N7 Paladin build: tell me what I'm doing wrong.
#1
Posté 01 août 2012 - 12:53
Energy Drain (6): Damage, Drain, Damage.
- This will strip the shields from a Gold Marauder or Rocket Trooper, and with a decent amp (which I don't have yet) or a Power Amplifier II, it will strip a Gold Centurion as well.
Incinerate (6): Damage, Burning Damage, Armor Damage.
- I know Incinerate doesn't have the best rep on the forum, but this does 1300+ damage against armored targets (550+ DPS).
Snap Freeze (3):
- It's limited to CQC, and I'd really rather engage at range where possible.
N7 Paladin (5): Damage & Capacity, Power Damage
- Since I'm apparently a caster, I might as well spec out like one.
Shield Mastery (6): Durability, Shield Durability, Cryo Shield
- The shield won't go down easily, at least not on Gold or below, and Cryo Shield should be a nice setup for weapons fire.
Gear: SMG Mod V
Weapon: Hornet X + HVB I + Recoil System I
- A nice caster weapon, actually: great accuracy, minimal weight, decent DPS. I was originally thinking about the Hurricane, but I think this will be better overall (although noticeably worse at CQC, of course).
***
So... questions? Comments?
#2
Posté 01 août 2012 - 12:57
Incinerate (0) Even with the buff, you won't be using it all that much on this class
Snap Freeze (6) Range, Duration/Slow, The top rank (forgot the name). Snap Freeze and energy drain are your bread and butter. Snap Freeze makes armor 50% less effective, which essentially weakens bosses for your team to destroy.
N7 Paladin (6) Power damage, power damage, weapon damage
Shield Mastery (6) Melee, shield recharge, cryo shield. You won't be deploying your shield all that often and if your shield does break, you can always plant down another.
I personally run around with my Talon.
Modifié par puldalpha, 01 août 2012 - 12:58 .
#3
Posté 01 août 2012 - 12:59
But imo this is the worst character ever. So boring...
#4
Posté 01 août 2012 - 01:00
Puldalpha has it right - Pretty much ignore Incinerate (even with its 10% buff) and go for defensive Energy Drain + Debuff Snap Freeze.
I personally use whatever hits HARD and is light. Talon is a good example actually.
#5
Posté 01 août 2012 - 01:00
I'd use a Hornet X (HVB + HS), if you want to use the hornet.
#6
Posté 01 août 2012 - 01:03
Energy Drain(6) - Damage, Drain, Armour Boost
Incinerate(0)
Snap Freeze(6) - Reach, Cryo Explosion, Damage & Weakness
N7 Paladin(6) - Damage & Capacity, Power Damage, Weapon Damage
Shield Mastery(6) - Durability, Shield Durability, Cryo Shield
Weapon: Piranha X - High Caliber Barrel V, Smart Choke V
Gear: Berserker Package V or Shotgun Amp V
Admittedly I haven't played around with the 10% buff to Incinerate that went through today. I'll have to check out what kind of damage it can put out on my QFE.
Against Cerberus/Geth I play a bit more defensively since there's free shields just sitting there all over the place. Remember that your shield doesn't make you invincible though, Energy Drain is just as important, if not more so because it regenerates your shields and is spammable. Use Snap Freeze for general CC and debuffing whenever you can spare the GCD.
For Reapers, I'm a lot more aggressive since I can't regen as well. Abuse the hell out of the fact that Snap Freeze can go through walls and debuff groups of enemies, then jump out and blast them with the Piranha.
I play a lot of CQC with this guy, and use a lot of my Shotgun/Shield Bash to do my damage. Also remember that Snap Freeze's debuff stacks with Cryo Shield's, making you the only character in the game that can sunder armour by 100% without ammo powers. The shield also basically hard counters Phantoms, as it freezes them once they don't have a barrier(Which Energy Drain is great for getting rid of)
#7
Posté 01 août 2012 - 01:03
DO IT NOW!!!!!!!!!!!!!!!!!!!!!!!1
Modifié par usctrojanbulldog, 01 août 2012 - 01:03 .
#8
Posté 01 août 2012 - 01:03
puldalpha wrote...
Energy Drain (6) Damage, Drain, Damage/Armor its your call
Incinerate (0) Even with the buff, you won't be using it all that much on this class
Snap Freeze (6) Range, Duration/Slow, The top rank (forgot the name). Snap Freeze and energy drain are your bread and butter. Snap Freeze makes armor 50% less effective, which essentially weakens bosses for your team to destroy.
