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QFI Melee Build ... or "What I've been doing lately on Gold"


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96 réponses à ce sujet

#76
Shampoohorn

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OniGanon wrote...

If her melee is boosted by Tech Vulnerability, is it affected by evolutions, gear or consumables that boost Power/Tech damage?

Is her light melee boosted by TV as well, or just heavy?



Her heavy melee is not boosted by tech gear like the Engineering Kit. Twhw specifically tested in the big numbers thread.

I figure the sabo/melee synergy fits into one of two categories:
1) Is bug.
2) Some kit heavy melees have an intrinsic tech/biotic modifier, but their damage is only affected by melee mods, not power mods. At some point I'd like to compare engineer and krogan heavy melees ± tech vulnerability.

I don't know if her light melee is affected. It's much harder to tell in game since it's damage is lower and usually part of a strike of other damage sources. I mostly use her light melee for lulz: a killing blow with it can toss mooks as far as a krogan backhand.

Modifié par Shampoohorn, 29 novembre 2012 - 08:06 .


#77
The fool you should have eaten

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It would be even more if you took a shotgun with its omnib;ade yes? I don't have one yet, but I thought that its stats were better than the AR's blade.

#78
Shampoohorn

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Yeah, you can top 6000 melee damage with the shotgun omniblade and all possible boosters.

Even a gold dragoon wouldn't stand a chance. :D

#79
The fool you should have eaten

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Do you know how long the effects of Sabotage's tech damage boost lasts?

#80
Shampoohorn

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Tech vulnerability states that it's +50% for ten seconds. I assume the melee bonus would be for 10 seconds, but I've never tried to test it. I'm currently running a build without bonus power and focused on meleeing as quickly as possible after I cloak/sabotage.

#81
Sailears

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I love the concept of this, I just wish the heavy melee was better... Really don't like that slow backhand.

Say if she had the Demolisher's heavy melee - THAT would be awesome! ;D

#82
Shampoohorn

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Curunen wrote...

I love the concept of this, I just wish the heavy melee was better... Really don't like that slow backhand.

Say if she had the Demolisher's heavy melee - THAT would be awesome! ;D


Agreed.  The best way to minimize this issue is to initiate the heavy melee at the outer limit of it's lock-in ranged.  She'll do the 'slide' and close the distance during her wind up.

#83
Sailears

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Yeah running into the slide helps shave off a fraction of the long animation by making efficient use of the time.

Ah, if only I could have Cloak, sabotage and the demolisher heavy melee all together on one character. :(

#84
Fortack

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Thanks for posting this Shampoohorn! I've played her for a while now but I forgot where I read about the insane melee damage with Sabotage. She's really good against Cerberus and there's nothing like killing Phantoms with one HM :D

I'm using a 5/6/6/3/6 build + Claymore. Having trouble with Reapers though. Marauders can somehow spot her the moment the HM animation starts. It's easy to kill a lone wolf, but packs are almost certain death :( She also dies frequently by a death Brute falling on top of her and Ravanger-goo (or swarmers). Maybe I'm too eager to get those melee kills ...

Again thanks for sharing this. Definitely one of the most fun builds I've used in this game!

#85
Shampoohorn

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Hey you're welcome! I've been running around with a 5/5/6/4/6 build lately. She's certainly a bit harder to push through a group of Reapers. My most successful strategy there is to sabotage the group then follow up with a series of light melees and shotgun blasts. When it works she looks like a supreme badass.

WRT Marauders, the farther away you can start the heavy melee the better. A long range melee lock will prevent the marauder from entering his own melee attack -- something he would do if you simply walked up to him to hit him.

Frankly, Dragoons have been the worst for me/her lately. They interrupt her melee like no other mook in the game, and her damage limitation vs armor prevents her from killing them in one shot like she can do with phantoms.

Modifié par Shampoohorn, 21 décembre 2012 - 12:38 .


#86
Shampoohorn

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Updated the original post.

