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The Turian Saboteur is an excellent class. To me.


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#126
ASmoothCriminalx

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I don't like homing grenades. slow travelling and slow release animation. I also don't like relying on a turret for damage, or utility or whatever. The only turret I prefer to employ is the geth turret specced as a medic.

The only utitility this class offers me is a reliable stun for mooks and occasional utility when hacking geth, turrets, or atlases.

#127
lightswitch

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 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...

edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.

Modifié par lightswitch, 05 avril 2013 - 10:09 .


#128
KalilKareem

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lightswitch wrote...

KalilKareem wrote...

I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.


You think it would have been quicker to just fire a Harrier in this situation?

Honestly I'm not sure either way


Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.

#129
lightswitch

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KalilKareem wrote...

lightswitch wrote...

KalilKareem wrote...

I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.


You think it would have been quicker to just fire a Harrier in this situation?

Honestly I'm not sure either way


Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.


Let's be honest here. A Harrier X makes all powers that don't provide a damage boost irrelevant. Boring way to play though...

Personally I really don't think there are any bad kits in the game. They're all functional

#130
KalilKareem

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lightswitch wrote...

 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...


Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?

#131
lightswitch

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KalilKareem wrote...

lightswitch wrote...

 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...


Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?


I didn't think Backfire was a detonator

but yeah, I have no idea what's going on in that clip. Four bars of armor just gone in 4 seconds...a Huntress would be jealous

Modifié par lightswitch, 05 avril 2013 - 10:14 .


#132
KalilKareem

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lightswitch wrote...

KalilKareem wrote...

lightswitch wrote...

KalilKareem wrote...

I think excellent is a strong word for a kit where the optimal play style is to ignore all powers and only fire your harrier. Turian passives are great, but do not single-handedly make a kit excellent imo.


You think it would have been quicker to just fire a Harrier in this situation?

Honestly I'm not sure either way


Sure, since your powers have a area you might improve your time slightly on tightly pack groups of mooks. This does not really make them excellent powers. Compare to what a lift grenade or a singularity would have done in that same situation.


Let's be honest here. A Harrier X makes all powers that don't provide a damage boost irrelevant. Boring way to play though...

Personally I really don't think there are any bad kits in the game. They're all functional


Yeah. Powers that do not do any of the following;

a) Increase weapon damage for you and/or team (such as proxy mine)
B) Increase your survivability dramatically (such a stim packs)
c) Outright take out enemies with a single low animation time cast (such as signularity)
d) Do so tremendous area damage that they can actually out pace weapons (such as annihillation field + throw)

are indeed kinda useless. And the saboteur is sitting pretty on three of these powers.

#133
KalilKareem

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lightswitch wrote...

KalilKareem wrote...

lightswitch wrote...

 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...


Thats does indeed look a bit strange. Maybe incendiary ammo + burn damage from grenades + flamer from turret + backfire triggering a fire explosion?


I didn't think Backfire was a detonator

but yeah, I have no idea what's going on in that clip. Four bars of armor just gone in 4 seconds...a Huntress would be jealous


You are right about backfire. Doesnt detonate. Dunno whats going on.

#134
FlowCytometry

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lightswitch wrote...

 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...

edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.


could be something funky w/ the way TV interacts w/ the bleeds from incnediary and HGs, and maybe even the flamethrower turret.

was it proven that TV doesn't up the fire bleed on HGs? I know its not for the upfront dmg, but maybe the bleed counts as tech dmg.

#135
lightswitch

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FlowCytometry wrote...

lightswitch wrote...

 One last thing before I stop spamming videos.

What happened to the last four bars of armor on this Brute? Once again Incendiary III, of course there's burn damage from the HGs...but four bars worth of DOT? It seems like a lot. That's gotta be what, maybe 4000 damage over time in a very short period...

edit: yeah, there's the turret too, but as my other video showed that turret does very little damage.


could be something funky w/ the way TV interacts w/ the bleeds from incnediary and HGs, and maybe even the flamethrower turret.

was it proven that TV doesn't up the fire bleed on HGs? I know its not for the upfront dmg, but maybe the bleed counts as tech dmg.


That's kind of what I'm thinking, but who knows. [edit] The play testers seemed pretty confident when they announced TV doesn't interact with HGs....

A gold Brute has 13500 armor. Multiply it by .4 you get 5400. 1350 per increment so that had to be at least 4000 damage but probably more...

I just looked at peddro's thread on incendiary ammo mechanics and that could account for up to 388 dps if I'm understanding correctly...I just looked at my build for HGs and I'm not really sure how to calculate the DOT from Fire Damage but I think it shouldn't be more than 720 total, over six seconds, so 120 per second; should be somewhere in that ballpark, anyways. And the flamer is only supposed to do 110.5 DPS. So that's 618.5 damage per second...but it was definitely more than that by at least a couple hundred. Unless there's something funky about the way the health bar works that I'm not understanding

Modifié par lightswitch, 05 avril 2013 - 11:29 .


#136
ROBOTICSUPERMAN

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I can't see the vids, at work on phone, but TV increases the tech burst/fire explosion/cryo explosion damage by 50% but does not increase the damage of the homing grenade, or the turret(apart from evo 4 shock) so a rank 6 + rank 6 + tech vulnerability will do more damage than the ammos rank 0 + rank 6 + tech vulnerability.
Also I'm not sure if TV stacks? It would be awesome if it does

#137
lightswitch

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ROBOTICSUPERMAN wrote...

