Aller au contenu

Photo

Shotgun adept vs reave vanguard?


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
karthikc

karthikc
  • Members
  • 175 messages
Which of the following builds is better for close-mid carnage on Hardcore? I want to get close and hit hard, but NOT all the time. No semi-suicidal YMIR and Colossus charge for me. No charging if there are more than two in a close bunch. Not more than one melee per charge, say.

Shotgun barrier adept:

Heavy Warp
1st tier Throw
Heavy Singularity
Area Pull
Nemesis
Heavy Barrier
Toting a Scimitar or Evi, whatever strips protections faster on Hardcore. There's the GPS for some missions.

AR Reave Vanguard:

3rd tier Incendiary ammo
Area Charge
2nd tier Shockwave
Area Pull
Destroyer
Area Reave
Toting a Scimitar or Evi, and a Mattock/Vindicator.

Notes on the adept:
I'm not really fond of singularity, except for its extremely useful ability to hold harbinger in place and as an anti-husk wall. Area pull is more my thing. I love warp detonations. A fully upgraded warp explosion is like a miniature Cain firing, every stripped enemy a bomb to set off. Glee!

The idea is to use singularity to lock down the most damaging enemies, then move forward with a  barrier/shotgun setting off warp explosions all around. Also, will use heavy warp against bosses.

Notes on the vanguard:
I like charge, but I don't like spamming it. I use it mostly when I'm in the red, for the attendant barrier recharge, and to close-in or insta-flank. Assault rifle volley, area pull + squad warp to open, then charge in. Shockwave works like throw in a cinch, and area pull + shockwave is pretty much insta-kill anyway. Will use reave on bosses.

My Vanguard is weak against bosses you have to stay at range to fight. Discounting ammo and bonus powers,
- Engineers have Incinerate/Overload
- Sentinels have Overload/Warp
- Adepts have Warp/Singularity
- Infiltrators have Incinerate/cloak time dilation and/or damage boost
- Soldiers have Adrenaline Rush and Concussive Shot

Vanguards... have nothing when they can't charge. Choppers, the Colossus, YMIRs, Krogan bosses, Geth primes, praetorians, scions, the end boss, I have trouble with all of them as a Vanguard. The (non-shotgun) adept can hang back and let loose with ARs/warp. 

Modifié par karthikc, 15 octobre 2011 - 04:21 .


#2
RedCaesar97

RedCaesar97
  • Members
  • 3 858 messages
That is a tough choice. Between those two choices, I think I would go with the Reave Vanguard, if only because I have not used Barrier enough (or played on Hardcore enough) to know how useful it can be.

Incendiary ammo is more useful for the crowd-control aspects than the armor damage bonus, so if you are not going to max Incendiary ammo, then I recommend leaving it at one point and max Shockwave instead.

#3
xassantex

xassantex
  • Members
  • 1 057 messages
the shotgun barrier adept works very well, but is not optimal in all missions. It's very good in Overlord, not so much in Arrival where stasis will be more useful against the ymir in Object Rho and at the end,( can also save your ass with the pyros in RHO as it's instantaneous ) and also in LotSB .
i retrain those powers as need be.

as a vanguard i never used reave but i know some like it. I prefer heavy slam ( for the very quick CD) , stasis or neural shock sometimes. Sometimes i spam slam :)

/edit: and oh, i love inferno ammo ! it's my bread and butter as a vanguard, that and squad cryo . shockwave i forget because slam works better for me. 

Modifié par xassantex, 16 octobre 2011 - 12:03 .


#4
Guest_iOnlySignIn_*

Guest_iOnlySignIn_*
  • Guests

karthikc wrote...
No charging if there are more than two in a close bunch. 

Area Charge

You're gimping yourself here. 

Even if you do Charge into more than 2 enemies, Heavy Charge is still better than Area Charge above Normal, in at least 90% of the cases. The time dilation and extra 25% Barrier on Heavy helps you survive better than the stagger you can pull off with Area. Time dilation is also great for lining up Claymore shots or GPS headshots.

The mass CC in Area is pointless since you only want area CC when you play defensively (which Charge is not), or to create an opening for you to advance (which Charge already accomplishes by default).

If you want to simulate an Adept using a Vanguard build, use Stasis/Flashbang. Between them they can accomplish every function of Singularity besides Warp Explosions, and more.

~~~~~~~~~~

The supposed weakness of Vanguards at range is also imaginary, especially with the Firepower Pack. All you need is Inferno Ammo.

You can kill either of the Praetorians with the GPS as your only weapon, and Inferno Ammo makes it a lot easier. Inferno Ammo with Viper/Mattock lets the Vanguard kill Scions at range almost as fast as Infiltrators and Soldiers. Inferno Viper also provides pinpoint precise long range CC (long range as in beyond power lock-on range) on packed Organics. For example, you can kill the half dozen Blue Suns on MSV Scrontium Mule when they "ambush" you in the last room, before any of them is aware of your location. No time dilation, no invisibility, just plain old Inferno Viper.

Modifié par iOnlySignIn, 16 octobre 2011 - 01:42 .


#5
capn233

capn233
  • Members
  • 17 374 messages
I just finished my only run with an adept, so I wouldn't say I am as "adept" as some, but here are my thoughts. I don't have any weapons packs so it is default + evi and locust.

I don't really think on insanity the Adept can wreak nearly as much havoc at closer ranges as a Vanguard. The exception might be dealing with a wave of husks where you can strip armor then pull for insta-kill, plus drop singularity at chokes and strip armor so they ragdoll as they pass towards the singularity. Otherwise, they don't have the tanking ability or the real rapid kill ability to make them effective going headlong into baddies in mid-close range. I did take the AR though, maybe a shotgun would be slightly better up close. I used barrier early when I had hardly any health as an emergency shield boost, but finished out the game with Warp ammo. I liked my cooldowns to be used for singularity, warp or pull and I didn't want to be wasting it popping barrier,

For Vanguard, if you are running heavy charge and have leveled up, it becomes easy to start chain charging between multiple enemies. You do not necessarily need to drop their protection before you charge, as you do get the stagger effect and can then shoot / melee them to death. One thing I found somewhat effective if 2 guys were close was to charge one, which staggers him, but shoot the other for brief stagger on them... then charge or retreat to cover as needed. Inferno ammo also helps out somewhat if they are organics and clumped. For Geth missions you want cryo. I also agree with above about the utility of the Viper. It strips defenses very well and gives you long range punch. You can open up at range to strip defenses then start chain charging and it is "GG." The Eviscerator and the Scimitar are both good shotguns which work at least as well as the Claymore in the grand scheme of things. I agree that Vanguard is somewhat weak against bosses compared to other classes, but it is very powerful (possibly the most) during the main parts of missions if used correctly.