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[Guide] Quarian Engineers, how to fry Bonanas.


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#76
VirtualAlex

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So... seems everyone likes Flame better than rockets. Is that true? I was always upset with how quickly my turret died with flame, always wishing I could keep it further away and still deal damage.

Is this thinking a mistake?

#77
AsheraII

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Depends entirely on the use. Rocket is a long range aggro magnet. Flame on the other hand is a short range killer. It really kills packs fast.

#78
Ninefingers79

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VirtualAlex wrote...

So... seems everyone likes Flame better than rockets. Is that true? I was always upset with how quickly my turret died with flame, always wishing I could keep it further away and still deal damage.

Is this thinking a mistake?


No. The sixth level turret evolution is situational and depends on your playstyle. I like to deploy my turret on high ground or close to me (playing long-range support) and the rocket suits my playstyle better than the flamer. I get why someone would like the flamer, but if I'm trying to hit a cluster of enemies I'd rather use the cryo/incinerate combo than keep tossing out weak turrets for them to chew up.

#79
ominioctonos

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Geist.H wrote...

Armor debuff and 25% increased DPS from all sources.

Two incinerate doing 200% damages + reduced Armor mitigation + overall 25% + allies benefiting from those then throw your weapon on top of all, incinerate with 50% Armor DPS bonus cannot compete.


2 chill combo's cast time is about the same as 4 incinerate.

damage wise:
2 chill combo= 4 normal incinerate's damage +25%x2 normal incinerate= 4.5 normal incinerate's damage

4 armor damage upgraded incinerate= 4 normal incinerate+ 50% normal incinerate x4= 6 normal incinerate's damage

So, chill combo do less damage.

Is reduced armor mitigation and overall 25% damage from all sources worth the damage loss and putting 21 skill points into cryo blast. I think it's situational, and in most cases, not.

Modifié par ominioctonos, 26 mars 2012 - 03:08 .


#80
Roninflame

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ominioctonos wrote...

Geist.H wrote...

Armor debuff and 25% increased DPS from all sources.

Two incinerate doing 200% damages + reduced Armor mitigation + overall 25% + allies benefiting from those then throw your weapon on top of all, incinerate with 50% Armor DPS bonus cannot compete.


2 chill combo's cast time is about the same as 4 incinerate.

damage wise:
2 chill combo= 4 normal incinerate's damage +25%x2 normal incinerate= 4.5 normal incinerate's damage

4 armor damage upgraded incinerate= 4 normal incinerate+ 50% normal incinerate x4= 6 normal incinerate's damage

So, chill combo do less damage.

Is reduced armor mitigation and overall 25% damage from all sources worth the damage loss and putting 21 skill points into cryo blast. I think it's situational, and in most cases, not.

Think of it this way. The +50% armor incinerate damage only applys for armored opponents. But the +100% incinerate damage from Freeze Combo applys across all defences (health, armor, sheilds and barriers) In the end, yes, picking +50% armored damage will help more against armored opponents, but i think freeze combo will always have more utility and be able to help you no matter what defences the target has.
As for is sinking 21 points into cryo blast worth it? The answer is yes.
You seem to be making a mistake that many others have, and that is that your looking to increase only your own damage when you could be buffing yourself and your allies damage.
It is definately worth sacrificing a bit of dps or survivability for the extra 25% damage done to the target from both you and your allies, along with weakening armored units by an extra 25% and freezing a good amount of unprotected enemies. Cryo Blast is also on an extremely fast cooldown so you can spam it as i beleive it's +damage debuffs work on everything.

#81
ominioctonos

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Roninflame wrote...

ominioctonos wrote...

Geist.H wrote...

Armor debuff and 25% increased DPS from all sources.

Two incinerate doing 200% damages + reduced Armor mitigation + overall 25% + allies benefiting from those then throw your weapon on top of all, incinerate with 50% Armor DPS bonus cannot compete.


2 chill combo's cast time is about the same as 4 incinerate.

damage wise:
2 chill combo= 4 normal incinerate's damage +25%x2 normal incinerate= 4.5 normal incinerate's damage

4 armor damage upgraded incinerate= 4 normal incinerate+ 50% normal incinerate x4= 6 normal incinerate's damage

So, chill combo do less damage.

