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The Bonus Power Discussion:


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#76
brad2240

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jsamlaw wrote...

In fact, I don't see how an ammo bonus power is all that effect if you prefer power usage to gunplay.


I use Warp Ammo on my Adepts and Sentinels regularly and they both are heavy power users. I like the ammo for several reasons:

1) It's a passive power, something I only have to activate once and be done with it.
2) Both classes have plenty of good powers to keep me busy already.
3) I still shoot a lot.

Not saying it's the best, but I like it and it is effective at what I want.

I don't take ammo bonus powers on classes that already have ammo though.

#77
Abraham_uk

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Ant_Ghoman wrote...

Flare on Adept
Javik Dark Chanel > Liara Warp > Shepard Flare in sequence
Try it

"Radius Inferno Grenade" on Character with "Chain Lightening Overload" skill
Throw that inferno grenade into a horde and Overload one of them


Michael Bay would be proud of you.:devil:

#78
Abraham_uk

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brad2240 wrote...

jsamlaw wrote...

In fact, I don't see how an ammo bonus power is all that effect if you prefer power usage to gunplay.


I use Warp Ammo on my Adepts and Sentinels regularly and they both are heavy power users. I like the ammo for several reasons:

1) It's a passive power, something I only have to activate once and be done with it.
2) Both classes have plenty of good powers to keep me busy already.
3) I still shoot a lot.

Not saying it's the best, but I like it and it is effective at what I want.

I don't take ammo bonus powers on classes that already have ammo though.


I always thought the point of bonus powers was to either fill in a gap or improve what a class is already good at.

Bringing a bonus ammo power to an engineer/adept/sentinel certainly fills a gap.

The commando adept/sentinel work well with warp + warp ammo. Sure there aren't as many explosions, but when you warp spam with warp ammo activated, your guns become very powerful.

You can also try this strategy online. Warp/reave/dark channel + warp ammo = overkill.

#79
ElementL09

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General Question, do you only get Reave from Kaiden?

#80
brad2240

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@ ElementL09: Yeah, as far as I know only Kaiden gives you Reave.

Abraham_uk wrote...

You can also try this strategy online. Warp/reave/dark channel + warp ammo = overkill.


I rather think it's just the right amount of kill. Image IPB

#81
Abraham_uk

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ElementL09 wrote...

General Question, do you only get Reave from Kaiden?


Correct. You get Reave from Kaiden.

#82
jsamlaw

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Abraham_uk wrote...

I always thought the point of bonus powers was to either fill in a gap or improve what a class is already good at.

Bringing a bonus ammo power to an engineer/adept/sentinel certainly fills a gap.


I disagree.  If you're primarily a caster, your damage on a target using repetitious biotic or tech combos will easily outdamage any amount of gun attacks over the same period of time.  Now, I'm not saying all gun powers are useless, they are quite useful on squadmates and Shepards that prefer to kill with weapons.  I'm also not saying all engineer/adept/sentinels MUST rely on power combos.

My response was directed at the statement that AP Ammo is a superior bonus power on ALL characters.

My Warp/Throw Adept will take down an armored unit a whole lot faster than an Adept with AP Ammo shooting the thing will.  The "gap" IMO are shielded units that can't be CC'd, which is why I prefer Stasis to AP Ammo on an Adept.  But if you're inclined to play an Adept as a gunfighter, I'm sure AP Ammo would make some sense.

I also disagree that AP Ammo is globally better than Incendiary Ammo since the latter sets up Tech combos for the engineer/sentinel.
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#83
capn233

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It depends on the weapon, and partly the ammo. If I am a biotic and take a Harrier or Punisher with Warp Ammo then I will be doing a lot of weapon DPS vs primed targets as long as I don't detonate them and leave them primed.

I also share the opinion that AP Ammo isn't globally the best bonus power. It isn't bad, but there are other options that are as good if not better. If someone likes it, more power to them.

#84
Abraham_uk

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jsamlaw wrote...

Abraham_uk wrote...

I always thought the point of bonus powers was to either fill in a gap or improve what a class is already good at.

Bringing a bonus ammo power to an engineer/adept/sentinel certainly fills a gap.


