Speccing Javik
#1
Posté 06 avril 2012 - 03:14
#2
Posté 06 avril 2012 - 03:18
#3
Posté 06 avril 2012 - 03:21
#4
Posté 06 avril 2012 - 03:44
weirdnerd wrote...
you can respec in the med bay including squadmates
Except Javik. All the others, yes. Not him.
I know I don't want Lift Grenades, I just don't like the Grenade abilities. Too dependant on ammo.
But I'm not sure how to evolve the rest of the powers. I know which ones I want, and I think which order I want to get them. Just not sure about evolutions.
#5
Posté 06 avril 2012 - 03:54
#6
Posté 06 avril 2012 - 04:03
Just assume that I've already maxed out Lift Grenades or something. How should I spec the rest of his skills?
#7
Posté 06 avril 2012 - 04:07
#8
Posté 06 avril 2012 - 04:11
dark channel - duration / recharge speed / pierce
lift grenade - radius / max grenades / damage & radius
pull - radius / expose / recharge speed
vengeful ancient - power damage / weapon damage / squad power bonus
If you don't want lift grenades than I guess you can just take slam. Its redundant with pull though, and the latter has other practical uses. Pull rips off guardian shields, stuns protected targets, recharges faster than slam, and is more effective at setting up explosions than slam because slam explosions typically occur above surrouding enemies, limiting collateral damage.
Modifié par chrisnabal, 06 avril 2012 - 04:17 .
#9
Posté 06 avril 2012 - 04:15
Whatever though. Ignoring Lift Grenade then go with Durability and Weapon damage for his passive, since there's not much point in upgrading his power damage without Lift Grenades, then take Dark Channel, Pull, and slam.
#10
Posté 06 avril 2012 - 04:31
Doug4130 wrote...
why ask for advice if you're just going to ignore it? His grenades set up explosions and it is one of the more useful abilities in the game. It makes no sense to just ignore it
Because it doesn't match my playstyle. I never wind up using grenades. I keep saving them, always worried that I'll run out at some critical juncture. Honestly, except for the Feros mission, I never used them in ME1 either. I don't use my own Sticky Grenades, I don't use any of my companion's grenades. Not because I think they're bad abilities, but just because I am too cautious to get any use out of them.
Since Ashley is my VS, I don't have any other biotic party members besides Liara. So I'm just wanting to see how I can get some use out of his abilities.
Dark Channel, for example, still seems like a good setup for explosions, but it works so oddly compared to the rest of the abilities in the game that I'm not sure how best to spec it to take advantage of it. Is extending its duration worthwhile when it does so little damage? Or is the damage so miniscule anyway that it doesn't matter whether or not you upgrade it?
I'm not saying that you guys have bad advice, but I find that, even when I have the abilities maxed, I just don't wind up using them. So I'd prefer to put the points elsewhere.
Although, if Slam really is so useless when he has Pull, I might give him the points anyway, but I still probably won't wind up using Lift Grenades.
Modifié par Skyblade012, 06 avril 2012 - 04:32 .
#11
Posté 06 avril 2012 - 04:32
#12
Posté 06 avril 2012 - 04:35
Skyblade012 wrote...
Dark Channel, for example, still seems like a good setup for explosions, but it works so oddly compared to the rest of the abilities in the game that I'm not sure how best to spec it to take advantage of it. Is extending its duration worthwhile when it does so little damage? Or is the damage so miniscule anyway that it doesn't matter whether or not you upgrade it?
The duration upgrade will allow for more detonations off a single cast. If you detonate it on a target before the duration ends, it will jump to a new target. This means you don't need to spam it outside of facing armored units and it allows for more frequent use of pull which, whether you use that for setting up independent detonations or as a damage booster on defense stripped targets, its far superior as a spammable ability against low priority enemies.
Dark channel is not useful as a direct damage power unless its used against armor or barriers, which the rank 6 evolution will provide all the necessary damage increase you need for it to be effective against such high priority enemies, like banshees.
Modifié par chrisnabal, 06 avril 2012 - 04:39 .
#13
Posté 06 avril 2012 - 04:40
chrisnabal wrote...
Skyblade012 wrote...
Dark Channel, for example, still seems like a good setup for explosions, but it works so oddly compared to the rest of the abilities in the game that I'm not sure how best to spec it to take advantage of it. Is extending its duration worthwhile when it does so little damage? Or is the damage so miniscule anyway that it doesn't matter whether or not you upgrade it?
The duration upgrade will allow for more detonations off a single cast. If you detonate it on a target before the duration ends, it will jump to a new target. This means you don't need to spam it outside of facing armored units and it allows for more frequent use of pull which, whether you use that for additional simultaneous detonation or as a damage booster on defense stripped targets, its far superior as a spammable ability against low priority enemies.
