Let Me Calibrate Your Gun =D
#26
Posté 24 mai 2012 - 04:33
#27
Posté 24 mai 2012 - 04:37
zero in nades!?!Xaijin wrote...
Krogan Sentinel:
Rage: All Power, Shotgun -30%
Fitness All Health, Shields
Tech armor: All DR, Power and Force +20%
Incinerate: All damage, DoT, Armor
Nades: Zero
Graal X: Ammo V Barrel V
or
GPS X Ammo V Barrel V
Better.
but they are so amazingly powerful now XD
It seems like you're going for a shotgun build that can spam incinerate.
Okay, sure, although I personally think incinerate doesn't do enough damage, whatever floats your boat
anyways onto the meat.
your current build is nicely balanced around the fully charged GPS shot.
fully charged GPS will 1 shot cerberus and geth troopers.
not quite enough for cannibals though.
Also spamming GPS shots is better dps, and this build won't be as good for just spamming GPS shots.
Honestly incinerate isn't very useful, drop some weight and grab some weapon damage, and you can down things in 2 barely charged GPS shots.
It's not like it's humanly possible to fire off 2 completely uncharged GPS shots, everybody fires them off with some degree of charge or another.
of course i'd keep power damage if i were using grenades, those are very nice.
onto the graal!.
consider the smart choke, it does make the spread of spikes tighter, I've checked.
currently, you'll need all 3 shots in the magazine to down even a lowly cerberus trooper
And a fully charged shot won't kill anything without a headshot.
Not good at all, full weapon damage on krogan berserker will let you 2 body shot a cerberus trooper, and will with minor charge, will let you do the same to geth troopers.
I'd definitely go with that over power damage.
#28
Posté 24 mai 2012 - 04:42
#29
Posté 24 mai 2012 - 04:46
Disciple888 wrote...
CQC Geth Infiltrator
Tac Cloak Damage/Melee/Bonus Power
Hunter Mode Power Recharge/RoF/Speed&Vision
Proximity Mine AoE/Damage Taken
Passive Weapon Damage
Fitness Melee/Shield Recharge
GPS X - Spare Shot Capacity + Extended Barrel
I haven't tested this for sure, but the GPS has a min refire parameter.
I don't think RoF increases will lower your min refire, meaning RoF literally has no effect on your ability to spam GPS shots quickly.
I'd have to test it to be sure, but that's what I'm inclined to believe.
your current build is within spitting distance of 1 shotting a cerberus trooper with only a minor charge.
Unless you know how to charge up your GPS perfectly, your build is going to be subject to a lot of overkill loss.
I'd try to get 6 weapon damage on you passive.
you won't be able to 1 shot a cerberus trooper with it, but you'll be closer.
meaning less charge up and less consumables to reach the magical 1 shot everything breakoff.
you're a long ways off 1 shotting cannibals though.
not even max weapon damage on passives, warp ammo 3, AND rail amp 3 will let you do that with an uncharged shot.
but yeah you get the idea.
If cerberus, strongly consider getting more weapon damage on your passive.
if anything else, it matters less but it won't hurt.
#30
Posté 24 mai 2012 - 04:48
Cloak -> ED -> Shoot isn't effective? What?Grimy Bunyip wrote...
Maria Caliban wrote...
Grimy Bunyip wrote...
Let Me Calibrate Your Gun =D
Oooooooh yeaaaaaah.
Salarian Infiltrator
Weapon -
Widow X w/ Aim V + Damage V
Powers -
Tac Cloak (6): Damage, Recharge, Bonus
Proximity Mine (5): Damage, Damage Taken
Energy Drain (6): Damage, Recharge, Damage
Salarian Infiltrator (6): Damage and Cap, Power Damage, Sniper Rifles
Fitness (3)
This build is just weird, why didn't you get rank 6 sniper rifle damage on tactical cloak?
Widow weighs a lot, bonus power isn't going to be very effective in combination with it.
Or what about firing a proximity mine at an Atlas? You know that has travel distance, right?
