Replace 1 skill of an underperforming class with a better one
#126
Posté 11 décembre 2012 - 04:50
#127
Posté 11 décembre 2012 - 04:51
FlowCytometry wrote...
Some people have strange concepts of what an under-performing class is.
So what I got from this thread is.. everyone should have grenades! Well, I guess I need more reason to use thermals, so sure why not.
You can never have enough grenades. If you have a question in ME3, the answer is more grenades.
#128
Posté 11 décembre 2012 - 05:41
tyhw wrote...
Not true. Cryo blast has a significant advantage on sub bosses too. The 25% debuff 1) applies to breakoffs, so that breaking a ravagers sacs will do 37.5% of its armor and 25% of scions armor.
That doesn't matter. You can't get more than 20% of the boss's total health out of the bonus. Period. There is no cap on the damage from SubNet, but it's unlikely that you're going to deal 10k out of the skill.
tyhw wrote...
2) It applies as spike damage affecting both ammo damage and shot damage, allowing you to get all of that damage up front instead of slowly, over time.
No, you still get it over time, just at a rate tied to your normal damage output.
Additionally, let's not forget that it is infeasible to get 100% of the bonus in any case. If you're using a Black Widow, you'll have to start by shooting or you'd lose the cloak bonus on your third shot. The first shot will never get the cryo bonus either way, but you'd lose the cryo bonus on the second shot as well on targets at medium or long distance. That puts you 3000+ ahead of the 8-ball regardless. After you include the inevitable reload, the DoT time on SubNet ticks up, making the damage difference increasingly small.
tyhw wrote...
It also affects sticky grenade damage, allowing you to quickly spike down sub-bosses like brutes, ravagers, and scions. It won't help you on mooks, but I still think sub nets advantage there is marginal on an infiltrator with very high weapon damage.
Yes, you can use Cryo Blast to buff spike damage, but it always come out as a maximum of 20% of the opponent's health, period. SubNet will deal much more damage and also CCs multiple opponents, making other efforts much more effective. Hitting a series of staggered opponents is much easier than chasing down arbitrarily-dodging targets, and the AoE shocks persist even after the direct target of SubNet is dead.
The benefits of SubNet on an infiltrator are many. It's easily more useful on an Infiltrator than it is on a Sentinel (my BatSent specs only 3 points in it), and it's certainly a truckload more useful than a meager once-in-a-blue-moon 25% damage buff that lasts 5 seconds.
#129
Posté 11 décembre 2012 - 05:44
And i'd use that Cryo Blast to switch it with Sentry Turret on the Turian Saboteur.
Then, i'd use the Sentry Turret to switch it with Stimpacks on the TGI. I'd change it to a Geth Turret with rocket evo.
Tada, new Turians are fixed.
#130
Posté 11 décembre 2012 - 08:28
Modifié par CronicleChicken, 11 décembre 2012 - 08:30 .
#131
Posté 11 décembre 2012 - 08:32
LuckyBullet95 wrote...
Human Vanguard
Shockwave -> Annihilation Field
Am I doing this right?
YES
#132
Posté 11 décembre 2012 - 08:48
Volus Adept - Stasis for Warp
Quarian Marksman - Sabotage for Overload
#133
Posté 11 décembre 2012 - 09:16
#134
Guest_Lord_Sirian_*
Posté 11 décembre 2012 - 09:24
Guest_Lord_Sirian_*
Gamemako wrote...
tyhw wrote...
Not true. Cryo blast has a significant advantage on sub bosses too. The 25% debuff 1) applies to breakoffs, so that breaking a ravagers sacs will do 37.5% of its armor and 25% of scions armor.
That doesn't matter. You can't get more than 20% of the boss's total health out of the bonus. Period. There is no cap on the damage from SubNet, but it's unlikely that you're going to deal 10k out of the skill.tyhw wrote...
2) It applies as spike damage affecting both ammo damage and shot damage, allowing you to get all of that damage up front instead of slowly, over time.