Ah, thanks. I was under the impression that when it jumped, its duration reset. Getting more explosions off of it then does indeed seem to be the better way to go.
Is Pull generally better as AOE or single target?
Aside from Singularity, I don't have any real Crowd Control abilities, and I channel most of my damage abilities into single target, max damage focus. Pull is better off going AOE and Double Pull?
#14
Posté 06 avril 2012 - 04:42
Skyblade012 wrote...
Doug4130 wrote...
why ask for advice if you're just going to ignore it? His grenades set up explosions and it is one of the more useful abilities in the game. It makes no sense to just ignore it
Because it doesn't match my playstyle. I never wind up using grenades. I keep saving them, always worried that I'll run out at some critical juncture. Honestly, except for the Feros mission, I never used them in ME1 either. I don't use my own Sticky Grenades, I don't use any of my companion's grenades. Not because I think they're bad abilities, but just because I am too cautious to get any use out of them.
I can totally relate to this kind of thinking. I have completed SO MANY levels in this game and others with excess armaments. You need to let go. In ME2 I learned to let go by using the Cain whenever I had enough to shoot it. In Halo 3 I decided to throw a grenade or three at the beginning of every encounter. Throw his grenades, and yours too if you have them. If you run out there are other abilities that are unlimited. No encounter is impossible, remember that.
#15
Posté 06 avril 2012 - 04:46
Otherwise, a larger radius pull will suffice in putting multiple enemies into llifted status. This works very well with the expose evolution on pull in that they are very susceptible to gunfire, allowing power use to be focused elsewhere, such as continuing to detonate off of an active dark channel.
#16
Posté 06 avril 2012 - 04:46
Big Jack Shepard wrote...
Skyblade012 wrote...
Doug4130 wrote...
why ask for advice if you're just going to ignore it? His grenades set up explosions and it is one of the more useful abilities in the game. It makes no sense to just ignore it
Because it doesn't match my playstyle. I never wind up using grenades. I keep saving them, always worried that I'll run out at some critical juncture. Honestly, except for the Feros mission, I never used them in ME1 either. I don't use my own Sticky Grenades, I don't use any of my companion's grenades. Not because I think they're bad abilities, but just because I am too cautious to get any use out of them.
I can totally relate to this kind of thinking. I have completed SO MANY levels in this game and others with excess armaments. You need to let go. In ME2 I learned to let go by using the Cain whenever I had enough to shoot it. In Halo 3 I decided to throw a grenade or three at the beginning of every encounter. Throw his grenades, and yours too if you have them. If you run out there are other abilities that are unlimited. No encounter is impossible, remember that.
Eh, in ME2, I always kept it for the Credit boost (just like I never use Medi-gel because I want the Exp in ME3).
But this goes far beyond this series and even this genre. I almost never use Potions in Final Fantasy (even when I have 99 of the damn things), or Fairies in Legend of Zelda. I'm just too insanely obsessed with saving things for when I need them. If I focus, I can make a deliberate effort and bypass it, but as soon as the next fight starts up, I just forget that resolve and move on.
#17
Posté 06 avril 2012 - 04:47
chrisnabal wrote...
Pull is better as an area of effect power. Nearly all powers that can set up biotic explosions are. If you intend to use pull and finish a biotic explosion with throw, then rank 6 double pull is superior (in conjunction with rank 6 double throw).
Otherwise, a larger radius pull will suffice in putting multiple enemies into llifted status. This works very well with the expose evolution on pull in that they are very susceptible to gunfire, allowing power use to be focused elsewhere, such as continuing to detonate off of an active dark channel.
I don't have Throw, unfortunately, my main character is an Infiltrator, and Ashley is my VS, so no biotics on the team except Javik and Liara.
How does Double Pull work in conjunction with the wider area? Will it hit two separate groups, or just be redundant?
#18
Posté 06 avril 2012 - 04:48
Skyblade012 wrote...
Big Jack Shepard wrote...
Skyblade012 wrote...
Doug4130 wrote...
why ask for advice if you're just going to ignore it? His grenades set up explosions and it is one of the more useful abilities in the game. It makes no sense to just ignore it
Because it doesn't match my playstyle. I never wind up using grenades. I keep saving them, always worried that I'll run out at some critical juncture. Honestly, except for the Feros mission, I never used them in ME1 either. I don't use my own Sticky Grenades, I don't use any of my companion's grenades. Not because I think they're bad abilities, but just because I am too cautious to get any use out of them.
