- The key question: How Aim / Quick reflex dependent is the Vanguard? I always liked the concept behind it but I worry I wouldn't be good with it. Is there a build/playstyle that doesn't necessarily focus on going Rambo on the battlefield?
- How long is the slow motion and how much slower is the game during the effect?
- What Advanced Weapon training should I get?
- What weapons of each type is best for me (I have the Kasumi and Firepower DLC)?
- Given my small aiming issue, what type of build would you recommend?
[ME2] Vanguard Questions
#1
Posté 27 juillet 2011 - 05:00
#2
Posté 27 juillet 2011 - 06:26
2. like 1s? and same as Adrenaline Rush.
3. Assault or Sniper Rifle for your needs. I would personally suggest Assault.
4. Sniper: Viper Assault: Mattock SMG: Locust Pistol: Whatever
5. 10 Inferno Ammo, 10 Heavy Charge, 10 Wide Shockwave, 10 Pull Field, 10 Champion, 1 (Stasis or Cryo Ammo[instant freeze on health with Phalanx Pistol/Viper Sniper])
Not sure what difficulty you play on, so it is hard to say or not. If you play on Insanity I wouldn't suggest the Vanguard for you. Any other difficulty you can play it as a caster pretty efficiently as I understand.
#3
Posté 27 juillet 2011 - 11:45
#4
Posté 27 juillet 2011 - 12:06
And I don't mean that you're "cheap" for using pause, but I imagine it to be no fun at all. And believe me, the vanguard is pure fun.
#5
Posté 27 juillet 2011 - 12:09
2. it's approximately 1 second i think not entirely sure, and slow down effect is comparable to adrenaline rush.
3. claymore (is not good if you have aiming trouble) for shotguns but you have difficult up close or can't handle claymore one shot reload and don't get reload trick right, i would say that AR and mattock makes a good choice
4. locust, mattock, carnifex,claymore, scimitar and viper
5. heavy charge, inferno ammo, sqad cryo, champion and stasis/slam.
Modifié par turian councilor Knockout, 27 juillet 2011 - 12:12 .
#6
Posté 27 juillet 2011 - 01:28
This is unlikely to be what you'll go for, though... I expect you'd pick the Assault Rifle... Improved Shockwave works well with that, since you can sit back, combine your squad powers with some shooting, then bowl enemies down with shockwaves. It makes for a more biotic-focused Vanguard than a combat-focused.
There are also ways to get Shockwave to help you out against protected enemies (breaking them from cover, giving you a break from everyone shooting at you, making enemies stand still for a moment so even the twitchiest of aims can shred them, etc), but that's something not a lot of people are willing to try figuring out, and shouldn't be relied upon too heavily.
#7
Posté 27 juillet 2011 - 04:10
#8
Posté 29 juillet 2011 - 10:45
#9
Posté 02 août 2011 - 07:06
Modifié par Gladiador2, 02 août 2011 - 07:07 .
#10
Posté 03 août 2011 - 10:27
2. Like others have said, it's very similar to Adrenaline Rush except that the effect doesn't last as long. It does however completely restore your shields and gives you a 1-2 second period of invincibility that allows you to escape many situations that other builds could not.
3. Assault rifle, definitely. Far away enemies are usually either by themselves or in a small group surrounded by cover, so Charge can take them out very easily making the sniper rifle unnecessary. The Assault Rifle is just too versatile for me to pass up as a Vanguard.
4. Locust / Phalanx (sp?) / Geth Plasma Shotgun / M-96 Mattock / Flamethrower
Haven't played with the Locust yet, but I have seen it in action and it looks pretty awesome. If you have access to it, definitely go with that. The Phalanx is amazing, the only downside is that the laser sight makes aiming a little trickier. After you get used to it though you'll find that it's the best pistol available and tears armored opponents apart. In fact I found the entire Firepower DLC pack to be the most useful for the Vanguard. Both the Geth Plasma Shotgun and the Mattock are just absurdly powerful and are borderline overpowered. Fun as hell though. As for the heavy weapon choice, either the flamethrower or Particle Beam are best. For the Vanguard I prefer the Flamethrower since spamming Heavy Charge and roasting all of your enemies is awesome.
5. Definitely upgrade to Heavy charge before you do anything else regardless of which way you choose to build your Vanguard. It is by far the best ability you have and the extra slowdown with Heavy Charge makes aiming much easier. Other than that I would upgrade my passive class ability to Champion so that I can get Charge back as quickly as possible. From there it's mostly about personal preference. I personally went after Incindiery and Cryo ammo next, in that order. A good strategy here would be to upgrade Incindiery to the max and go for damage over squad, reason being that you're going to want to give your squadmates Squad Cryo ammo so that they can constantly freeze enemies who have had their protection stripped. This makes Charge even more useful because you can attack larger groups with confidence knowing that your teammates will likely freeze a few of them after you use their area overload / warp / reave.
I was a big Pull fan as an Adept and I've seen a lot of people talk about how great it is as a Vanguard, but at this juncture I've not put any points into it because I don't feel like wasting 3 points on shockwave to gain access to it. If you have the points to spare though it can be very useful, particularly on Husks.
