The Talon Merc is OP... and it is beautiful
#176
Posté 13 mars 2013 - 03:44
#177
Posté 13 mars 2013 - 03:48
TchockTckocky wrote...
Hey MB we should catch some games sometime
We should.
#178
Posté 13 mars 2013 - 03:49
etm125 wrote...
I used almost exact same build MB an was floored at the dmg the bow was doing. But I wasnt 1 shotting marauders. It was taking me 2. Odd.
If they do their little dodge/roll... it will take two. But if they don't it's a OSK.
#179
Posté 13 mars 2013 - 03:56
Now the Omnibow fires so rapidly it's ridiculous how much DPS this guy can put out, and for the weakest mooks I don't even bother with amplifying the Bow, just firing standard shots blows them all away. He is the ultimate glass cannon, one of the most singularly powerful characters (if not the most powerful) in the game but also the most easily killed. I would say the difficulty staying alive warrants his immense power, making him a character that only the most expert of players can use to its full potential (which I'm not quite an expert myself, I do a lot of damage but I go down way too much, still I'll probably be playing this guy a lot hoping I get better in the process).
#180
Posté 13 mars 2013 - 03:56
megabeast37215 wrote...
stysiaq wrote...
Concussive arrows are fun, but vastly inferior to AP ones.
Full consumables for melee = gold Scion requires 2x heavy melee to go down with AP arrows. Maybe 3, if you don't shoot your weapon between melees.
Did you take the 100% Electrical DOT evo? I'm interested in finding out more about the power of Concussive Arrows... but I won't be able to until much later today. I need to know if they can OSK Phantoms/Possessed Captains specifically... those are the benchmarks I'm most interested in.
I doubt it can OSK Phant/PoCap's; Currently I dont have the melee build still full survial build with 100% shock evo(will respec later). The first shot takes their barrier, second can send them flying and then you skeet shoot them out of the sky.
#181
Posté 13 mars 2013 - 03:57
#182
Posté 13 mars 2013 - 04:00
#183
Posté 13 mars 2013 - 04:02
Zhuinden wrote...
Dang, I hope they don't hit him with the nerf-bat, that would be ridiculous.
I doubt they'll hit the character with a nerf unless they repair the PC ability to use both arrow types while accessing op's packs. At this point the only option to access op's packs is to skip one or the other arrow type.
#184
Posté 13 mars 2013 - 04:03
Kinom001 wrote...
Zhuinden wrote...
Dang, I hope they don't hit him with the nerf-bat, that would be ridiculous.
I doubt they'll hit the character with a nerf unless they repair the PC ability to use both arrow types while accessing op's packs. At this point the only option to access op's packs is to skip one or the other arrow type.
So if I skip one of the arrows I will be able to have normal key bindings?
#185
Posté 13 mars 2013 - 04:04
I was also wondering about crowd control in situations where you get overwhelmed for whatever reason. I'm assuming Cain mine spam.
Edit - I completely forgot about light melee staggering
Modifié par b00g13man, 13 mars 2013 - 04:32 .
#186
Posté 13 mars 2013 - 04:05
Stardusk wrote...
Kinom001 wrote...
Zhuinden wrote...
Dang, I hope they don't hit him with the nerf-bat, that would be ridiculous.
I doubt they'll hit the character with a nerf unless they repair the PC ability to use both arrow types while accessing op's packs. At this point the only option to access op's packs is to skip one or the other arrow type.
So if I skip one of the arrows I will be able to have normal key bindings?
Couldn't tell you. I feel as if I'm in the minority since I haven't run into an issue with the character and my key bindings. I only use two so perhaps that's it but I haven't had any problems since the character debut.
Modifié par Kinom001, 13 mars 2013 - 04:08 .
#187
Posté 13 mars 2013 - 04:11
megabeast37215 wrote...
The Omni-Bow is now as it should be... insanely powerful, has a great streamlined feel, and very induvidual.
The kit really doesn't even need a weapon... nor does it need Grenade Capacity gear if you took the rank 6a Charge Regen evolution.
I haven't even fooled with Concussive Arrows yet... but just AP arrows and Cain Mines were enough to obliterate the enemy. I fired my Geth Plasma Shotgun maybe 20 times in a match... it was redundant. AP arrows were enough to OSK Gold Marauders... 2 of them brought a Brute down to where one GPS shot was all that was needed.
FWIW I was using Power Amp IV, Shock Trooper Gear (which I would swap out for Hydraulic Joints next time), Strength Enhancer III and Disruptor Ammo (for shield stripping bosses). Full melee spec of course.
He's a super awesome kit now... maybe even the best one from Reckoning.
still doesn't beat cain mine spam though huh?
#188
Posté 13 mars 2013 - 04:11
Feneckus wrote...