I can totally relate to this kind of thinking. I have completed SO MANY levels in this game and others with excess armaments. You need to let go. In ME2 I learned to let go by using the Cain whenever I had enough to shoot it. In Halo 3 I decided to throw a grenade or three at the beginning of every encounter. Throw his grenades, and yours too if you have them. If you run out there are other abilities that are unlimited. No encounter is impossible, remember that.
Eh, in ME2, I always kept it for the Credit boost (just like I never use Medi-gel because I want the Exp in ME3).
But this goes far beyond this series and even this genre. I almost never use Potions in Final Fantasy (even when I have 99 of the damn things), or Fairies in Legend of Zelda. I'm just too insanely obsessed with saving things for when I need them. If I focus, I can make a deliberate effort and bypass it, but as soon as the next fight starts up, I just forget that resolve and move on.
Only you can prevent forest fires.
Good luck
Modifié par Big Jack Shepard, 06 avril 2012 - 04:50 .
#19
Posté 06 avril 2012 - 04:56
Skyblade012 wrote...
How does Double Pull work in conjunction with the wider area? Will it hit two separate groups, or just be redundant?
That I'm not really sure about, sorry.
Modifié par chrisnabal, 06 avril 2012 - 05:02 .
#20
Posté 06 avril 2012 - 07:05
Skyblade012 wrote...
Doug4130 wrote...
why ask for advice if you're just going to ignore it? His grenades set up explosions and it is one of the more useful abilities in the game. It makes no sense to just ignore it
Because it doesn't match my playstyle. I never wind up using grenades. I keep saving them, always worried that I'll run out at some critical juncture. Honestly, except for the Feros mission, I never used them in ME1 either. I don't use my own Sticky Grenades, I don't use any of my companion's grenades. Not because I think they're bad abilities, but just because I am too cautious to get any use out of them.
Since Ashley is my VS, I don't have any other biotic party members besides Liara. So I'm just wanting to see how I can get some use out of his abilities.
Dark Channel, for example, still seems like a good setup for explosions, but it works so oddly compared to the rest of the abilities in the game that I'm not sure how best to spec it to take advantage of it. Is extending its duration worthwhile when it does so little damage? Or is the damage so miniscule anyway that it doesn't matter whether or not you upgrade it?
I'm not saying that you guys have bad advice, but I find that, even when I have the abilities maxed, I just don't wind up using them. So I'd prefer to put the points elsewhere.
Although, if Slam really is so useless when he has Pull, I might give him the points anyway, but I still probably won't wind up using Lift Grenades.
Grenades, when used by squadmates works differently when you use it, it doesn't have a throwing arc like when you use it, instead, it explode exactly when you want it to, INSTANTLY too, just like other powers. you can treat Javik's Lift Grenade as a large AOE pull, that deals hell lot of damage, with no cooldown and has limited uses.
For taking down a group of weak enemies, I loved the Dark Channel +
Throw combo, spec the Dark Channel for as long duration as possible.
Then Spec your Throw for instant cooldown.
When you use Dark
Channel on an enemy, you can use Throw to detonate it once, if that
doesn't kill the enemy, you can't detonate the Dark Channel on that
enemy again, but if it does kill, a Dark Channel with a duration left
will be transferred to the next nearest enemy, and guess what, now you
can detonate that Dark Channel one more time again, so use another
Throw, then Dark Channel will transfer when that enemy was killed, then
repeat the process for as long as the duration of Dark Channel.
This
is my favorite method to deal of a group of weak enemies that may have
enemies with protection mixed in between them. The advantages of Dark
Channel combo has over Reave-Throw is that you have almost unlimited
detonation for as long as the duration. While I find that I always
caught at most 3 enemies with a Reave.
And yes, Javik is a good pull bot, Slam is mainly used for detonating, as Dark Channel does not detonate.
#21
Posté 07 avril 2012 - 10:21
#22
Posté 07 avril 2012 - 01:16
AK404 wrote...
Wait just a danged minute. You're telling me that so long as Dark Channel is on a target, it's a primer? So I can do something like Dark Channel, Reave, wait for the detonation, and if the target is still alive, detonate it again?
With Dark Channel, yes. It persists after being detonated.
Its not really *that* much of bonus due to how fast cooldowns are in this game, but its a nice extra.
Re: Grenades... I agree with the guy who mentioned 'letting go'. They're not so rare that you gain any worth by hoarding them.
Modifié par JaegerBane, 07 avril 2012 - 01:18 .
#23
Posté 07 avril 2012 - 03:28
#24
Posté 07 avril 2012 - 08:24
IIRC, you automatically refill on grenades every time you board the Normady. It's not like ME2 where you'd inexplicably never have heavy weapon ammo in the armory.
#25
Posté 07 avril 2012 - 09:15
I've not noticed.





Retour en haut







