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Overload thoughts?


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19 réponses à ce sujet

#1
himegoto

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I just maxed out incinerate on my male engi. going to dump some points into overload now and see the option to do an AOE that can eventually hit 3 enemies in a 8m radius.
Wondering any of you went that route instead of damage upgrade and how useful or applicable is it? I'll be using a single pistol for minimal cooldown.
Thanks. 

#2
G3rman

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Its good for tying up enemies in higher difficulties, especially oncoming phantoms. I really like it and I focused on it instead of incinerate.

#3
Ares Caesar

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If you take the option to stun organic enemies its a fantastic power. The damage itself is mostly irrelevant as it negates incoming damage from affected enemies while allowing you easy target practice on those same enemies... if nothing else it allows you to stun one group while you turn your attention to the enemies not affected that are also dealing damage to you.

Its really a very good power to have, especially since I'm sure it'll also stun synthetic enemies as well making it GREAT for crowd control.

#4
himegoto

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ya. I usually go for the damage than an AOE but in this case 8m sounds useful. Ares about the organic stun upgrade I suppose it doesn't work with shielded or barriers?
and another question is does it combo with incinerate?

and looking at the last upgrade. 100% more to shielded and barriers is too hard to pass up. though I dont think the current enemies in the demo requires it.

Modifié par himegoto, 20 février 2012 - 10:25 .


#5
Ares Caesar

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himegoto wrote...

ya. I usually go for the damage than an AOE but in this case 8m sounds useful. Ares about the organic stun upgrade I suppose it doesn't work with shielded or barriers?
and another question is does it combo with incinerate?


While it wont "stun" protected enemies within the AoE, it will "stagger" as it blasts their protections, usually buying you enough time to pump them full of bullets, and the cooldown is fast enough that if multiple protected enemies are within the AoE, you're able to drop all protections with 1st overload, kill 1 enemy, 2nd overload stuns remaining two enemies who became unprotected from 1st overload, and kill both enemies now with ease.

In this demo, I didnt think Overload would be that great since Cerberus enemies are organic, but because of that "stun organic enemies" inclusion into Overloads tree, it makes it a power that will be incredibly versatile and one to level up almost immediately on any character possessing it.

#6
HolyAvenger

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Yeh I have the full AoE stun Overload and it is awesome to drop into a group of enemies. Makes them easy fodder for you, your friendly sniper or vanguard or even a grenade.

#7
rumination888

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Second most powerful non-class ability, right behind Stasis.

#8
goofyomnivore

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It is awesome. I'd rank it right behind Energy Drain and Stasis.

Modifié par strive, 20 février 2012 - 10:42 .


#9
redafro

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max it for single dmg, its a phantom killer

#10
LemurFromTheId

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It's absolutely fantastic. AOE stun with a scoped Phalanx (and no other weapons) is my recipe for success. Overload, snipe, overload, reload, overload, snipe, overload, reload...

#11
rumination888

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redafro wrote...

max it for single dmg, its a phantom killer


Single damage? Its a phantom killer even if you turn it into an AoE stunning monster.

#12
SushiSquid

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Taking Incinerate was a bad choice. Due to the global cooldown, Incinerate would eat into your Overload spamming. It also takes away points better spent on passives.

A human engineer is best when he and his drone are both spamming chain lightning strikes. Spec Overload for short cooldowns and both chains, grab stunning and Chain Lightning on your drone, and watch a whole room stop moving. A single heavy pistol can take care of armor without need of Incinerate, and keeps cooldowns very low.

Some people seem to like Neural Shock, but I hate it. Instead of the useful stun that makes headshots easy, targets fall over on their backs away from you. It also only works on the initial hit - not chains - and only seems to affect Troopers and Engineers. Having a lower cooldown is much more useful and I wish I had taken that.

Another thing I'll warn against is the missile upgrade for your drone. If the drone has missiles, it likes to sit at a long range and just use them rather than moving in for stunning attacks. Unfortunately, it has a very slow rate of fire and missiles only do decent damage. It's really not a good option and I wish I didn't take it because it makes the drone less useful.

Modifié par SushiSquid, 20 février 2012 - 11:26 .


#13
himegoto

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SushiSquid wrote...

Taking Incinerate was a bad choice. Due to the global cooldown, Incinerate would eat into your Overload spamming. It also takes away points better spent on passives.

A human engineer is best when he and his drone are both spamming chain lightning strikes. Spec Overload for short cooldowns and both chains, grab stunning and Chain Lightning on your drone, and watch a whole room stop moving. A single heavy pistol can take care of armor without need of Incinerate, and keeps cooldowns very low.

Some people seem to like Neural Shock, but I hate it. Instead of the useful stun that makes headshots easy, targets fall over on their backs away from you. It also only works on the initial hit - not chains - and only seems to affect Troopers and Engineers. Having a lower cooldown is much more useful and I wish I had taken that.

Another thing I'll warn against is the missile upgrade for your drone. If the drone has missiles, it likes to sit at a long range and just use them rather than moving in for stunning attacks. Unfortunately, it has a very slow rate of fire and missiles only do decent damage. It's really not a good option and I wish I didn't take it because it makes the drone less useful.


thanks. kind of regreted it I thought they would finally give incinerate a buff and maybe work like throw this time. the armor damage isn't that impressive either.

#14
Merchant2006

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The AOE on higher difficulties is uh-may-zing.

I have a human male engineer who has max overload but I didn't go for the AOE. Upon seeing my friend use the AOE version of Overload I instantly regretted it. On difficulties such as Silver the AOE is good, but on Gold it was essential. It would spread between 2 phantoms and an Atlas. That's a lot. And it helped us all.

AOE is a recommendation. A very high recommendation. Go for it. I admit, I wanted someone who did a lot of damage but when I played the game on Silver+ I realised that I should make my build ready for Gold, always. Having a build prepared for tough times is better than having a kick ass build for Bronze only.

#15
Eclipse_9990

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I've been going for aoe for the most part, but for my Turian sentinel I'm undecided; should I get the last chain overload, or the 100% Damage to shields one?

Modifié par Eclipse_9990, 21 février 2012 - 02:43 .


#16
Guest_Bebe77_*

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i maxed it on my turian sentinel i use it to stun nemesis' cuz idk y but i always miss when i shoot them

#17
The_mango55

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I went aoe and it's incredible.

#18
Jestina

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It seems to suck now. From what I recall, it arced in ME2 and now you can only shoot it head on.

#19
SpaceAdmiral

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Can anyone post the differences between overload and energy drain?

#20
Simbacca

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On my scoped Mattock only Turian Sentinel, I maxed arc-lightning neural shock Overload before putting a point anywhere else. Cake walk then, and much more versatile now.