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Vanguard Biotic Charge + Nova


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#26
D Amiri

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Cooldowns are bugged in the Sp Demo. Assault Mastery ADDS 25% to all cooldown if you put any points into it. Dev's said the bug is fixed already in retail and it isn't present in MP demo.

#27
MELTOR13

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The Spamming Troll wrote...

BatmanPWNS wrote...

XPMUser wrote...

Adept singularity+warp bombing is also good but not as cool


This. Only, IMO, I think it's the best combination.


nope.

singularity + throw is what you want.

throw causes explosions and resets the cooldown on impact. warp just makes a slightly more damaging explosions and cooldown is alot longer.

1 month into the game nobody will be using warp anymore.


Eh, Warp still has some good stuff up it's sleeve. Useful as a debuffer and such. 

#28
Pedro Costa

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D Amiri wrote...

Cooldowns are bugged in the Sp Demo.

This. Even without the 6th Charge upgrade, sometimes my charge wouldn't have cooldown.

#29
TeamLexana

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Keyatzin wrote...

Cool downs are affected by weight, ie; the amount of guns you are carrying.


LOLOLOLOLOL

MELTOR13 wrote...

Simbacca wrote...

I definitely enjoyed this combo in the demo.  It was a good way to improved on Charge's AoE potential.  I still prefer sticking a Shotgun in an enemy's face immediately after Charging, and this still is more deadly (as it should be).

However, only being able to Charge every 20-17 seconds when one could Charge every 6-4 seconds in ME2 almost completely ruined the Vanguard experience we all know and love!  How they heck can they think it was a good idea to bring ME1-length cool-downs back while still maintaining ME2's global cool-down system?!*  Something has to give Bioware. 

*unless I'm missing something that will affect cool-downs that was not adjustable in the demo


Cooldowns are super long in the Sur'Kesh section of the demo because they weigh you down with 4 weapons, and you don't have any upgrades, you can only max out one power, etc. etc.

The new weight/capacity vs. cooldowns system is going to be really fun, IMO. Wait until you get a chance to check out the weapon mods and loadouts in the MP. Cooldowns are SUPER fast if you equip yourself lightly. 


Wait... WTF... That other dude was serious? Sorry for laughing at u. Why the hell would you EVER carry around more then one weapon then?

I just thought the Cooldown of the starter powers in the first half of the demo were so short, just to give ya a chance to test them out and give ya idea of what powers in ME were - especially to peeps new the series and then as the game moves on BOOM, that's when you are hit with regular cooldowns. But carry weight? Seriously. WTF.

#30
Guest_BrotherWarth_*

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Carrying less weight than what is seen as "optimal" grants a bonus to cooldown reduction. Carrying more results in a penalty. Since mods add weight to weapons, and heavy weapons weigh a lot I expect most people to skip heavy weapons and only carry 2 weapons total.

#31
TeamLexana

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BrotherWarth wrote...

Carrying less weight than what is seen as "optimal" grants a bonus to cooldown reduction. Carrying more results in a penalty. Since mods add weight to weapons, and heavy weapons weigh a lot I expect most people to skip heavy weapons and only carry 2 weapons total.


Going by the SP demo, there's a pretty HUGE difference though. I wouldn't be caught dead carrying anything heavy if as a Vangaurd for example I could charge/nova, charge/nova, charge/nova all day and night, lol.

#32
Guest_BrotherWarth_*

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TeamLexana wrote...

BrotherWarth wrote...

Carrying less weight than what is seen as "optimal" grants a bonus to cooldown reduction. Carrying more results in a penalty. Since mods add weight to weapons, and heavy weapons weigh a lot I expect most people to skip heavy weapons and only carry 2 weapons total.


Going by the SP demo, there's a pretty HUGE difference though. I wouldn't be caught dead carrying anything heavy if as a Vangaurd for example I could charge/nova, charge/nova, charge/nova all day and night, lol.


Yeah, the weight effects cooldowns by A LOT. Carrying the lightest shotgun and the lightest SMG and nothing else will probably be the best bet for Vanguards.

#33
Eradyn

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TeamLexana wrote...

BrotherWarth wrote...

Carrying less weight than what is seen as "optimal" grants a bonus to cooldown reduction. Carrying more results in a penalty. Since mods add weight to weapons, and heavy weapons weigh a lot I expect most people to skip heavy weapons and only carry 2 weapons total.


Going by the SP demo, there's a pretty HUGE difference though. I wouldn't be caught dead carrying anything heavy if as a Vangaurd for example I could charge/nova, charge/nova, charge/nova all day and night, lol.


I find I only carry a single firearm with me in MP and I use my powers far more (Nova/Charge/Physical Beatdown are my preferred methods of applying pain) than I ever did in ME1/ME2.  It's a very satisfying experience.  I'm not sure that I'll go with two weapons in ME3 when the game launches.  I'll have to wait and see what differences there are in the experience between the demo and launch.

#34
The Spamming Troll

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MELTOR13 wrote...

The Spamming Troll wrote...

BatmanPWNS wrote...

XPMUser wrote...

Adept singularity+warp bombing is also good but not as cool


This. Only, IMO, I think it's the best combination.


nope.

singularity + throw is what you want.

throw causes explosions and resets the cooldown on impact. warp just makes a slightly more damaging explosions and cooldown is alot longer.

