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building a vanguard


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#1
xassantex

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 so , i'm now playing vanguard for the very first time. 
I just did Freedom's Progress.

i really would apreciate input on building my vanguard until after Horizon .
should i equally build up both passive and charge ? 
or focus on charge till it's maxed ? 
or build up my passive first ? 

seeing your various builds would help me choose more wisely. 
gracias. 


----------------------------------------------------------------------------------------------
my 1st video 
you'll notice 2 reloads due to a glitch and a death. 

JACOB'S LOYALTY MISSION 

www.youtube.com/watch

Modifié par xassantex, 17 octobre 2011 - 09:27 .


#2
RedCaesar97

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The general build strategy I have seen from the good Vanguard players is to max Charge first to Heavy Charge for the 100% shield boost and time dilation. Then max your passive for the cooldown and weapon damage.

For your passive, either Champion or Destroyer work. Apparently Charge does not benefit from the Biotic Cooldown research upgrade so it is your choice whether you want more weapon damage (Destroyer) or as much cooldown as the passive can provide (Champion).

#3
Bozorgmehr 2.0

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^^ this.

You want Heavy Charge asap, passive next for the cooldown reduction (so you can use Charge more often), I'd get Inferno Ammo next - the area effect has great synergy with Charge. Everything else is more or less optional.

Stasis is always an excellent bonus power to take, but Slam can be equally great to setup quick Warpbombs. Both are one point wonders so you don't have to spend skillpoints during the early parts of the game.

The real choices are the one on the Collector Ship, and whether you want to give Squad Cryo Ammo to your buddies or prefer the occasional Pull and/or Shockwave to play like a quasi Adept ;)

[I'd go for the Claymore and biotics]

#4
xassantex

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thanks for the feedback ! it's helping me . Nothing worst than the first stages of the game when point allocation is final .
So far, only charged lokis and the YMIR down to health. The real test is coming up with Mordin's i guess. I've lowered the game down to hardcore to get the feel of it .

I have to check the forum for vanguard tips and vids. The class seems very action packed.
Once you commit to charge, you got to live with the aftermath .

#5
Bozorgmehr 2.0

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Sinosleep's low level vanguard guide is a good place to start. It also covers all the early levels - should provide useful tips.

www.youtube.com/watch

#6
mredders91

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look at this

The Ultimate Vanguard: Dominating Insanity

#7
xassantex

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thanks for both links.
sinosleep's one is really instructive.
some of the others are higher levels or ng+ ,lots of fun and no doubt will help later, but for the moment i can't emulate any of that. :\\ ... if ever..haha.

#8
akselic

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One thing to remember is that you don't HAVE to charge every opportunity just because you have it. You will get better at it once you learn the playstyle and you will feel more comfortable at charging even multiple enemies. But don't force a charge just because it's off cooldown, especially in the beginning and when you aren't sure if there's any cover near the target. It's not a criminal act to soften up enemies behind cover before going in for the kill.

#9
thisisme8

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And get used to this:  Thank you Nexolek.

#10
xassantex

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akselic wrote...

One thing to remember is that you don't HAVE to charge every opportunity just because you have it. You will get better at it once you learn the playstyle and you will feel more comfortable at charging even multiple enemies. But don't force a charge just because it's off cooldown, especially in the beginning and when you aren't sure if there's any cover near the target. It's not a criminal act to soften up enemies behind cover before going in for the kill.


i hear you... last night with the vorchas in MOrdin's recruit : charge, shoot.. cover, cover.. COVER !! .. oh S**T.. *dies* .
 Next game, i'm renaming Shep to Jack Harkness. !

Modifié par xassantex, 31 août 2011 - 05:11 .


#11
xassantex

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thisisme8 wrote...

And get used to this:  Thank you Nexolek.


damn... that's amazing . ( the proper way that is ) .
proof that dying is the way to go .haha. 

#12
TLayug

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One piece of advice I'd give is to make plenty of mistakes your first time around. Mistakes turn into experience and experience turns into instinct. My first time around as a vanguard, I didn't become proficient until way later in the play through.

Also if you intend to play insanity, I suggest you just jump right into it. You'll die A LOT, but you'll come out being a kick ass vanguard. But that's just me, play on the difficulty you feel.

Here, I just posted some vids on youtube yesterday. She a first play through vanguard so she's leveling up like you are. http://www.youtube.com/user/BRaven20

#13
xassantex

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@Tlayup
thanks for the vid .
what i see in most vids and where my problem lies is being aware of the environment for cooldown time cover.
I was just thinking last night about restarting the game to insanity. I always play insanity in my other classes and now on hardcore i'm expecting enemies and they don't show up.
Think i won't restart but just push it up to insanity. I'll be redoing that class a few times anyway .

