N7 Paladin (Sentinel) Doesn't suck, it's just misunderstood.
#51
Posté 20 juillet 2012 - 05:26
#52
Posté 20 juillet 2012 - 05:27
kviksverd wrote...
I know you can't shoot with the shield planted, but it just occured to me that I've never tried to use a power. Does anyone know, can he use a power while the shield is planted?
Yes he can but the shield won't stay up after that you'd have to re deploy it.
#53
Posté 20 juillet 2012 - 05:28
budzai wrote...
snap freeze is crap IMO
A spammable, instant, AOE CC that debuffs armor by 50% through walls can never be crap bro. What are you talking about?
#54
Posté 20 juillet 2012 - 05:30
Also, zap drones are way better than decoys. Put the explosion death into it and you've got a fast recharging mine that can completely disable bosses if you spam it behind them.
Modifié par Mgamerz, 20 juillet 2012 - 05:32 .
#55
Posté 20 juillet 2012 - 05:37
Cyonan wrote...
kviksverd wrote...
I know you can't shoot with the shield planted, but it just occured to me that I've never tried to use a power. Does anyone know, can he use a power while the shield is planted?
You can use a power or combat roll, but doing both will cause you to instantly drop your shield.
It's useful for getting out of the shield without having to go through a melee animation.
Thank you!!!
Here's another question...
Say the shield is planted and has taken damage, if I cast a power and then immeditely plant the shield again (kind of like popping up out of cover), will the shield "health" be reset to its maximum?
#56
Posté 20 juillet 2012 - 06:31
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Anyone know the answer to this?
#57
Posté 20 juillet 2012 - 07:02
Adhok42 wrote...
I think the problem is, is that people are/were expecting the Paladin to play similar to a Guardian when they want to move around. We already have a Phantom copy and the Paladin with his shield is similar to a Guardian so people expected to be this slow moving invulnerable meat shield.
While not exactly how it works it requires a bit of mathmatics to make it work.
Alright, alright, I'll leave the numbers out of it and just explain the basic principle behind it.
Angles.
The further back you are from the enemy, the more narrow the angle they have to turn to face it. Because of this if you are further back from the enemy, you can pretty much block everything on the map as they all need to face about the same direction to get at you allowing you to block everything.
Nobody plays like this however. Unless you're a Sniper (something that is frowned upon here) people want to get up close and personal.
However this is where the danger comes in. The closer you are to the enemy the wider the angle meaning more chances of getting flanked.
So, the further you are, the more narrow the angle, the better you can block everything without moving. The closer you are, the wider the angle, the greater chance you get flanked, shot, and killed.
What does this mean? Well for one it means check your flanks before you go rushing up to that boss and plant yourself pointblank trying to block him. You're much better off staying farther back and being an extra bit of cover for your teammates to take it out from long range.
Hell you don't even want to be in melee range to begin with. You want to be in Shotgun range. Close enough to tease them into WANTING to advance and melee you but far enough away that if they try, they miss. When they do, you simply roll backwards and stick your tongue out from behind your shield at them.
But never, EVER stop checking your flanks. You're only immune to one side and if anything gets the drop on you, it's gonna hurt.
Why do you think Guardians are so vulnerable to flanking?
There are plenty of things that will break your shield in one go. It's better to plant your shield and absorb the attack as you take no damage if you are pinned and can't get away. Otherwise you don't want to be there in the first place.
Most of the other complaining I find is that people get discouraged quickly since he's not a very offensive minded class. It's not a Rambo. He doesn't just run up and everything dies. It's a very easy mindset to get into but it's not the one you should be in when playing the Paladin. You should be advancing slowly letting the ENEMY be Rambo thinking they can just run up to you and you'll just keel over.
Oh so very wrong. All those times you were killed for running up into a group of enemies, time to return the favor. *dark laughter*
I remember a match I was playing on Dagger. 3 Pyros were trying to burn their way past me into the control room from the elevated hallway. I just sat there laughing at them from behind my shield hitting them with ED and SF slowly bleeding them between attempted BBQ's and they never got close to even touching me.
Eventually some teammates came over having dealt with a couple Primes sniping at us from down below and helped me clean house. But they never would have finished those Primes if I hadn't been holding back those Pyros.
Came to find out there a cloaked Hunter in the mess as well. He never got past me ether.
Denying access to your teammates is crucial as a Paladin. The less heat someone else is taking, the more effectively they can kill. An unmolested teammate can output enough damage to easily compensate for your lack of doing so since they don't have to worry about dying giving them a moment to actually look at the situation and go "Okay, how best to take out the enemy beating on my Paladin?" Efficient killing is far more devastating then just spamming all manner of powers and praying one of them is the Hail Mary ability to clean out the enemies.
In short, the Paladin is a very defensive oriented class that utilizes the "slow burn" kill method and allows teammates peace of mind to actually look at the situation and pick the best method at their disposal to eliminate the enemy. It is not a high damage striker class that spams far reaching murder to all corners of the map simultaneously.
