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Creativity with the Cabal (some build testing, let's get this feisty lady figured)


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#101
ScoutTelion

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Shotties work well I tried it using disciple I and a few others I got available.

#102
Mr_Adlib

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Random tips when using the Cabal:

- An Acolyte shot > Maxed out Blades will kill a Phantom immediately. Probably in the top 3 quickest Phantom deaths.

- Poison Strike seems to get more effective the closer you are to the target. I'm talking melee range. Was able to pull it off 99% of the time. The further they are, the less likely the strike will hit.

- The coolest thing I've done with her is Poison Strike right in the middle of a spawn with my Rocket out. Killed them all and was back in the spot I originally left from like nothing happened. I love this girl!

#103
DragonRacer

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etm125 wrote...

DragonRacer wrote...

I re-specced tonight and ran two Silvers and one Gold with a 3/6/6/5/6 build. It may be my most comfortable for her. Not exactly topping the scoreboard (got 80,000 on Gold, but I was playing with two very good friends, so that factors in), but she didn't die excessively like I thought she would on Gold, since I am used to slow and tanky and not fast and fragile.

I put the Hurricane X on her, Stronghold Package V Gear, and consumables used were Incendiary Ammo III, SMG Rail Amp III, and Cyclonic Modulator III. Most of my damage actually came from my powers rather than my Hurricane, surprising enough. I mostly only shot when things got heated.

Poison Strike 3
Nightshade Blades 6 for Damage, Poison Duration, Exploding Blades
Biotic Focus 6 for Damage Taken, Duration, Biotic Shield
Turian Veteran 5 for Damage & Stability, Power Damage
Fitness 6 for Durability, Shield Recharge, Fitness Expert

What I basically did was strike when mooks were close, then turn and heavy melee followed by light melees. Anything armored immediately got the blades, then a strike, then I'd dash backwards out of immediate range and pump them full of Hurricane. Also would strike when they were primed by my incendiary ammo (you can set off your own Fire Explosions) or biotically primed by a teammate (you can set off biotic explosions). Lived on Biotic Focus several times when I really got heavy into meleeing in the thick of things.

Overall, Turian Sentinel is still my absolute favorite kit of all time. Of all time. /Kanye West

But the Cabal is very fun and I am quite pleased with her. Image IPB


1 Super jealous of your hurricane X
2 Stronghold gear? Mmmwwaaahhh? Although with maxed fitness it MIGHT be worth it. I just can't quit my grenade cap V. Those blades man....Those blades.....2300 a pop. spammable. Daddy likes. I want to try the geth scanner so bad but I am hopelessly addicted to dem blades :(


As I said, I am not used to fast and fragile. I am used to slow and tanky. I want as much survivability as I can get while using BF as needed instead of non-stop). I may try with grenade gear, just to see. I just don't find myself spamming the blades so much, but that may just be because I only have 2 at any given time.

I also want to try Wraith/Shocktrooper Gear and see how that works.

#104
krknight

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just curious, has anyone thrown a gauntlet on her yet?

#105
monsieur

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I'll probably change my build to 3/6/6/5/6.

Poison strike isn't as good as I expected, damage are pretty useless.
So 3 rank for moving quickly without consuming the barrier.

For the rest, I focus on the melee.

#106
GriM_AoD

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She was my unexpected fav of the new characters.
So manoeuvrable, such a quick teleport.

6/6/6/4/4 here with a Lancer I and warfighter package.

Poison Strike - for damage/DoT/Double - the invincibility doing a double dash escape has saved me a good few times already,. the damage is good. Overall, a really good power imo

Nightshade Blades - for full damage... can't remember what I picked for rank 5 xP, I imagine range/duration are equally viable anyway. These blades are such good damage dealers to groups of enemies, the stagger is a life saver, and they're not CD dependant ^^

Biotic Focus - I've not experimented much with this, but I find DR/melee damage/heightened focus works really well. Didn't bother for duration as my CDs are nice and low as it is. Very useful.

Turian Veteran - I went for damage and capacity - help the CDs, more power damage, and maybe more poison damage if that's effected (?)