Is reduced armor mitigation and overall 25% damage from all sources worth the damage loss and putting 21 skill points into cryo blast. I think it's situational, and in most cases, not.

Think of it this way. The +50% armor incinerate damage only applys for armored opponents. But the +100% incinerate damage from Freeze Combo applys across all defences (health, armor, sheilds and barriers) In the end, yes, picking +50% armored damage will help more against armored opponents, but i think freeze combo will always have more utility and be able to help you no matter what defences the target has.
As for is sinking 21 points into cryo blast worth it? The answer is yes.
You seem to be making a mistake that many others have, and that is that your looking to increase only your own damage when you could be buffing yourself and your allies damage.
It is definately worth sacrificing a bit of dps or survivability for the extra 25% damage done to the target from both you and your allies, along with weakening armored units by an extra 25% and freezing a good amount of unprotected enemies. Cryo Blast is also on an extremely fast cooldown so you can spam it as i beleive it's +damage debuffs work on everything.


true. but from my experience, incinerate does almost no damage to shield and barrier (I believe one bar of shield on rocket troopers) to begin with. Health, well, most enemies that have red bars don't really beefy enough to warrent a combo.

I do agree that 25% damage bonus from all sources helps the team a lot.

#82
Roninflame

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ominioctonos wrote...

Roninflame wrote...

ominioctonos wrote...

Geist.H wrote...

Armor debuff and 25% increased DPS from all sources.

Two incinerate doing 200% damages + reduced Armor mitigation + overall 25% + allies benefiting from those then throw your weapon on top of all, incinerate with 50% Armor DPS bonus cannot compete.


2 chill combo's cast time is about the same as 4 incinerate.

damage wise:
2 chill combo= 4 normal incinerate's damage +25%x2 normal incinerate= 4.5 normal incinerate's damage

4 armor damage upgraded incinerate= 4 normal incinerate+ 50% normal incinerate x4= 6 normal incinerate's damage

So, chill combo do less damage.

Is reduced armor mitigation and overall 25% damage from all sources worth the damage loss and putting 21 skill points into cryo blast. I think it's situational, and in most cases, not.

Think of it this way. The +50% armor incinerate damage only applys for armored opponents. But the +100% incinerate damage from Freeze Combo applys across all defences (health, armor, sheilds and barriers) In the end, yes, picking +50% armored damage will help more against armored opponents, but i think freeze combo will always have more utility and be able to help you no matter what defences the target has.
As for is sinking 21 points into cryo blast worth it? The answer is yes.
You seem to be making a mistake that many others have, and that is that your looking to increase only your own damage when you could be buffing yourself and your allies damage.
It is definately worth sacrificing a bit of dps or survivability for the extra 25% damage done to the target from both you and your allies, along with weakening armored units by an extra 25% and freezing a good amount of unprotected enemies. Cryo Blast is also on an extremely fast cooldown so you can spam it as i beleive it's +damage debuffs work on everything.


true. but from my experience, incinerate does almost no damage to shield and barrier (I believe one bar of shield on rocket troopers) to begin with. Health, well, most enemies that have red bars don't really beefy enough to warrent a combo.

I do agree that 25% damage bonus from all sources helps the team a lot.

Yeah, unfortunately QE suffers from lack of sheild/barrier stipping capabilities no matter how to build her, although i find the flamethrower turret is pretty decent at taking out sheilds/barriers its not reliable due to its slow fire rate.
I'd highly recommend trying out the builds posted if you havn't already (and if your like me and swimming in skill reset cards) as in my opinion, it's a fun and effective build, and in the end, all that matters if that your enjoying the game that your playing^_^
If you don't like the build, then fair enough, we all have different playstyles.

#83
Guest_920103db_*

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This is a good post. Which is a rarity in the multiplayer thread.

#84
himegoto

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Shes sitting there and I havent put one point into her.
I remember back in the demo I skipped incinerate. Many of you may discard this idea and think its silly. Well, I wouldnt know and would like more input as to what exactly am I missing out on incinerate?