I disagree.  If you're primarily a caster, your damage on a target using repetitious biotic or tech combos will easily outdamage any amount of gun attacks over the same period of time.  Now, I'm not saying all gun powers are useless, they are quite useful on squadmates and Shepards that prefer to kill with weapons.  I'm also not saying all engineer/adept/sentinels MUST rely on power combos.

My response was directed at the statement that AP Ammo is a superior bonus power on ALL characters.

My Warp/Throw Adept will take down an armored unit a whole lot faster than an Adept with AP Ammo shooting the thing will.  The "gap" IMO are shielded units that can't be CC'd, which is why I prefer Stasis to AP Ammo on an Adept.  But if you're inclined to play an Adept as a gunfighter, I'm sure AP Ammo would make some sense.

I also disagree that AP Ammo is globally better than Incendiary Ammo since the latter sets up Tech combos for the engineer/sentinel.


I see where you're coming from. Fair point.

I was thinking along the lines of possible builds rather than optimal builds.
For people who want to play their adept like a commando, warp ammo + warp is a pretty solid choice.

#85
Abraham_uk

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capn233 wrote...

It depends on the weapon, and partly the ammo. If I am a biotic and take a Harrier or Punisher with Warp Ammo then I will be doing a lot of weapon DPS vs primed targets as long as I don't detonate them and leave them primed.

I also share the opinion that AP Ammo isn't globally the best bonus power. It isn't bad, but there are other options that are as good if not better. If someone likes it, more power to them.



Armour piercing gives you damage bonus, greater damage to armor and health, some armor weakening and cover penetration. Sadly it doesn't give you crowd control, nor does it prime combos.


I think with armour piercing ammo, the main advantage is not having to place a piercing mod on your weapon to penetrate light cover (riot shields especially).

Now you can replace your piercing mod with a damage barrel. You only have the two mod slots on your guns.


Personally I'd rather use incendiary ammo + piercing mod + extended barrel on my guns. I'm doing pretty much everything armor piercing ammo does (except for armor weakening) plus crowd control and setting up combos.

When it comes to ammo powers my favourites are disruptor, incendiary, cryo, explosive and sledgehammer. The more crowd control the better.:devil:

#86
capn233

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AP is better vs armor for very low damage per shot weapons as well. But Warp's armor weakening will debuff the armor for everyone's weapons.

I agree that cover penetration is one of the biggest benefits of AP ammo. On my Human Soldier in MP, the standard loadout is Harrier w/ Extended Mag and Extended Barrel and Hurricane with Heat Sink and ULM. Basically reliant on AP or Drill in this configuration.

#87
brad2240

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jsamlaw wrote...

Abraham_uk wrote...

I always thought the point of bonus powers was to either fill in a gap or improve what a class is already good at.

Bringing a bonus ammo power to an engineer/adept/sentinel certainly fills a gap.


I disagree.  If you're primarily a caster, your damage on a target using repetitious biotic or tech combos will easily outdamage any amount of gun attacks over the same period of time.  Now, I'm not saying all gun powers are useless, they are quite useful on squadmates and Shepards that prefer to kill with weapons.  I'm also not saying all engineer/adept/sentinels MUST rely on power combos.

My response was directed at the statement that AP Ammo is a superior bonus power on ALL characters.

My Warp/Throw Adept will take down an armored unit a whole lot faster than an Adept with AP Ammo shooting the thing will.  The "gap" IMO are shielded units that can't be CC'd, which is why I prefer Stasis to AP Ammo on an Adept.  But if you're inclined to play an Adept as a gunfighter, I'm sure AP Ammo would make some sense.

I also disagree that AP Ammo is globally better than Incendiary Ammo since the latter sets up Tech combos for the engineer/sentinel.


When I take an ammo as a caster, it's not to turn the class into a "guns over powers" thing. I still rely on powers and cast pretty much as often as possible. But I do shoot a lot and, like I said above, its a passive ability and something that I make a lot of use of.

I don't think I'd classify my Adept as a gunslinger, even with an ammo bonus. The vast majority of my kills come from bioexplosions.

But overall I agree with your post, especially the bolded part. Well said. Image IPB