No, you still get it over time, just at a rate tied to your normal damage output.
Additionally, let's not forget that it is infeasible to get 100% of the bonus in any case. If you're using a Black Widow, you'll have to start by shooting or you'd lose the cloak bonus on your third shot. The first shot will never get the cryo bonus either way, but you'd lose the cryo bonus on the second shot as well on targets at medium or long distance. That puts you 3000+ ahead of the 8-ball regardless. After you include the inevitable reload, the DoT time on SubNet ticks up, making the damage difference increasingly small.tyhw wrote...
It also affects sticky grenade damage, allowing you to quickly spike down sub-bosses like brutes, ravagers, and scions. It won't help you on mooks, but I still think sub nets advantage there is marginal on an infiltrator with very high weapon damage.
Yes, you can use Cryo Blast to buff spike damage, but it always come out as a maximum of 20% of the opponent's health, period. SubNet will deal much more damage and also CCs multiple opponents, making other efforts much more effective. Hitting a series of staggered opponents is much easier than chasing down arbitrarily-dodging targets, and the AoE shocks persist even after the direct target of SubNet is dead.
The benefits of SubNet on an infiltrator are many. It's easily more useful on an Infiltrator than it is on a Sentinel (my BatSent specs only 3 points in it), and it's certainly a truckload more useful than a meager once-in-a-blue-moon 25% damage buff that lasts 5 seconds.
This post was so bad it gave me cancer.
I'm consdering taking legal action.
#135
Posté 11 décembre 2012 - 09:29
Your fault, mate. You read a Gamemako post. I think there is actually something in the disclaimers about that...Lord_Sirian wrote...
Gamemako wrote...
tyhw wrote...
Not true. Cryo blast has a significant advantage on sub bosses too. The 25% debuff 1) applies to breakoffs, so that breaking a ravagers sacs will do 37.5% of its armor and 25% of scions armor.
That doesn't matter. You can't get more than 20% of the boss's total health out of the bonus. Period. There is no cap on the damage from SubNet, but it's unlikely that you're going to deal 10k out of the skill.tyhw wrote...
2) It applies as spike damage affecting both ammo damage and shot damage, allowing you to get all of that damage up front instead of slowly, over time.
No, you still get it over time, just at a rate tied to your normal damage output.
Additionally, let's not forget that it is infeasible to get 100% of the bonus in any case. If you're using a Black Widow, you'll have to start by shooting or you'd lose the cloak bonus on your third shot. The first shot will never get the cryo bonus either way, but you'd lose the cryo bonus on the second shot as well on targets at medium or long distance. That puts you 3000+ ahead of the 8-ball regardless. After you include the inevitable reload, the DoT time on SubNet ticks up, making the damage difference increasingly small.tyhw wrote...
It also affects sticky grenade damage, allowing you to quickly spike down sub-bosses like brutes, ravagers, and scions. It won't help you on mooks, but I still think sub nets advantage there is marginal on an infiltrator with very high weapon damage.
Yes, you can use Cryo Blast to buff spike damage, but it always come out as a maximum of 20% of the opponent's health, period. SubNet will deal much more damage and also CCs multiple opponents, making other efforts much more effective. Hitting a series of staggered opponents is much easier than chasing down arbitrarily-dodging targets, and the AoE shocks persist even after the direct target of SubNet is dead.
The benefits of SubNet on an infiltrator are many. It's easily more useful on an Infiltrator than it is on a Sentinel (my BatSent specs only 3 points in it), and it's certainly a truckload more useful than a meager once-in-a-blue-moon 25% damage buff that lasts 5 seconds.
This post was so bad it gave me cancer.
I'm consdering taking legal action.
#136
Posté 11 décembre 2012 - 09:53
prime all others)
Volus Sentinel - Replace Shield Boost with Sentry Turret (MOAR pets)
Geth Soldier - Replace Fortification with Defence Matrix
Turian Havoc - Substitute Cryo Blast with Adrenaline Rush
Modifié par Faps to phantoms, 11 décembre 2012 - 09:53 .