Fitness - durability

She's the queen of hit and run, fairly durable. And capable at engaging fairly effectively at all ranges (not great against shields/barriers, fixed with an acolyte/ammo).
And when you poison things and shoot them, they die soo quickly.
Even was thrown into a plat for my second match as a lvl15 - she performed admirably, especially considering the amount of lag. Extracted.

I've not experimented with her much as this was my first build/loadout and am loving it atm.

Modifié par GriM_AoD, 28 février 2013 - 12:35 .


#107
Grotaiche

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MP-Ryan wrote...

Am I the only one who took 6a on Blades? I figured Blades should be specced for damage dealing as an "oh crap" option, but maybe I'm missing something awesome in 6b.

I've used 6b but I think it's useless when you kill mooks instantly. On bosses, you'll have to wait 3 seconds before the explosion occurs ; might as well get 480 damage right off the bat and 40% more DoT. Sure, things around won't get hit. I don't mind much. So I'll respec to 6a.

MP-Ryan wrote...

I'm seriously contemplating a 6/0/6/6/6 weapons-focus build with a Hurricane or Harrier.

Well... that wouldn't be very creative, would it ? :D

Here are 2 builds I am thinking of : melee-oriented and weapon-oriented. Both use the Piranha, but I'm seriously considering using the Eviscerator on the melee build because I could abuse the "no weight" glitch on the Omni-Blade and High-Velocity Barrel mods. That would result in really big heavy melee damage (4275 on Biotic Focus once Martial Artist kicks in).

I'll probably go with the melee build and see how it goes.

#108
MP-Ryan

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Really, the biggest threats I'm finding with her are rapid-fire tougher mooks (Centurions and Mauarders) and, naturally the one enemy that every other Vanguard can usually laugh at, Phantoms and their palm cannon. Off-host more so than one because PS and dodge are flaky.

The trouble I'm running into is probably fixable but I'm still not quite sure how. The issue is that NB don't outright drop full phantom barriers or marauder's shields on gold, even with full damage. So once you start getting fired on, they're difficult to interrupt especially with a Hurricane or Piranha. BF is useless against phantoms, they OHK you right through it with their cannon. So you can NB and PS or dodge, but then they track through both PS and dodge, so if you didn't make it through an LOS block, you're now dead anyway.

It doesn't happen too often, but the Cabal is more unforgiving than any other Vanguard because her mobility has been desynchronized from her survivability power, meaning she can never stand and fight. It's tough to get used to.

The big trouble I'm having with rationalization is comparing her to my old go-to, the Novaguard. She's an even riskier Vanguard, but the payoffs from NB and PS actually pale in comparison to BC and Nova (and that's saying something).

I know we're all going to need a few weeks of practice with her, but right now I'm really thinking that either PS or BF need a little bit of a buff to deal with the off-host nonresponsiveness and on-hast enemy targeting omniscience associated with her PS, heavy melee, and dodge to bring her up to par with the other more powerful Vanguards (Novaguard, Drell, Asari, Slayer). I really wanted another off-host vanguard option, and so far the Cabal isn't quite living up to the Asari, Krogan, Batarian, and even the Volus.

#109
Grotaiche

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If you're concerned about shields/barriers, bring an Acolyte along with your Hurricane (and use some Ultralight Materials if you have to). Also, how about Cyclonic Mods ? Not enough ? I haven't played her on Gold yet so I woudn't know.

Indeed, I thought of the "mobility =/= survivability" thing you mention, hence the need to adapt to the build. I just think it's a different way to play, difficult and challenging yes but maybe more fun. Just don't compare her to the Novaguard, it's probably useless. My idea was to stack DoT over the mooks using the blades or melee, probably shoot one of them with the Piranha/Eviscerator and run away using Poison Strike, letting the enemy units die. A bit like the Huntress and Dark Channel if you know what I mean. The Novaguard will charge, Nova, shoot, charge, etc... until everything is dead. Different approach.

Just my thoughts, I have to play her more anyway :D

#110
DragonRacer

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Grotaiche wrote...

If you're concerned about shields/barriers, bring an Acolyte along with your Hurricane (and use some Ultralight Materials if you have to). Also, how about Cyclonic Mods ? Not enough ? I haven't played her on Gold yet so I woudn't know.