Overall the class requires a certain mindset that isn't found in any of the other classes which are all ether fast moving quick strikers that have the enemy worried about which direction they're getting hit from or fling enough damage out in all directions that you don't need to worry about which way the enemy is coming from. You're more concerned with what is in the immediate area with an eye out for those snipers you should always be mindful about.
You count your victories by how many times you saved your teammate from needing a revive or medi-gel. Not by how many Marauders you put down by the end of the match.
Well said!
#58
Posté 20 juillet 2012 - 07:09
horangi88 wrote...
budzai wrote...
snap freeze is crap IMO
A spammable, instant, AOE CC that debuffs armor by 50% through walls can never be crap bro. What are you talking about?
I dont like to be so close to the enemy... may be I give it an another try....
#59
Posté 20 juillet 2012 - 07:13
Dont know if anyone knows this but when you plant the cryo shield and an enemy melees you they are chilled and staggered.
Works on Phantoms but not Brutes
#60
Posté 20 juillet 2012 - 07:18
sYn_specre wrote...
I want to like the Paladin. Truly.
I just simply don't see the intent behind the class when I can do similar things with other classes (oftentimes much more effectively).
Why sit there with the shield out when an Engineer can use decoy/combat drone to distract enemies and draw fire? Or, why shouldn't I just take the Destroyer and....destroy those same enemies instead of trying to distract them and/or get into a risky melee situation? If I want to go for tech combos, the human engineer is the bee's knees.
I'm still trying to find the sweet spot with the Paladin, but man if it isn't frustrating as all get out.
Deploying the shield stops Phantoms / Geth Hunters and the like, and gives you a chance to recharge your character shield.
#61
Posté 20 juillet 2012 - 07:22
#62
Posté 20 juillet 2012 - 07:25
I would like to take a moment to say thanks to the Paladins I played with the other day. He was dropping shields in front of downed players and making it =so= much easier for people to run up behind him and revive. Those was some of the best teamwork moments I have seen in multiplayer to date.
*** Interrupt Complete ***
#63
Posté 20 juillet 2012 - 07:29
TheAdventurer29 wrote...
I think Cryo Shield is useless since you won't using much anyway.
Cryo Shield instantly freezes anything with health; including phantoms.
budzai wrote...
horangi88 wrote...
budzai wrote...
snap freeze is crap IMO
A spammable, instant, AOE CC that debuffs armor by 50% through walls can never be crap bro. What are you talking about?
I dont like to be so close to the enemy... may be I give it an another try....
Take the 50% range increase instead of damage.
Modifié par known_hero, 20 juillet 2012 - 07:31 .
#64
Posté 20 juillet 2012 - 07:44
#65
Posté 20 juillet 2012 - 07:47
RinpocheSchnozberry wrote...
*** Thread Pseudo-Interrupt ***
I would like to take a moment to say thanks to the Paladins I played with the other day. He was dropping shields in front of downed players and making it =so= much easier for people to run up behind him and revive. Those was some of the best teamwork moments I have seen in multiplayer to date.
*** Interrupt Complete ***
nice, yea most people I've played with don't pick up on the uses of my shield, i don't have a mic tho, but others a quick to figure it out
#66
Posté 20 juillet 2012 - 07:53
Pedactor wrote...
It also should be stagger-proof.
Entirely stagger proof.
This guy should be on par with the Kroguard and KroSent and designed around drawing fire.
I agree. I just got him last night and it's a blast to play, but there's no reason he should stagger so easily. And why have a sheild if you can't walk with it? Hell, why have a sheild if it breaks due to a light Phantom melee?
#67
Posté 20 juillet 2012 - 07:56
known_hero wrote...
TheAdventurer29 wrote...
I think Cryo Shield is useless since you won't using much anyway.
Cryo Shield instantly freezes anything with health; including phantoms.budzai wrote...
horangi88 wrote...
budzai wrote...
snap freeze is crap IMO
A spammable, instant, AOE CC that debuffs armor by 50% through walls can never be crap bro. What are you talking about?
I dont like to be so close to the enemy... may be I give it an another try....
Take the 50% range increase instead of damage.
I did last time... but ****ed up the rank 6 now it is nice
#68
Posté 20 juillet 2012 - 08:00
#69
Posté 20 juillet 2012 - 08:08
HashimSharif wrote...
it a sentinel right , how comes there isn't a biotic power, it might as well be a engineer
That too... There's no point using Incinerate. When you play Paladin you definitely notice the absence of a good ol lob-able biotic power.
#70
Posté 20 juillet 2012 - 08:10
Edit- Didn't know incinerate rank 6 was bugged; double debuff still seems good.
Modifié par Spartansfan8888, 20 juillet 2012 - 09:24 .
#71
Posté 20 juillet 2012 - 08:12
#72
Posté 20 juillet 2012 - 08:13
#73
Posté 20 juillet 2012 - 08:25
bd2eazy wrote...
doesnt ED only refill shields when used against synthetics.. AKA geth and turrets.?
It refills your shields when you use it against shielded enemies or enemies with barriers. Against synthetic units it doesn't matter if they have shields on or not it will always recharge your shields.
#74
Posté 20 juillet 2012 - 09:04
#75
Posté 20 juillet 2012 - 09:08





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