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1.5 meters (Smash)


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#26
Blind2Society

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Leviathan898 wrote...

Blind2Society wrote...
I imagine they may have been thinking you lash then smash but honestly, lash doesn't work on 95% of the enemies you face.


You can spec Lash to affect enemies with shield/barriers am health, making it only useless against armoured enemies which is definitely less than 95%...

As for Smash I've found it to be a boss killer; sure you have to get close but it's range isn't that bad. Saying that though I haven't gotten to fighting Reapers yet...


Yeah, that is true but even with that I still feel it needs more range.

With Reapers the lack of range is even more of a pain because of one thing, or rather ten things at a time. Marauders.

Modifié par Blind2Society, 30 mai 2012 - 03:20 .


#27
gimmethegepgun

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Smash is highly effective at crushing Brutes though, and is quite useful against Banshees as well, especially with the Armor/Barrier Damage upgrade.
Gotta be able to dodge them effectively though.
And not get Ravaged.

#28
Leviathan898

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This is true... Still, if there's an armoured enemy at a distance that isn't viable to approach and Smash safely then I would either take out the smaller enemies (said Marauders) with Lash or just shoot.

Damn I love Lash so much...

#29
Nightbringar74

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After playing this for a few runs on bronze, smash takes too long to use repeatedly, you end up taking too much damage waiting for the timers to reset to do biotic explosions. I found that using biotic jump and heavy melee is much more effective for taking out large numbers of mobs while keeping your shields up. The heavy melee is what appears to be an aoe double whip attack. It takes out mobs even if you dont have them in front of you.

#30
gimmethegepgun

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Nightbringar74 wrote...

After playing this for a few runs on bronze, smash takes too long to use repeatedly, you end up taking too much damage waiting for the timers to reset to do biotic explosions. I found that using biotic jump and heavy melee is much more effective for taking out large numbers of mobs while keeping your shields up. The heavy melee is what appears to be an aoe double whip attack. It takes out mobs even if you dont have them in front of you.


It's what the Asari Heavy Melee would be if it didn't make you stand there for 1.5 seconds after it fired.

#31
quack123

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I have been playing a lot of cerberus and going against phantoms they will often times stun you out of the animation and a few times i noticed my powers were on cool down even though the animation never finished.

#32
MetalHeadDev

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Blind2Society wrote...

Are they serious? If you're that close to what you're trying to kill and you're not a Batarian/Krogan/Vorcha, you're dead.

Smash is an awesome power but it is in dire need of a drastic increase in base range.

I imagine they may have been thinking you lash then smash but honestly, lash doesn't work on 95% of the enemies you face.


that, and anything that close will nail you as you charge up your smash power. The class looks great on paper but realistically its terrible. I can see the thinking - lash/smash. But it doesn't happen. Lash goes everywhere, and when you do pull them into your modest damage cone, they fly right past you and skid on the floor. 

#33
Blind2Society

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bumps for sleepy time.

#34
Blind2Society

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bump

#35
TheWout

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It would be an awesome skill if it used your barrier for cooldown just like Nova

#36
SimulatedSnowman

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Is that not perfect for a Vanguard? I can see how that lack of range would be a problem for an adept, but as a vanguard, just sorta charge again and you have insta shields

#37
Ziegrif

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Smash can actually be cancelled by rolling when your lashes reach your head after the cancel the shockwave projectile will still launch, this saves you about 0.2 secs which is enough to dodge that headshot from the marauder in front of you.
Smash also goes through small walls and small cover like shockwave does. I still take the radius increase smash is imo only good against bosses and armored targets when you have good cover for yourself.
Lash is still the best thing phoenixes have and vanguards are better than adepts thanks to biotic charges mobility/ RUN RUN RUN AWAY! factor, also shield recovery.

#38
Blind2Society

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SimulatedSnowman wrote...

Is that not perfect for a Vanguard? I can see how that lack of range would be a problem for an adept, but as a vanguard, just sorta charge again and you have insta shields


I actually haven't played the cerbguard yet (can't decide how to allocate points) but yeah, it does seem like it works for him.

