper rifle training on the collector ship, and I'll have a biotic warrior capable of handling situations at any range.
Modifié par Mars Nova, 22 mai 2011 - 08:32 .
#14
Posté 22 mai 2011 - 09:00
Slam has the upper hand (over Pull) b/c effect is instant - reducing the chance your squadmates can interfere; powers like Shockwave and Throw still work normally though target needs to be completely frozen for the shatter effect.
#15
Posté 22 mai 2011 - 09:02
#16
Posté 22 mai 2011 - 09:12
Bozorgmehr wrote...
The time between (enemy) getting hit up to being completely frozen biotic, powers like Pull, Slam and Singularity won't affect enemies. This means that when you use squadmate Overload to strip shields so you can follow up with Pull or Slam - but if your squadmates (accidentally) hit your target before Pull or Slam connects - they won't work.
Slam has the upper hand (over Pull) b/c effect is instant - reducing the chance your squadmates can interfere; powers like Shockwave and Throw still work normally though target needs to be completely frozen for the shatter effect.
Thanks for the advice, sounds like I'll be going with squad cryo ammo, I love shattering enemies. Freeze an entire room then let the shockwaves roll!
#17
Posté 22 mai 2011 - 10:12
#18
Posté 22 mai 2011 - 11:38
Curunen wrote...
How about dropping pull completely, maxing shockwave, and sticking one point in slam?
Not to be snide, but how about not investing points in an ability that is little more than a waste of a ~6 second cooldown? I know it's in vogue to use bad skills now that the game is old and most of the regulars have mastered it, but is it really sound advice to recommend Shockwave?
#19
Posté 23 mai 2011 - 01:20
#20
Posté 23 mai 2011 - 03:10
Mars Nova wrote...
Regarding squad cryo ammo vs. pull, another reason I plan on taking squad cryo is that there are several squad members who can learn pull and I can bring along if I need/want it, can't do the same with cryo ammo. And the target getting hit before it can be affected is much less of a problem, since pull is instacast when used by squadmates.
The squadmates will still use the skill animation though, at least if they're on your screen. This results in some irritating missed Warp bombs, most notably on Slam which has a rather unforgiving window of Warp opportunity.
#21
Posté 23 mai 2011 - 04:31
Thanks for all the feedback and advice guys, I really appreciate it.
Modifié par Mars Nova, 23 mai 2011 - 04:33 .
#22
Posté 23 mai 2011 - 04:45
Btw, your build looks fine, if you plan to have a Charge-centric Vanguard w/ access to Pull. I used something similar, though I took Stasis to rank 3. Boz's build is nice if you want to engage in a lot of casting.
#23
Posté 23 mai 2011 - 11:36
No it's not the build I would play, but seeing as the OP already had 6 points in it, and that the extra 2 points in pull don't make much difference, I thought that was the simplest rearrangement.lazuli wrote...
Curunen wrote...
How about dropping pull completely, maxing shockwave, and sticking one point in slam?
Not to be snide, but how about not investing points in an ability that is little more than a waste of a ~6 second cooldown? I know it's in vogue to use bad skills now that the game is old and most of the regulars have mastered it, but is it really sound advice to recommend Shockwave?
I would instead drop shockwave to 1 point, max slam to heavy/crippling, along with inferno/squad cryo/champion/heavy charge. So:
Inferno
Squad Cryo
Heavy Charge
Champion
Shockwave - 1
Heavy/Crippling Slam
But if stasis is preferred, then I would do:
Incendiary - 2
Squad cryo
Heavy Charge
Champion
Shockwave - 6
Pull Field
Stasis - 1
Modifié par Curunen, 23 mai 2011 - 11:37 .
#24
Posté 23 mai 2011 - 03:33
Thanks so much for all the advice and feedback guys, I really appreciate it. I finally know my class and build for my canon run on ME2. I can't believe it took me so long to realize that the vanguard can be more than just a charge machine.
Modifié par Mars Nova, 23 mai 2011 - 03:59 .
#25
Posté 23 mai 2011 - 06:53
Inferno Ammo (10)
Heavy Charge (10)
Wide Shockwave (10)
Destroyer (10)
Cryo Ammo (1)
and then 10 points into whatever bonus power strikes your fancy. Energy Drain and Reave are good choices. A lot of people like Neural Shock and Stasis, but I've never been overly fond of them.
Some people will go with 1 pt pull instead of 1 pt cryo ammo and take Warp Ammo for their bonus power. Warp Ammo does double the bonus damage against targets affected by biotics. Not my thing, but some people like it.
Personally, I like Energy Drain. The Vanguard isn't equipped with any defense stripping powers normally, and you face more shielded enemies than enemies with barriers.





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