I'm planning on streaming ME2 from the begining as a Vangard and am more than willing to use it as a guide of sorts for aspiring Vangards everywhere. I'm also always looking for anyone with tips or tricks of their own to bring to the table and for anyone looking to chat with other BSN members and kill some time.
Let me know if there's any interest in this and I'll be happy to start up a session.
Streaming Vangard ME2 playthrough
Débuté par
JanisaryJames
, sept. 15 2011 10:15
#1
Posté 15 septembre 2011 - 10:15
#2
Posté 16 septembre 2011 - 01:59
Bump. Now that folks are back from work, anyone interested?
#3
Guest_Rezources_*
Posté 16 septembre 2011 - 02:18
Guest_Rezources_*
What bonus power are you starting with? I suggest Slam at least early on. Maybe even keep it throughout the play-though and ignore Pull and Shockwave. A guide with that build has been done before however, so maybe switch to Pull later on? My only recommendation is that you stay away from powers like Stasis and Reave which are boring, overpowered and have a too long of a cooldown for the Vanguard.
*Edit: Looking back, there are actually a ton of Vanguard guides already. Maybe try a shotgun Infiltrator using anything but the GPS and go with Flashbang, if only so that I can play vicariously through you and not have to start a whole new playthough.
*Edit: Looking back, there are actually a ton of Vanguard guides already. Maybe try a shotgun Infiltrator using anything but the GPS and go with Flashbang, if only so that I can play vicariously through you and not have to start a whole new playthough.
Modifié par Rezources, 16 septembre 2011 - 02:23 .
#4
Posté 16 septembre 2011 - 02:52
I went with Barrier just to have in a pinch. Its saved me many a time as a nice panic button with my other classes and from my experience with the Vanguard, there will be plenty of opportunity to use it. I was thinking of using the Cryo Vanguard techniques that I saw on here a while ago. I think by using Barrier, it could almost emulate a offensive weapon based sentinel, but we'll see.
#5
Guest_Rezources_*
Posté 16 septembre 2011 - 03:19
Guest_Rezources_*
I'll post the build I used that got me through Insanity without too much trouble.
Heavy Charge-10
Inferno Ammo-10
Cryo Ammo-0 (noticed the help from Squad Cryo became less significant once I leveled Charge and got the Claymore along with some shotgun upgrades so I retained. Still good, early game though, along with Slam to set up Warp explosions)
Improved Shockwave-10 (utterly useless but you need it to get Pull)
Pull Field-10
Champion-10
Heavy Charge-10
Inferno Ammo-10
Cryo Ammo-0 (noticed the help from Squad Cryo became less significant once I leveled Charge and got the Claymore along with some shotgun upgrades so I retained. Still good, early game though, along with Slam to set up Warp explosions)
Improved Shockwave-10 (utterly useless but you need it to get Pull)
Pull Field-10
Champion-10
#6
Posté 16 septembre 2011 - 03:47
Interesting. Ive never been a fan of pull myself, and I must agree that Cryo anything seems like a waste, which is specifically why I'm going to give it a shot for once. Why pull field though? Wouldn't a single point in pull suffice? I personally found great use with shockwave, especially on husk, but if you hated it, why pout 10 points in it? Or was it just that you didn't have really anywhere else to put the points?
#7
Guest_Rezources_*
Posté 16 septembre 2011 - 03:56
Guest_Rezources_*
It all depends on the difficulty level. On Casual-Veteran, Shockwave is amazing. The addition of defenses on even normal dudes means that it's much less useful on Hardcore-Insanity, especially when you factor in that Pull Field incapacitates for longer, can set up Warp bombs and all at half the cooldown of Shockwave. Unfortunately, you do need to put at least three points into Shockwave to unlock Pull. Cryo is actually much more useful on the harder difficulties, I find, but only for squadmates who do crappy damage anyway so you might as well use them for freezing guys.
*Edit: the difference between Pull Field and Heavy Pull or whatever it's called is 3 seconds of duration. I'd rather have the aoe version. If you plan on anything less than Pull field, I recommend using a bonus power and getting Squad Cryo instead of Shockwave. Slam is a personal favorite.
*Edit: the difference between Pull Field and Heavy Pull or whatever it's called is 3 seconds of duration. I'd rather have the aoe version. If you plan on anything less than Pull field, I recommend using a bonus power and getting Squad Cryo instead of Shockwave. Slam is a personal favorite.
Modifié par Rezources, 16 septembre 2011 - 04:01 .
#8
Posté 16 septembre 2011 - 05:09
I started with slam and never transitioned to pull. I also kept squad cryo for the duration. Was it hugely effective? Not after enemies leveled up and had higher resistance. But it remained decent against low level enemies and husks. It also gives you something against the geth, unlike inferno.
At any rate, I think the most interesting thing I did was pick up Sniper Rifle training... If you get the Viper and become a Viper Vanguard then you can strip defenses at extreme range, and then charge undefended targets at range. You either can switch or just beat them down. Rifles unfortunately don't get range bonus at pt blank but you can still use it there if you want. I usually switched back to the Evi or Scimitar before charging though. Using the SMG as the primary CQB weapon also works... especially if it is the Tempest.
At any rate, I think the most interesting thing I did was pick up Sniper Rifle training... If you get the Viper and become a Viper Vanguard then you can strip defenses at extreme range, and then charge undefended targets at range. You either can switch or just beat them down. Rifles unfortunately don't get range bonus at pt blank but you can still use it there if you want. I usually switched back to the Evi or Scimitar before charging though. Using the SMG as the primary CQB weapon also works... especially if it is the Tempest.
#9
Posté 16 septembre 2011 - 06:18
Slam and Pull compete for the same spot, cc on a short cd, when you can't charge. Pull has travel time which is a big minus, when you are shot up. but both will cc a stripped enemy.
Pulls big thing is the area version hitting 2 targets at range or close up which I find basically as strong as charge itself, while slam is charge's little brother. Pull often kill targets outright since the floating bodies often end up outside the map. Even crippling slam targets needs to be finished off.
You can also spam pull in standing cover and hit enemies in cover. Slam require line of sight but always hit which is very nice, pull requires some practice to aim.
I prefer to take assault rifle for the mattock, I really love that rifle,it's just as good in the face as at range, and eats up armor.
Pulls big thing is the area version hitting 2 targets at range or close up which I find basically as strong as charge itself, while slam is charge's little brother. Pull often kill targets outright since the floating bodies often end up outside the map. Even crippling slam targets needs to be finished off.
You can also spam pull in standing cover and hit enemies in cover. Slam require line of sight but always hit which is very nice, pull requires some practice to aim.
I prefer to take assault rifle for the mattock, I really love that rifle,it's just as good in the face as at range, and eats up armor.
Modifié par Yezdigerd, 16 septembre 2011 - 08:24 .
#10
Guest_Rezources_*
Posté 17 septembre 2011 - 10:31
Guest_Rezources_*
Yeah, so I guess this isn't happening.





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