Carnage + Biotic Charge = Flame Charge of ultimate power >
Please Bioware, It's time for the self-detonating tech burst to be more viable
#26
Posté 04 septembre 2012 - 08:15
Carnage + Biotic Charge = Flame Charge of ultimate power >
#27
Posté 04 septembre 2012 - 08:17
#28
Posté 23 juin 2015 - 03:13
I support a 1 second TB window increase on Overload and Energy Drain. Way too small as of right now for anything but a 200% cooldown build, and even then.
Energy Drain of the Paladin is never able to remove the full enemy's
shields on gold/platinum.
Thats why I planned this build to set off techbursts.
However - I find that it is impossible to set them off with incinerate - probably the time-window is too short (?)
naturally I took shield drain instead of recharge speed.
But has anyone tested it with recharge speed + 200% cooldown ?
If this enables you to set off tech bursts I would have to re-spec the Paladin.
Because Shields is the only thing that's annoying with my current setup.
#29
Posté 23 juin 2015 - 03:42
Energy Drain of the Paladin is never able to remove the full enemy's
shields on gold/platinum.
Thats why I planned this build to set off techbursts.
However - I find that it is impossible to set them off with incinerate - probably the time-window is too short (?)
naturally I took shield drain instead of recharge speed.
But has anyone tested it with recharge speed + 200% cooldown ?
If this enables you to set off tech bursts I would have to re-spec the Paladin.
Because Shields is the only thing that's annoying with my current setup.
I don't think there's anything that can allow any character to self-detonate tech bursts primed by Energy Drain. The priming window is too short.
What I find most effective for dealing with shields on the Paladin is priming with Snap Freeze and detonating with Energy Drain. That combo will pretty much OHK any mook on the game (even Phantoms, on Gold at least), and it will do pretty hefty damage to boss shields/barriers too.
- Cryos_Feron aime ceci
#30
Posté 23 juin 2015 - 03:50
On the Salarian Infiltrator I do go full dmg Energy Drain. Tac-cloak dmg bonus helps remove all shields on some enemies if I'm remembering correctly. On SE I go full defense.
Otherwise, yes, I tech burst or fire explode with Energy Drain on the SE and 200% cooldown. Am I remembering this wrong?
#31
Posté 23 juin 2015 - 04:01
ignoring the lolnecro
Energy Drain of the Paladin is never able to remove the full enemy's
shields on gold/platinum.
Thats why I planned this build to set off techbursts.
However - I find that it is impossible to set them off with incinerate - probably the time-window is too short (?)
naturally I took shield drain instead of recharge speed.
But has anyone tested it with recharge speed + 200% cooldown ?
If this enables you to set off tech bursts I would have to re-spec the Paladin.
Because Shields is the only thing that's annoying with my current setup.
ED's priming window for tech bursts is 3 seconds, like most tech powers. Usually, you aren't going to be able to self detonate it with a projectile power like incinerate unless you have a light weapon loadout and are close to the target to minimize travel time.
The only exceptions for tech/combat powers I can think of to the 3 second rule are Sabotage (2 seconds, but takes 1.5 seconds after cast for backfire to prime anyway), Cryo Blast (5 or 8 secs depending on rank 4 spec), Snap Freeze (6-9 secs for frozen targets, don't know for chilled) Overload (5 seconds), and powers with a DOT effect like Arc or Inferno nades (lasts as long as the DOT).
#32
Posté 23 juin 2015 - 04:02
Energy Drain of the Paladin is never able to remove the full enemy's
shields on gold/platinum.
Thats why I planned this build to set off techbursts.
However - I find that it is impossible to set them off with incinerate - probably the time-window is too short (?)
naturally I took shield drain instead of recharge speed.
But has anyone tested it with recharge speed + 200% cooldown ?
If this enables you to set off tech bursts I would have to re-spec the Paladin.
Because Shields is the only thing that's annoying with my current setup.

- Ashevajak, TheShadyEngineer et RealKobeBean aiment ceci
#33
Posté 23 juin 2015 - 04:18
and powers with a DOT effect like Arc or Inferno nades (lasts as long as the DOT).
I thought so too once, but it seems shorter. Same as Overload, I think. So 5 seconds.
#34
Posté 23 juin 2015 - 04:19
Please buff, Biovar. Also, is this a blast from the past? I wonder if the OP has changed his/her mind now...
#35
Posté 23 juin 2015 - 04:29
I thought so too once, but it seems shorter. Same as Overload, I think. So 5 seconds.
I can easily get 2 tech bursts out of single arcnades on QME even with heavier weapons like Claymore. Why would it only prime for 5 of the 10 seconds of DOT when it's priming is reliant on the DOT evo in the first place?
#36
Posté 23 juin 2015 - 04:31
Yes, Biower, it's time.....
- RealKobeBean aime ceci
#37
Posté 23 juin 2015 - 04:32
I can easily get 2 tech bursts out of single arcnades on QME even with heavier weapons like Claymore. Why would it only prime for 5 of the 8 seconds of DOT when it's priming is reliant on the DOT evo in the first place?
I can get two combos in off it too, but that's about it. Here is what resource library has to say about it;
Arc Grenade
> Base force of 1000N
> Tech Burst priming lasts for 4 seconds
> Explosion can hit through solid objects
I too thought it was just as long as it's DOT. But after putting some serious time with that kit on PS3, I found otherwise. It's also still easy to get two combos with heavy weapons because you can toss an Arc Nade and first Incinerate at the same time.
#38
Posté 23 juin 2015 - 04:36
I can get two combos in off it too, but that's about it. Here is what resource library has to say about it;
Arc Grenade
> Base force of 1000N
> Tech Burst priming lasts for 4 seconds
> Explosion can hit through solid objects
I too thought it was just as long as it's DOT. But after putting some serious time with that kit on PS3, I found otherwise.
meh, I'll test it a bit next time I use him but but both the force and priming window numbers seem off.
#39
Posté 24 juin 2015 - 02:24
meh, I'll test it a bit next time I use him but but both the force and priming window numbers seem off.
Tried it yesterday and 4 or 5 seconds is definitely wrong. Used a Claymoar build with a 5.27 second cooldown on incinerate and could still get 2 tech bursts quite comfortably, sometimes even in cases where I had led with the incinerate, which would take 8-9 seconds at least. Fairly certain that as long as the electrical effect is still visible on the enemy, you will get a tech burst, so the window is probably the full 10 second DOT duration.
- Terminator Force aime ceci
#40
Posté 24 juin 2015 - 02:31
^ I'm going to try & test it again too on my PS3 QME. Still have some Cryo Ammo left.





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