Sorry, this is just bizarre. If I don't cast ED before I shoot, my shot will just take off their shields. If I cast ED and then shoot, I'll kill most enemies.If you really don't want sniper rifle damage, I still wouldn't get bonus power with this build.
Yes. A Widow can one-shot many shields. Which means you have to shoot at least twice to kill anything with a shield.Double damage evolutions on energy drain is pointless, you'll be 1 shotting shields regardless.
Or, you can use ED and then shoot them, which will give you a one-shot kill.
Recharge can range from 3 seconds to 5 seconds after a tactical cloak breaks. Anything over or under those values don't matter.Recharge is also pointless on infiltrators.
Modifié par Maria Caliban, 24 mai 2012 - 04:50 .
#31
Posté 24 mai 2012 - 04:49
they're correct, I was talking about uncharged shots though, not charged shots.Xaijin wrote...
Actually I can one shot troopers of either type now with either shotgun on a simple released shot (charge long enough for the charge animation to start, which centers the shots, eliminating the need for a choke) Are you sure your calculations are correct?
Charges shots are good burst damage, and can kill stuff in single shots, but it takes 2 seconds to fully charge a GPS or a graal.
You can fire off GPS shots in 2 seconds, slightly more with the graal.
it's ultimately better to spam either shotgun if you want to kill things quick, than to actually try to charge them.
and since you're close to 1 shotting things with no charge or minimal charge, it's probably better for you to try to push yourself to the point where you can do that.
you might need to slap on some consumables though, especially if you're dealing with cannibals.
#32
Posté 24 mai 2012 - 04:50
Even without bonus power, you can ED first, then shoot, and still get bonus damage on both the ED and the sniper rifle bullet.
the only reason you'd want bonus power is if you want to cast 2 ED's before you fire your first bullet or something like that.
Also recharge on cloak is pointless because so long as your cloak duration is short, you will always recharge in 3 seconds regardless of what your total recharge bonuses are.
Modifié par Grimy Bunyip, 24 mai 2012 - 04:52 .
#33
Posté 24 mai 2012 - 04:53
Grimy Bunyip wrote...
@ maria, you don't need bonus power to cast ED before you shoot.
Even without it you can ED first, then shoot, and still get bonus damage on both the ED and the sniper rifle bullet.
Yes, I do, because ED can stagger an opponent. I spend hardly any time in the reticule. I don't aim, get them in my crosshairs and then cast ED and shoot. I cast ED and scope.
And you didn't even mention proximity mine. You realize your cloak can break before it even hits the target, right?
#34
Posté 24 mai 2012 - 04:55
Phaeston X - extended clip, piercing (hybrid AR support LMG with 90 round clip, 450 reserve)
Phalanx X - barrel, piercing
Human Engineer
Vindicator X - stability, piercing
Arc Pistol X - barrel, piercing
Turian Sentinel
Revenant X - barrel, piercing (Turian natural stability makes stability mod unnecessary for me)
Tempest X - heat sink, extended clip
Quarian Infiltrator
Widow X - barrel, piercing
Tempest X - heat sink, clip
Asari Justicar
Carnifex X - piercing, clip (10 shots, 40 reserve)
Shuriken X - heat sink, clip (strictly a backup in case I run out of the 'Fex and can't run to an ammo bin and/or have no packs left)
Modifié par Astartes Marine, 24 mai 2012 - 05:12 .
#35
Posté 24 mai 2012 - 04:57
proximity mine is the fastest moving projectile power in the game. Unless you're shooting across the distance of a map like giant, it will still hit in time for the damage boost window.Maria Caliban wrote...
Grimy Bunyip wrote...
@ maria, you don't need bonus power to cast ED before you shoot.
Even without it you can ED first, then shoot, and still get bonus damage on both the ED and the sniper rifle bullet.
Yes, I do, because ED can stagger an opponent. I spend hardly any time in the reticule. I don't aim, get them in my crosshairs and then cast ED and shoot. I cast ED and scope.
And you didn't even mention proximity mine. You realize your cloak can break before it even hits the target, right?
did you know salarian infiltrator is the only salarian that can tech burst on its own without being at point blank range?