BTW, just wanted to say, yet another kit that has a better melee than Krogans.
Good job Bioware.
You do know Krogans have way better Health/Shields, DR, and Rage, right?
#189
Posté 13 mars 2013 - 04:16
#190
Posté 13 mars 2013 - 04:16
haitianzero wrote...
Feneckus wrote...
BTW, just wanted to say, yet another kit that has a better melee than Krogans.
Good job Bioware.
You do know Krogans have way better Health/Shields, DR, and Rage, right?
Which cheesy, cheap, uncreative sync-kills completely invalidate the potential of them. Krogan melee playstyle is an utter detriment on Platinum, and is completely useless against Collectors on any difficulty.
#191
Posté 13 mars 2013 - 04:22
megabeast37215 wrote...
Crimson Vanguard wrote...
No I didnt. Build and weapon advice please.
Ask and Ye shall receive o' Prophet of Lord Claymore
0 - Concussive Arrows
6 - AP Arrows - Damage, Shred, Arrow Count
6 - Cain Mines - Damage, Armor Damage, Damage
6 - Passive - Power Damage, Power Damage, Charge Regeneration
6 - Bow Mastery - Bow Damage, Killing Spree, Bow Damage
Take a utility shotgun like the GPS or Venom for staggering Phantoms, put Disruptor ammo on it to strip away pesky boss shields. Omni-Blade is a must! High Caliber barrel for the other slot. The weapon is really just a stick to carry the Omni Blade on... there is no point to taking a Claymore or anything like that... because the Bow can OSK pretty much everything the Claymore can... but at MUCH longer range.
Here's a typical cycle: Turn on AP arrows, Charge the shotgun, Shoot something with AP arrows... if it's a shielded mook it will die... if it's a sub-boss, release the charge from the Shotgun and fire another AP arrow. That was enough to kill Gold Brutes!!!
Consumables used: Disruptor ammo IV (we all have lots of those), Strength Enhancer III, Power Amp IV, Shock Trooper gear (which I would replace with Berserker Package or Hydraulic Joints).
Put your Cain Mines in the chokepoints outside of spawns... don't worry about getting them around the first spawn, you and your team will locate those enemies and kill them quickly... then the new enemies will run into your Cain Mines. I was getting triple kills of Ravagers/Marauders pretty frequently. The tops/bottoms of ladders is also a great place for Mines.
During Escorts... if your team has to go through a big group of enemies... spam Cain Mines non-stop in/in front of the group of bad guys until they are all dead (usually takes 5-6 mines). It's as good as a Cobra Missile. During Hacks... place Cain Mines around the chokepoints leading to the hack circle.
Thanks for the tips! Will definitely try this out again when I get my Talon Merc high enough level again.
#192
Posté 13 mars 2013 - 04:23
Stardusk wrote...
Kinom001 wrote...
Zhuinden wrote...
Dang, I hope they don't hit him with the nerf-bat, that would be ridiculous.
I doubt they'll hit the character with a nerf unless they repair the PC ability to use both arrow types while accessing op's packs. At this point the only option to access op's packs is to skip one or the other arrow type.
So if I skip one of the arrows I will be able to have normal key bindings?
no, it will just fix the ops pack bug; you still need to edit the game files to fix the keybinds
#193
Posté 13 mars 2013 - 04:23
Build.
6/0/6/6/6
Cain Mines= All damage evos. I might switch to grenades.
Concussive Shot= Fun but redundant due to light melee stagger
AP Arrows- All damage evos
Passive- Power, Power, Grenade Recharge. Power damage buffs his AP arrows, Grenade recharge is the real prize.
Fitness=Full melee
Gear= Juggernaut Shield/Shock trooper if you run out of strength enhancers like me. Too many new melee builds.
Weapon=Strength Enhancer if you got it/Shotgun
Ammo= AP Ammo/Fire
Cyclonic Modulator or Power Damage 3 for Arrows.
Grenade Gear is a WASTE. You should be active enough that 5 grenades is all you need to keep 3 cain mines out and ap arrows flying. Anything above that and your wasting damage/slots.
1. Grenade= Recharge is can be lowered to 12 seconds with light weight. This means I can keep three cain mines out and always have AP arrows loaded with CASUAL Trips to the ammo box.
2. AP arrows- Always, always keep them loaded. They majorly increase your damage versus any target and with a fast recharge there is no reason not too. If you are at your max Grenade Count, and stil have one arrow left then
reload. You want your grenade recharge to never go to waste
3. Light melee- staggers, which means I can take care of phantoms and others just fine.
4. Heavy melee- now fires super fast, and lines up headshots with whatever gun you are using. I believe it is too fast for charge weapons that have to reload a lot. Kishok is a bad choice due to mod selection and Graal slows dps.
