What do YOU think the worst power is?
#151
Posté 25 avril 2012 - 06:44
#152
Posté 25 avril 2012 - 06:44
Shockwave ignores obstacles and is less dodgeable and the only power with which the human adept can self-detonate biotic combos.
Singularity can stagger-lock an enemy while you strip away its shield at which point the enemy is automatically lifted for a combo detonation.
Pull can lift multiple targets some distance apart simultaneously unlike Singularity which releases lifted enemies as soon as the singularity is fired elsewhere or the lifted enemy dirfts too far. This is useful in situations where there are a large number of low to mid level mobs. You can almost instantly disarm all unprotected mobs leaving only the protected ones to deal with. Against shielded enemies, a common tactic is to Reave to stagger, then strip shield with disruptor ammo, followed by Pull and another Reave.
All grenades are bad. Cryo is too dependent on coordination to be good. Submission net only works on mobs that don't need to be locked down. Ballistic Blade is too short-ranged and only useful on a handful of mobs.
#153
Posté 25 avril 2012 - 06:46
january42 wrote...
So many choices....
Incincerate Grenades: If I chuck 3 of them at a phantoms feet....it should die. Just saying. Like all grenades, does not do near enough for how difficlut they are to refill.
Incindiary grenades don't do much...if ANYTHING...to shields and barriers unles the explosion is directly hitting it...
Grenades in general: So they made them difficult to refell to prevent people from spamming them. Then they made them so weak you need to spam them to do anything....thanks!
They aren't weak by any means if you place them correctly...
Singularity & Pull : Does not affect guys with any type of defense. Nuff said. Doesn't even set up a combo on them.
Singularity...yeah...no argument on you points, but its not as bad as other powers, while pull CAN move enemies even if they're shieldsed or etc...yeah...useless...
Concussive Shot : a poor mans throw.
Poor mans throw that can do other things!!...but still not as good... >,>
Added bold edit to easily show my statements... ^
#154
Posté 25 avril 2012 - 06:48
#155
Posté 25 avril 2012 - 06:48
hbogyt II wrote...
All biotic powers are useful to vary degrees. The worst power has to come from either tech powers or combat powers.
Shockwave ignores obstacles and is less dodgeable and the only power with which the human adept can self-detonate biotic combos.
Singularity can stagger-lock an enemy while you strip away its shield at which point the enemy is automatically lifted for a combo detonation.
Pull can lift multiple targets some distance apart simultaneously unlike Singularity which releases lifted enemies as soon as the singularity is fired elsewhere or the lifted enemy dirfts too far. This is useful in situations where there are a large number of low to mid level mobs. You can almost instantly disarm all unprotected mobs leaving only the protected ones to deal with. Against shielded enemies, a common tactic is to Reave to stagger, then strip shield with disruptor ammo, followed by Pull and another Reave.
All grenades are bad. Cryo is too dependent on coordination to be good. Submission net only works on mobs that don't need to be locked down. Ballistic Blade is too short-ranged and only useful on a handful of mobs.
Grenades are NOT useles!!!! Why all the hate for them?!?
And i LOVE submission net!! Its not even a mob ability!!! Its a Stasis type wear-down ability!! Shoot one at a brute...see what happens!
And tech and combat powers are equal to biotic ones thank you!
#156
Posté 25 avril 2012 - 06:50
Sentry turret
#157
Posté 25 avril 2012 - 06:54
Shajar wrote...
Pull
Sentry turret
Sentry turret?!?!? What are you smoking?!?!?!?!?!?!?!?!?!?!?!?!?!?
Those things are BA!!!!
#158
Posté 25 avril 2012 - 06:59
Yajuu Omoi wrote...
hbogyt II wrote...
All biotic powers are useful to vary degrees. The worst power has to come from either tech powers or combat powers.
Shockwave ignores obstacles and is less dodgeable and the only power with which the human adept can self-detonate biotic combos.
Singularity can stagger-lock an enemy while you strip away its shield at which point the enemy is automatically lifted for a combo detonation.
Pull can lift multiple targets some distance apart simultaneously unlike Singularity which releases lifted enemies as soon as the singularity is fired elsewhere or the lifted enemy dirfts too far. This is useful in situations where there are a large number of low to mid level mobs. You can almost instantly disarm all unprotected mobs leaving only the protected ones to deal with. Against shielded enemies, a common tactic is to Reave to stagger, then strip shield with disruptor ammo, followed by Pull and another Reave.
