Am I playing the Krolord wrong?
#1
Posté 02 mars 2013 - 04:25
#2
Posté 02 mars 2013 - 04:28
If you are getting instant killed its entirely your fault. Learn when the sync kill units are primed for instant kills and stay away from them if and when they are.
#3
Posté 02 mars 2013 - 04:29
Don't melee the Banshee while she's still got that barrier up. Be mindful about if another sync kill unit has melee'd recently.
and just don't ever go near the Praetorian.
#4
Posté 02 mars 2013 - 04:29
#5
Posté 02 mars 2013 - 04:34
#6
Posté 02 mars 2013 - 04:35
Biower dont add sync kill immunity. We dont need another broken kit.
#7
Posté 02 mars 2013 - 04:35
#8
Posté 02 mars 2013 - 04:36
For bosses...like they said, only attach when they are performing a move / animation
e.g. Banshee screaming...floating bio blast...melee swipe...
#9
Posté 02 mars 2013 - 04:38
Modifié par VII Revenant, 02 mars 2013 - 04:40 .
#10
Posté 02 mars 2013 - 04:47
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
So, just to be a noob, Juggernauts ARE immune to sync kills?
#11
Posté 02 mars 2013 - 04:50
#12
Posté 02 mars 2013 - 06:15
Ice Cold J wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
So, just to be a noob, Juggernauts ARE immune to sync kills?
Yes Ice, the Juggy is Immune. :happy:
#13
Posté 02 mars 2013 - 06:34
#14
Posté 02 mars 2013 - 06:40
Having the penetration/knockdown on your Biotic Hammer helps prevent issues with single Phantoms, hammer will likely knock them down for a follow-up kill.
Banshees are a touch trickier but seeming Juggy is pretty much in every match now you can abuse their immunity to your own advantage.
#15
Posté 02 mars 2013 - 06:51
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
Yeah, a pair of Juggernauts can take all the sync-kill units off the team's back in no time. They help a lot.
Still, I don't get what the difference would be between the Juggernaut and Warlord's defences/durability if the Warlord was immune to sync-kills. To be balanced, his damage would have to be nerfed, though.
#16
Posté 02 mars 2013 - 06:54
blaaaaaaaaaarg wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
Yeah, a pair of Juggernauts can take all the sync-kill units off the team's back in no time. They help a lot.
Still, I don't get what the difference would be between the Juggernaut and Warlord's defences/durability if the Warlord was immune to sync-kills. To be balanced, his damage would have to be nerfed, though.
The krolord can run. That's a huge advantage IMO
#17
Posté 02 mars 2013 - 06:55
#18
Posté 02 mars 2013 - 07:00
#19
Posté 02 mars 2013 - 07:02
jrm_ayun wrote...
blaaaaaaaaaarg wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
Yeah, a pair of Juggernauts can take all the sync-kill units off the team's back in no time. They help a lot.
Still, I don't get what the difference would be between the Juggernaut and Warlord's defences/durability if the Warlord was immune to sync-kills. To be balanced, his damage would have to be nerfed, though.
The krolord can run. That's a huge advantage IMO
Fair enough. What happens if that's taken away, though? Would it be balanced then?
#20
Posté 02 mars 2013 - 07:04
Ice Cold J wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
So, just to be a noob, Juggernauts ARE immune to sync kills?
Yes, I wish its more prominently stated as I've seen Jugs slowly back away from banshees and die because they do not use the hand of life.
#21
Posté 02 mars 2013 - 07:05
blaaaaaaaaaarg wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
Yeah, a pair of Juggernauts can take all the sync-kill units off the team's back in no time. They help a lot.
Still, I don't get what the difference would be between the Juggernaut and Warlord's defences/durability if the Warlord was immune to sync-kills. To be balanced, his damage would have to be nerfed, though.
In the Dev demo vid, they mentioned that the Jug's immunity to sync kills is striclty due to his size. He's big and heavy! In their mind it didn't make sense to be able to sync kill him.
On and inverse note, the Geth Prime has no real sync kill. Although, that pulse rifle is pretty darn close on Gold and Plat.
#22
Posté 02 mars 2013 - 07:06
blaaaaaaaaaarg wrote...
jrm_ayun wrote...
blaaaaaaaaaarg wrote...
VII Revenant wrote...
The Juggernaut is your best friend. Use them to distract sync enemies, then crush them from behind.
Yeah, a pair of Juggernauts can take all the sync-kill units off the team's back in no time. They help a lot.
Still, I don't get what the difference would be between the Juggernaut and Warlord's defences/durability if the Warlord was immune to sync-kills. To be balanced, his damage would have to be nerfed, though.
The krolord can run. That's a huge advantage IMO
Fair enough. What happens if that's taken away, though? Would it be balanced then?
OP actually. The other disadvangage of a Jug is that they have difficulty clearing out the troops around them in a decent amount of time. A Krolord may not have shield regen through heavy melee but they have a lot of DR from both heavy melee and rage. Therefore it would not go down when surrounded while being able to clear its surroundings very quickly.
#23
Posté 02 mars 2013 - 07:09
RaptorSolutions wrote...
OP actually. The other disadvangage of a Jug is that they have difficulty clearing out the troops around them in a decent amount of time. A Krolord may not have shield regen through heavy melee but they have a lot of DR from both heavy melee and rage. Therefore it would not go down when surrounded while being able to clear its surroundings very quickly.
Good point raptor. I've sen the Jug get "swarmed" by the quicker mobs more than once. It's definately about team work. They give you some added survivablity, but you really need to watch their back in a prolonged fist fight.
#24
Posté 02 mars 2013 - 07:12
Dup3r wrote...
RaptorSolutions wrote...
OP actually. The other disadvangage of a Jug is that they have difficulty clearing out the troops around them in a decent amount of time. A Krolord may not have shield regen through heavy melee but they have a lot of DR from both heavy melee and rage. Therefore it would not go down when surrounded while being able to clear its surroundings very quickly.
Good point raptor. I've sen the Jug get "swarmed" by the quicker mobs more than once. It's definately about team work. They give you some added survivablity, but you really need to watch their back in a prolonged fist fight.
Mooks are fine actually, assuming they are not too far away. The HM deals quite a bit to health/shields/barriers. Its when you are swarmed by bosses thats when it gets tricky. Hilarious though.
#25
Posté 02 mars 2013 - 07:23
Modifié par TNT1991, 02 mars 2013 - 07:23 .





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