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Heavy Throw vs Throw Field


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#1
capn233

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I am playing ME2 right now with a Sentinel.  Idea was to use Cryo Blast and Throw more than previous forrays with the Sentinel where I mainly just shot stuff and used Tech Armor.  I took Throw Field this time though.

Question for others out there, how well could you utilize the area version of Throw?  I am finding that it is not too good on Shepard.  I can't seem to do much damage to even frozen targets.  And usually I am not in a situation where I can throw a clump of enemies.

I think I already know the answer, but I felt like making a thread anyway. :)

#2
coldwetn0se

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I love Throw Field, but I do usually reserve it for my teammates (mainly Thane and Samara). It works FANTASTIC on the platforms against collectors, and on groups of husks (think derelict reaper during the recovery of the IFF). Since I generally leave Throw Field to my squaddies, I usually take Heavy Throw, if I am playing a class, like Sentinel, that has that power. To each his own, but that is my preference. :)

#3
PsiFive

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Likewise. Throw field on maybe one or two teammates because throwable enemies are rarely clumped together. Husks are an exception but I think shockwave's an even better option: down that husk mine I find Jack throwing the wider version of shockwave is almost "I win button" territory, and on The Long Walk in the Collector base I had a Jack with the longer range version of shockwave swat husks out of the way so I could kill that annoying scion that appears halfway through. Of course, shockwave and throw/pull field.... ****ing deadly!

But for Shepard I've come to prefer heavy throw. I haven't really looked to see if it takes enemies out of action for a little longer or makes map kills easier but I don't miss using throw field hoping to get three enemies and two of them don't budge and just shoot me in the face.

#4
brad2240

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Throw Field on Veteran and below, Heavy Throw on Hardcore and Insanity. On the upper difficulties there's just not enough instances of unprotected enemies grouped together to make the investment worth it.

The exception to that is I sometimes respec into Field for the derelict Reaper, to use as a follow-up to Mordin's area Incinerate.

With the Cryo-Throw build I don't think I ever used Field, but shatters came a lot quicker after upgrading to Heavy. Before that it was just a lot of bouncing ice sculptures. Take that for what it's worth.

#5
Drayce333

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Throw is a crowd control skill first and foremost. Just stick to area, it already flings targets far enough plus the cooldown is low enough to fire off a second throw in a second or two.

#6
Locutus_of_BORG

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Someone (probably Kronner) made a vid for the Cryo-Sentinel back in the day when it was still one of the standard builds. I have a feeling Heavy Throw was used for shattering.

For myself, I primarily used Throw Field for AoE stagger and anti-Husk on my Sentinel, so less than maximum damage was adequate for me. I always stayed away from Shep's Cryo Blast in ME2 because I found it too slow acting.

#7
capn233

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Locutus_of_BORG wrote...

Someone (probably Kronner) made a vid for the Cryo-Sentinel back in the day when it was still one of the standard builds. I have a feeling Heavy Throw was used for shattering.

For myself, I primarily used Throw Field for AoE stagger and anti-Husk on my Sentinel, so less than maximum damage was adequate for me. I always stayed away from Shep's Cryo Blast in ME2 because I found it too slow acting.

Yes it is slow acting.  I just felt like playing a Sentinel in ME2 after I started one with Flare in ME3 and decided I hated it after Menae...  And I hadn't really done the whole Cryo Sentinel back when I was playing ME2 over and over.

I agree though, Cryo Blast is a little slow.  I had respec'd to Heavy Throw and gave that a shot.  It just seems a little underwhelming as well, at least for shattering frozen targets.  Half the time they need to be substantially weakened to even have a hope of being shattered.  And then you have the issue that I think frozen targets will behave oddly under the influence of physics in ME2 sometimes.

Add on the fact that Sentinel is more efficient just pressing "2" for Tech Armor over and over, and I am having a hard time justifying the Cryo Blast, other than just to freeze stuff.

The last mission I played was N7 Abandoned Mine, and if you took Heavy Throw, it does make sense to go more Cryo Blast there since that is your area anti-husk power.  Unless you end up stripping armor from one at a time, then go Throw.

#8
Locutus_of_BORG

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^ Yeah, I'm pretty sure Cryo Sent fell out of favor after year 1 or so because ppl discovered they could run through the game much faster and more safely with other builds. Kind of a shame, I guess, that Shepard's Cryo Blast was pretty much outclassed in every way by the Avalanche and Cryo Ammo.

As much as I knock on ME3's combat system, I do appreciate that they generally made Cyro much better.

#9
a_mouse

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Dead thread, I realize.  But I thought it might be worth resurrecting after some recent runs I made through DCS and Dantius with a CQC-oriented Sentinel with some use of Cryo Blast and Throw.

 

My experience has been that Cryo and Throw are *amazing* powers as part of the Sentinel's control portfolio (which may also include Stasis, Slam, NS, or Reave).  Although individually situational, Throw and CB together allow you to control enemies in a lot of different situations.  

 

However, I don't usually use Cryo + Throw together per the "Shatter Sentinel" kind of build, for the reasons pointed out above.  Any time you have to link two Shep active powers in series to accomplish something in ME2, it's probably taking too long (especially if you have to wait for something to fully freeze before manipulating with Biotics).  Even with Adept Pull + Throw (which is about the fastest dual active power combo I can think of), I usually get the willies waiting, and thus generally prefer squad Pull/Shep Throw.

 

So back to Sentinel, I usually only take Throw to rank 2 before developing other powers, and if evolving to rank 4 later in game always take Heavy Throw, since it has the best chance of killing an unprotected enemy outright in situations where my main goal is to temporarily disable.  Also, Throwing an enemy out of play is just plain fun, so having the extra gusto to eject that enemy even more forcefully is worth something in its own right.