N7 Fury vs. Cerberus
#1
Posté 23 octobre 2012 - 08:58
#2
Posté 23 octobre 2012 - 09:10
Seriously though, Phantoms and Dragoons are the kind of units that make using a Fury a little bit dicey. On one hand, you want to be close enough to touch. On the other, probably not so close with those guys hehehe. Dark Channel is the best way to deal with Phantoms. They don't block it unless their bubble is already up, so just set off one BE with a quick throw follow up and you should be golden. The DoT should finish them off.
Dragoons can be tough too, but since as a Fury you don't really need a 200% cooldown, hopefully you've brought a gun that can make a dent. I suggest stuff like a Piranha or a Reegar.
I guess the big problem is that both units tend to swarm you at the same time in later waves, which is difficult for any class to deal with, short of something that is just made to stagger everything all the time, like a Destroyer with a Falcon and the Hawk Missile Launcher spec'd in the Hydra upgrade.
#3
Posté 23 octobre 2012 - 09:13
#4
Posté 23 octobre 2012 - 09:20
Dragoons will take AF when they charge so if you sidestep you can throw for a BE which usually solves the problem...dark channel will also mess them up at distance...however they move fast and are generally a pain to most classes.
Phantoms I dark channel and use mobility to try to stay out of stabby range until Im sure I can kill them.
The Fury is a fun class and very powerful but hard to keep alive,I generally score high when i play her but I also die quite often.
I particularly like the way AF cripples Cerb and collector units whenever they are exposed to it...makes me feel all badass
lol.
Edit..nearly forgot..the Fury has a powerful melee as well and Ive killed wounded dragoons and phantoms with that before now.
Modifié par Badpanzer, 23 octobre 2012 - 09:22 .
#5
Posté 23 octobre 2012 - 09:22
#6
Posté 23 octobre 2012 - 09:29
Also, if you're careful, you can take on atlases in CQC as well... As long as their shields are up. After that, keep a medium distance, unload your gun and dark channel + throw.
#7
Posté 23 octobre 2012 - 09:30
my #1 rule is, always have a way to deal with armor targets on any character or class.
either a weapon or power or both, also if phantoms/dragoons are giving your class trouble use a gun that staggers them.
if you build a character that can only handle certain situations well, you will most likely fail every time. general rule is, if i can kill armor with it really well it will most likely kill everything else even faster.
#8
Posté 23 octobre 2012 - 09:35
against things like atlasas can just do dark channel + throw till its dead, or just run into and out of range of your field and spam throw for more explosions, doesnt take like to kill them, specially if your using cover to avoid its shots.
#9
Posté 23 octobre 2012 - 09:42
#10
Posté 23 octobre 2012 - 09:48
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
Modifié par 100RenegadePoints, 23 octobre 2012 - 09:48 .
#11
Posté 23 octobre 2012 - 09:53
Phantoms are simple to deal with. One Acolyte shot will shield gate/stun the Phantom, and that's when you AF/Throw, which is a one hit kill if her barrier is down. Dark Channel followed by AF detonation also works.
A Piranha with AP/Warp ammo and the shredder mod will chew through Dragoons, assuming AF/Throw doesn't deal with them.
Those two weapons combined leave you at 160% CD bonus (assuming ULM on the Acolyte) and will allow you to both use your powers frequently, and deal with all enemy types. Yet I never see that loadout unless I'm the one using it.
#12
Posté 23 octobre 2012 - 09:53
What he said - except only the Acolyte, no second weapon unless you can make it 180% nonetheless. It'll just slow your throw down otherwise and you need it as fast as possible.100RenegadePoints wrote...
take two weapons with the Fury: acolyte + hurricane or piranha/wraith (an anti-armor weapon)
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
If you see Dragoons, just engage from the distance and remember you're not alone. Let a better suited team mate handle them.
As for the Atlas: DC + Throw or AF + Throw if you can. Strip shields with Acolyte of course.
#13
Posté 23 octobre 2012 - 10:04
count_4 wrote...
What he said - except only the Acolyte, no second weapon unless you can make it 180% nonetheless. It'll just slow your throw down otherwise and you need it as fast as possible.100RenegadePoints wrote...
take two weapons with the Fury: acolyte + hurricane or piranha/wraith (an anti-armor weapon)
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
If you see Dragoons, just engage from the distance and remember you're not alone. Let a better suited team mate handle them.
As for the Atlas: DC + Throw or AF + Throw if you can. Strip shields with Acolyte of course.
Throw Recharge Speed: 1.23s (200% CD bonus)
Throw Recharge Speed: 1.4s (160% CD bonus)
Two tenths of a second faster cooldown on Throw is not worth sacrificing the kind of damage that a Piranha or Wraith can bring to the table.
#14
Posté 23 octobre 2012 - 10:09
#15
Posté 23 octobre 2012 - 10:14
#16
Posté 23 octobre 2012 - 10:18
The other options mentioned in this thread are also good choices. All goes down to how you like to play.
#17
Posté 23 octobre 2012 - 10:21
It is if you don't need the damage from either (which you don't on Gold).Ashen Earth wrote...
count_4 wrote...