N7 Paladin (6) Power damage, power damage, weapon damage
Shield Mastery (6) Melee, shield recharge, cryo shield. You won't be deploying your shield all that often and if your shield does break, you can always plant down another.
I personally run around with my Talon.
Pretty much this. However I always go radius on energy drain and I like 10% damage take on snap freeze. Also, the piranha is great on him.
Modifié par thenotsothinman, 01 août 2012 - 01:05 .
#9
Posté 01 août 2012 - 01:40
I keep seeing people spec out of it, and then I think about all those delicious multipliers versus armor. It's really not worth it?puldalpha wrote...
Incinerate (0) Even with the buff, you won't be using it all that much on this class
I find the Talon frustratingly inconsistent, particularly outside point-blank range--and at level 1 ULM is basically a foregone conclusion, which locks out a mod slot. Other sidearm-ish weapons you'd recommend?I personally run around with my Talon.
Wish I had one, but I'm at 19 PSPs and counting since the Earth release (spent 8 days out of town), and my total haul of DLC content is 11 rare weapon mods and 1 character.thenotsothinman wrote...
Pretty much this. However I always go radius on energy drain and I like 10% damage take on snap freeze. Also, the piranha is great on him.
#10
Posté 01 août 2012 - 04:07
The Paladin is best used as a shield/barrier stripper and an armor debuffer. Snap freeze & your cryo shield can reduce armor's defensive properties by 100% when used together. That in itself is better then incinerate's damage.rmccowen wrote...
I keep seeing people spec out of it, and then I think about all those delicious multipliers versus armor. It's really not worth it?puldalpha wrote...
Incinerate (0) Even with the buff, you won't be using it all that much on this classI find the Talon frustratingly inconsistent, particularly outside point-blank range--and at level 1 ULM is basically a foregone conclusion, which locks out a mod slot. Other sidearm-ish weapons you'd recommend?I personally run around with my Talon.
Wish I had one, but I'm at 19 PSPs and counting since the Earth release (spent 8 days out of town), and my total haul of DLC content is 11 rare weapon mods and 1 character.thenotsothinman wrote...
Pretty much this. However I always go radius on energy drain and I like 10% damage take on snap freeze. Also, the piranha is great on him.
Other sidearm's i'd recommend, maybe the carnifex or any other pistols. Many people here run with the Piranha, which i personally never liked much on the paladin, rather have something somewhat accurate at longer distances. The weapon doesn't matter much as long as you've got a CD better then 120%
#11
Posté 01 août 2012 - 04:14
#12
Posté 01 août 2012 - 04:17
The one thing that really doesn't seem to have much of a purpose is the static shield. Its pretty much an easy way to stay put and get yourself killed.
#13
Posté 01 août 2012 - 04:24
There's two ways to play this guy: as an upfront debuffer, using the shield and Snap freeze, or as a tech caster who has a shield should things get a bit hairy.
My build is 6/6/6/5/3. The thing is, you always want 6 in snap freeze reguardless of which build you do, it's amazing. And while some people spec 3 into incinerate for the cqc build I have no idea why, it does bad damage and weak tech bursts. At 6 you at least can use the long range to deal with armored mobs that you usually have a hard time getting up close to like brutes/ravagers/primes, plus setting off fire explosions with ED or SF makes them much stronger at 6 and impossible without it at all. So it's either all in or all out on incinerate, but seeing as how I like playing power oriented it's all in for me.
Modifié par JiceDuresh, 01 août 2012 - 04:24 .
#14
Posté 01 août 2012 - 04:27
thenotsothinman wrote...
puldalpha wrote...
Energy Drain (6) Damage, Drain, Damage/Armor its your call
Incinerate (0) Even with the buff, you won't be using it all that much on this class
Snap Freeze (6) Range, Duration/Slow, The top rank (forgot the name). Snap Freeze and energy drain are your bread and butter. Snap Freeze makes armor 50% less effective, which essentially weakens bosses for your team to destroy.
N7 Paladin (6) Power damage, power damage, weapon damage
Shield Mastery (6) Melee, shield recharge, cryo shield. You won't be deploying your shield all that often and if your shield does break, you can always plant down another.
I personally run around with my Talon.
Pretty much this. However I always go radius on energy drain and I like 10% damage take on snap freeze. Also, the piranha is great on him.
This, I run him with this spec and a Wraith, Harrier or Paladin.