All grenades are bad. Cryo is too dependent on coordination to be good. Submission net only works on mobs that don't need to be locked down. Ballistic Blade is too short-ranged and only useful on a handful of mobs.
Grenades are NOT useles!!!! Why all the hate for them?!?
And i LOVE submission net!! Its not even a mob ability!!! Its a Stasis type wear-down ability!! Shoot one at a brute...see what happens!
And tech and combat powers are equal to biotic ones thank you!
I meant that submission net didn't really 'stasis' phantoms well. It could 'stasis' low level mobs, but do they need 'stasis'ing'? Maybe it could prove to be of some value against geth hunters.
#159
Posté 25 avril 2012 - 07:00
Mr. Big Pimpin wrote...
Tech Armour and Shockwave.
My Turian Sentinel would like to have words with you. Sure it isn't a caster power but the damage reduction it gives is crucial in Silver and Gold matches, it has helped me complete hacking objectives under heavy fire way too many times to remember.
IMO, the Prox mine, i aint saying it's useless but it's not such a good power as compared to others
#160
Posté 25 avril 2012 - 07:04
hbogyt II wrote...
Yajuu Omoi wrote...
hbogyt II wrote...
All biotic powers are useful to vary degrees. The worst power has to come from either tech powers or combat powers.
Shockwave ignores obstacles and is less dodgeable and the only power with which the human adept can self-detonate biotic combos.
Singularity can stagger-lock an enemy while you strip away its shield at which point the enemy is automatically lifted for a combo detonation.
Pull can lift multiple targets some distance apart simultaneously unlike Singularity which releases lifted enemies as soon as the singularity is fired elsewhere or the lifted enemy dirfts too far. This is useful in situations where there are a large number of low to mid level mobs. You can almost instantly disarm all unprotected mobs leaving only the protected ones to deal with. Against shielded enemies, a common tactic is to Reave to stagger, then strip shield with disruptor ammo, followed by Pull and another Reave.
All grenades are bad. Cryo is too dependent on coordination to be good. Submission net only works on mobs that don't need to be locked down. Ballistic Blade is too short-ranged and only useful on a handful of mobs.
Grenades are NOT useles!!!! Why all the hate for them?!?
And i LOVE submission net!! Its not even a mob ability!!! Its a Stasis type wear-down ability!! Shoot one at a brute...see what happens!
And tech and combat powers are equal to biotic ones thank you!
I meant that submission net didn't really 'stasis' phantoms well. It could 'stasis' low level mobs, but do they need 'stasis'ing'? Maybe it could prove to be of some value against geth hunters.
AHH!! K, gotcha, agreed there...it hits the phantom...then...they move, but it still does the constant damage to them...soo...i dunno. that bit about it is stupid.
But it does a good job against Centurians, Mauraders, Hunters Rocket troopers and etc. after that, such low level guys just get kill either way...lol
#161
Posté 25 avril 2012 - 07:06
#162
Guest_lightsnow13_*
Posté 25 avril 2012 - 07:11
Guest_lightsnow13_*
#163
Posté 25 avril 2012 - 07:23
lightsnow13 wrote...
I feel like proxy mines (I like them but..to improve them even more) should do half the damage, but you're able to pop out three at a time - and they last for good. The cooldown should also be reduced. I feel like this would somewhat balance them. Of course the 20% damage increase shouldn't stack.
I really REALLY like that!!...cept it SHOULD stack, just drop it to 10%, so you can spread it out. ya know?
Modifié par Yajuu Omoi, 25 avril 2012 - 07:33 .
#164
Posté 25 avril 2012 - 07:28
#165
Posté 25 avril 2012 - 07:39
Again, I dont know what this power is actually called but I would like it removed from the game
#166
Posté 25 avril 2012 - 07:40
thegamefreek78648 wrote...
I dont know what the power is called, but when activated it causes me to hear nothing but ****ing over some ones mic. It covers a wide range of topics, from how crappy the weapon some one is using actually is, that people are kill stealing [followed by ****ing about not being supported], how bad a class is, that no one is doing anything, that they are carrying the team [while far in last place on points] and more.
Again, I dont know what this power is actually called but I would like it removed from the game
LMAO!! ^ this...
#167
Posté 25 avril 2012 - 10:04
CNevarezN wrote...
I have to agree on the Tech Armour hating. I'll even add to the list by throwing in Fortification. All the percentages in the world wont protect yehs from damage when those two armour abilities are on. Also, try to smack things around on Gold with that Fortification skill active. You're going to die in the process. I simply ignore Fortification altogether and tap out inferno's and carnage. That's my bread and butter!