Incinerate takes too long to reach the target before the 3 second tech burst window is over.
Energy drain recharge takes just over 2 seconds, meaning my proximity mine is hitting after less than 0.75 seconds if I'm firing, say, the distance between the landing pad of FBW and the only ladder.
considering the cloak damage window is over 2 seconds long, i have plenty of time.
I still don't understand what bonus power is doing for you if you're casting ED then shooting.
Modifié par Grimy Bunyip, 24 mai 2012 - 04:57 .
#36
Posté 24 mai 2012 - 05:03
headshot damage isn't useful, except against geth primes.oXTheReverendXo wrote...
Salarian Infiltrator
Tactical Cloak 6 (Damage/Recharge/SR Damage)
Energy Drain 6 (Damage/Drain/DR)
Operative 6 (Damage/HS Damage/Damage)
Fitness 6 (Shields/Recharge/Shields)
I typically use my Valiant I with a Piercing Mod V and an Extended Barrel V. I will usually switch out the barrel for a scope when I know I'm going against Cerberus.
I guess I'm wondering if it would be better to leave the barrel on or keep rocking the scope. I'd say I average a headshot about every third bullet.
EDIT: I thought it might help to mention I can usually get an ED and all three shots out before the TC damage bonus wears off. Or just all three shots...
Anything you can headshot, will have all its shields or all of its health depleted regardless of whether or not you pick up the headshot damage bonus.
your build is just enough to 2 body shot a cannibal right now.
but if you're fighting cerberus, you can consider dropping some weapon damage.
Your build is solid as it is right now, but you will want to start dropping weapon damage on your salarian operative passive as your valiant ranks up.
All the valiant ranks in the world won't let you 1 body shot unshielded infantry.
Might as well put that overkill damage to some other kind of use.
PS: PM is awesome
although your build is capable of tanking ridiculous amounts of damage between the shields from fitness and the DR on your energy drain.
I've tried this on my salarian engineer before, and you can essentially heal faster than a lone geth prime can attempt to punch away your shields.
Although you're still potentially boned if you get stunlocked at the wrong moment.
personally I prefer glass cannons though.
#37
Posté 24 mai 2012 - 05:08
Guglio08 wrote...
For fun:
Human Sentinel - Assault Armor Build
- Tech Armor -> Damage 4 / Power Damage 5 / Recharge Speed 6
- Warp 3 ranks
- Throw -> Damage 4 / Detonation Damage 5 / Damage 6
- Alliance Training -> Capacity 4 / Power Damage 5
- Fitness -> Durability 4 / Shield Recharge 5 / Durability 6
w/ Hornet VII +Extended Barrel +Magazine Capacity
is that a biotic explosion build? i think you've stumbled into the wrong thread XD.
also the hornet is a fully auto weapon, overkill loss really isn't your issue.
But I'll give you some advice anyways.
firstly power damage doesn't affect biotic explosions.
So I'd drop it in most cases.
Secondly, magazine capacity is on average, less useful than heat sink.
heat sink gives you 1.822x more shots per magazine as well as 1.822x more shots total.
Magazine gives you 1.80x shots in your magazine, but no extra spare clips.
only benefit is that it's not an RNG tool.
next up your warp is only rank 3, biotic explosions do more damage the higher your warp rank is, even if the extra perks don't mention anything about extra biotic damage.
You should get that up a bit higher.
I'd drop alliance training completely for rank 6 warp in your case, spec tech armor for some extra durability, and probably pick up a slightly heavier weapon like a graal or a revenant.
of course this isn't really gun calibrations anymore, it's just my own personal preferences on how to roll a human sentinel.
I'm not a huge fan of biotic explosions, and I like to think a good rifleman can perform better than biotic explosion spamming.
So my advice may be skewed
#38
Posté 24 mai 2012 - 05:16
No, I didn't know that.Grimy Bunyip wrote...
did you know salarian infiltrator is the only salarian that can tech burst on its own without being at point blank range?
Fine.I still don't understand what bonus power is doing for you if you're casting ED then shooting.