#137
Posté 11 décembre 2012 - 10:07
Volus Adept - replace Stasis with Singularity
Vorcha Hunter - replace incinerate with flamer
Krogan Shaman - replace Warp with Reave
Turian Havoc - replace Havoc Strike with Biotic Charge
At least for the new ones, i'd have to have a think about earlier kits, but they're mostly fine.
#138
Posté 11 décembre 2012 - 12:07
Gamemako wrote...
Ha, **** this, let's make everyone awesome.
Havoc Soldier:
Cryo Blast -> Fortification (aww yeah, ground pound)
Drell Vanguard:
Pull -> Dark Channel (aww yeah, explosions errewer)
Vorcha Engineer:
Incinerate -> Ballistic Blades (aww yeah, ballistic blades)
Vorcha Soldier:
Carnage -> Inferno Grenades ('cause fire)
Female Quarian Engineer:
Cryo Blast -> Snap Freeze ('cause cryo explosions)
Batarian Vanguard:
Lash -> Multi-Frag Grenades ('cause what the **** is Lash for, anyway?)
Quarian Marksman Soldier:
Tactical Scan -> Recon Mine ('cause seriously, TS sucks and has no synergy with Marksman)
Human Infiltrator
Cryo Blast -> Submission Net (ha ha I removed Cryo Blast from every character that has it because it's a **** skill)
I think that's all of the weaker classes. Did I miss any?
//EDIT: Also, it's shocking how many people want two grenade powers on the Havoc. That's a terrible idea.
GTFO.
Edit cause on the forums it's hard to tell when someone's joking. I was
Modifié par Deerber, 11 décembre 2012 - 12:36 .
#139
Posté 11 décembre 2012 - 02:40
Reave and cluster nade all the things! ... Even More so then usual!
#140
Posté 11 décembre 2012 - 02:48
Drell Vanguard: Pull for reave
Batarian Vanguard: Lash for Singularity
#141
Posté 11 décembre 2012 - 02:51
Striker93175 wrote...
Take drell adept and subtract pull, add supply pylon... biotic demolisher!
Reave and cluster nade all the things! ... Even More so then usual!
This
#142
Posté 11 décembre 2012 - 03:00
Shampoohorn wrote...
GS: Replace Flamer with Snap Freeze.
???
Hell no
#143
Posté 11 décembre 2012 - 03:34
replace Barrier with Bloodlust.
Krogans should be able to regen like in ME the original.
#144
Posté 11 décembre 2012 - 03:37
Striker93175 wrote...
Take drell adept and subtract pull, add supply pylon... biotic demolisher!
Reave and cluster nade all the things! ... Even More so then usual!
Oh my. Oh my. That would be... That would...
#145
Posté 11 décembre 2012 - 03:46
Gezar149 wrote...
Asari justicar.
Pull
Would replace it with:
Throw.
Yes it would be op. But iust imagine the BEplosms!
Yes, please.
#146
Posté 11 décembre 2012 - 03:50
Krogan Sentinel: Replace incinerate with flamer
Krogan Soldier: Replace carnage with bloodlust
Modifié par Killigula, 11 décembre 2012 - 03:51 .
#147
Posté 11 décembre 2012 - 03:51
#148
Posté 11 décembre 2012 - 03:54
Modifié par Poison_Berrie, 11 décembre 2012 - 03:56 .
#149
Posté 11 décembre 2012 - 04:02
tyhw wrote...
I'd replace Stim packs on the Ghost with Inferno grenades. Then I'd like using the class
#150
Posté 11 décembre 2012 - 04:11
DullahansXMark wrote...
All kits:
Replace one skill with Tactical Cloak.
Replace another with Biotic Charge.
Replace another with BLADE Armor.
HOLLA
Fixed that for ya





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