C9316 wrote...
Stasis....wait for it....Bubble! Oh and max out fitness and justicar if you can.
I didn't take the buble, I took the damage. It makes my life easier than bubble. I have enough time to shoot ANY infantry on my own when I stasis them.
C9316 wrote...
Stasis....wait for it....Bubble! Oh and max out fitness and justicar if you can.
ElementL09 wrote...
Stasis Bubble is amazing.
D.Kain wrote...
ElementL09 wrote...
Stasis Bubble is amazing.
It is, just isn't enough though for me to shoot phantoms on my own.
Modifié par S.ilver, 19 février 2012 - 06:49 .
S.ilver wrote...
My adept is running with Stasis Vulnerability, but I'm actually wishing I took Bubble now. I carry only a Heavy Pistol (Phalanx), because carrying a Viper is only +130% recharge speed for me, and that adds half a second to the Stasis recharge time. I'm also not sure I would carry the Viper even if it didn't wreck recharge rates, because it's pretty low on ammo and not as flexible of a weapon as a scoped Phalanx. I generally can't kill Phantoms just by shooting them with my Phalanx, but I find if I shoot them a few times, and then use throw to detonate the stasis, it kills them.
Modifié par D.Kain, 19 février 2012 - 07:06 .
D.Kain wrote...
I carry Carnifex, which basically is as strong as the viper, and doesn't touch my 200% cooldown. I do kill Phantoms with with it before stasis breaks, and a lot of times I found myself in a situation when there are 2-3 phantoms, so I couldn't afford to use throw, as that 2 sec was crucial to stasis another phantom, so I had to stasis the second one even before the first stasis breaks, and had to kill the first phantom with Carnifex, so that he doesn't get in my way while I shoot the second one. Of course this is all solo action, when team helps, it is easier, but again I found myself a lot of times in a ssituation when team is very busy themselves with 2 more phantoms, and if I don't hold the other 2 they would die, or the team mate is busy with some device.
Modifié par S.ilver, 19 février 2012 - 07:08 .
Modifié par himegoto, 19 février 2012 - 07:37 .
ncknck wrote...
Yeah, the more i play the more i wish i would have ignored warp completely and gone throw all the way.
Throw recharges quicker, hell, its an instant recharge after a combo with a perk. And combo damage rules. It moves faster. Enemies dodge warp. It staggers guardians and Atlases (omg). warp is useless here, aside from its damage. Turrets, i dont know, but for some reason, full throw on the sentinel seems to get quite a lot of its shield, dunno why. Basically throw deals with everything which cant be solved by stasis.
ncknck wrote...
Yeah, the more i play the more i wish i would have ignored warp completely and gone throw all the way.
Throw recharges quicker, hell, its an instant recharge after a combo with a perk. And combo damage rules. It moves faster. Enemies dodge warp. It staggers guardians and Atlases (omg). warp is useless here, aside from its damage. Turrets, i dont know, but for some reason, full throw on the sentinel seems to get quite a lot of its shield, dunno why. Basically throw deals with everything which cant be solved by stasis.
Modifié par ncknck, 19 février 2012 - 07:40 .
Hehehe, yeah..S.ilver wrote...
Warp was awesome in ME2, so I guess it's understandable that we all rushed like cattle to max it out.
ncknck wrote...
D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.
Modifié par D.Kain, 19 février 2012 - 07:43 .
Riot Inducer wrote...
Warp does indeed affect the Atlas, it just doesn't have the glow effect but you can still combo off of it to great effect.
Ha, thanks a lot, good thing i still had 6 points left and invested them in rang3 throw, instead of rang6 warp. Gonna try some AKM (atlas killing maching) right now.D.Kain wrote...
ncknck wrote...
D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.
Dude, warp by itself takes one health squire of atlas, a following throw detonates the warp for 2 more squires and staggers atlas heavily. Throw is a skill I use to kill atlas and turrets, combined with warp. Warp by itself also does bad against shields, but a following throw on warp blows up and damages shields nicely too.