Indeed, I thought of the "mobility =/= survivability" thing you mention, hence the need to adapt to the build. I just think it's a different way to play, difficult and challenging yes but maybe more fun. Just don't compare her to the Novaguard, it's probably useless. My idea was to stack DoT over the mooks using the blades or melee, probably shoot one of them with the Piranha/Eviscerator and run away using Poison Strike, letting the enemy units die. A bit like the Huntress and Dark Channel if you know what I mean. The Novaguard will charge, Nova, shoot, charge, etc... until everything is dead. Different approach.

Just my thoughts, I have to play her more anyway :D


Like I mentioned previously, I've only played one Gold game with her so far, but I treated her very much like a fighter jet - I'd leave some poison DOT on the big bosses to help soften them up (hit 'em with blades, then strike through, then bounce off to the next target) and focused more on taking out the smaller mooks that were shooting my teammates (strike through, turn around, hit 'em with blades to stagger, then heavy melee/light melee combo for the kills). I'd mop up afterwards with the Hurricane as needed.

And it's incredibly cool/helpful to be about to strike through solid walls/objects to revive a teammate/go grab the pizza, etc.

Seemed to work well enough on Geth/Condor. Teammates were a Talon and a Warlord (the fourth spot remained empty or people would cycle out so quickly that they made zero impact on the game).

#111
MP-Ryan

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Aha, I see the disconnect :). Aside from one Silver solo game, all my testing has been on Gold. One game (off-host) against Reapers, the rest hosting against Cerberus - mostly because they exemplify the biggest threats (ultra powerful single shot attacks, fast-firing mooks).

The trouble with Phantoms is mostly because of the speed of the palm blasting and enemy tracking on Gold. If you want, try soloing a couple rounds of Gold Cerberus without gear and see what I'm talking about. Wave 4 completion will give you the full demonstration. Doesn't have to be solo, but it's easiest to test.

#112
Drunkencelt

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Malanek999 wrote...

Drunkencelt wrote...
Their is no immunity frames during your melee, teleport melee, and poison strike. I do not think its too much to ask. Atleast give it a base of 40 and 6a doubles that.


You sure about that? Not sure about the others but pretty sure poison strike is complete immunity.


Considering I have been magnetic hands grabbed multiple times teleporting through a banshee with poison strike, yes. You can get stunned during the animation, mid teleport, and at the end and be knocked out of it. This is by any single unit in the game's simple melee hit.

It is far safer to use a standard dodge teleport then poison strike when any unit winds up its melee.

#113
xija

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 ok phew! finally got
to play last night and figured I would place my short experience playing with
her.  I am very use to playing slow and stable turians so this was a big
change in pace.. :P



I tried the 4/6/6/64 build that a few people were
rocking on here... I played a few silver to warm up and then moved to gold to
see how she would fair and she did, alright... it has been mentioned that she
is extremely unforgiving if you're in the wrong place at the wrong time.. there
were several points where I would poison strike to get away only to appear next
to a marauder who meleed me the second I appeared... very frustrating.  It
really seems like the geth radar is a necessity with this kit to know
exactly where to teleport and to control the flow of combat.  I tried the wraith, piranha, hurricane and a
few pistols and found the piranha was my go to gun.

 

next chance I get I want to
try a more melee orientated build, the teleport and stagger from her heavy
melee was very invaluable at times and kept me moving constantly.. plus I found
it would temporarily stop other enemies from shooting at me which is a plus.

overall I am having a blast
with her, just lots and lots of practice... just need to find that groove and
point build I love, ya know? ^_^

#114
BigSmellyBob

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Hit detection on Poison Strike seems to be primarily around the beginning and end of the flight path (just in front of you when started, just behind ya when ended) with a snowball's chance in the middle of tagging something. Heavy Melee decapitates like a boss, and I'm 90% sure melee doesnt affect Poison Strike; it appears to follow Biotic damage/ counters. That said... lovin this wall-hopping ninja, melee build ftw

#115
Severyx

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The biggest issues for this class as it stands right now are auto-targeting through PS (Seriously, I've seen rockets do complete 180 degree turns to track a cabal, that's ridiculous) and dodge. Dodge has issues when the space between you and your potential dodge-point is small with no walkable area, since instead of just going to the wall it'd rather you just didn't move at all.