I play the adept and for the adept, the range is unacceptable.

#39
Onpoint17

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Yeah you have to be agile and quick on your feet using smash up close on with the adept. But I've been able to take down banshees, brutes, Atlas and phantoms without a whole lot of effort. Just play to the humans strength and use those combat rolls.

#40
Blind2Society

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Onpoint17 wrote...

Yeah you have to be agile and quick on your feet using smash up close on with the adept. But I've been able to take down banshees, brutes, Atlas and phantoms without a whole lot of effort. Just play to the humans strength and use those combat rolls.


Me too. It's a great power and does good damage. The problem isn't the banshees and the like themselves, the problem is when you're that close, you're usually nowhere near cover and you may be able to avoid some things but things like marauders and the like are unavoidable.

The adept simply doesn't have the health and shields to be that close consistantly. It needs an increased range so I can keep a reasonable distance for defensive purposes.

#41
LimeANite

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Haven't tried it on Gold, but on Silver I was having no problems smashing Brutes and Banshees. Never got instakilled since it staggers both of them. Brutes are a bit of a pain since their charge can cancel the cast, but if you get behind them, they go down fast. Bashees were almost laughable - smash, roll, repeat. Pretty much permanent stagger.

Edit: this was on a vanguard with 3 levels in fitness.  I haven't decided if it's worth it to sacrifice max health/shields for max charge or not.

Modifié par LimeANite, 30 mai 2012 - 03:52 .


#42
Blind2Society

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LimeANite wrote...

Haven't tried it on Gold, but on Silver I was having no problems smashing Brutes and Banshees. Never got instakilled since it staggers both of them. Brutes are a bit of a pain since their charge can cancel the cast, but if you get behind them, they go down fast. Bashees were almost laughable - smash, roll, repeat. Pretty much permanent stagger.


Yeah, I had no problems against them either. It's with the mooks that you get into trouble, and the big guys when the mooks won't leave you alone. If you get close enough to a marauder to smash them, it usually means you're surrounded by and ten of them.

#43
LimeANite

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Blind2Society wrote...

LimeANite wrote...

Haven't tried it on Gold, but on Silver I was having no problems smashing Brutes and Banshees. Never got instakilled since it staggers both of them. Brutes are a bit of a pain since their charge can cancel the cast, but if you get behind them, they go down fast. Bashees were almost laughable - smash, roll, repeat. Pretty much permanent stagger.


Yeah, I had no problems against them either. It's with the mooks that you get into trouble, and the big guys when the mooks won't leave you alone. If you get close enough to a marauder to smash them, it usually means you're surrounded by and ten of them.

Yeah, I prefer the "Lash at range" or "Charge and melee" approach for the mooks.  Even better if you have a biotic teammate - then you can just blow them up with Lash.

#44
Creakazoid

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The things I like about Smash are that it does high damage as well as acting as a terrific biotic primer for your own charge-detonated explosions. That makes it terrific for taking down bosses. But, you better have that boss isolated or you're dead somewhere between your power recharges and smash wind-ups. With gold mobs or even "mini-mobs" roaming around, this is a supremely high risk but high reward trade-off. The gamble is much greater than that of a Novaguard. If played "safely" and compared to a Novaguard, I think that the Novaguard is still very much superior as it is an all-purpose tool rather than a beat-up-on-the-loner tool.

Modifié par Creakazoid, 30 mai 2012 - 04:05 .


#45
Blind2Society

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Adept, man, adept.

#46
Blind2Society

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Bump

#47
Vespervin

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I support.

#48
Blind2Society

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Cool, now we need to get some more.

The range is atrocious, there has to be more people willing to show BioWare it needs to be fixed.

#49
Adhok42

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Alright, which does everyone think it needs? Range, speed increase, or innate (NOT an evolution add on) damage reduction?

#50
Shadow Shep

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I propose the range be increased to....over 9000!!!!!

Okay, sorry I'm bored but I don't have this character yet and I'm excited to see this smash move.