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Vanguard build-opinions wanted


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#26
MELTOR13

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That build looks pretty solid. I had Stasis on my last Vanguard, and it works wonders.

I'm thinking about rolling my next Vanguard without an ammo power, and using a squaddie (Probably Jack for Warp) for any ammo power. It's probably going to looks something like this:

Heavy Charge
Heavy/Improved Shockwave
Pull Field
Champion
Heavy/Area Reave

I'll most likely bring along Jack for warp ammo, although I'm open to opinions.

I've never used Reave before with any of my classes, and I know that's its generally recommended for Vanguards, so I'd like to try it out. What do you guys think?

#27
Locutus_of_BORG

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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?

Well, I personally see this type of Vanguard as a 'themed' variation of the class. I doubt it'll ever have the efficiency of the now standard charge bot Vanguard, but it's more interesting, and I think a bit closer to what BW showcased in ME2's class reveals.

#28
Mars Nova

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MELTOR13 wrote...

That build looks pretty solid. I had Stasis on my last Vanguard, and it works wonders.

I'm thinking about rolling my next Vanguard without an ammo power, and using a squaddie (Probably Jack for Warp) for any ammo power. It's probably going to looks something like this:

Heavy Charge
Heavy/Improved Shockwave
Pull Field
Champion
Heavy/Area Reave

I'll most likely bring along Jack for warp ammo, although I'm open to opinions.

I've never used Reave before with any of my classes, and I know that's its generally recommended for Vanguards, so I'd like to try it out. What do you guys think?


Looks interesting, although if you're going to go without an ammo power, I'd bring Jacob or Grunt for squad incindeary.  I personally can't imagine the vanguard without inferno ammo, though.

#29
termokanden

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While I respect people's attempt to get something else out of the Vanguard, I'd rather play to its strengths myself, that is skip the casting part and focus on doing well in CQC. Inferno Ammo is also my favorite ammo power and I wouldn't dream of skipping it.

#30
Clonedzero

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my last vanguard was something like (i dont remember the exact build but)

fire ammo 3/4
charge 4/4 (the slow down time for a second one)
shockwave 3/4 (might have been 4/4 i dont remember)
pull 4/4 (pull field, used it ALOT)
slam 3/4 or 4/4 (if it was 4/4 it was heavy slam.
passive 4/4 (the one with more weapon damage)
cryo ammo 2/4

i used slam, shockwave and pull alot while using SMG/ AR as my primary weapons. had shotgun and heavy pistol using cryo ammo to freeze dudes (why? i dunno was fun) i used charge as more a utility ability rather than primary attack, but i did my fair share of shottycharging.

i use my vanguard as more of a jack of all trades (minus tech stuff) rather than a CQC specialist. i like it that way, i'm fully aware it might not be optimal but its alot of fun to have a wide range of abilities and tactical approaches to each fight.

personally i loved uh, charging into the back of an encounter, and setting enemies up in a cross fire between me and my squaddies, confused the enemies alot. either they were shooting at my squaddies leaving them wide open for me, or they were shooting at me leaving them wide open for my squaddies. whenever i'd start getting overwhelmed on my own on the otherside of a firefight i'd bounce myself as far away as i could and set up somewhere else. was alot of fun to play that way.