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An Overview of Turian Heavy Melee (now with Cabal)


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#26
peddroelm

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Observation .. turian sentinel 's overload can 1 shot gold phantom's barrier in one cast (*3 + *5 for a total of *8 multiplier vs organics)... link

The less 1687.5 health left is easily achievable with heavy melee problem is they tend to cloak when stripped of their barriers which will cause melee attacks to miss ...

You could set up your overload to leave them with a tiny bit of barriers but that will probably just bring up the bubble of  doom ...

Also - will need to update numbers

"Hydraulic Joints Gear
- Melee damage bonus increased from [5%-15%] to [10%-20%]"

Modifié par peddroelmz, 19 février 2013 - 08:00 .


#27
Chi_Mangetsu

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Great overview, though I would say that the Sentinel is still in the (Lana... Lana... LAAANAAA!!!) Phantom Zone. I just detonate Tech Armor to guarantee stun before planting my bullets firmly between her pretty little eyes.

#28
Shampoohorn

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Updated the OP. Added the Cabal. She looks fierce, and apparently she's the only turian that maintains 100% melee damage vs armor. :o

Could anybody confirm that the Armigers (&Cabal) total fitness tree melee bonus is only 95% versus 105% for the Original kits?

Modifié par Shampoohorn, 08 mars 2013 - 08:14 .


#29
peddroelm

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Shampoohorn wrote...


Updated the OP. Added the Cabal. She looks fierce, and apparently she's the only turian that maintains 100% melee damage vs armor. :o

Could anybody confirm that the Armigers (&Cabal) total fitness tree melee bonus is only 95% versus 105% for the Original kits?

 

should probably adjust a bit damage numbers for cabal .. 

only 70% of her melee damage is applied on impact (rest of 30% is slowly applied over 5 seconds ) .. Its really the 70% you can count on... 

Hydraulic Joints good as it might- has no place on the melee cabal (geth scanner - vision mandatory) ... 

Anyhow when it comes to meleeing phantoms she is in a class of her own ... Her melee attacks paralyze/stunlock phantoms .. One heavy melee and 2-3 quick melees is all it takes ...

#30
Shampoohorn

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I updated her a bit with the DoT. I'll leave the HyJoints there as my intent is primarily to show the kits' max potential -- other than the Havoc which is one of my faves.

I've only played her a few more times, but I agree the Geth Scanner is awesome for her venomous slashing. It was especially nice with the Crusader+Drillers. I accidentally soloed waves 4-6 of a Gold match with her when the host et.al. left the game. The Geth Scanner has also made the Fury (and likely Slayer) equally awesome as melee builds. I got an "Awesome" yesterday when I popped through a wall to finish off a brute. :D

#31
Shampoohorn

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Added a link to Thonger's melee thread.  Split grenades and the Venom turn him into a very effective melee-er and spawn killer.

#32
Titus Thongger

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^ cheers for the shoutout mate. your thread here was what actually gave me the idea to try out the turian engineer melee build :)

#33
Sailears

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This deserves a bump.

On the lookout for new melee builds to try, and TGI is next on the list.
With stim packs, r5 duration/pack capacity - does it make much difference either way? Everything else in the build is exactly as I imagined.

Edit: Looking at somthing like this.

Modifié par Curunen, 05 septembre 2013 - 12:53 .


#34
Shampoohorn

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Nice. You might want to consider the Piranha, Venom or Raider instead of the Wraith. It's refire delay can be a bit costly when you're in a pinch. Just don't use the Reegar -- it kills things too fast to follow up with a melee.

Stim Pack ranks don't make a huge difference past 4. The extra 25% melee damage is nice but no where near as critical as the 130% from TC, the 170% from Fitness or the 1.5x boost from the Omniblade. You might appreciate the weapon boost from his rank 4 passive instead. Likewise, Grenade Gear will net you more kills than Jug Shields since it give you more time to keep up you melee smashes.

Good luck!

#35
Kirrahe Airlines CEO

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That's funny how the Ghost just barely edges out the Saboteur.

#36
mybudgee

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Cabal melee > all other Turians (uppercut is pretty funny, however)

#37
Sailears

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Wow, melee TGI is pretty beast! :o

Still haven't got the hang of dodge in cqc (can lead to getting stuck in narrow corridors...), but I'm shocked at how powerful the melee is.

Ran with the crusader, omni blade + ULM. 5/6/6/3/6, grenade gear.

Modifié par Curunen, 06 septembre 2013 - 10:10 .


#38
Shampoohorn

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Curunen wrote...

Wow, melee TGI is pretty beast! :o

Still haven't got the hang of dodge in cqc (can lead to getting stuck in narrow corridors...), but I'm shocked at how powerful the melee is.

Ran with the crusader, omni blade + ULM. 5/6/6/3/6, grenade gear.


Yeah, he's definitely the most fluid melee kit among the turians.  Overload is as good a melee primer as sabotage.  While it lacks that 1.5x from TV, it has much better CC and damage.  The only issue I have wiith him are off-host dragoons.  They ignore his stagger, knock him out of his melee animation and cancel his stim packs.  FBS.

I only dodge backwards or forwards with him.  Otherwise magnet cover can be your friend in CQ situations.

#39
Sailears

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Yeah, I haven't played a jetpack turian for a while so his dodge feels really awkward.

For overload I went chain, neural shock chain for the extra cc as you say. The stimpack/cloak/overload/HM combo is devastating to groups, and does significant damage to armour.

Never thought this would be on the list of fun melee viable characters, glad I've tried it out. :)

#40
megabeast37215

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I did a Sentinel melee build earlier tonight... It was really good. One shotted full life Gold Marauders when melee synergy was kicked in. Use a Piranha. If melee synergy wasn't on, tech armor finished the job. Got 25 melee kills easily against Reapers... Couldn't get to 50 bc all the big fat armored targets showed up in later waves.

#41
Sailears

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Been playing some more melee TGI - every time I'm just in shock at how effective it is.

Must be one of the best melee characters in the game, not because of damage, but because of TC+stimpacks which gives you insane survivability in cqc, as well as a way in/out if you need it.

EDIT: Jetsmashing all those phantoms is almost as good as the krolord's hammer!

Modifié par Curunen, 08 septembre 2013 - 11:10 .


#42
Sailears

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Normally I would never post a scoreboard for any old reason because I'm not that sort of person, but I have to post this in support of the melee TGI build.

http://i12.photobuck...c6.jpg~original

Unfortunately I don't know medal pictures off by heart and can't find any list of them (the wiki is useless for images) but notice 50 melee, and no weapon medal! :D

This is the build I was using. Basically pop those smarties and beat everything up.

One fellow left part way through as I couldn't get through to revive them and time was a little longer because I was literally meleeing everything - only used the crusader a handful of times on guardians, and once or twice elsewhere. Otherwise cloak -> overload -> heavy melee, and loads of light melee.

Finally got the hang of demolishing phantoms - making sure they are unprepared when I initiate that combo.

Sadly got stuck and downed in the corridor to extraction in the last 5 seconds (dodge is annoying on glacier).


Anyone who hasn't tried out the melee TGI, do it now!

Modifié par Curunen, 19 octobre 2013 - 09:26 .


#43
BattleCop88

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I'm in love with the Havoc dual-strike tactic. I just need to re-spec into a melee build.