1 month into the game nobody will be using warp anymore.


Eh, Warp still has some good stuff up it's sleeve. Useful as a debuffer and such. 


debuff shmebuff.

id rather invest in throw and use three throws to take out health or protections rather then use warp strictly as a debuffer. unless warp + singularity causes noticable damage increase, id rather spam the hell out of throw every single time im not useing singularity.

have you tried dual throw, man? its rediculousely usefull. its a biotic combo all on its own. it whipes out the need to pull+throw, as in it OSOK in the same degree using only one cooldown. warp is just a debuff.

#35
Pacifien

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TeamLexana wrote...
Wait... WTF... That other dude was serious? Sorry for laughing at u. Why the hell would you EVER carry around more then one weapon then?

That's what Soldiers do.

Also, I think I saw a thread somewhere that thermal clips didn't seem to fall as often in ME3 as they did in ME2. Just someone's observation, so I don't know if that's true, but I certainly hope it is if the weight issue is encouraging people to dump their guns. Woe be the Vanguard who depends solely on the shotgun in a drawn out battle only to run out of thermal clips.

#36
Rockpopple

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There was a Vanguard perk or whatever that gave you a 1/4 chance to have ZERO cooldown after a Biotic Charge. I'd say that solved the cooldown issue for me.

#37
ExOrigin

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Pull + Heavy melee is good too

#38
MELTOR13

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The Spamming Troll wrote...

debuff shmebuff.

id rather invest in throw and use three throws to take out health or protections rather then use warp strictly as a debuffer. unless warp + singularity causes noticable damage increase, id rather spam the hell out of throw every single time im not useing singularity.

have you tried dual throw, man? its rediculousely usefull. its a biotic combo all on its own. it whipes out the need to pull+throw, as in it OSOK in the same degree using only one cooldown. warp is just a debuff.


OOOOoooh yeah Dual-ThrowFields are so hawt. It's pretty wicked. 

#39
Guest_BrotherWarth_*

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Rockpopple wrote...

There was a Vanguard perk or whatever that gave you a 1/4 chance to have ZERO cooldown after a Biotic Charge. I'd say that solved the cooldown issue for me.


Charge is glitched in the demo(even without that perk Charge tends to have no cooldown) so I think people are overestimating the viability of a Charge+Nova+Shotgun on repeat. You won't be able to rely solely on a shotgun so you will have to carry multiple weapons, increasing cooldowns. So relying on a 25% chance of no cooldown seems foolish to me.

#40
TMA LIVE

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Any builds anyone suggests for Insanity in the demo?

#41
Senior Cinco

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Confused-Shepard wrote...

Nova is boss. I scream "Shepard Smash!" every-time I use it. Vanguard is easy mode as always.


Ha! I love it! And I agree.

#42
Xazur

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I would've liked using that combo but I couldn't because for some reason my skills weren't in my quickbar, I had to use them manually from the command menu, and that leaves me vulnerable.

#43
10K

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Nova + singularity = biotic detonation

#44
4ut0b4hn5child27

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Too bad, we cannot use Heavy Melee on that annoying Reporter especially when you're adept or Vanguard.

#45
crimzontearz

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Charge + Nova + shotgun blast

#46
TMA LIVE

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Gave Nova another shot on insanity. I find Charge - Shotgun - Nova (if another target is there) - Charge (A different target) - Shotgun. Repeat.

Reason why is that it's best to lower the amount of enemies as possible. Nova might knock a group down, but it doesn't kill them. Nor is it good to waste it if a group isn't even around you. Best to shoot first while charge restored your barrier, and kill an enemy. Then Nova to use up the last of your barrier while it's still up. Then recharge it by charging.

#47
Sashimi_taco

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I don't see how people are pulling that off in multiplayer. I usually do a charge and punch/shoot and then charge again (3.7 second cooldown). The nova just makes your heath depleted after you do it.

#48
TMA LIVE

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Sashimi_taco wrote...

I don't see how people are pulling that off in multiplayer. I usually do a charge and punch/shoot and then charge again (3.7 second cooldown). The nova just makes your heath depleted after you do it.


That's why it's always best to charge right after Nova I find. You don't want to lose health since Medpacks are limited. Because it takes your barrier down, you want to put it back up as quickly as possible.

#49
Sashimi_taco

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TMA LIVE wrote...

Sashimi_taco wrote...

I don't see how people are pulling that off in multiplayer. I usually do a charge and punch/shoot and then charge again (3.7 second cooldown). The nova just makes your heath depleted after you do it.


That's why it's always best to charge right after Nova I find. You don't want to lose health since Medpacks are limited. Because it takes your barrier down, you want to put it back up as quickly as possible.


That is what I think too. I never really end up using nova though because my charge cooldown is so low. 

#50
bucyrus5000

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AcidRelic wrote...

I love it and Vanguards are only like 3rd or 4th on my favorite classes but after playing all classes in the demo I see the Vanguard kicking major butt, The nova is like an unending grenade skill without running out and as long as you can take cover after you nova your barrier comes back in like 2 seconds.

heck yah! The Vanguard uses him or her self as a weapon. He or she is the grenade. That is why I love the class.