#87
The Black Waltz

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I just tried this out. Very promising although it doesn't seem to be effective against armored foes at all, except against Drgoons.

#88
Shampoohorn

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The Black Waltz wrote...

I just tried this out. Very promising although it doesn't seem to be effective against armored foes at all, except against Drgoons.


Like many characters, she does less melee damage to armored foes (-25%).  Also, since armored enemies are usually bigger and stronger, you won't see them lose as many bars. 

Modifié par Shampoohorn, 12 février 2013 - 09:19 .


#89
Sailears

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So... has anyone tried this with the batarian gauntlet?

#90
Shampoohorn

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Flambrose did in a recent thread and said the gauntlet did not benefit from TV.
http://social.biowar...050550#16059047

Modifié par Shampoohorn, 28 février 2013 - 10:04 .


#91
VirtualAlex

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Had no idea tech vulnerability works on... Well had no idea it was there! I thought it was bugged?

#92
Rosalina is my BabyCakes

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Would this build still be great without the strength enhancers?

#93
Deerber

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Shampoohorn wrote...



Flambrose did in a recent thread and said the gauntlet did not benefit from TV.
http://social.biowar...050550#16059047


Ouh, that's bad. I was looking forward to have (even more) fun with her... :(

#94
Shampoohorn

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Deerber wrote...

Shampoohorn wrote...

Flambrose did in a recent thread and said the gauntlet did not benefit from TV.
http://social.biowar...050550#16059047


Ouh, that's bad. I was looking forward to have (even more) fun with her... :(


800 base is still better than 600.  She'll still hit 5000 or so for a heavy melee swing (I think).

I think the gauntlet is a big win for the human infiltrator though.

And possibly the shadow!?!?

Modifié par Shampoohorn, 28 février 2013 - 10:37 .


#95
Shampoohorn

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shooterking07 wrote...

Would this build still be great without the strength enhancers?


The weapon mods (stunner, blade, omniblades) are the most important booster to bring.  You don't need to bring the strength enhancer equipment or gear to be effective with the build.

That's the case with all melee centric builds.

#96
tinler

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Shampoohorn wrote...

Deerber wrote...

Shampoohorn wrote...

Flambrose did in a recent thread and said the gauntlet did not benefit from TV.
http://social.biowar...050550#16059047


Ouh, that's bad. I was looking forward to have (even more) fun with her... :(


800 base is still better than 600.  She'll still hit 5000 or so for a heavy melee swing (I think).

I think the gauntlet is a big win for the human infiltrator though.

And possibly the shadow!?!?


And the Geth Inf. if purely going by single target damage as his 375 base more than doubles.

+15% Advanced Hardware 1
+20% Advanced Hardware 3
+30% Advanced Hardware 4
+75% Advanced Hardware 5 Martial Artist
+30% Advanced Hardware 6
+80% Tactical Cloak: Damage Bonus
+50% Tactical Cloak: Melee Damage Bonus
+30% Strength Enhancer III
+17.5% Hunter Mode: Damage Bonus
= +347.5%

* 50% Omni-Blade V
* 20% Proximity Mine Debuff

800 * (1+3.475) * 1.5 * 1.2 = 6444 (4833 vs armor)

Too bad he loses out on the Hydraulic Joints (+20% now, BTW) in order to wear the Bat Gaunts.
Hmm... his previous damage would have been 3155.6 vs health, 4733.4 vs all others. Maybe not that big of a win given how many HM he can spam by the time a falcon punch comes out. But at least he'll have cloak back by the time he recovers.

edit: crap...how long is the tactical cloak window after firing prox mine? Probably would need to take bonus power to get the damage boost on punch, meaning he won't have another cloak cycle ready to go. Gauntlets not good for GI.

Modifié par tinler, 01 mars 2013 - 01:11 .


#97
Shampoohorn

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Added a link to DisturbedPsic0's video in the OP.  She's still on of my fave kits to play.