It takes me time to acquire a target, even after I ED them. Teleporting Banshees, Phantoms, wild stagger enemies like the Nemesis or the Geth Rocket Drone, charging Brutes, etc.
So yes, it's making up for my poor performance as a sniper. If I *could* reliably hit enemies after using ED or a mine, and then coming out of cloak, I would.
#39
Posté 24 mai 2012 - 05:21
Maria Caliban wrote...
Fine.
It takes me time to acquire a target, even after I ED them. Teleporting Banshees, Phantoms, wild stagger enemies like the Nemesis or the Geth Rocket Drone, charging Brutes, etc.
So yes, it's making up for my poor performance as a sniper. If I *could* reliably hit enemies after using ED or a mine, and then coming out of cloak, I would.
you might consider a tech burst salarian if you are going to do that.
get 200% recharge with a pistol, viper or high ranked indra or something
get bonus power
then cloak, ed, pm, shoot.
as for the widow build, you should still drop bonus power.
2 seconds is a lot of time to aim, probably enough for you unless you aim for so long your second ED is already charged by the time you fire.
#40
Posté 24 mai 2012 - 05:34
Tactical Cloak: Damage, Recharge, Sniper damage
Proximity Mine: Damage, Damage taken
Hunter Mode: Power recharge, Power damage, Damage
Networked AI: Weapon damage, Headshots
Advanced Hardware: Durability
Your tips would be most appreciated!
#41
Posté 24 mai 2012 - 05:35
#42
Posté 24 mai 2012 - 05:36
Patience, he/she is going through each build to look them over. You'll get yours.Hypertion wrote...
Im still waiting for my "gun" to get "Calibrated"
#43
Posté 24 mai 2012 - 07:58
Modifié par defleshing, 29 mai 2012 - 09:09 .
#44
Posté 24 mai 2012 - 09:30
Phaeston and phalanx are odd choices for a human soldier, but your choice of mods and skill perks are appropriateAstartes Marine wrote...
Human Soldier
Phaeston X - extended clip, piercing (hybrid AR support LMG with 90 round clip, 450 reserve)
Phalanx X - barrel, piercing
This thread really caters to heavy hitting guns, moreso than phaeston or phalanx, since I'm mostly here to help you compensate for overkill loss.
but there's essentially none in the case of automatic weapons
a revenant seems substantially more appropriate for a human soldier.
it only weighs 125%, and dishes out 1.5x more dps than the phaeston.
it also has a longer reload that synergizes better with adrenaline rush.
will get through the rest of the entries bit by bit.
arc pistol huh, an odd choice.Astartes Marine wrote...
Human Engineer
Vindicator X - stability, piercing
Arc Pistol X - barrel, piercing
once again there's not much service i can do with an arc pistol
but for the most part you can kill stuff with 2 fully charged shots and a little spamming.
vindicator -> your current build has you killing stuff in body shots that are multiples of 3 already, with the exception of the geth trooper.
but there's not much you can do about that without some heavy changes like consumables or something
once again, not exactly much you can modify here
Astartes Marine wrote...
Turian Sentinel
Revenant X - barrel, piercing (Turian natural stability makes stability mod unnecessary for me)
Tempest X - heat sink, extended clip
again with the fully auto weapons, not much I can help you with here.
I disagree with your assessment that turian natural stability makes the stability mod unnecessary.
As I've played revenant on infiltrators without stability mod and it works fine, the kick really isn't that bad.
heat sink AND magazine is an odd combo on the tempest.
it already has a long long long firing time and reasonably fast reload.
it can already fire for 4.6 seconds non stop.
adding these two upgrades means you can fire for 15 seconds non stop, complete overkill.
toss the magazine for a darn barrel upgrade.
I'd prefer the hornet though, about the same dps, but more accuracy, but harder to use.
but then again ur a stability, so the recoil on the hornet is more manageable.
Astartes Marine wrote...