I can't see the vids, at work on phone, but TV increases the tech burst/fire explosion/cryo explosion damage by 50% but does not increase the damage of the homing grenade, or the turret(apart from evo 4 shock) so a rank 6 + rank 6 + tech vulnerability will do more damage than the ammos rank 0 + rank 6 + tech vulnerability.
Also I'm not sure if TV stacks? It would be awesome if it does


What happens in the vid is I sabotage a Brute, Sentry Turret is flaming it, I use an HG (split grenades, not 6a) and shoot for a bit, the Brute staggers me and as I'm turning away to run you can see the Brute has four bars of armor.

I run off a few meters, and when I turn back it dies. Kill attributed to Sentry Turret

#138
ROBOTICSUPERMAN

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Oh in that case you have just discovered the power of the sentry turret, evo 5 ap rounds, evo 6 rocket, with a power amp 4 I'd guess. Turret is rediculously good against brutes. Dunno why.

#139
lightswitch

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thinking about it I was using the Sabotage-Shoot-HG-shoot sequence all night without getting anything like that kind of DOT all night. The only difference was the turret...it had to be something to do with flamer turret. I just didn't think it was capable of that kind of damage

#140
lightswitch

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ROBOTICSUPERMAN wrote...

Oh in that case you have just discovered the power of the sentry turret, evo 5 ap rounds, evo 6 rocket, with a power amp 4 I'd guess. Turret is rediculously good against brutes. Dunno why.


my turret is specced for Cryo Ammo and Flamethrower right now. because #yolo

and no power amp, zero fitness so was using cyclonics

also shields and damage in evo 4.

Modifié par lightswitch, 05 avril 2013 - 11:48 .


#141
Jovian09

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I like the saboturian, and I like your build, but I don't like depending on consumables to make it work. I typically use a similar build but take a few points out of sabotage to put into fitness. 46664 works pretty great depending on how you use sabotage.

#142
oO Stryfe Oo

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Awkward is a pretty good term for him. I feel like each of his powers are subpar, individually. I've never been a fan of sabotage, Homing Grenade is pretty slow/not as useful/damaging as most grenades, and Sentry Turret is just subpar altogether.

If Sabotage's Tech Vulnerabilty evo applied to both the Turret and Homing Grenade & Sentry Turret got a buff, he would've been a pretty awesome Engineer. Now, he's just...awkward and in my opinion, not fun to play.

#143
Turian Master Race

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Happy Shepard wrote...

Another problem is ammo primed combos. You'd have to use a grenade every time you do a FE, CE or TB. I guess you could use a Falcon to prime multiple enemies and then detonate with split Homingnades, but again, you'd have to be constantly visiting ammo boxes or using Thermal Clip Packs for grenades and your combos would be weak.


I do this, only with the ADAS and not with Falcon. It works well. However, if you see an AUI or TGI in the lobby you should switch to a different class.

#144
Saboteur-6

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So how does the Turian Sabo fare against sub-boss / boss type enemies. What's the attack rotation using the OP's build?

#145
NuclearTech76

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Terrible kit with no synergy, only saving grace is the Turian passives. Kit is bad and Bioware should feel bad. Even the Vorcha Hunter has better synergy than this guy.

#146
kajtarp

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I have a few questions:

1. Does sentry rocket detonate tech for sure or not ? If i'm right it doesn't. yep the OP states it does. Also, cant see sentry turret rocket in the list in this thread: http://social.biowar...7/index/9822648

2. whats my timing window after sabotage for my homing grenades to achieve tech burst? It happens to me a lot, that i dont get tech burst after my homing grenade reached a sabotaged target even tough i can see the effect of backfire. Is it possible i do it too early or too late?

#147
ThatOddGuy

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@Lightswitch - about the Ravager thing

Aren't you getting a Tech Vulnerability Tech Burst in there, as well as the initial damage of the Homing Grenade? I don't know how much damage Tech Bursts do, but that initial damage, plus backfire damage, is quite a lot.

Past that, it really only does take a few shots to finish him off.

Also, Ravagers take damage in a buggy dort of way sometimes if your weapon has penetration.

#148
stormrider1012

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Burned a respec on this build. Still no dice and it was decent at best. My main problem is that the turret feels so subpar that I don't think its really worth maxing out. The power writeup looks good in paper but in practical gameplay the turret actually has a godawful AI [even with good placement] like shooting at walls when it has a clear LOS on other targets and despite my best efforts I rarely can get tech bursts detonation with its rockets. Homing nades are decent especially against bosses but the animation and travel time are a pain which is a drawback no other grenade in the game has. Sabotage is useful for mooks despite the cooldown but so is most of the hitscan powers in the game. I'd hardly call the TSab excellent by any stretch of imagination. One can even argue that the turian passives and jetpack dodge, not his powerset, are actually his best assets and that's just sad.
All in all playing the TSab just felt so sluggish and awkward compared to almost any other kit in the game. Played and geared right. I'm sure it can perform exceptionally well but I'd say that's more due to the player's skill rather than the kit itself. Yes, there is some synergy in his powers but for me the reward output just doesn't feel worth the effort. Personally, the only thing that will justify me playing it is novelty.

#149
Shampoohorn

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Burn your next respect card on Titus Thonnger's build instead.
http://social.biowar...ndex/16437466/1

#150
DHKany

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NuclearTech76 wrote...

Terrible kit with no synergy, only saving grace is the Turian passives. Kit is bad and Bioware should feel bad. Even the Vorcha Hunter has better synergy than this guy.


barely. 

60% cooldown penalty that cannot be diminished in anyway possible is a stupid thing for an engineer to have.