What he said - except only the Acolyte, no second weapon unless you can make it 180% nonetheless. It'll just slow your throw down otherwise and you need it as fast as possible.100RenegadePoints wrote...
take two weapons with the Fury: acolyte + hurricane or piranha/wraith (an anti-armor weapon)
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
If you see Dragoons, just engage from the distance and remember you're not alone. Let a better suited team mate handle them.
As for the Atlas: DC + Throw or AF + Throw if you can. Strip shields with Acolyte of course.
Throw Recharge Speed: 1.23s (200% CD bonus)
Throw Recharge Speed: 1.4s (160% CD bonus)
Two tenths of a second faster cooldown on Throw is not worth sacrificing the kind of damage that a Piranha or Wraith can bring to the table.
But this point is moot anyway as 160% with both requires OP to have them at level X(or close) - which is the exception rather than the rule. I'd rather give advice that is more feasable for an average manifest.
#18
Posté 23 octobre 2012 - 10:27
A good tactic, but a little risky, is this:
1) activate Annihilation Field
2) use Dark Channel on something
3) use Throw on whatever you just cast Dark Channel on for a biotic explosion
4) if the target is still alive, rush it and get close
5) Annihilation Field will prime the target again, so cast throw again for another Biotic Explosion
6) Repeat steps 2 through 5 indefinitely; repeat step 1 whenever Annihilation Field fades
If you kill a target who is Dark Channeled, then Dark Channel will jump to another target. They will become primed for biotic detonation even though Dark Channel was not cast directly on them, so you can start at step 3 whenever your first target dies. Exploiting these biotic explosions, you can wittle away an atlas pretty fast using this strategy too.
Otherwise, your weapon is still a big deal. In instances where the risk of rushing a target for Annihilation Field's sake is too great, you'll want to be shooting to fill in the three seconds that Dark Channel will be cooling down.
#19
Posté 23 octobre 2012 - 10:32
At rank X (yeah I know that is a long way off for many) you get 200% cool down.
I take commando package, adrenaline module 3, pistol or headshot VI, and incendiary ammo or AP ammo depending on my first weapon mod choice.
This give 2 benefits. Throw will set off flame explosions after enemies are hit with incendiary ammo.
Talon is great for taking down large targets at range with the scope, the pellets all land in very close groupings.
With AF on and adrenaline mod, you are a biotic blur. Spec you AF for shield restore. You can dance with atlases priming them with AF and detonating with throw, backing up and repeating.
6/6/6/5/3 is my build (still pre patch have not promoted yet).
DC phantoms at range, kind of a set and let them die off.
Later rounds you should be detonating spawn points, ala hit and run tactics.
Works well enough for me.
#20
Posté 23 octobre 2012 - 10:32
Just Cav wrote...
1) activate Annihilation Field
2) use Dark Channel on something
3) use Throw on whatever you just cast Dark Channel on for a biotic explosion
4) if the target is still alive, rush it and get close
5) Annihilation Field will prime the target again, so cast throw again for another Biotic Explosion
6) Repeat steps 2 through 5 indefinitely; repeat step 1 whenever Annihilation Field fades
+1 That's pretty much my favorite way to play the Fury!
Annihilation Field is your friend!
#21
Posté 23 octobre 2012 - 10:41
count_4 wrote...
It is if you don't need the damage from either (which you don't on Gold).Ashen Earth wrote...
count_4 wrote...
What he said - except only the Acolyte, no second weapon unless you can make it 180% nonetheless. It'll just slow your throw down otherwise and you need it as fast as possible.100RenegadePoints wrote...
take two weapons with the Fury: acolyte + hurricane or piranha/wraith (an anti-armor weapon)
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
If you see Dragoons, just engage from the distance and remember you're not alone. Let a better suited team mate handle them.
As for the Atlas: DC + Throw or AF + Throw if you can. Strip shields with Acolyte of course.
Throw Recharge Speed: 1.23s (200% CD bonus)
Throw Recharge Speed: 1.4s (160% CD bonus)
Two tenths of a second faster cooldown on Throw is not worth sacrificing the kind of damage that a Piranha or Wraith can bring to the table.
Wrong. There is literally nothing to lose from equipping it, and the only valid excuse not to do so would as you said, if he didn't have them at a high level. He would be needlessly handicapping his damage output for an unnecessary 200% CD bonus. Unless you think trying to kill a Banshee, Praetorian, Scion, ect... with a Acolyte instead of chewing through any and everything with a Piranha is worth two tenths of a second faster cooldown on Throw?
The "200% CD bonus = Good less than 200% CD bonus = bad" seems to be a huge part of the reason people spam the forum with threads complaining about enemies that block powers.
Which doesn't really make a whole lot of sense when the solution is so blatantly obvious.
Modifié par Ashen Earth, 23 octobre 2012 - 10:45 .
#22
Posté 23 octobre 2012 - 10:49
2. You can try to charge Dragoons with AF activated. Use throw and BIOTIC EXPLOSION. Since Dragoons travel in groups you might be able to explode more than one at a time. If their is too much of a firefight then just use Dark Channel + Throw.