Quarian Infiltrator
Widow X - barrel, piercing
Tempest X - heat sink, clip
you can drop the extra weapon damage for the most part.
it wont change the number of shots it takes to kill a brute or ravager.
likewise it won't change the number of headshots for a prime, but it will save you 1 body shot on a prime, assuming you actually miss all your headshots.
I'd also drop the headshot damage, it won't help your widow, and power damage shouldn't be underrated when you have sabotage.
likewise you didn't get sticky grenade, but that should allow you to tech burst off sabotage.
cloak -> sabotage -> grenade & widow shot is a potentially devastating tactic on bosses.
once again though, weapon damage is nice on the tempest, and likewise i'd drop the clip for the barrel, or maybe go for a hornet.
No high caliber barrel on the carnifex? it'll save you 1 bullet per body shotAstartes Marine wrote...
Asari Justicar
Carnifex X - piercing, clip (10 shots, 40 reserve)
Shuriken X - heat sink, clip (strictly a backup in case I run out of the 'Fex and can't run to an ammo bin and/or have no packs left)
I wouldn't bother with weapon damage or headshot damage on passives though.
+25% weapon damage will push you over certain barriers, but 10% will not.
As for 20% headshot damage, no to that too. if you're landing a headshot with a carnifex, the thing's almost dead already.
Shuriken? I would never bother using that even as a backup.
200% CD bonus is overrated anyways, especially on a justicar.
Your barrier lasts forever, and you don't need to spam your reave as badly as say, an asari adept.
Personally, I'd grab a revenant or something.
Unless you learn to headshot extremely consistently (which might be pretty hard without a scope) or just pick up a weapon with heavy DPS like a revenant or a hurricane.
Modifié par Grimy Bunyip, 24 mai 2012 - 10:34 .
#45
Posté 24 mai 2012 - 09:33
Calibrations complete ==D~~~~ O:
#46
Posté 24 mai 2012 - 09:34
#47
Posté 24 mai 2012 - 09:38
#48
Posté 24 mai 2012 - 10:48
xelf207 wrote...
Geth Infiltrator -- Valiant I with Piercing V and Barrel V -- no specific enemy
Tactical Cloak: Damage, Recharge, Sniper damage
Proximity Mine: Damage, Damage taken
Hunter Mode: Power recharge, Power damage, Damage
Networked AI: Weapon damage, Headshots
Advanced Hardware: Durability
Your tips would be most appreciated!
headshot damage isn't useful, anything you shoot with a valiant in the head will lose all its shields or health except primes.
you will 2 shot any basic trooper, regardless of your weapon damage choices.
Although if you go heavy in weapon damage, and use high ranking rail amps AND warp/AP ammo, you'll be able to 1 shot cerberus troopers.
not worth it IMO though.
I'd drop weapon damage personally.
Hunter mode damage -> movement speed
drop weapon damage on rank 6 network AI for proximity mine rank 6, etc.
I'd also drop rank 4 weapon damage for power damage OR drop both rank 4 and rank 5 networked AI for more fitness.
extended barrel is only needed to 2 body shot cannibals, unshielded marauders, unshielded hunters, etc.
so you can consider dropping it for cerberus, and picking up a spare clip pack or something.
#49
Posté 24 mai 2012 - 10:51
#50
Posté 24 mai 2012 - 10:59
Soldier - General purpose trooper
Sentinel - "I am Heavy Weapons Guy..."
Engineer - Support / Tech
Infiltrator - One shot, one kill.
Adepts - My guns are backups, my powers are my real teeth.
I also try to remember that only a fool fights alone, I don't build any class to try and be a one man army.
Grimy Bunyip wrote...
Phaeston and phalanx are odd choices for a human soldier, but your choice of mods and skill perks are appropriate
This thread really caters to heavy hitting guns, moreso than phaeston or phalanx, since I'm mostly here to help you compensate for overkill loss.
but there's essentially none in the case of automatic weapons
a revenant seems substantially more appropriate for a human soldier.
it only weighs 125%, and dishes out 1.5x more dps than the phaeston.
it also has a longer reload that synergizes better with adrenaline rush.
will get through the rest of the entries bit by bit.