Modifié par MyWhiteNostrils, 01 août 2012 - 04:28 .
#15
Posté 01 août 2012 - 04:29
My playstyle with the Paladin is to debuff and weaken large groups of enemies, and use guns (mine or my allies') to finish them off.
#16
Posté 01 août 2012 - 04:37
He has no ranged capacity whatsoever so he needs to stick to CQC, but even in CQC he hits like a wet noodle.
The Slayer is tankier because of Biotic Charge, and all but the Paladin have damaging ranged options. Snap Freeze does laughable damage, as does Drain Shields.
If they nerf the Piranha all the people you saw championing the class with will have the rug pulled under them. The class is only uplifted by that gun. Maybe once they fix Incinerate he'll be better, but even then the other N7 classes have Biotic Slash, Electric Slash, and Biotic Explosions for mass aoe damage that also staggers/knocks down.
Modifié par Lucrece, 01 août 2012 - 04:39 .
#17
Posté 01 août 2012 - 04:38
#18
Posté 01 août 2012 - 04:41
It's worthless.
Maxed debuff and damage snap freeze and a good weapon will make you think the typhoon still exists.
#19
Posté 01 août 2012 - 04:47
Biotic_Warlock wrote...
I have the same build as puldalpha.
But imo this is the worst character ever. So boring...
Pure nonsense, one of the most fun classes to play if you go with a melee build.
Also snap freeze is one of the best abilities in the game so the op should have that in 6.
#20
Posté 01 août 2012 - 05:01
All classes have ranged capacity. They're called "guns". Besides the paladin's melee attack is almost as powerful as most classes heavy melee, and is certainly the fastest stagger melee attack in the game.Lucrece wrote...
He has no ranged capacity whatsoever so he needs to stick to CQC, but even in CQC he hits like a wet noodle.
The Slayer has a base of 250 shields less than the paladin, has a much slower animation to refill them. And while it's true Snap Freeze damage isn't up to par when compared to say, Smash, it's still significant. And it debuffs armored targets and can add a damage debuff.The Slayer is tankier because of Biotic Charge, and all but the Paladin have damaging ranged options. Snap Freeze does laughable damage, as does Drain Shields.
I don't use the Piranha on the Paladin. I use Hurricane and ScorpionIf they nerf the Piranha all the people you saw championing the class with will have the rug pulled under them. The class is only uplifted by that gun.
The Paladin can prime and detonate 3 types of explosions, and is the only class who can do so. Furthermore, Snap Freeze is much faster, and a much more mobile option than either of the slashes.Maybe once they fix Incinerate he'll be better, but even then the other N7 classes have Biotic Slash, Electric Slash, and Biotic Explosions for mass aoe damage that also staggers/knocks down.
#21
Posté 01 août 2012 - 05:08
Slower animation to refill those shields? That "animation" also sends you wherever you want on the map and is a guaranteed stun and immunity. It allows you to zip around the map on a Marauder/Geth Trooper murder spree while your sad Paladin sprays walls with Snap Freeze.
A Hurricane/Scorpion setup means your killing time is garbage. I'd like to see a video of yours showing how much time it takes to kill a Banshee or Brute with those. There is a reason most speed runs on higher difficulties don't include a Paladin.
Modifié par Lucrece, 01 août 2012 - 05:10 .
#22
Posté 01 août 2012 - 05:12
It also slows, weakens, staggers and sometimes freezes, leaving the enemy open to getting mowed down by whichever gun you're carrying at the moment.Lucrece wrote...
Snap Freeze does less than a quarter of health/shield worth of damage on Gold.
It's also more temperamental, buggy, lag-dependant and risky. Not to say the Slayer isn't a good class in its own right, but don't be so fast to write off the Paladin. If all you're doing is spraying walls with snap freeze hoping to get a kill, you're playing him all wrong.Slower animation to refill those shields? That "animation" also sends you wherever you want on the map and is a guaranteed stun and immunity. It allows you to zip around the map on a Marauder/Geth Trooper murder spree while your sad Paladin sprays walls with Snap Freeze.
#23
Posté 01 août 2012 - 05:44
Also, if you host, your charge doesn't bug out, period. And I say this as the slayer who has been on the receiving end of bugs that look like an ecstasy trip as narrated by 70's cartoonists.
