Good things to stopgap health bleeds: (Banshee warps/novas, Ravager goo, swarmers):
-Adrenaline Rush (w/ R6 Shield restore evolve)
-Geth Turret shield restore
-Vorcha Bloodlust regen
-Energy Drain (on marauders or banshees w/ barriers up)
-Biotic Charge (do *not charge into a porting/glowing Banshee, tho)
-Spec Ops Packs (don't wait till the last secoind to use these due to lag and the pack not always restoring the shield/health gate; since these are limited use save them for critical moments)
-Hitting Cover (won't stop the health drain, but you get ~40% DR form being in cover so you can at least mitigate the damage and speed up the next shield restore)
Good powers to help vs. armor:-Cryo Blast (w/ R6 Frozen Vuln evolve)
-Warp (w/ R5 Expose and R6 Peirce evolves)
-Carnage w/ R6 anti-armor evovle)
-Incinerate (w/ R6 anti-armor evovle)
-Smash spam (w/ R6 armor dmg evolve; careful for banshee grabs though)
-Flamer (w/ R6 armor dmg evolve; again, watch for grab range)
-Inferno, Arc, and Frag Grenades (all have a R6 anti-armor evolve- great for clearing packs of brutes and ravagers)
-For wpn-based classes- AP/Shredder mods and AP/Warp/Fire ammo
Biotics > Reapers (but watch out for blue aura blocks).
Be biotic buds!As we all know, Biotic Explosions wreck Reapers- the most of any faction. That said, read up on BE's and how they are setup and detonated-
http://masseffect.wi...ki/Power_CombosAlso, consider changing ur biotic class choice to fit another biotic in the group (for ex. 2 AA's join a gold lobby, it'd be better for one of them to switch to a DA or AJ for aoe Reave spam while the other throws and warps). Even then, biotics /w similar toolsets can still coordinate to be more effective (ex. you have 2 biotics w/ Warp and Throw on ur team and they won't switch; okay, then have one spam throw and the other spam warp and have them follow each other around and hit the same things).
Some biotics are easily self-sufficient at BE's (AA's, DAs, HSe's, HA's, namely) but every biotic is better when paired w/ others. If you have other biotics on the team, stick w/ em and adjust power use to max BEs. Since Banshees on gold block setups like Warp often w/ their blue barrier, having more allied firepower to weaken such auras means more BE's can get through. A solo Warp->Thrower will have a hell of a time trying to BE off a Gold Banshee by her lonesome- add friends and Warp gets eaten much less often so more BE's get through.
Banshees cheat; assume this.They can and will teleport through some walls and corners, up and down levels near ladders. They can and will teleport sometimes even in a direction they weren't facing if you get close enough to them when they were chasing someone else. They can and will change their teleport range depending on how close you are. When kiting a banshee, play it safe and assume the worst- else ur likely to get a surprise teleport-hug.
Banshees can insta grab you when they are teleporting or have their blue aura up.If she's not zipping around and she has no aura around her then you dun have to worry about grabs (though she can still warp and swipe at you).
In light of above-
Don't charge a banshee if she's teleporting or has a blue aura around her.This goes out to the Vanguards; only time this isn't true is if you have the banshee's back and she's clearly chasing someone else, but you better roll/move away immediately after charging.
Watch where you're retreating to.So ur running away from a banshee or two (not an uncommon thing on gold). You have ur camera turned so you can keep a tab on her while ur heart is racing and you just want to get away. You may want to swivel that camera back around in front of you before you turn a corner or enter a new area. Marauders and Ravagers luv to camp out at range sometimes, and nothing is more annoying that rounding a corner, only for a marauder to be crouched there; he insta-melee and staggers you, and finishes you off w/ his Phaeston XXXVI. Or, you enter a hall to find a ravager and.or brute completely blocking ur path and escape route. Don't just blindly run- consider what may be ahead of you; w/ the increased # of enemies in gold, its likely ur sudden doom may not be porting behind you, but lies waiting somewhere ahead of you.
If a teammate isn't moving from a banshee, or its a Wave 10 hack, pull a missle out beforehand.The banshee grab anim is not long enough for you to pull out a missile and fire it to save ur teammate before they get executed; you have to anticipate that it'll happen and have the rocket ready to make the save. Watch out for ur team's actions when banshees come.
It also goes w/o saying that later wave hacks vs. Reapers nearly always require a few missiles. There's nothing wrong w/ this! Don't be squeamish about using consumables- if getting a goal on gold isn't a good enough reason to use them then nothing is and you mine as well go back to silver/bronze and stop doing a disservice to ur team. Ofc don't get rocket happy or butt heads w/ their use, but w/ upto 20 rockets avail that really shouldn't be much an issue.
(addendum)
Tech users are fine (some, great even),
but watch Overload and Energy Drain use.
Brought up in a later reply and detailed more there, but I'll stick this in here for completeness.
Some tech powers, like Incinerate and Cryo Blast, are great vs. armor, don't coat over biotic pwoers like Warp and Reave, and certainly help vs. Reapers, so dun let all this biotic talk discourage you if you just don't like palying biotics. Any well coordinated team of any type can take down Reaper gold, some will just take a bit more coordination than others. For instance, a Human Engineer or Female Quarian bumbum can help melt Reapers w/ drone/turret distractions and incinerate/cryo spam and be quite an asset to the team all the same; GI's or SI's w/ a heavy weapon and prox mines will still blow everything up like they usually do, and grenaders can spam grenades on enemy spawns to clear them out all the same.
That said, be careful w/ powers like ED and OL on armored units w/ biotics around- these powers are weak enough vs. just armor and coat over biotic effects, but you may make it harder for random biotic allys to set off BE's. That said, OL/ED are still great vs. Marauders and Banshee's w/ barrier still up, but let BE's go off before you throw them out otherwise (unless you need to ED *now* to get sheilds back to stay alive- then by all means). Its also advised you avoid disruptor ammo- its not great vs. Reapers anyways.
Modifié par FlowCytometry, 11 juillet 2012 - 06:27 .