Geth seem the worst to handle with this class. She has no shield-stripping power (and if you don't have a weapon with that focus, well...) and over half of the enemies for that faction have superior homing attacks (Rocket troopers/Prime) or are too dangerous at melee range, since ALL geth can make the cabal stagger with a simple elbow-swipe (which, by the way, is instant and can't be avoided through dodge or PS oddly enough).

Been playing this class every game since it came out to try and get a wider feel for how she handles different situations. I play an agile melee class (6/0/6/6/6) and for the most part she does okay. PS doesn't hit enemies 70% of the time, but it's still good for a getaway skill and closing in on targets.You just have to make sure you don't land next to an enemy since their instant targeting will see a melee to your face before you can even rightly look in their direction.

#116
Drunkencelt

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If your facing geth with a melee build a heavy melee will strip shields and some life. Then finish with light combo.

If your running a soldier build, then poison strike and shoot.

#117
monkeyhunter

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So does adaptive or martial biotics increase poison strike damage?

#118
xija

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quick question for you fine folks.. the 5th evolution of Nightshade Blades, did you take the range or the increased poison duration? seems like having that extra distance might be handy but I am curious if you guys found the extra bit of distance useful or did the extra time on the poisons end up helping you more.

#119
Valiantheart99

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J4mes wrote...

If I want to shoot Blades, I'll just use the Batarian Soldier. Unlimited Blade spam.


This is my thinking as well.  If the blades weren't grenade based i'd like this character, but as of now it seems like to much work for too little returns.

#120
crashmatusow

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Poison strike is ruined by enemies ability to perfectly track you through it. Enemies pullingminstant 180s is bull****

#121
ScoutTelion

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having lots of success in sillver with my 3/5/6/6/6 check my manifest fro the specific skills taken. Can't tell you how many phantoms , banshee , brutes and atlas the poison strike has killed since the dlc was released. Poison strike is all about timing  if not used to escape with.
Martial biotic amp I would think is the best one for the Cabal.

Modifié par ScoutTelion, 28 février 2013 - 08:47 .


#122
MP-Ryan

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@Severyx

Glad I'm not the only one having issues with enemies and their insta-lock nonsense. Really, I don't know what good mobility is if it disorients us but doesn't faze enemies at all.

#123
mrcanada

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After many respecs, I've settled on a 4/6/6/4/6 build utilizing the melee mobility and have had a lot of success. I take melee in 4 and 5 for fitness and the melee bonus from Biotic Focus helps as well.

Stay mobile, Heavy melee a target, PS through and spam BF with weapons. If there are multiple enemies, spam your blades and BF to stay alive with dodging. The Nightshade Blades are essential and are your only means of high burst damage. I originally had 6A, but have since switched to exploding which is more damage and allows you to set and forget while staying mobile.

I use the Grenade Capacity for the blades since it isn't like I'm hurting for health/barriers even with the melee taken in evos 4 and 5 of fitness. Spamming BF should be more than enough to keep you alive unless you get caught.

To me, this is the right mix based on the way I play and you aren't relying solely on DOT dmg to kill. Tons of success on gold, but I can see it working on Platinum just fine, you'd just need to spam blades more.

Modifié par mrcanada, 28 février 2013 - 09:02 .


#124
mrcanada

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Valiantheart99 wrote...

J4mes wrote...

If I want to shoot Blades, I'll just use the Batarian Soldier. Unlimited Blade spam.


This is my thinking as well.  If the blades weren't grenade based i'd like this character, but as of now it seems like to much work for too little returns.


The character is so mobile that hitting grenade boxes is hardly a chore. Aside from that, they're better than the Batarian Blades in everyway, consumable aside.

#125
TheContrived

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I think they're grenade instead of a power so that it doesn't have a cooldown that would interfere with Poison Strike or Biotic Focus. As a grenade, you can fire them off and immediately Poison Strike out of danger.