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Speccing Javik


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40 réponses à ce sujet

#26
incinerator950

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I haven't noticed, but I have it unchecked now. However, when my first playthrough was up, I didn't see them use grenades.

#27
Neow

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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?


Not exactly, 

- Dark Channel can only be detonated on the same enemy once, for each enemy it is on
- Once an enemy with Dark Channel is killed, the Dark Channel will transfer to another enemy, at that time it became a Primer, you can detonate it again, ONCE on that enemy, if that  enemy died, it will transfer to another enemy, then it will became the primer again, you can detonate it again ONCE
- This will repeat for a long as Dark Channel's duration.

#28
Quething

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They don't use grenades without prompting.

Though as far as supply goes, one reason not to use grenades is that, on the PC at least, if you save, spend a squadmate grenade, and then reload the save, your grenade is now gone. So that's a bit of a deterrent.

#29
Rasofe

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A Golden Dragon wrote...

If the Squadmates use power is checked, will they use grenades without player intervention (as they will with other powers)?

I've not noticed.

:wizard:


No, they will not.

#30
RenegadeVA

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Dark Channel is the best thing to ever happen to a Vanguard. Getting 3-4 biotic explosions in a nova/charge/nova/charge sequence is bananas.

#31
Gold Dragon

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Rasofe wrote...

A Golden Dragon wrote...

If the Squadmates use power is checked, will they use grenades without player intervention (as they will with other powers)?

I've not noticed.

:wizard:


No, they will not.


Thank you.

:wizard:

#32
lazuli

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Skyblade012 wrote...

How does Double Pull work in conjunction with the wider area?  Will it hit two separate groups, or just be redundant?


Both Pull projectiles fired will have the wider area when they hit.  You can potentially lift quite a few enemies at once with Double Pull specced for AOE.

Double Pull's second projectile is unreliable, though.  You can't always predict where it will go.


RenegadeVA wrote...

Dark Channel is the best thing to ever happen to a Vanguard. Getting 3-4 biotic explosions in a nova/charge/nova/charge sequence is bananas.


Although Liara's Singularity can easily be available for every Charge you perform, Dark Channel is handy in that it takes a lot less micro-management.  The tradeoff is less control.

Modifié par lazuli, 08 avril 2012 - 04:33 .


#33
RenegadeVA

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Singularity only works on unshielded mooks.

It's ok, but I'd rather get bonus damage from her warp detonations, or use stasis.

#34
wirelesstkd

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Quething wrote...

Tangent, but you get XP regardless of whether you need the medigel or not. You lose absolutely nothing by using it. (They did this deliberately, because no one used medigel in 2 and when they asked us why we mostly said "cuz we want the money". Thread's probably even still in the archive somewhere.)


Are you sure about that? That contradicts everything I've seen (including on the wiki). I know these things are sometimes incorrect, but do you have a source for that? This would really change the way I play...

#35
Xyrm

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I always spec him as follows:

Pull (evolved for area and extra damage taken) and Dark Channel (doesn't really matter, I do more damage) to start, for biotic combos.
For max level, the ability I short is Slam, because while it's a detonator, it doesn't work on protected targets. Lift Grenade can be extreme good in harder situations (the ending area with infinite pairs of banshees comes to mind).

#36
Jazharah

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RenegadeVA wrote...

Dark Channel is the best thing to ever happen to a Vanguard. Getting 3-4 biotic explosions in a nova/charge/nova/charge sequence is bananas.


Thisssss. :ph34r:

#37
morrisrevan

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This may seem like a no-brainer, but he is very good with the particle beam rifle. That's one of his main strengths: weapon damage. Another is dark channel, which can seem useless at first, but is very good at setting up biotic combos (not so useful with other types of powers). A good way to think about the lift grenades if your a conservative player is just to use one for each large enemy. Takes a little time off of killing them, and you usually don't run out of them.

Modifié par morrisrevan, 09 avril 2012 - 07:03 .


#38
incinerator950

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He's an all round good character.

#39
Sakaja

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wirelesstkd wrote...

Quething wrote...

Tangent, but you get XP regardless of whether you need the medigel or not. You lose absolutely nothing by using it. (They did this deliberately, because no one used medigel in 2 and when they asked us why we mostly said "cuz we want the money". Thread's probably even still in the archive somewhere.)


Are you sure about that? That contradicts everything I've seen (including on the wiki). I know these things are sometimes incorrect, but do you have a source for that? This would really change the way I play...


There IS still a cost to using medigel.  You either resupply your medigel, or you get XP if you are maxed out on medigel.  In addition, playing on insanity gives your more XP for medigel than lower levels.

#40
incinerator950

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You get more experience for having full Medigel. However, with a level 30 import I've so far only got to level 59 on Insanity.

#41
Whimper

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I'm glad I'm not the only one who hoards grenades and doesn't use them enough. Strangely enough, it was playing on multiplayer that cured me of that habit. I forced myself to use 1 grenade each wave, because I'd always always be able to restock. Once I was alright with physically hitting the grenade button (and watching it do its work), it was a bit easier to start using them in single player.

I still have to remind myself- Oh yeah! Grenades! - from time to time, but the "save everything for emergencies" thing can be beat. You know what I hate? Seeing a stack of grenade ammo that I can never pick up because I never used my grenades.