Is the damage impressive? (Gold) With the combo? Because if not, sounds better to freeze stuff then maybe shotgun them instead?
And I always thought flamethrower adds as flame damage comboed with the last evolution of cyro blast. Does it or no?

Survivibility is huge for me especially most the game I join has a full second of latency. Would like more thoguhts on this.

#85
himegoto

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Nevermind. Tried the said build maxed incinerate with cyro blast.
But the combo damage is.. Pathetic still.

#86
Blissey1

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Jackhaemmerchen wrote...

Geist.H wrote...
it inflicts "chill" (-10% movement speed and 15% weakened Armor) against shielded/armored targets and "freeze" (Immobilized, 15% weakened Armor.) against unprotected/shied stripped targets.


Sorry for this being somewhat offtopic, but does the weaken state really affect enemies without armored hp? I must admit i don't even really know how it affects armor - if you happen to have any insights/sources i would be grateful. :)


Amor is flat damage reduction per bullet. Chilled reduces that flat damage reduction by whatever pecent you have it upgraded to. It's basically giving everyone shooting at the armored target a X% piercing mod.

#87
shadowkinz

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Blissey1 wrote...

Darkslayer557 wrote...

stopped reading when i saw "pistol rail upgrade III"


are you one of those engineers with a widow? Or do you jsut have somethnig against using consumables?


yeah i didn't get that kid's post either... i was gonna quote it with simply a "?" lol

#88
xXCerberus317Xx

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I keep looking for Her but i always open the Salarain engineer :/

#89
Geist.H

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Nevermind. Tried the said build maxed incinerate with cyro blast.
But the combo damage is.. Pathetic still.


Minus Biotic Explosion, most comboes do little damages (Tech Burst, Fire Explosion, Cryo Blast...), but some of them are really easy to spam such as Tech Burst, that's why Cryo Blast should be buffed, damage wise, because it is really much harder to setup.

#90
steamcamel

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Great post. Thanks for the help. But I still don't understand how the cryo/burn combo works. Everytime I cast freeze followed by a burn, it does f... all damage. And except for the turret we're pretty much defenseless against shielded enemies.

#91
Roninflame

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steamcamel wrote...

Great post. Thanks for the help. But I still don't understand how the cryo/burn combo works. Everytime I cast freeze followed by a burn, it does f... all damage. And except for the turret we're pretty much defenseless against shielded enemies.

Any targets affected that are frozen/chilled by your cryo blast recieve 100% additional incinerate damage.
Thing is that i'm almost certain that the +100% means the base incinerate damage without any buffs or modifiers (base incinerate damage is 300)
Incinerate does decreased damage against sheilds/barriers, so its best to bring along a weapon like the Carnifex and pump some rounds into the target to deplete their sheilds/barriers before finishing them off with a incinerate.
The combo that i use most of the time is: Cryo Blast, Headshot/body shot, Incinerate. This can all be done before the Cryo Blast debuff is finished. Throw down a turret if there is more than 1 target, or if facing one of the more stronger guys.

#92
Geist.H

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When you land Cryo, the enemy is "chilled " (moving slowly with frost covering him.), when "chilled", a target suffers a movement speed and armor debuff as well as an overall increase of incoming DPS if you took the right perks.

However, if the enemy is not a boss/mini-boss and does not possess any form of protection (armor, shield or barrier.), or if said protection has been removed, it will be frozen instead.

Frozen targets are immobilized and suffer from "chilled" status penalties.

If a "frozen" target is killed by a direct damage ability such as Incinerate, it will trigger a "Cryo Blast", damaging and applying chill/freeze to nearby enemies depending of their own type/protection.

Cryo Blast is mainly useful for CC and overall DPS increase, it's always fun to insta-kill a Geth Pyroes cluster by combining Cryo Blast and Tech Burst/Biotic Explosion.