I've always played sentinels, my Shep is a sentinel, I've played the human sentinel and Turian sentinel to great effect, and I'm just frustrated that the Paladin class disappointed that streak. First with the disappointing shield (and Fitness line in general; look at the Shadow's fitness line for an example of a good line). Incinerate is still bugged when it could be a great tool.
Instead, I shield drain every 10 seconds and snap freeze and shoot my Piranha. In the same CQC time my Annihilation Field Fury can wreck more havoc.
#24
Posté 01 août 2012 - 06:01
So the difference for me, is I cast far far faster than every 10 seconds. I also don't use the piranha on him because to be honest I rather despise the gun.Lucrece wrote...
It only weakens armored opponents, and the slow is hardly a factor when mobs are dying even in Platinum within a few seconds to focus fire. I'm not saying it's a bad skill; it's good -- but it's the one standout team support skill he has. Shield Drain doesn't hold a candle to Overload in terms of team support, especially Geth.
Also, if you host, your charge doesn't bug out, period. And I say this as the slayer who has been on the receiving end of bugs that look like an ecstasy trip as narrated by 70's cartoonists.
I've always played sentinels, my Shep is a sentinel, I've played the human sentinel and Turian sentinel to great effect, and I'm just frustrated that the Paladin class disappointed that streak. First with the disappointing shield (and Fitness line in general; look at the Shadow's fitness line for an example of a good line). Incinerate is still bugged when it could be a great tool.
Instead, I shield drain every 10 seconds and snap freeze and shoot my Piranha. In the same CQC time my Annihilation Field Fury can wreck more havoc.
I'm sorry you feel disappointed by the Paladin's output, but I definitely find him a fun dynamic class, for both close combat and for ranged. I know the first couple times I played him I had a lot of trouble getting the same output I was expecting, but after some experimentation, change up of weapons, and adjustment of playstyle, he just clicked. And just for the record, I find ED superior to Overload.
Maybe you'll never like him. Maybe he's just not your thing. But maybe you'll find a way to synch his abilities up in a way that just works.
#25
Posté 01 août 2012 - 08:05
after promoting, i tried out the 6/0/6/6/6 build on the Paladin and it finally clicked. i dropped the Mattock on his weapon loadout, and picked up the Disciple (which i currently have at VIII), and it is just mindblowing how AMAZING he is.
as mentioned before in this thread, the trick is to play him at medium to close range, but dancing just out of reach of melee range. also, he is NOT the character you bring to a fight expecting to rake in the kills with; he is still decidedly support in nature, and is, on average, a free-moving, playable Salarian Engineer's Decoy that just happens to be an excellent debuffing monster.
given that his health is just sitting at 700 even with full ranks in Fitness, you'll want Energy Drain to restore your shields to 100% every time you fire it. to this end, priority targets are shielded and/or barriered mooks. this makes the Paladin play at his best in a Geth match; even without shields, the mooks' synthetic nature gives the Paladin an almost constant shield regeneration. i specced for the 10-second damage reduction at rank 6, so i can last longer in drawn-out firefights.
Snap Freeze more often than not becomes a panic-button for me in most circumstances, since i'm playing the Paladin at uncomfortably close distances. however, Snap Freeze is also an amazing boss debuffer. again, i do not play the Paladin expecting to see my name in any of the four rows of the kill feed; i debuff the bosses, and fully expect instead that the other members of my team deal the killing blow, and then move on to another target (that is preferrably shielded, so i can put my Energy Drain to work).
i specced my omni-shield for Cryo, and i rarely use it. i rarely do melee attacks in general, so it hardly ever sees the light of day on most matches. the only times it gets deployed are when i manage to find myself into a corner, have a teammate close by that has just lost his/her shields, and during hacking objectives (i just plunk myself on one side of the hacking radius, and just sit there, shooting either ED or Snap Freeze, depending on the mooks' distance, and then redeploying after using the powers). a fun sight to see with a deployed Cryo shield is unshielded mooks instantly freezing the moment they melee the Paladin with the shield on; i especially enjoy seeing this happen on de-barriered Phantoms. i specced the shield for maximum shield health.
the banes of my existence as a Paladin are Phantoms, Geth Hunters, and possibly Banshees (if i happened to get into melee range with them). Phantoms are just generally a pain to deal with, because of their acrobatics, cloaking, and their palm cannons. Hunters are problematic, because their Geth Plasma Shotgun's pellets go right past the omni-shield. Banshees are a joy to dance around with, especially if my teammates are also shooting at her. their magnet hands are killjoys, however, so i'm always wary with them.





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