5. Weapon choice-
A. Graal- Great choice if going for shotgun. It keeps your cd's good, has great charge/headshot multiplier. You do not need to care a smart choke and has innate piercing. I personaly feel the charge feature now slows down your bow dps after patch.
B. Arc Pistol- Charge feature/great headshots and it can keep up with your bow dps without reloading every 3 shots. The light weight gives you great recharge. Allows pistol mod and power mod for AP arrows.
C. Supressor/Executioner- Viable pistols for already lined up headshots. Exe has to reload a lot though and Supressor forces you into Ammo Boxes. Allows pistol mod and power mod for AP arrows.
D. Claymore= Way too heavy, most of your damage comes from melee/AP arrows. You need the fast recharge time and mod slots.
6. Cain Mine- Everyone knows how to use these, but don't treat them like your main source of dps. These are too protect you while retreating, using right hand advantage and firing your omnibow. I also keep them on spawn poiints for early rounds.
Modifié par Drunkencelt, 13 mars 2013 - 04:25 .
#194
Posté 13 mars 2013 - 04:24
#195
Posté 13 mars 2013 - 04:26
megabeast37215 wrote...
Ask and Ye shall receive o' Prophet of Lord Claymore
0 - Concussive Arrows
6 - AP Arrows - Damage, Shred, Arrow Count
6 - Cain Mines - Damage, Armor Damage, Damage
6 - Passive - Power Damage, Power Damage, Charge Regeneration
6 - Bow Mastery - Bow Damage, Killing Spree, Bow Damage
Take a utility shotgun like the GPS or Venom for staggering Phantoms, put Disruptor ammo on it to strip away pesky boss shields. Omni-Blade is a must! High Caliber barrel for the other slot. The weapon is really just a stick to carry the Omni Blade on... there is no point to taking a Claymore or anything like that... because the Bow can OSK pretty much everything the Claymore can... but at MUCH longer range.
Here's a typical cycle: Turn on AP arrows, Charge the shotgun, Shoot something with AP arrows... if it's a shielded mook it will die... if it's a sub-boss, release the charge from the Shotgun and fire another AP arrow. That was enough to kill Gold Brutes!!!
Consumables used: Disruptor ammo IV (we all have lots of those), Strength Enhancer III, Power Amp IV, Shock Trooper gear (which I would replace with Berserker Package or Hydraulic Joints).
Put your Cain Mines in the chokepoints outside of spawns... don't worry about getting them around the first spawn, you and your team will locate those enemies and kill them quickly... then the new enemies will run into your Cain Mines. I was getting triple kills of Ravagers/Marauders pretty frequently. The tops/bottoms of ladders is also a great place for Mines.
During Escorts... if your team has to go through a big group of enemies... spam Cain Mines non-stop in/in front of the group of bad guys until they are all dead (usually takes 5-6 mines). It's as good as a Cobra Missile. During Hacks... place Cain Mines around the chokepoints leading to the hack circle.
Pretty much how I play it too.
Honestly don't have to use the weapon all that much.
#196
Posté 13 mars 2013 - 04:30
Stardusk wrote...
So if I skip one of the arrows I will be able to have normal key bindings?
No, if you skip one of the arrows it fixes the no thermal clips glitch. You have to use the coalesced mod tool to fix the keybindings.
#197
Posté 13 mars 2013 - 04:42
Your settings will be default keys, so no remapping your controller keys for him(unless you are a PC(Stardusk wrote...
Kinom001 wrote...
Zhuinden wrote...
Dang, I hope they don't hit him with the nerf-bat, that would be ridiculous.
I doubt they'll hit the character with a nerf unless they repair the PC ability to use both arrow types while accessing op's packs. At this point the only option to access op's packs is to skip one or the other arrow type.
So if I skip one of the arrows I will be able to have normal key bindings?
#198
Posté 13 mars 2013 - 05:02
Thinking about dropping the cain mine though, I don't like spamming it and they only seemed to get tripped about 1/2 of the time when an enemy should have set it off, but at the same time it just seems that having both types of arrows is a bit of a wasted too.
#199
Posté 13 mars 2013 - 05:08
#200
Posté 13 mars 2013 - 05:36
Before the buff, he was already pretty powerful (including the Omni bow), but only on host. I had a drastically different experience playing off host (from bow damage taking a Marauder down to one bar of health on-host to not even breaking shields off-host). It made me spec out of melee all together. Even the GPS & Graal would miss with the bow tracking for stationary enemies!
I'll give him another shot tonight, thanks to all the information here. I messed around last night and found that the shortening of the delay does help his shots hit much better. Hopefully, the damage will be consistent somehow.





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