Area Reave on Insanity
#1
Posté 09 juin 2011 - 03:01
Luckily as an Adept with Singularity this wasn't a serious issue. But IIRC, It easily does the trick on the other dfficulties just fine.
#2
Posté 09 juin 2011 - 06:25
Locutus_of_BORG wrote...
Luckily as an Adept with Singularity this wasn't a serious issue. But IIRC, It easily does the trick on the other dfficulties just fine.
There you go...
Insanity = more def layers, larger / longer layers. Enemies are more aggressive, use powers more often, and flank more
#3
Posté 09 juin 2011 - 06:29
#4
Posté 09 juin 2011 - 08:04
#5
Posté 09 juin 2011 - 05:23
i find that reasonable, because the amount of barrier/armor left is so small, that it was likely an oversight of the developers (all other area protection strippers don't have that problem with all upgrades).
#6
Posté 09 juin 2011 - 07:22
Man, here I was hoping for the kind of total cc lockdowns I did back in my Hardcore runs... C'est tres tres dommage, mes amies.
I take it techies will still be able to do it, since Incineration Blast does an extra 15 dmg, which I guess will take down that last 1 pt or so armor?
If I miss the biotic mayhem too much, I might just try the coalesced mod.
Modifié par Locutus_of_BORG, 09 juin 2011 - 07:24 .
#7
Posté 09 juin 2011 - 11:13
Modifié par kstarler, 09 juin 2011 - 11:16 .
#8
Guest_iOnlySignIn_*
Posté 10 juin 2011 - 12:11
Guest_iOnlySignIn_*
What I did to test this is to change the PowerDurationModifier to a large number like 5. It resulted in any version of Reave doing about 5 times as much damage as any version of Incinerate, proving that Incinerate does not benefit from duration bonuses.
This is useful for Infiltrators/Engineers when deciding on the evolution of their class passives, as the fire dances CC effect of Incinerate does NOT benefit from Agent/Mechanic, nor does its damage. So if you want the best Incinerate go for Assassin/Demolisher. I'm a huge Assassin fanboy now and that's one reason why.
As for anyone else who plans to do similar tests to see it for themselves, perhaps you'd like to test at least once on normal, with no upgrades, as that takes away the Insanity duration modifier and keep variables to a minimum.
P.S. I would have made some videos myself but I'm running ME2 on a machine below minimum specs, and I had to tweak the configurations to get above 10 FPS even without FRAPS on.
Modifié par iOnlySignIn, 10 juin 2011 - 12:12 .
#9
Posté 10 juin 2011 - 01:03
#10
Posté 10 juin 2011 - 02:27
#11
Posté 10 juin 2011 - 04:55
Whereto wrote...
As a general rule, I never use a area upgraded ability, mainly due to the fact they never do enough damage on insanity to be effective enough. The more powerful version of the ability is far better IMO
I disagree greatly. Early game yes. After Horizon? No way. Samara's Reave is the only thing I ever make "heavy".
#12
Posté 10 juin 2011 - 01:16
@ Whereto; when playing a normal new game you can easily equip Shep and your squadies with the Area versions. Upgrading biotic / tech damage along the way will enable insta-defense stripping throughout the game. Obviously you cannot have Miranda's Unstable Warp and Area Overload at level 7, you have to chose one for the early parts of the game.
Playing on NG+ is different, only Garrus' Area Overload can insta-strip shields pre-Horizon due to his power damage passive bonus. You need fully upgraded biotic / tech powers to allow the other squadmates to use Area versions to insta-strip (except Area Reave).
#13
Posté 10 juin 2011 - 01:34
#14
Posté 10 juin 2011 - 05:19
Incineration Blast is an example of an area ability being better than the heavy ability in regards to the majority of enemies in the game. With Heavy Incinerate, you may strip the armor from a mini-boss/boss more quickly (though it will most likely be a very small difference), but both abilities will instantly strip all armor from normal enemies. In this situation, the power that can hit more enemies is the winner. In a recent video (found here: www.youtube.com/watch) I use Mordin's Area Incinerate to strip armor from groups of husks, which allows for my squad cryo ammo power to freeze them, killing them instantly.Whereto wrote...
@ strive, can't see ur logic there. No ability in it's area form does a sufficient amount of damage to the point where u see a notable difference in the speed of your kills. You can try it if u wish,but due to the lack of damage it will cause and the degree of damage you take, it's very hard to justify area to strength.
#15
Posté 10 juin 2011 - 05:20
I also disagree. Like Boz said, Area powers insta-strip defenses, even on Insanity, so as far as cc purposes go, their utility is indispensible. While it's true that things change in NG+, careful mission selection will net you enough upgrades to give Area Powers more or less full functionality after Horizon.strive wrote...
Whereto wrote...
As a general rule, I never use a area upgraded ability, mainly due to the fact they never do enough damage on insanity to be effective enough. The more powerful version of the ability is far better IMO
I disagree greatly. Early game yes. After Horizon? No way. Samara's Reave is the only thing I ever make "heavy".
Both of these facts are well attested to by many high profile players on this forum. Being on my first Insanity run, I was surprised by Area Reave, which was the only Area power I had that failed to function as I'd expected. Apart from that one hiccup, everything else was pretty much as it was in my earlier playthroughs on lower difficulties, due mostly from the utility of my Area powers.
#16
Posté 13 juin 2011 - 02:34
As far as Husks go the theory of Samara + Mordin to strip armor on a group then kill a group sounds good but I pretty much find that they are too fragile to take a beating without a LOT of help.
Grunt does a good job of being a really big distraction and living through Husks without issues. Jacob does better than expected here too.
Then again with this pair it's up to Shep to do most of the real killing. Those guys are there to soak up tons of damage and get the Husks gathered together so Shep can do his thing. YMMV.
#17
Posté 14 juin 2011 - 04:14
Area Reave on Samara also has the benefit of better wall penetration, due to its AoE. Helps keep her health up in stalemates.
I did the coalesced mod and seems to work well. The default duration setting is 0.8 (20% handicap, I think), so modding it to 0.81 (19%) is hardly gamebreaking.
#18
Posté 14 juin 2011 - 04:31
#19
Posté 14 juin 2011 - 04:51
Damage is done vs. armor & barriers instantly but you don't get any health back with it.
Modifié par Alamar2078, 14 juin 2011 - 05:17 .





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