#14
TLayug

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^That comes from experience. You gain a little timer in your head going "Your good keep killing. Keep going. Keep going. COVER NAOW OR ELSE UR GUNNA DIE!" But like I said above that instinct comes from dying a lot.

You probably have, but if you haven't already. Go check out my dantius towers video. In terms of proper vanguard "form"(if there is such thing) that's probably the best vanguard video I'll ever make. Everything went right on that recording. Taking cover, how to move, how to line-of-sight, shooting down groups. It's all in that video.

#15
xassantex

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thanks , yes i watched.. haha, i laughed at the elevator scene where the krogan just falls off the tower floor. That's impressive right in your face playing .
you're using the eviscerator on Horizon , why not the GPS ? i know many people seem to think its overpowered . ( i don't care , i use it ) .

#16
Guest_iOnlySignIn_*

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Bozorgmehr 2.0 wrote...

You want Heavy Charge asap, passive next for the cooldown reduction (so you can use Charge more often), I'd get Inferno Ammo next - the area effect has great synergy with Charge. Everything else is more or less optional.

Stasis is always an excellent bonus power to take, but Slam can be equally great to setup quick Warpbombs. Both are one point wonders so you don't have to spend skillpoints during the early parts of the game.

The real choices are the one on the Collector Ship, and whether you want to give Squad Cryo Ammo to your buddies or prefer the occasional Pull and/or Shockwave to play like a quasi Adept ;)

[I'd go for the Claymore and biotics]

A lot of really excellent points here.

I personally like to stick with the GPS on the CS. With Pull Field, Stasis, and Inferno Ammo I can play like an Adept whenever I wish to. I used to hate the GPS on my Vanguard but now I've got the hang of it. You just need to melee often enough *before* you fire after Charge, and land a few shots before you Charge as well. It's the best shotgun for a quasi-Adept Vanguard.

The Claymore totally demolishes any enemy once you've mastered the reload cancelling. It's the most satisfying shotgun for a Vanguard, especially if you have anger issues and need some venting. :-)

If you do get both Inferno Ammo and Squad Cryo Ammo, try the Scimitar with those. It's the best weapon in all of ME2 when it comes to synergizing with ammo powers (the Viper is a close second). It's also very user-friendly.

There is no need to hurry on Inferno Ammo. You can always bring Jacob with his Squad Incendiary or Zaeed with Squad Disruptor, and they are both available at the very beginning. Once you get your own ammo powers later in the game you can dump them for better squadmates (e.g. Kasumi, Samara).

#17
Bozorgmehr 2.0

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Here are a couple of different (Claymore) Vanguard videos using different bonus powers.

This is an awesome Claymore video by Leerio Crazy with a Shotgun (Reave)
M14567's SlamGuard inspired Kronner's insanely fast Suicide Run (Slam)
I prefer to mix things up a bit with the Vanguard's other biotics powers The Quasi Adept (Stasis)

Charge and a shotgun are the heart and soul of the Vanguard class, everything else is the icing on the cake. Bonus powers are completely optional, but they can add some flexibility and variation.

@ iOnlySignIn, I really hated the GPS on my Vanguard. I just couldn't handle the delay. I have to give your approach a try though, it would make it easier and create more opportunities to use the other biotic powers. I just don't like to gimp myself in CQC too much.

Modifié par Bozorgmehr 2.0, 01 septembre 2011 - 07:02 .


#18
TLayug

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^Yeah, most vanguards don't opt to take the GPS into combat. It has a press and release shot that has a couple millisecond delay. Vanguards learn to hate that delay. It also does less damage on a uncharged shot than the eviscerator does(vanguards shouldn't be charging shots all the time).

Personally, I don't consider the GPS to be a shotgun. I consider it a baby heavy weapon that uses thermal clips and I have no idea why they made it. Christina Norman described it, along the lines, as a shotgun that players who didn't want to get up close could use. : / That's kinda what a shotgun is in gaming. You get up close and your rewarded with high damage. The GPS has the range of a tempest, but hits like a shotgun. That combination CAN(not will) discourage "real" vanguard play especially in new vanguard players.