I suggest reading this thread for more informations about comboes:

http://social.biowar...3/index/9629730

Incinerate does decreased damage against sheilds/barriers, so its best
to bring along a weapon like the Carnifex and pump some rounds into the
target to deplete their sheilds/barriers before finishing them off with a
incinerate.
The combo that i use most of the time is: Cryo Blast,
Headshot/body shot, Incinerate. This can all be done before the Cryo
Blast debuff is finished. Throw down a turret if there is more than 1
target, or if facing one of the more stronger guys.


Amen.

Modifié par Geist.H, 27 mars 2012 - 08:31 .


#93
Ediblestarfish

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Well, there's always the option of using disruptor ammo. With a good pistol, can take down shields pretty fast and follow up with a quick cryo if they aren't immune to being frozen.

About the only thing you can do about geth hunters. Aside from that a QE works best with a SE, or at least a HE to combo off each other.

#94
Geist.H

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About the only thing you can do about geth hunters. Aside from that a QE works best with a SE, or at least a HE to combo off each other.


Against Hunters, strip their shield with two carnifex headshot, then freeze them, they are ALWAYS my priority targets when I spot them in a wave, pop shield, freeze, cryo blast, then my buddies Tech Burst / Biotic Explosion obliterate the Pyroes suffering Cryo debuffs.

If you are caught alone and off-guard by a GH = side-roll to avoid one of his two shots, but for the love of the homeworld, do not use a melee attack, if you do, the GH will do the same and immediately reset his shotgun "reload" timer, resulting in your very likely death. Instead, pop his shield, freeze him when he is down to health bar then reduce him to half-health and incinerate the ****er.

Modifié par Geist.H, 27 mars 2012 - 08:40 .


#95
LoboFH

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I tried the first support set with a Hornet +weight reduction, so 200% power recharge, successful in silver and a real chaos maker. I don't know how it will work in gold though.

#96
molecularman

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Now, if only I could unlock the class...

#97
Geist.H

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Slightly updated.

#98
VirtualAlex

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Got the rocket turret last night.

Absolutely hate the turret, it is worthless. No matter where I put it, it gets destroyed in seconds and it's rate of fire is awful. If I put it REAL far away so it can't get shot, then it just wastes it's rockets on enemies behind cover. I like the flamer better, but I already hated that from before.

I might respec to simply not putting any points into it and just roll with 0-6-6-6-6.

#99
mekabar77

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Very good post, although im still not sold on the cryo blast approach. Generally if I want to do some comboing I'll take cyro ammo to complement the +100% damage evolution and save my cooldowns for turret and incinerate.

Btw you really got me into trying the AoE incinerate evolution, which I nver took, because I found it to be crappy back in ME2. ME3 Multiplayer is a whole different story though, since fights are way more cluster**** than single player. But even more important is that the AoE evolution turns near-misses due to cover placement or dodging opponents into actual hits. Very very useful.

Genrally my take on the Quarian Engineer is to provide constant distraction with the turret, and then nuking the high priority targets with a good gun and incinerate. I also prefer medium weight rapid fire rifles like Raptor, Mattock, Vindicator with disruptor ammo, since they deal better with shields than a Carnifex, apply elemental effects faster and provide constant fire support.

Modifié par mekabar77, 27 mars 2012 - 02:12 .


#100
Roninflame

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VirtualAlex wrote...

Got the rocket turret last night.

Absolutely hate the turret, it is worthless. No matter where I put it, it gets destroyed in seconds and it's rate of fire is awful. If I put it REAL far away so it can't get shot, then it just wastes it's rockets on enemies behind cover. I like the flamer better, but I already hated that from before.

I might respec to simply not putting any points into it and just roll with 0-6-6-6-6.

Are you giving the turret the max amount of sheilds possible?
1700 sheilds is enough to last quite awhile, unless under fire from several enemies at the same time, but everything goes down quickly in that case.
The turret doesn't draw aggro quickly or at least it has a much lower chance to than say the Human Engineers drone.
Trust me when i say that picking up the flamethrower turret will save your ass more than you'd realise. Plus it's always funny and extremely useful to see a Banshee and a brute or two standing still, not attacking and staring at your turret while you and your team nuke them to death.
I agree that even with the recent rocket buff, the rocket upgrade is still useless due to its aiming.