The Vanguard is by far the funnest class to play IMO, it's just a matter of getting through the first 10 levels or so. Once you get past Horizon the game becomes much easier. One other piece of advice I'd give is to look at this Upgrade Guide for Mass Effect 2. What you're going to want to do is take note of where to get various upgrades and base the order on which you complete them on which upgrades you want first. Seeing as how you're a Vanguard, your best is to go for the shotgun damage upgrades. After 3 of them you get to upgrade your ammo capacity which is a huge help as the biggest annoyance early on is simply the lack of ammo available for your shotgun. Next I'd focus on getting Biotic damage upgrades, only because after three of them you gain a 20% decrease in your Charge cooldown. That 20% decrease is HUGE and lets you spam Charge successfully in tons of different situations. After that I'd go with the Heavy Pistol upgrades, but don't forget to get as many assault rifle upgrades as possible before playing the Collector Ship mission. I was able to get 4 damage upgrades beforehand which made that mission much easier than it would have been otherwise.
Anyways, hope my rambling helped you out somehow. Let us know how it goes!
Modifié par IBYCFOTA, 03 août 2011 - 10:32 .
#11
Posté 03 août 2011 - 12:33
IBYCFOTA wrote...
Next I'd focus on getting Biotic damage upgrades, only because after three of them you gain a 20% decrease in your Charge cooldown. That 20% decrease is HUGE and lets you spam Charge successfully in tons of different situations.
Not to ****** on your parade (well, maybe a bit
Ah, the power of autosuggestion...
#12
Posté 03 août 2011 - 03:34
Also, don't forget the Squad Cryo Ammo! Being frozen kills husks. But remember: Biotic effects other than Charge don't generally work well on frozen targets (the game engine doesn't like having two visual effects interacting on the same target).
#13
Posté 03 août 2011 - 04:09
CaolIla wrote...
I think that pausing before every shot somehow negates the purpose of playing as vanguard. It's just the fastest class and playing without pausing really makes the vanguard what it is.
And I don't mean that you're "cheap" for using pause, but I imagine it to be no fun at all. And believe me, the vanguard is pure fun.
I disagree. On the xbox, I often use the tactical pause on all the classes - including Vanguard. I don't have a disability or anything - I just suck at using the xBox stick to aim quick enough (I'm predominantly a PC gamer). And it's still mountains of fun - allowing you to constantly survey the battlefield and enjoy the tableaux of the fight.
Plenty of times I'll charge into 5 enemies, and tactical pause my shotgun rounds while screaming "fffffuuuu......" at the TV screen - so I can assure you its plenty fun, and you can still enjoy the immediacy of the fight. It also means that you can be more ambitious. Many people play Vanguard from mid-range, and only go in close as a finishing move. Using tactical pause can help players break out from that habit.
That said when I play on the PC, I use tactical pause relatively rarely - which results in much quicker, though not necessarily more fun, fights.
For the advanced weapon, I almost always take the sniper - because you don't have much else to take out long range/unreachable targets. But thats just a personal thing.
#14
Posté 03 août 2011 - 04:28
#15
Posté 03 août 2011 - 05:17
T3hAnubis wrote...
Well... I just got the Aegis Pack and therefore the Kretsel Armor...I hear it is almost tailor made for Vanguards....
Yep, but don't forget the power shoulder pads, those give some neat extra CC damage.
As for your other questions, I think they've been more than answered above. If I had to add something I'd say that aiming for a CC vanguard isn't really hard after a full powered charge, just aim for the torseo and the splash damage of the pellets will do the rest. But, after those two seconds are gone, you'd have to find cover or kill the enemies surrounding your primary target, either option requires being fast, but as everything, it only takes a little practice.
For the extra weapons, if you're not gonna focus on CC, or don't like the claymore and using glitches for max efficiency, I'd go for an AR, easily the most versatile kind of weapon you will have. If however, you decided to go for the Claymore, know that the Locust SMG does a great service to you, and so do your squadmates. I wouldn't be afraid of that, really, you can't get wrong on this one.
Build: for a CC vanguard: Inferno Ammo, Squad Cryo Ammo, Heavy Charge, Champion, one point onto stasis, and at least another one for shockwave.
#16
Posté 03 août 2011 - 07:52
Gladiador2 wrote...
IBYCFOTA wrote...
Next I'd focus on getting Biotic damage upgrades, only because after three of them you gain a 20% decrease in your Charge cooldown. That 20% decrease is HUGE and lets you spam Charge successfully in tons of different situations.
Not to ****** on your parade (well, maybe a bit), but the Biotic Cooldown upgrade purposely doesn't affect Charge. So I don't know how exactly you noticed that "HUGE" cooldown decrease.
Ah, the power of autosuggestion...
That's interesting. I did upgrade to Champion around the same time though, so the increased cooldown for that must have had a bigger effect than I thought it would and I assumed the 20% decrease in Biotic cooldowns was responsible. Oops! o.0





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