Pretend a mob is 25 yards a way. A "real" vanguard would gtfo of cover, charge that f***er, blast him in the face, and give him an elbow for good measure. Now a vanguard with a GPS shotgun could just as easily aim out of cover and give that mob a little "pshwp..pshwp..pshwp." :( But that's not what vanguards do and that's the main reason I don't favor it. Like I said, it does less damage than the eviscerator on an uncharged shot and in the hands of a vanguard it's only overpowered in the range department. This is where the overpowered arguments come in though. A thermal clip fed gun with that much range shouldn't have that much power and vice versa. On top of all that, the GPS tracks your friggin target if you aim close enough...that's soooooo not vanguard. >:(

Sorry for the rant. I've been holding that in. Use it if you want to though. I hold no qualms against GPS users. It's just between me and the GPS.

TL;DR Cuz the GPS ain't a shotgun yo.

P.S. In the end, "real" vanguards use the Claymore.

#19
CaolIla

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I'm not a big fan of the GPS as Vanguard either, mainly because of the delay. But I also don't really like the Eviscerator... it's a great weapon, at least in the beginning and makes things easier, but I don't like the way it shoots. To me it feels delayed, or at least really slow and I have the feeling I can make more damage in the same time with the Claymore or Scimitar.

#20
xassantex

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all those vids are crazy.
the speed, the timings, combos etc.
you guys are giving me an inferiority complex ..lol.
Please tell me that you die at least once in a while. ;p


i've never used the claymore ever,and i just learned about the melee/reload trick
so i'l pick it up at the opportune moment,

i.ve restarted the game on insanity so i'll even redo Freedom's Progress.

#21
thisisme8

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Damnit, I'm going to have to reinstall.

#22
Guest_iOnlySignIn_*

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Well, I finally played a GPS Vanguard because I've tried each and every other shotgun on a Vanguard and liked them all, so I thought "Hey, why not?"

The GPS provides some unique challenges for a Vanguard. Sometimes you need to lead your shots - yes, you lead your shotgun shots just as you do with shotguns IRL. Most useful against enemies at distance between one and five meters. The delay only matters at that range. At point blank you can melee stagger the enemy and reliably land headshots (which makes it do more damage than an Evi, even on an uncharged shot). At longer range than five meters, enemies cannot move at a high enough angular velocity to dodge your shots. Overall I find the GPS Delay no more difficulty to time than the Claymore Reload.

The GPS also offers unique tactical options for the Vanguard. A common technique I like to use is to fire one single shot or two at one or two basic enemy in a group, which will always strip its defense (Inferno Ammo) and then *immediately* Charge that stripped enemy. This thins down the group very effectively. Even against large groups (5 enemies or more) GPS + Pull Field will scatter the enemies very quickly, leaving them weak, isolated, and vulnerable to Charge and Warp Explosions.

Finally, I play FemShep. A FemShep who is badass, Machiavellian, but still *very* feminine (hell, she's half-French). She likes the GPS's sleek and elegant design. The GPS also isn't too loud, unlike the Claymore which prevents her from listening to classical music during combat.

Modifié par iOnlySignIn, 01 septembre 2011 - 10:47 .


#23
TLayug

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Yeah, for me, the eviscerator is just a place holder for the claymore. As for the scimitar vs. eviscerator, it's really just preference. I'm pretty sure the scimitar has the higher dps, but I prefer putting 1-2 shots on target rather than 3-4.

#24
Bozorgmehr 2.0

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iOnlySignIn wrote...

Finally, I play FemShep. A FemShep who is badass, Machiavellian, but still *very* feminine (hell, she's half-French). She likes the GPS's sleek and elegant design. The GPS also isn't too loud, unlike the Claymore which prevents her from listening to classical music during combat.


You convinced me, I like this Shepard :wub:

#25
Guest_iOnlySignIn_*

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Just to clarify, my GPS Vanguard is not like a "traditional" Vanguard. I charge only when

(1) The target is in really good cover that I would wish to take over even if I am not a Vanguard;

(2) The target is isolated/vulnerable and provides excellent flanking opportunities;

(3) I REALLY need to recharge my Barrier.

Situation (3) almost never comes up for a GPS Vanguard.

Remember how you are used to Charging isolated enemies which are like, 5 to 10 meters in front of you? Absolutely no need to do that with the GPS Vanguard. You can save your Charge cooldown for something far more productive. It is much easier and efficient to strip that enemy with one GPS shot, then Pull him.

With the GPS you want to stick to *long distance* Charges. And Pull Field facilitates that really well - sometimes you want to Pull an enemy *into* a good cover location, so that you could Charge him *later* as an exit strategy. :-)