Wearing tech armor isn't an excuse to ignore cover and try to be a tank. However, it gives you precious more time out of cover on silver and gold to make attacks against advancing enemies because you can take a couple hits, whereas you would otherwise get your shield dropped in one.
I think people actually need to TRY a couple builds using these so-called "bad" skills before they swear them off.
#168
Posté 25 avril 2012 - 10:13
1490 wrote...
CNevarezN wrote...
I have to agree on the Tech Armour hating. I'll even add to the list by throwing in Fortification. All the percentages in the world wont protect yehs from damage when those two armour abilities are on. Also, try to smack things around on Gold with that Fortification skill active. You're going to die in the process. I simply ignore Fortification altogether and tap out inferno's and carnage. That's my bread and butter!
Wearing tech armor isn't an excuse to ignore cover and try to be a tank. However, it gives you precious more time out of cover on silver and gold to make attacks against advancing enemies because you can take a couple hits, whereas you would otherwise get your shield dropped in one.
I think people actually need to TRY a couple builds using these so-called "bad" skills before they swear them off.
Long story short, I tried em. But when I unlocked the Krogan Soldier and realised what he can really do, I never went back to anything else. To each his/her own when it boils down to it. Everybody here found their own little honey hole. So ofcourse there are going to be objections. It is what it is man.
#169
Posté 25 avril 2012 - 10:21
It says it's effective against barriers, but there are only two enemies that even use barriers and other powers are much more effective.
#170
Posté 25 avril 2012 - 10:25
Concussive Shot. Yeah, it's spammable, but it's pretty much useless outside of Bronze and isn't a defense lowering power like Overload, Incinerate, Carnage etc.
It can be used to proc combos with your current ammos, which is fairly potent when you take in account the spammability.
I feel like playing on Silver difficulty on gold when I roll my Turian Sentinel 6/6/6/4/4 with Cyclonic Modulator and TA, at the cost of a whooping 0,2 second cooldown increase which doesn't even matter since I run Recharge perk instead of the useless neural shock on Overload.
Modifié par Geist.H, 25 avril 2012 - 10:32 .
#171
Posté 25 avril 2012 - 03:46
Drummernate wrote...
Pull...
No purpose whatsoever other than for teh lolz of seeing some frozen guy float.
All the other powers are quite nice however... the only one I don't like it Pull.
I actually love Singularity, even before the buffs. I can't wait to try it with the crazy long 25 second lasting time now... especially with the rank 6 radius increase.....
Pull has a purpose, if you don't believe me my psn is Rasputin177, I don't understand why singularity is so much better? Even with the buff your going to kill most enemies in a few seconds and its not very hard to recast. I can see the benefit of putting it in a spawn point or inside a Biotic Bubble but I don't think its amazing while Pull is useless. They are quite similar in my opinion.
#172
Posté 25 avril 2012 - 03:53
hbogyt II wrote...
All biotic powers are useful to vary degrees. The worst power has to come from either tech powers or combat powers.
Shockwave ignores obstacles and is less dodgeable and the only power with which the human adept can self-detonate biotic combos.
Singularity can stagger-lock an enemy while you strip away its shield at which point the enemy is automatically lifted for a combo detonation.
Pull can lift multiple targets some distance apart simultaneously unlike Singularity which releases lifted enemies as soon as the singularity is fired elsewhere or the lifted enemy dirfts too far. This is useful in situations where there are a large number of low to mid level mobs. You can almost instantly disarm all unprotected mobs leaving only the protected ones to deal with. Against shielded enemies, a common tactic is to Reave to stagger, then strip shield with disruptor ammo, followed by Pull and another Reave.
All grenades are bad. Cryo is too dependent on coordination to be good. Submission net only works on mobs that don't need to be locked down. Ballistic Blade is too short-ranged and only useful on a handful of mobs.
I agree with everything except some of the last paragraph. Cryo is an awesome skill with coordination and a nice skill without it. It will basically debuff and slow anything, if fired twice. Then you can combo it with a tech power. It works very nice with incinerate. Grenades are only useful if you have Ammo Packs to spam. Ballistic Blade is bad against Geth and very nice against everything else. A Batarian Soldier with the range upgrade wants to be close anyway so I almost never find I can't use the power.
#173
Posté 25 avril 2012 - 03:58
#174
Posté 25 avril 2012 - 04:54
#175
Posté 25 avril 2012 - 05:22





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