3. For Atlases, if you're feeling risky then go to the Atlas with AF on and use Throw. Take a few steps back then walk back towards it to detonate again. Rinse and repeat. But if there is too many enemies or you're not a risk taker just do Dark Channel + Throw.
4. For weapons, I use my Hurricane. Its wonderful, but the Acolyte is good as well. Though I rarely use my gun with her, it is useful for example, Phantoms and Guardians.
#23
Posté 23 octobre 2012 - 11:04
Well, the way I play her I'd feel uncomfortable knowing there is an extra of even 0.2s per Throw, as when running up into a group of mooks, these 0.2s can actually make a difference.Ashen Earth wrote...
count_4 wrote...
It is if you don't need the damage from either (which you don't on Gold).Ashen Earth wrote...
count_4 wrote...
What he said - except only the Acolyte, no second weapon unless you can make it 180% nonetheless. It'll just slow your throw down otherwise and you need it as fast as possible.100RenegadePoints wrote...
take two weapons with the Fury: acolyte + hurricane or piranha/wraith (an anti-armor weapon)
Phantoms: one shot with the acolyte takes away their barriers, then kill with af+throw or another acolyte shot or with DC
Dragoons: remember you dodge, dc from distance, af+throw when they are close finish them with your powerful weapon.
Atlas: use acolyte to take away the shields, then dc+throw and use your anti-armor weapon
If you see Dragoons, just engage from the distance and remember you're not alone. Let a better suited team mate handle them.
As for the Atlas: DC + Throw or AF + Throw if you can. Strip shields with Acolyte of course.
Throw Recharge Speed: 1.23s (200% CD bonus)
Throw Recharge Speed: 1.4s (160% CD bonus)
Two tenths of a second faster cooldown on Throw is not worth sacrificing the kind of damage that a Piranha or Wraith can bring to the table.
Wrong. There is literally nothing to lose from equipping it, and the only valid excuse not to do so would as you said, if he didn't have them at a high level. He would be needlessly handicapping his damage output for an unnecessary 200% CD bonus. Unless you think trying to kill a Banshee, Praetorian, Scion, ect... with a Acolyte instead of chewing through any and everything with a Piranha is worth two tenths of a second faster cooldown on Throw?
But you're certainly right that in a more general light, the opportunity to trade 0.2s for more weapon power is one that shouldn't be passed.
Sadly only few players actually have that opportunity, though. Thanks to the random store...
That's why you don't DC but 'Acolyte' Phantoms. Cause a detonation with AF + Throw afterwards a) always works andAwesomeButterz wrote...
1. ALWAYS Dark Channel Phantoms. You can try to use Throw to get a Biotic Explosion but this rarely works because of their bubble. If their bubble is activated use your gun then shoot them, they don't move too often with the Bubble activated.
Modifié par count_4, 23 octobre 2012 - 11:09 .
#24
Posté 23 octobre 2012 - 11:44
Use the Hurricane on unshielded mooks, and the Acolyte for everything else. Weapons are secondary, but you should use the Acolyte the most for it's intended purpose: shield stripping.
Use DC first every time, even when you use AF, unless you have a DC in use on something else you want to kill. Keep AF active at all times, but don't forget it does have a nice radius attack if in a pickle.
This setup gives you a ton of options for phantoms:
-Acolyte takes all their barrier in one shot. So this with DC will kill a phantom every time without the need to get close.
-Phantoms will always go for a melee when you get close. And of course, they have to do 1 normal melee before they can instakill. As long as you pay attention to whether they have used a normal melee or not, you are good. Use this to your advantage by using AF + Throw for a BE when they get close, you will hit them every time. Now put distance between you and the phantom. If you used DC before, they will die quickly. Or you can DC them after, your choice. Just make sure to step away after that first melee strike.
As for Dragoons, you can use similar tactics. Take Armor pierce on DC for starters.
So you see a pack of Dragoons and a Phantom chasing you?
Alternate between DC, Acolyte (while DC cools,) Throw, and repeat. If somethings dies, watch for DC to jump so you can skip a step. If a Dragoon gets close, use your AF+Throw combo to get a BE. And you can even detonate AF for a radius attack, this should stagger them just long enough to escape. Retreat and go back to your initial strategy.
And of course, having one other biotic teammate helps. Even if you don't have mics, just cast what will create BE's off of their skills, they usually get the idea. All biotics work better in pairs, and the fury is no exception. She does especially well with somebody who has reave, since reave detonates DC and throw detonates reave, you can easily work off each other and go BE crazy. Even better when they have reave specced for radius...they can detonate your DC, and you can in turn detonate the enemies that reave's radius hit (if they weren't in the first BE already,) or hit what DC jumps to.
You can use throw plus hurricane on guardians, or just use armor piercing and shoot through their shields. Atlases are tough, just leave them for last and worry about everything else. Once you have it down to just Atlases, go back to your DC, Acolyte, Throw strategy, or you can dance with them with AF and Throw if you are feeling frisky.
This strategy pretty much works on all the factions.
#25
Posté 23 octobre 2012 - 11:50





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