Charge: Radius, Power Synergy, Barrier
You take Radius because it helps stagger more things before the Nova, but also because it increases total damage output dramaticaly. Power Synergy makes Charge and Nova way stronger. Barrier helps greatly if something goes wrong after a Charge, but also doubles damage output from Nova (because Nova's listed damage and force are multiplied by your barrier percentage).
Shockwave: Ignore this power.
You never need this power. It would eat into Charge's cooldown to use and it takes important points better spent on passives.
Nova: Force & Damage, Power Recharge, Pierce
Nova's range is already good, so boost its damage. Half Blast is terrible, greatly weakening the power. It's better to drop the cooldown so you can Charge that much sooner. Tenths of a second matter on this class, and Power Recharge drops Charge's cooldown from 3.08 to 2.31 while active. That's very impressive, and you can drop it even lower with armor mods. Finally, Pierce is a crucial power to take because normally barriers, shields, and armor give a Vanguard trouble. It's critical to get this damage boost against them.
Alliance Training: Damage and Capacity, Power Damage, Weapon Damage
You need good weight capacity so cooldowns are as low as possible, good power damage because almost all you use are powers, and good weapon damage for the rare times when you need your pistol.
Fitness: Durability, Shield Recharge, Fitness Expert
Get as high of health and shields as you can. You can't imagine how useful this is on Gold when something goes wrong during a Charge-Nova string.
As a Vanguard, your lifeblood is your cooldown, so use only a pistol (they do far better damage than SMGs). Carnifiex is best, but I use Phalanx because I don't have that.
In battle, you want to Charge and Nova nearly everything. Wait a half second after Charge before using Nova so that Charge is immediately ready as soon as it finishes. Charge will constantly restore barrier to full power, and you're invincible during the animations for both Charge and Nova (you can be staggered out of them but missiles and stuff, but you won't take damage). Because you're sitting in such close range, this invincibility period and recharging barrier are the only thing keeping you alive. Your entire method of both offense and defense relies on making sure to never stop using Charge and Nova. Once you start, you can't leave the area until you die or everything else does.
And then you've got the two synergy bonuses. Getting 25% cooldown reduction and +25% power force/damage for 15 seconds means you must immediately go find something else to kill as soon as combat ends or you're penalized for it. You are simply never allowed to stop fighting.
I use this on Silver and Gold and it's great. Only three enemies ever necessitate using your weapon. Against Guardians, you Charge to stagger, then pump rounds into their heads. On turrets, you hide behind cover and shoot them, then Charge-Nova when they're weakened. On Atlus mechs, a missile is best, but you can still use the pistol with allied help. Charge-Nova does kill them incredibly quickly, but you need to make sure to move around them in a circle while doing it. If you don't, they'll grab you mid-animation and kill you instantly.
Modifié par SushiSquid, 21 février 2012 - 09:05 .