I am an atlas killing machine. =)
ncknck wrote...
Ha, thanks a lot, good thing i still had 6 points left and invested them in rang3 throw, instead of rang6 warp. Gonna try some AKM (atlas killing maching) right now.D.Kain wrote...
ncknck wrote...
D.Kain
wait, is atlas affected by combo? Warp didnt seem to stick on it, you know, the glow. Just the damage.
Dude, warp by itself takes one health squire of atlas, a following throw detonates the warp for 2 more squires and staggers atlas heavily. Throw is a skill I use to kill atlas and turrets, combined with warp. Warp by itself also does bad against shields, but a following throw on warp blows up and damages shields nicely too.
I am an atlas killing machine. =)
Modifié par D.Kain, 19 février 2012 - 07:49 .
Modifié par Sebbers, 19 février 2012 - 08:21 .
Sebbers wrote...
Just though I'd add my Asari build because, for me it's perfected, and the last 5 or so rounds I've been playing public silver (with 3 others), I've be getting around 100 kills:
Maxed out stasis with stasis strength, stasis recharge, and stasis vulnerability.
Maxed out fitness with durability, shield recharge, and fitness expert (ie non-melee perks)
Maxed out justicar with weapon damage, headshot damage, and weapon damage (pistols perk also plausible for the last perk)
This is going to sound weird but, my main weapon of choice is the M3 predator with scope and damage.
And the Shuriken (its ****, but its light) and I only use it as a back up.
My general plan is to spam stasis at a target, get a string of headshots, then immediately stasis the next target. I can down combat engineers and phantoms 1-2 secs (on silver) as the Predator has an insane RoF if you can click fast! Only real problem is my ammo drains fairly fast.
For me neither warp, nor throw are particularly important.
Warp is essentially for Mechs, although, on most rounds you should be leaving the Mech to be dealt with last (unless its impeding your objective, in which case missile the bastard). Run away from the Mech, and take down all the standard enemies. Wait till you've downed the last basic enemy and then all you have to do is concentrate your fire on the Mech.
Throw is decent (though very necessary for shields). Not only can it throw an enemy behind your line of sight (so will get up and become a threat), an enemy lying flat on the ground is much harder to hit. Throw also limits your ability to spam stasis. You might as well just waste a few bullets finishing off an enemy.
Sebbers wrote...
For me neither warp, nor throw are particularly important.
Warp is essentially for Mechs, although, on most rounds you should be leaving the Mech to be dealt with last (unless its impeding your objective, in which case missile the bastard). Run away from the Mech, and take down all the standard enemies. Wait till you've downed the last basic enemy and then all you have to do is concentrate your fire on the Mech.
Throw is decent (though very necessary for shields). Not only can it throw an enemy behind your line of sight (so will get up and become a threat), an enemy lying flat on the ground is much harder to hit. Throw also limits your ability to spam stasis. You might as well just waste a few bullets finishing off an enemy.
Modifié par D.Kain, 19 février 2012 - 09:07 .
Raddpuppy wrote...
Throw maxed will take out anything without shields if you do it right.
D.Kain wrote...
Raddpuppy wrote...
Throw maxed will take out anything without shields if you do it right.
I am very curious about this. Why is it that throw does different damage each time? Sometimes the targets are OHKO'ed, other times, they are not.
S.ilver wrote...
D.Kain wrote...
Raddpuppy wrote...
Throw maxed will take out anything without shields if you do it right.
I am very curious about this. Why is it that throw does different damage each time? Sometimes the targets are OHKO'ed, other times, they are not.
I'm not sure about this, but Throw seems to do damage when it initially hits the enemy, and again when the enemy hits an object. Not really sure of the mechanics behind this. At any rate, enemies that survive a maxed out throw are usually a 1 health bar, such that it's trivial to shoot them once to take them out.
D.Kain wrote...
Indeed. The most annoying thing is when they dodge though.