I'm more comfortable with the Phaeston myself, I do well with it in most scenarios. Whatever it lacks can be supplemented with mods or my abilities. Get too close? Conc. Shot. Got a group? Frag out!
90 round clip too so Adren Rush runs out before the gun does.
Phalanx is my backup sidearm when I run dry or I find a particularly stubborn foe.
Arc Pistol is a tricky weapon that in the right hands can do pretty well. Can fire fast with med-low damage shots or charge up for Carnifex/Paladin (or near it) level damage. Like having both in one, with a bit of a learning curve.Grimy Bunyip wrote...
arc pistol huh, an odd choice.
once again there's not much service i can do with an arc pistol
but for the most part you can kill stuff with 2 fully charged shots and a little spamming.
vindicator
-> your current build has you killing stuff in body shots that are
multiples of 3 already, with the exception of the geth trooper.
but there's not much you can do about that without some heavy changes like consumables or something
once again, not exactly much you can modify here
And I couldn't pass up the Vindy, added power helps offset the Engineer's added squishiness compared to Soldier/Sentinel and remains fairly light.
I CAN manage the recoil, but it's just easier with a race that has a natural talent for it.Grimy Bunyip wrote...
again with the fully auto weapons, not much I can help you with here.
I disagree with your assessment that turian natural stability makes the stability mod unnecessary.
As I've played revenant on infiltrators without stability mod and it works fine, the kick really isn't that bad.
heat sink AND magazine is an odd combo on the tempest.
it already has a long long long firing time and reasonably fast reload.
it can already fire for 4.6 seconds non stop.
adding these two upgrades means you can fire for 15 seconds non stop, complete overkill.
toss the magazine for a darn barrel upgrade.
I'd prefer the hornet though, about the same dps, but more accuracy, but harder to use.
but then again ur a stability, so the recoil on the hornet is more manageable.
And I like the Tempest overkill...though you're right. I'd honestly never even thought of the Hornet, I'm going to try that.
Your calculator said otherwise about the damage, going from 4 headshots up to 7+. Thought the 20% headshot damage is indeed not needed.Grimy Bunyip wrote...
you can drop the extra weapon damage for the most part.
it wont change the number of shots it takes to kill a brute or ravager.
likewise
it won't change the number of headshots for a prime, but it will save
you 1 body shot on a prime, assuming you actually miss all your
headshots.
I'd also drop the headshot damage, it won't help your widow, and power damage shouldn't be underrated when you have sabotage.
likewise you didn't get sticky grenade, but that should allow you to tech burst off sabotage.
cloak -> sabotage -> grenade & widow shot is a potentially devastating tactic on bosses.
once
again though, weapon damage is nice on the tempest, and likewise i'd
drop the clip for the barrel, or maybe go for a hornet.
I tended to avoid the Hornet as I'm not too big on the kick of it in a heated firefight. Might just swap it for a heavy pistol instead like the 'Fex.
Grimy Bunyip wrote...
No high caliber barrel on the carnifex? it'll save you 1 bullet per body shot
I wouldn't bother with weapon damage or headshot damage on passives though.
+25% weapon damage will push you over certain barriers, but 10% will not.
As for 20% headshot damage, no to that too. if you're landing a headshot with a carnifex, the thing's almost dead already.
Shuriken? I would never bother using that even as a backup.
200% CD bonus is overrated anyways, especially on a justicar.
Your barrier lasts forever, and you don't need to spam your reave as badly as say, an asari adept.
Personally, I'd grab a revenant or something.
Unless
you learn to headshot extremely consistently (which might be pretty
hard without a scope) or just pick up a weapon with heavy DPS like a
revenant or a hurricane.
I went with the headshot damage because as I understand it, the opposite upgrade is bugged?
I also never use just one weapon on a class, just in case you know?
The guns anyway on my adepts are more just compliments to the real fangs; the powers. Reave is flying out as quickly as it can charge. I don't mind the Shuriken really, tons of shots, not bad on accuracy and coupled with Reave can soften up/finish off lots of mooks. Really light too.





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